Jump to content

[HH1.0] Blood Angels Tactica - Assault Cannons For Days


The Unseen

Recommended Posts

Do you think inferno pistols are any good for assault squads? I’m thinking if melee weapons are covered by legion specific units, it might make sense to use assault squads as anti-tank units capable of also assisting heavy hitting units in combat.

 

I’m building a squad of 10 and was thinking going with thunder hammer for sergeant and two marines with inferno pistols. With DOR this would be dropped near the enemy with first turn melta attacks and second turn charge. If forced to attack an infantry squad, the TH of course suffers from attacking last, but this can be mitigated by using the unit with Sanguinius or another unit of command squad / dawnbreaker squad to handle challenges.

 

Any opinions?

Link to comment
Share on other sites

I love inferno pistols, their only downfall is their range. Paladins I've played once and they were underwhelming for their points cost, love the models but their use is limited in my lists. Dawnbreakers on the other hand
Link to comment
Share on other sites

55 is kind of a lot for the weapon. It's a straight upgrade for sure, but you really want to be fighting multiwound models as a result; things you wouldn't be able to instant death with a chainfist or kill with a normal paragon blade. At the end of the day I don't think 55 for just the weapon is worth it compared to 45 for a suit of cataphractii, combi bolter and chainfist.
Link to comment
Share on other sites

Well it’s designed that way I guess.

Think it firvthe extra points value it’s just an auto take.

It comes master crafted and all its wounds are ID not just the 6’s.

If you are in a challenge (he should be) then likely whoever is going first will slay.

As DOR gives you +1 I there’s only one legion which may outclassed you there. EC.

Link to comment
Share on other sites

Well it’s designed that way I guess.

Think it firvthe extra points value it’s just an auto take.

It comes master crafted and all its wounds are ID not just the 6’s.

If you are in a challenge (he should be) then likely whoever is going first will slay.

As DOR gives you +1 I there’s only one legion which may outclassed you there. EC.

Or Salamanders characters with Eternal Warrior.
Link to comment
Share on other sites

I'm thinking a big bob of 20x Assault Marines w/ combat shields to hide a Praetor/Sanguinius in, then maybe 1-2 10 man ones w/o shields for capping objectives and spreading the field a bit.

 

I was originally going all-in on combat shields, but for both hobbying and theorycrafting reasons I'm now going towards (relatively) naked ASM squads.

 

Any thoughts?

 

 

Unrelated:

 

His model isn't even out for full release yet, but I really want to use Raldoron somehow. He's one of my favorite characters--despite us not knowing that much about him--b/c (to me) he's kind of a proto-Dante while still being distinct enough that they feel separate. If he had a jump pack, it would be a no brainer. But as a footslogger in my army that tends to be all jump or fast-movers, I am struggling with how best to use him.

 

While it would be fun to make a Weaponmasters Vet squad (I had a helluva fun time kitbashing Machine Killers), they just seem useful to the IX considering the other options we have that fit my playstyle better. Secondly, Vets go down pretty easy, so survivability seems paramount especially for protecting Ral. From a modeling perspective, Crimson Paladins would be a nice escort to him, but well....CP aren't exactly an efficient choice at the moment. So that leaves Terminators...but to get the Sweeping Advance bonuses, you'd have to go Tartaros and that reduces some of the survivability.

 

What does that leave, a Command Squad with 2+/6++? If Assault Marines could ditch their jump packs or if bolt pistol + chainsword Tacticals ("Despoiler Squads"?) could get melee power weapons, I would consider a big brick of 20 that could Deep Strike with him using that WL trait.

Link to comment
Share on other sites

Something they do with a lot of characters is have them have no synergy with specific rites of war to broaden the legions's playstyle.

 

There's enough good rites of war that choosing his trait (even if it is the legion list ones) is very strong. Just gotta not do day of revelation every time lol

Link to comment
Share on other sites

 

Well it’s designed that way I guess.

Think it firvthe extra points value it’s just an auto take.

It comes master crafted and all its wounds are ID not just the 6’s.

If you are in a challenge (he should be) then likely whoever is going first will slay.

As DOR gives you +1 I there’s only one legion which may outclassed you there. EC.

Or Salamanders characters with Eternal Warrior.

I think I have come across maybe one in all the time I have played

Link to comment
Share on other sites

Something they do with a lot of characters is have them have no synergy with specific rites of war to broaden the legions's playstyle.

 

There's enough good rites of war that choosing his trait (even if it is the legion list ones) is very strong. Just gotta not do day of revelation every time lol

Could always put him in oh say...a mastadon?

Link to comment
Share on other sites

Raldoron should work best with the World Burner, Paladin of Glory or Child of Terra warlord traits.

