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New to Warhammer, could use advice


Seamus3860

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Me and 2 buddies just started playing and we’re really digging it. We’ve been running basic games(50 power level & proxy). I did really well but don’t think I played right. Used Cpt’s reroll 1’s and Chaplain’s reroll fails for same units on same turn. I never missed. We’re upping our power level to 100 soon and I want to make sure I invest in units wisely. I can do 100 power now, but not confident in unit choices.

 

Army as of now:

Battalion:

Primaris Chaplain

Primaris Librarian as Mephiston

Primaris Lt as Corbulo

3 squads of Intercessors

Predator(all Lascannons)

1 unit of Hellblasters

1 unit of Inceptors

 

Vanguard Detachment:

Terminator Chaplain

1 unit of Tartaros Terminators

Redemptor Dreadnought

1 unit of Aggressors

1 Lt with jump pack

 

My plan was a tight formation with holding Terminator Chaplain, Terminators, Inceptors, and jump pack Lt for deep striking. One buddy has Tyranids and one has Death Guard.

 

Any advice is greatly appreciated.

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I did really well but don’t think I played right. Used Cpt’s reroll 1’s and Chaplain’s reroll fails for same units on same turn. I never missed.

 

My understanding of the 8th edition rulebook is that you can have multiple overlapping abilities that allow you to re-roll a die, but you can never re-roll a die more than once.

 

So, in your case, for a unit in range of both your Captain and Chaplain, you'd use the Captain's ability to re-roll 1s to hit in the shooting phase and the Chaplain's ability to re-roll misses in the fight phase.  Either will stack with your Lieutenant's re-roll 1s to wound aura.

 

Outside of your two named HQs, there's really nothing in your list that says Blood Angels to me.  If your group is okay with proxy models, maybe give Death Company or Sanguinary Guard a try in one of your games in the future and see how you like them.  Outside of named characters, those two units are (in my opinion) the biggest things that set the Blood Angels apart (and they're both incredibly solid units!).

Edited by Bishoujo
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It doesn't matter so much what source of re-rolls you use, so long as each single dice is only ever re-rolled once*.

 

I.e. a Chapter Master let's you re-roll all failed To Hit rolls, while a Chaplain lets you re-roll all failed To Hit rolls in the Fight phase. If a unit is affected by both, then it does not matter which you choose to use. However, what you explicitly cannot do is re-roll a re-roll. I.e. a Tactical Marines hits on 3+ in combat. He rolls a 2. You can use either the Chapter Master's aura or the Chaplain's aura to re-roll that 2, but once you have rolled again, that 2nd result must be kept, no ifs-ands-or-buts.  It is a BRB (Big RuleBook aka the main rulebook) rule that any dice you roll can only ever be re-rolled once...it's part of the "fabric of the universe" so to speak.

 

*only possible exception would be if your dice rolls off the table onto the floor, or "cocked dice" which are "mistrial" sort of scenarios. But that's something you and your opponent should discuss at the time.

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I think the single biggest piece of advice a new 40k player can be given is "do what inspires you."

 

There will always be someone who optimizes her/his list better, or uses the latest hotness OP units, or does some sneaky rules combination to beat you. The importance of "your dudes" in this hobby can never be understated: go with what you like and find your way to have your fun with them. Everything else is just tweaking.

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Yeah and for the love of the emperor, don't try to min-max your list right from the beginning. It'll suck the fun out of playing the army unless you are a hardcore tournament player (tho then you probably would already know what to do).

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go with what you like and find your way to have your fun with them.

 

 

don't try to min-max your list right from the beginning. It'll suck the fun out of playing the army

 

Preach on, brothers.  :yes:

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An advice from my own experience. Don't try to compete with cocky opponents. If you try to beat them the group will slowly drift towards more and more competetive lists to keep up with you and the cocky player (who automatically will do anything to stay on top). Let him be cocky and when he loses it'll be just so much sweeter to remind him of it. :P

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An advice from my own experience. Don't try to compete with cocky opponents. If you try to beat them the group will slowly drift towards more and more competetive lists to keep up with you and the cocky player (who automatically will do anything to stay on top). Let him be cocky and when he loses it'll be just so much sweeter to remind him of it. :tongue.:

 

Great point. Beware of arms races and "oh, this new model will solve all my woes!" For every new toy that you think will magically fix your problems (looking at you, ForgeWorld), the other guy can pull out one as well, so that's a zero-sum game. Rather, learn tactics and deep cuts on strategies. Things like Objective placement and Deployment are games unto themselves that are easily overlooked by others. Get to know these core phases of the game and you can start to really get a leg up on opponents no matter what they bring. "Sheep led by a Lion" and all that.

