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Spyros

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Spyros last won the day on August 30 2020

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About Spyros

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  • Location
    Athens, Greece
  • Faction
    Blood Angels

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  1. While I would have preferred to use a Gladiator Lancer as pure A/T goodness, the Ballistus dreadnought is 20 points cheaper and that's enough to fit in my preferred list. On paper it wins me with its 2+ save, and compensates the power and re-rolls of the Lancer with more shots and the anti-infantry versatility of the missiles. However, there have been games where it has dramatically failed to do any damage (bad rolls)...
  2. OK, I 've decided to submit myself to this public scrutiny I may manage to push my queue through this. I 'm not counting firstborn units, I keep them only for conversions. I love the primaris designs and proportions. Unassembled 1 Brutalis Dreadnought (Fists) 1 Repulsor (this may be here for a while, possible to be used for conversion) 1 Drop pod 1 Desolation squad (10-man) 1 Infernus squad (10-man, I don't see it getting used) 1 Inceptor squad (3-man plasmas) 1 Heavy Intercessor squad (5-man) 1 Incursor squad (5-man) 1 Sternguard veteran squad (10-man) 1 Captain Messinius (to be converted to captain w. jump pack) 1 Captain w. Power fist & Plasma pistol (store birthday) 1 Sergeant Jovan 1 Terminator Captain (to be converted w. Power fist & combi-weapon) 1 Terminator Librarian 1 Apothecary Biologis 1 Lieutenant (Phobos) w. combi-weapon 1 Primaris Apothecary (to be converted to Sanguinary Priest w. jump pack) 1 Primaris Lieutenant w. Stalker Bolt Rifle (500 store) Assembled / Primed 1 Gladiator Reaper 1 Ballistus Dreadnought 1 Brutalis Dreadnought (Talons) 1 Hellblaster squad (10-man) 1 Eradicator squad (3-man) 1 Heavy Intercessor squad (5-man) 1 Reiver squad (10-man, it's going to wait a loooong time) 1 Inceptor squad (3-man Bolters) 1 Terminator squad (5-man) That's all I can find now... May the light of the Emperor help us!
  3. I think it's safe to say that the wont allow Mephiston to join Bladeguard because they don't want them to gain Strike First.
  4. In a Sons of Sanguinius detachment, you can't go wrong with Bladeguard veterans (models that are here to stay). Changing from a Land Raider and buffed by characters and stratagems, they slay hard...
  5. The general rule of Battle-shock is that at the start of your Command phase you have to take one if a unit is below half-strength and if you fail it then it lasts until your next Command phase. In the following scenario, the opponent is charging in his turn a unit I control led by Dante. Dante's ability forces the opponent's unit to take a BS check with a -1 penalty, and they lose it. In the following turn, which is mine, does the opponent's unit remain battle-shocked throughout that turn? His unit is not below half-strength. And is then released from BS in his own following turn?
  6. I just realized that the 55 ponits Lieutenant in Phobos armor has the Shoot ad Fade ability which allows you to make a Normal move of up to D6" in your Shooting phase, after this model’s unit has shot, if it's not within Engagement Range of any enemy models. So... for 225 points you can have a 10-man Reiver squad and the Lt, Deep-striking with Grav-chuts, shooting (perhaps only one weapon to avoid having the enemy removing the closest models), moving D6", and then charge at a closer range. As Blood Angels, that would deliver 50+6 S5 attacks hitting on 3s with Leathal Hits and Precision, but no AP (and force a battle-shock test with -1). For 220 you can Deep-strike a 6-man Inceptor squad that everyone loves aand can arrived 3" away of the enemy. I guess the usefulness of Reivers is situational while the Inceptors are always worth it?
  7. These Raven Guard Desolators so tacticool they are the suff of legends! I'd like to mirror this build but I don't know if I can make it..
  8. @DemonGSides For me it's mostly a matter of resources and time, both of which are precious. I believe that when the new VV come in the future they wont look or have the options of the firstborn VV, so I don't want to invest on that. - - - In other news, yesterday I tried the list with a terminator captain instead of suppressors. For the first time in a long time, it worked for me. Despite my usual noob mistakes and forgetting rules, the list worked almost as intended and managed a brutal tie 58-58 against a seasoned Ork player. Quite thematically Dante managed to kill Ghazghkull Mag Uruk Thraka no less. I particularly enjoyed the dreadnoughts. In a possible variation for the future I could remove the terminators (if I find the deep striking needless) and add my 2nd Brutallis and something else instead!
  9. I agree that for high toughness opponents like orks, custodes, geath guard etc., S7 is better. Still, I 'm on a path where I do not buy anymore old models that soon could be replaced by the primaris version. I 'm sticking plain assault intercessors for now. And Terminators.
  10. I was thinking that (roughly) 50 attacks on the charge, hitting on 2s, S5 AP-2, and with Red Rampage, would be nothing to laught at.
  11. The Vanguard vets are not that attracting to me, with the storm shields being the only selling point. Offensively are virtually the same against most foes. I 'm trying to use movement to avoid being hit and charge first. And I 'd like to get the new models... I would still use Dante, at least a few times, and one of the selling points is the +1 on charge roll. So I tried to balance the list earlier list. There are a lot of things I want to use but there's no space in 2000 points, despite the leaked points adjustments... SoS - 1995 points 120 Dante 170 Assault Intercessors JP (10) 90 Sanguinary Priest JP 100 Primaris Captain, sword & shield, Artisan of War 180 Bladeguard Vets (6) 60 Primaris Chaplain 85 DC Intercessors (5), Chainswords, 1 Power fist, 1 Plasma pistol 260 Land Raider Redeemer 175 Brutallis Dreadnought, Multimeltas, Claws 200 Redemptor Dreadnought, MacroPlasma Incinerator, Onslaught gatling 185 Terminator squad (5), Assault Cannon, Fists (in deep strike reserve) 85 Suppressors 140 Ballistus Dreadnought 145 Whirlwind So, the last 3 units are guarding the rear and have enough range to hit anything, as long as I can find a line of sight. The woefully bad at hitting Land Raider has been replaced by a Redeemer that now carries two squads. Dante is deployed on the battlefield with only the Terminators staying in reserve. The thing is, I 'd like to emphasize a bit more on the melee. I really feel the Terminators need their captain. He can "assure" a charge from deep strike and can choose to give them free Red Rampage in case of charging a vehicle. The only thing I can remove to get the captain in is the Suppressors and then I'll only have two units at the back. Then i 'll have 15 points space to put a Visage of Death on one of the two Captains probably.
  12. The enhancement Archangel’s Shard does the following: "The bearer’s melee weapons have the [ANTI-CHAOS 5+] and [LANCE] abilities." Lance is pretty self explanatory, but Anti-Chaos 5+ ? What melee weapons can actually use this ability? The only one that comes to mind is the Thunder Hammer that has Devastating wounds, which would be triggered against Chaos on 5+. Is this the only one? I can't find something else, and the hammer is not even a blade...
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