AgentP Posted January 23, 2015 Report Share Posted January 23, 2015 I bought the Deathstorm box for the Nids, so I came into possession of a small batch of Blood Angels. I also have some misc marine stuff laying around in boxes, from years in this hobby. So for lack of a better option, I'll make Blood Angels my third army, after Nids and Tau. I'll mostly trade to complete the figures I need, but I can buy a couple as needed. But I need some help building a force. I have no desire to collect zillions of pieces, I just want a viable force of around 2000 pts. My requirements: (1) Mobile. I play Maelstrom missions, so mobility to objectives is key (2) Land Raider and Stormraven Assault. None of my other armies have assault vehicles, Blood Angels have two, the flyer and the land raider. So for variety, I want to utilize those. (3) Deathstorm: Must include models from Deathstorm, which includes a dread, some terminators, and the death company. Thanks for any help. Quote Link to comment Share on other sites More sharing options...
scottshoemaker Posted January 23, 2015 Report Share Posted January 23, 2015 As it's your only marine force, and I'm assuming you want mostly for fun, I'd avoid too much gimmicky stuff and think of it mostly as standard marine force with some interesting insertion options. Rhinos are fast so I'd take advantage of them. Quote Link to comment Share on other sites More sharing options...
fluger Posted January 23, 2015 Report Share Posted January 23, 2015 Quick question, because I'm not sure, can the death company guys be outfitted differently, or are they stuck with that weapon loadout? Quote Link to comment Share on other sites More sharing options...
WestRider Posted January 23, 2015 Report Share Posted January 23, 2015 @Fluger: The kits in DeathStorm are just the standard ones. You can assemble them exactly like in the set if you want to use the Datasheets for those specific versions, but I'd say the only one of those that's worth doing that with is the DC Dread, because he's a Troops Choice when you use the Datasheet, which is pretty cool. Also, the Dread kits are so easy to make swappable that there's not a whole lot of reason not to leave yourself the option to field him. @AgentP: The tricky bit is going to be the Tactical Terminators. They're just so underwhelming these days. Any chance you'd be able to get ahold of Assault Terminator arms for them? Quote Link to comment Share on other sites More sharing options...
fluger Posted January 23, 2015 Report Share Posted January 23, 2015 OK, it appears he just wants to use the models, not the datasheet. This makes things easier. Quote Link to comment Share on other sites More sharing options...
fluger Posted January 23, 2015 Report Share Posted January 23, 2015 (edited) Maybe something like this as a basis? Brother Corbulo: 120 10 Tactical Marines: 160 + 50 Meltagun, Heavy Flamer Rhino: Dozer Blades 10 Tactical Marines: 160 + 50 Meltagun, Heavy Flamer Rhino: Dozer Blades 5 Scouts: 60 Meltabombs 5 Scouts: 60 Meltabombs 10 Death Company: 280 Jump Packs, 2 Power Fists Death Company Dreadnought: 135 + 35 Blood Talons Drop Pod 5 Terminators: 220 + 250 2 Chainfists, 1 Heavy Flamer Land Raider Crusader: Multimelta 10 Assault Marines: 220 2 Meltaguns 2 Fusion Pistols Drop Pod 10 Assault Marines: 220 2 Meltaguns 2 Fusion Pistols Drop Pod 1850 Edited January 23, 2015 by fluger Quote Link to comment Share on other sites More sharing options...
fluger Posted January 23, 2015 Report Share Posted January 23, 2015 As stated, Tactical Terminators are pretty blah. I wouldn't use them if I didn't have to. Fast Rhinos help with mobility, as does the beatstick DC jumpers. 3 Drop pods also help with board control in maelstrom. Obviously tweak to taste, but the skeleton of this is a solid OFCC type list. Quote Link to comment Share on other sites More sharing options...
fluger Posted January 23, 2015 Report Share Posted January 23, 2015 Oh, and infiltrating/scouting scouts with ob sec help you get objectives quickly in turn one. Quote Link to comment Share on other sites More sharing options...