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I did really well but don’t think I played right. Used Cpt’s reroll 1’s and Chaplain’s reroll fails for same units on same turn. I never missed.

 

My understanding of the 8th edition rulebook is that you can have multiple overlapping abilities that allow you to re-roll a die, but you can never re-roll a die more than once.

 

So, in your case, for a unit in range of both your Captain and Chaplain, you'd use the Captain's ability to re-roll 1s to hit in the shooting phase and the Chaplain's ability to re-roll misses in the fight phase.  Either will stack with your Lieutenant's re-roll 1s to wound aura.

 

Outside of your two named HQs, there's really nothing in your list that says Blood Angels to me.  If your group is okay with proxy models, maybe give Death Company or Sanguinary Guard a try in one of your games in the future and see how you like them.  Outside of named characters, those two units are (in my opinion) the biggest things that set the Blood Angels apart (and they're both incredibly solid units!).

 

Just echoing this point here, this doesn't say BA to me, more generic space marine that would benefit fat more from being Dark Angels instead. Were you thinking of going Close Combat when you upscale to 100 power? If yes, cool, if not, I'm not sure what being BA really brings to the table for you.

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Just starting out and Blood Angels were the ones I was most familiar with and always liked. Like I said, I’m new. Not even sure what other marines have to offer. Went to the store and since they didn’t have a Deathwatch Codex yet, grabbed Blood Angels.

 

I definitely have Dark Angels on my list of filling in my army. What I listed up top is my 100 Power Lvl.

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Thanks, I’ll look at the ancient again. We’re going to attempt command points, stratagems, and objectives here soon. I think we got caught up in the arms race quickly just running annihilation. I’m a big fan of the chaplain, but I only have 10 deepstrike capable units.
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Thanks, I’ll look at the ancient again. We’re going to attempt command points, stratagems, and objectives here soon. I think we got caught up in the arms race quickly just running annihilation. I’m a big fan of the chaplain, but I only have 10 deepstrike capable units.

I love the Chaplain as well :)

As to Deep strike units, that's sorta the meat and veg of blood angels, Black rage, Red Thirst, bonus strength from grails all point us towards Close combat, which is why I questioned weather your troops choices really favour blood angels. 

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They may not. I try to manage my troops to make sure I’m the one that charges though. I’m sure a year from now I probably won’t be using half my army or repainting them to be Salamanders.

Well, best thing about Red thirst is that it does not matter if you charge or not anymore :P

 

I'm honestly not trying to rag you on your choices, a Brother in red is a brother in red, nor am I trying to push you into the powergame creep of only caring about "optimal list design".

 

Perhaps once you start using stratagems and CP's you will have a different perspective on things, so I would really recommend trying them out -before- buying new toys to play with.

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They may not. I try to manage my troops to make sure I’m the one that charges though. I’m sure a year from now I probably won’t be using half my army or repainting them to be Salamanders.

Well, best thing about Red thirst is that it does not matter if you charge or not anymore :P

 

I'm honestly not trying to rag you on your choices, a Brother in red is a brother in red, nor am I trying to push you into the powergame creep of only caring about "optimal list design".

 

Perhaps once you start using stratagems and CP's you will have a different perspective on things, so I would really recommend trying them out -before- buying new toys to play with.

Don’t worry about ragging, didn’t take it that way.

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big unit of death company will sort out nid hordes. Captain MC-Hammer will deal with pretty much all monstrous creatures in combat, and the swarmlord/hive tyrant if you soften them up first.

Slamguinious is like salad

You don't make friends with salad :D

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