 

Void Walker isn't that great really, a Warmonger does that job much better, since he bestows DS upon the unit he joins AND himself. Void Walker just grants DS to one unit.

 

World Burner in a jump pack heavy list would be neat I guess, Paladin of Glory or Child of Terra would do well in Veteran heavy PotL lists.

Link to comment
Share on other sites

  • 3 weeks later...
  • 1 month later...

Hello everyone,
As I'm thinking about a non-DoR RoW BA army, themed around motorized infantry, tanks, dreads and only sparkles of jump packs.
I've a question about the "Host of Angels" Legion's special Rule wich state:

"With the exception of Dedicated Transports, a Blood Angels Detachment may not have
more units with the Vehicle type than it has units with the Legiones Astartes (Blood Angels) special rule."

So Dedicated transport doesn't count, ok. Spartan for Termis etc.
But does the squad still allow another non dedicated vehicle, to be in the list ? I'd say no for the spirit of the rules, but as it's not clearly stated...

Second: point I want to be sure I'm understanding correctly (as I'm quite noob) :
The rule state a unit for a unit, so a predator/sicaran/whatever squadron count as one ?
And dreadnought as 1 either except for talons  ? And they don't get the BA special rules as they don't have legiones astartes (blood angels) or i'm missing something ?


Thanks for the reading anyway !
 

 
Edited by Papy carni
Link to comment
Share on other sites

Basically the rule is saying you need to have as many units with the LA rules as units of non-dedicated vehicles.

 

If you took squadrons of land speeders/raiders/predators/vindicators, etc... then each squadron is one unit. So if you took 9 speeders and 3 preds, you'd only be at 4 units.

 

The dreadnought talon is a little more tricky. Theyre treated as a single unit until the first turn starts and then aren't. Going by the wording, there's no clear time when you can't have more vehicle units, so talons might push you over.

Link to comment
Share on other sites

Well, the rule applies at the army building level, so if you buy 3 dreads as part of a single talon, I personally think it should count as a single unit.

As I understand the rule, if you have a 10-man tactical unit with their dedicated rhino, you can still include a vehicle unit, be it a single vehicle such a whirlwind scorpius or a squadron ie: land speeder squadron.

Edited by Elzender
Link to comment
Share on other sites

  • 2 weeks later...

I’ve been thinking about a Jetbike Sky Slayer Support squad as an anti-Death Star alternative to the ubiquitous plasma Tac Support squad in a Drop Pod. My idea would be to give them plasma cannons to drop plates on the enemy from a distance with the option to Deep Strike based on battlefield conditions. With pistol + chai sword, that’s 3A on the charge as well which is not bad with Encarmine Fury.

 

I’m guessing the biggest drawback to that is an enemy can just lob a few shots to make them jink so they can’t snap shoot the cannons.

 

 

Alternatively, any use to fit them w MM? Or is there just too much armored ceramite in the game?

Link to comment
Share on other sites

You pointed out their biggest drawback already. Namely the inability to fire blast weapons after having jinked - and jink you will because they're a dedicated investment in terms of points.

 

There's little reason not to run them with all Volkites. Of course, they won't scratch anything AV 13 and up.

Link to comment
Share on other sites

You pointed out their biggest drawback already. Namely the inability to fire blast weapons after having jinked - and jink you will because they're a dedicated investment in terms of points.

 

There's little reason not to run them with all Volkites. Of course, they won't scratch anything AV 13 and up.

What about Multi Melta?

 

I just find that I’m typically light on AT when I play high-speed, low-drag especially if I’m using Flyers as primary AT.

Link to comment
Share on other sites

 

You pointed out their biggest drawback already. Namely the inability to fire blast weapons after having jinked - and jink you will because they're a dedicated investment in terms of points.

 

There's little reason not to run them with all Volkites. Of course, they won't scratch anything AV 13 and up.

What about Multi Melta?

 

I just find that I’m typically light on AT when I play high-speed, low-drag especially if I’m using Flyers as primary AT.

 

So you'll get *maybe* one good round of shooting after the deep strike, then they become almost dead weight due to jink causing snapshots. And you will jink, because to be in Melta range you need to be 12" away from the threat.

 

Armoured ceramite is the bogeyman of the 31st Millenium, it's never there until it is and then OH LAWD NO.

 

Overall, it depends on the level of AT you need. Are you using speed/ deep strike to get around side armour and pop medium tanks/ dreads? Or do you need a team that drops in and takes out a Spartan. Because I think Skyslayers with Melta are very much desgined to be used against the former, especially if they're gunning for squadrons and the like as Ceramite is too expensive on those.

 

As UK said, Volkite alleviates the snapshot issue with multiple shots and deflag plus I'd add it combo's better with Encarmine Fury as you'll want to be boppin' infantry on the head with these guys.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.