Tyranids; 6W-0L-0D in tourny play in 6th
Blood Angels; 0-0-0 in tourny play in 6th
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That's what the sergeant would be for, give him a TH/SS and he can (hopefully) pulp would be challengers*. Additionally equip the other terminators with twin LC and power armour should pop fairly easily. At the same time, it'll be hitting on 3+/4+ wounding (against T4) on 2+. With 3 (4?) attacks some are likely to get through power armour whilst the 3++/5+++ will stop any damage in return.
*Where I play we don't get that many power armoured armies, mainly (Dark) Eldar and Guard.
“Not many of us are left. We thought we’d better have the reunion this year. Next year it could have been a séance.”
Because if you check the entry for a Blood Angels Captain, in terminator armour he can replace his storm bolter with a thunder hammer, combi-weapon, or lightning claw, and his power weapon with a lightning claw, power fist, storm shield, thunder hammer, or chainfist. He cannot take the combination of a power weapon and a storm shield. He can take two thunder hammers though.
"Reason is a thing of God, inasmuch as there is nothing which God the Maker of all has not provided, disposed, ordained by reason - nothing which He has not willed should be handled and understood by reason" Quintus Tertullian
Does seem silly to deny power weapon + SS but let you have a storm bolter and sheild, which would be basically useless.
Hey guys,
What's everyones opinions on dreadnaughts in this edition? I didn't play much BA in 5th but I want them to be my main army in 6th.
We have plenty of choices for dreads (death company, librarian, furioso, normal) so what is the best load out for each and what roles, if any, can they fulfil in armies.
I am looking to run a DoA style army with some flying DCs and Sang guard. Maybe some dreads in pods. HOw would they fit into that kind of army?
Thanks
Dreads are....different. With krak grenades and melta-bombs now hitting on a 4+ in melee now instead of the old 6+ they are basically 3 times as fragile in melee to your average marine, especially with HP taken into the equation. Throw in that blood talons are only AP3 now, so they are really poor against 2+ saves and you have 2 strikes against your average dread.
That said, there are ways around some of these issues. DC dreads are solid with powerfists, as it keeps them AP2, and with rage giving 2 attacks on the charge they are up to a staggering 6 S10 attacks. Furioso dreads with Blood talons are still solid, since they are too tough to be harmed by krak grenades in melee, you just have to be careful of coming across anything with a 2+ save or powerfist/hammer. Overall, I think the DC dread is about as useful as it used to be, and the furioso is slightly worse. In a competitive list, neither has a place though.
"Normal" dreads are inferior to AC/LC preds or attack bikes IMO, but if you want to drop pod some in they will work about the same.
Tyranids; 6W-0L-0D in tourny play in 6th
Blood Angels; 0-0-0 in tourny play in 6th
Photos of my stuff; Pics
hey guys, has anyone tought of what our best allies would be?
I've heard guards, Deathwing, vanilla codex with Stormtalon, ...
6th battles so far:
Blood Angels Win 3/Draw 0/Loss 0
Guard with both the numbers and also the big guns are a good one. CSM doesn't really bring anything that we really benefit from. Elder with jetbikes might be a good one though, depending on play style.
As far as I can see it, not many allies bring that much to the board for angels that really make them hugely worth the extra hassle/cost with exception of guard.
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Maybe Eldar jetbikes to replace the marine bikers in a Blood Rodeo list might be interesting![]()
Seer council on jetbikes, guardian jetbikes and shining spears do the initial charge, followed next turn by the angel jump troops and couple of furisos in pods ;-)
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Trade thread: currently Warhammer Empire Army, Deamons, Orks, Warmachine
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The 75th Logres Prime Ice Drakes:
http://www.warseer.com/forums/showthread.php?t=96543
WAAAGHHH GORTEEF_ my Orks:
http://www.warseer.com/forums/showth...71#post5572071
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Marines do bring one good thing: the storm talon.
You have to pay a sniper-scout + HQ tax but if your taking a raven then having it escorted by the talon should help to soak up some of the anti-air firepower.
The worst part of the ally tax in this case is the HQ.
You could go for a biker captain, artificer armour, SS and relic blade and then take a troops bike unit. That's not so bad, as BA captains can't get artificer armour or relic blades.
Tyranids; 6W-0L-0D in tourny play in 6th
Blood Angels; 0-0-0 in tourny play in 6th
Photos of my stuff; Pics
Quick question on the Deep Striking Land Raider.... anyone used one? Is it ever worth it?
Thinking of putting my 16 Death Company with Bolters in a Crusader in my Deep Strike list...
My Eldar PLOG: http://www.warseer.com/forums/showthread.php?t=278111
The 75th Logres Prime Ice Drakes:
http://www.warseer.com/forums/showthread.php?t=96543
WAAAGHHH GORTEEF_ my Orks:
http://www.warseer.com/forums/showth...71#post5572071
________________________________
\m/ Another Metalhead on Warseer \m/
so something in the lines of this:
Company Command Squad
Platoon:
Command Squad
Infantry squad
Infantry squad
Weapon team
Weapon team?
giving both infantry squads a heavy weapon, and having range with the Weapon Squads.
One of the CS's has 4 Melta's, the other has 4 Plasma's.
Or would making a Blob be better, giving the PCS a medi pack and making the HQ a Lord Commissar?
6th battles so far:
Blood Angels Win 3/Draw 0/Loss 0
I was thinking more on the lines of:
Comp command w MoO
Inf platoon, 5 squads with specials and power axe armed officer and sergeants.
Mantacor/basalisk unit.
Basically long range templates droping taking out enemy support and a big 40+ unit with power axes to deal with the likes of terms, nasty characters or such by either mobbing or through each turn challenge.
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Maybe a valk or two as escort for a few 'ravens might be fun to?
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