AgentP Posted January 23, 2015 Author Report Share Posted January 23, 2015 Ok, thanks this is a good start. I like the tac in Rhino base. I'm happy to swap arms on the terminators to make them assault. And I think I have a LR Crusader in the garage, so that's good. What about putting the dread in a stormraven? Quote Link to comment Share on other sites More sharing options...
fluger Posted January 23, 2015 Report Share Posted January 23, 2015 If we go assault terminators, things get a lot better a lot quicker. As to a stormraven carrying a dread? I just don't think it's worthwhile. I'd rather have the dread plop down and be in someone's face early rather than waiting to assault at the earliest on turn 3. Stormravens are best used not as transports IMO. Quote Link to comment Share on other sites More sharing options...
AgentP Posted January 23, 2015 Author Report Share Posted January 23, 2015 But the earliest a dread in a pod is going to assault is turn 3 too, yes? Deep Strike turn 2, then assault turn 3. So, other than cost, what makes the pod better? Sorry if that's a dumb question, but I just don't know marines yet. Quote Link to comment Share on other sites More sharing options...
fluger Posted January 23, 2015 Report Share Posted January 23, 2015 Drop pods come in on turn 1 with their drop pod assault rule. Essentially you can drop in half of your pods (rounding up) on turn one without needing to roll. So, you could pod in the dread and one assault squad on turn one and then roll for the second assault squad on turn 2. Quote Link to comment Share on other sites More sharing options...
AgentP Posted January 23, 2015 Author Report Share Posted January 23, 2015 Ah yes, space marine rule. Gotcha Quote Link to comment Share on other sites More sharing options...
Guest Posted January 23, 2015 Report Share Posted January 23, 2015 The advantage to the dread in the SR is that it benefits from the assault vehicle rule. So if you plan to arrive and have the SR fly around for the turn it arrives from reserves (because models can't assault the turn they arrive from reserve), then drop to hover mode on the following turn and have the dread (or other contents) arrive and shoot, you could go this route. For this, you need the SR to survive a turn of flying and you need a worthy target to assault. This can work if your SR unit functions as a back up assault unit. If it is your primary assault unit, the time delay getting this one into position will ruin its value to the army. Quote Link to comment Share on other sites More sharing options...
fluger Posted January 23, 2015 Report Share Posted January 23, 2015 Question that I'm unsure of, can the dread also take advantage of the special deployment from the SR? As in, it can parachute off as a deep strike? Quote Link to comment Share on other sites More sharing options...
Jayne_Cobbb Posted January 24, 2015 Report Share Posted January 24, 2015 The only time Dreds ever get into assault is from Ravens. Quote Link to comment Share on other sites More sharing options...
Jayne_Cobbb Posted January 24, 2015 Report Share Posted January 24, 2015 trust me. Uggg. Quote Link to comment Share on other sites More sharing options...
Guest Posted January 24, 2015 Report Share Posted January 24, 2015 Question that I'm unsure of, can the dread also take advantage of the special deployment from the SR? As in, it can parachute off as a deep strike? Yes, but on a 1, it immobilizes itself (dangerous terrain). Ironclad is immune due to move through cover. Neither the transported infantry, nor the dread, can assault after the deep strike. Much better off with a drop pod if the intention is to use the deep strike deployment. Quote Link to comment Share on other sites More sharing options...
AgentP Posted January 24, 2015 Author Report Share Posted January 24, 2015 Having read more, I think the Angel's Fury Spearhead formation sounds like an amazing core to build around. Requirements: 3 Tactical Squads, 3 Stormraven Gunships Restrictions: Each Tactical squad must include 10 models. The Sergeant of each Tactical squad in this Formation must take a teleport homer as a free upgrade. This Formation’s Tactical squads cannot take Dedicated Transports, and must begin the game embarked in the Stormraven Gunships from this Formation. Special Rules: Augur Triangulation: If a friendly unit with the Blood Angels Faction arrives from Deep Strike Reserve within 12” of at least two models from this Formation equipped with teleport homers, then it does not scatter, and can charge on the same turn it arrives. Objective Secured: All Troops units from this Formation have the Objective Secured special rule (see page 122 of Warhammer 40,000: The Rules). Spearhead Strike Force: When making Reserve Rolls, make a single roll for theentire Formation, which you can choose to re-roll. If successful, all units arrive from the Formation. You can make a Reserve Roll for this Formation from the start of Turn 1. I think combining that with a Baal Strikeforce of a librarian in terminator armor, with some assault terminators, a death company in a pod, a death company dread in a pod, a couple scout squads to cover the troops tax. 1 Quote Link to comment Share on other sites More sharing options...
InfestedKerrigan Posted January 24, 2015 Report Share Posted January 24, 2015 Can you get a Termie Libby, Assault Termies, DC and DCD in pods and a couple scout squads in like 800 points? I'd imagine those are around 400 points per squad, for the Angel's Fury. What about Angel's Fury and Archangels Sanguine? Then you'd have...4 Storm Ravens and 60 Marines. 10 Tact in SR 10 Tact in SR 10 Tact in SR 10 Stern in SR 10 Vanguard 10 Vanguard And pray the Angel's Fury Formation comes in Turn 1. Quote Link to comment Share on other sites More sharing options...
WestRider Posted January 24, 2015 Report Share Posted January 24, 2015 If you want a DC Dread and you're just taking Troops because of the requirement, really look at Cassor the Damned from DeathStorm. He's maybe not an optimal loadout for a DC Dread, but he's far from bad, and he is a Troops Choice if you take him as the Datasheet. That'll free up a few points. Quote Link to comment Share on other sites More sharing options...
Nathanvoodoo Posted January 24, 2015 Report Share Posted January 24, 2015 I'm new to the game in general - but I'm only a BA player and I will say the death company are REALLY good now. Prior to the new codex they were basically overcosted and crap but now they can be quite insane. Stick Lemartes or Astorath or even a Chaplain in a squad of 10 well outfitted DC with jump packs and hop around the field shredding and doing math on how many attacks they can get. Lemartes when wounded gets 6 attacks at S8 on the charge plus hammer of wrath and has Zealot. They are brilliant. Feel no Pain, Zealot(with Astorath,Lemmy, or a Chap), Rage and Furious Charge. I generally have been disappointed fielding Terms instead of DC (for the point cost) - they both seem to have similar survivability (higher armor vs feel no pain) but the DC have greater mobility and a more varied loadout. I've looked at the 3 Raven formation and it has tons of potential, but it's very costly (cash and points) and for the rules it gives you you won't have many points leftover - I'd like to try it some day- but that's like a 1000 point reserve? I never run the Deathstorm troops choices. Better to just field 2 small tac squads. I also rarely run rhinos despite them being 'fast' better to just use pods or jump packs or a Raven. Also, I don't have a landraider and I think I'd rather just have more Ravens for the points- they seem to be more shooty and well, they can haul around those slow ass Dreads. As for characters - Mephiston is good, Dante is awesome, Lemartes is real fun, Astorath is alright- and I can't say much for the rest. The Deathstorm Captain is pretty good, but Dante is better and is a LOW. Quote Link to comment Share on other sites More sharing options...
AgentP Posted January 24, 2015 Author Report Share Posted January 24, 2015 Good idea on the troop choice DC dread. Do assault jump packs allow a unit to deep strike? Quote Link to comment Share on other sites More sharing options...
Psilence Posted January 24, 2015 Report Share Posted January 24, 2015 Do assault jump packs allow a unit to deep strike? Yepper. :) Quote Link to comment Share on other sites More sharing options...
Nathanvoodoo Posted January 24, 2015 Report Share Posted January 24, 2015 I will say- you don't wanna deep strike your jump pack dudes- or at least I've not had much luck with it. You want, nay need, them to assault. Waiting for them to come in, and then when they do, they STILL have to wait another turn to assault is rough. Nothing worse than a squad getting picked off before they can do anything. Quote Link to comment Share on other sites More sharing options...
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