Hunters of The Warp
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Possible dragonis

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Rhaevyn
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Post  ShadowDisco Wed Jul 02, 2014 8:20 am

1750 blood angels list

Epistolary Jerako- jump pack 150 forewarning 4++ power and hammer hand
Mephiston warlord with legendary fighter iron arm, endurance, life leach 250

Chaplain- Alrick 100
Three sang priests
Zarek with jump pack 75
Cortan with Jump pack 75
Tarchen on foot 50

Assault squad x 10 Sgt. Raphael PW 15, combat shield 5, melts bombs jump packs  215

Assault squad x 10 Sgt. Malaki Pw 15, combat shield 5, melts bombs jump packs 215

Cursed brethren wrath of the chosen
9x death comp pw fist 25, thunder ham 30, bolters 235

Tactical squad x10 Sgt. Rafen flamer, missle launcher 170

Stormraven- The Angels wing extra arm, twin linked assault cannon twin linked multi melta, 4 blood missiles 215

Any suggestions to make this list better?


Last edited by ShadowDisco on Wed Jul 02, 2014 11:24 am; edited 1 time in total (Reason for editing : .)
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Post  Matthew G Thu Jul 03, 2014 1:13 pm

Thinking you are pretty light on Anti-armor.

Perhaps add a couple special weapons to each assault squad. I also wouldn't bother with the combat shields either. Just find them to be not worth the 5pts.

Also, IMO the Extra armor on your SR is not worth it's points. A 1-6 chance to make that ONE stunned result a shaken? Maybe if it were 5pts it would be debatable, but not for 15...

Dropping the combat shields and the Extra armor frees up 25pts, which could add 2 melta's to 1 assault squad, and a flamer to the other. If you can scrounge 5 more pts to give another flamer in your assault then you're golden....

I assume the DC comes in by raven? What are your plans for Meph? He'll rock face, but he's slow as molasses so pretty easy to avoid given the right circumstances. I know I wouldn't go anywhere near him...
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Post  Sythenil Thu Jul 03, 2014 6:09 pm

You should toss in a ADL with QG for a little more distanced anti air.
Your SR alone can't hold the skies especially in a 1750 game.
You could always rework your list a little to have some flak missiles in it too.
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Post  ShadowDisco Thu Jul 03, 2014 7:20 pm

Unfortunately can't have flak missles on blood angels tac marines, no upgrade capability
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Post  Sythenil Thu Jul 03, 2014 7:22 pm

Oh damn I thought for sure they'd FAQ that for you guys :S
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Post  ShadowDisco Thu Jul 03, 2014 7:24 pm

I wish but sadly no, but an eye on the skies is a good idea
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Post  Sythenil Thu Jul 03, 2014 7:35 pm

It's always something I struggle with as DE.
I have to sacrifice precious Ravagers for Razerwings and Voidravens to cover AA.
So trust me I feel the sting of a shat tastic codex as well.
Why a unit in the story is FA and Then HS in game I dunno?
And why marines don't have flakk missiles is beyond me?
What did they run out of flakk materials?
Forge world slaking off?
Who knows maybe there is a tech marine with a hard on for them stock piling them have bukaki parties with them & his servitors.....  We will never know!
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Post  ShadowDisco Thu Jul 03, 2014 7:45 pm

Personally I think it's how the chapters fight. Like DA don't use special issue ammo, because it's not honorable, doesn't test them they way the primarch showed them, who knows
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Post  ShadowDisco Wed Jul 16, 2014 9:21 am

So my revised list

Mephiston iron arm, warp speed, endurance,
Warlord Immovable object fearless and it will not die

Lib lv2 jump pack force weapon forewarning, hammer hand

3 sang priests 2 jump pack 1 foot

2 assault squads 2 melta 2 flames sarge ants with combat shields 1 with power fist other power sword melta bombs

1 tac squad heavy bolter flamer aft melta bombs

Vindicator siege shield
Storm raven twin link assault cannons twin multi melta 4 missles
Dev squad sgt power fist and 4 missle launchers

1745
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Post  Rhaevyn Wed Jul 16, 2014 9:41 am

Is hammerhand really worth the extra perils chances of using sanctic powers? perils on Any doubles seems to just cry for a dead libby.

Your also splitting your powers between two different schools and giving up the Primaris powers. If you want forwarning, i would just pick up a second Div spell and get Prescience for free. Given the amount of warp charge that Mephiston is going to suck up, i doubt you will end up Casting ANY spells with the Libby, but i don't see a good reason to make your libby walk around with a live grenade in his hand all game.
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Post  Planes Wed Jul 16, 2014 10:02 am

Given what Hammerhand was doing on our match, I'd say yes. Made it so that basic marines could actually do things the the AV12 walker that charged them.
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Post  ShadowDisco Wed Jul 16, 2014 11:15 am

It helped a lot when that happened, but imagine st 7 marines changing you
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Post  Rhaevyn Wed Jul 16, 2014 11:21 am

If a scout was charging me personally. i would probably wet myself.

I'll reserve judgment for now. tools in the toolbox are always good, just seems to me that prescience would be a safer and more logical choice.
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Post  Aegwymourn Wed Jul 16, 2014 11:46 am

Planes wrote:Given what Hammerhand was doing on our match, I'd say yes.  Made it so that basic marines could actually do things the the AV12 walker that charged them.

Marines already glance AV12 with krak grenades. I suppose you up the odds of damaging it?

Although since prescience is WC2 now it is kinda bad. Way harder to get off with limited dice (unless you are GK).
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Post  Planes Wed Jul 16, 2014 11:53 am

You go from a single grenade per dude per phase to two swings each, three on the charge. I'd say the change in math is pretty significant.
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Post  Aegwymourn Wed Jul 16, 2014 11:58 am

Planes wrote:You go from a single grenade per dude per phase to two swings each, three on the charge.  I'd say the change in math is pretty significant.

Assuming you have an extra CCW. Most marines generally don't. It'd be nice for the assault marines though.
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Post  Planes Wed Jul 16, 2014 12:21 pm

Those would be the ones my Forge Fiend assaulted.
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Post  Rhaevyn Wed Jul 16, 2014 3:34 pm

just tying up the forge fiend for a few rounds as it kills 1/2 marines a turn seems a good trade to me. don't even have to kill it.
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Post  superdeuxlol Wed Jul 16, 2014 3:46 pm

Mephiston can't take invisibility?
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Post  ShadowDisco Wed Jul 16, 2014 3:48 pm

Blood angels can take everything but pyromancy
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Post  superdeuxlol Wed Jul 16, 2014 8:01 pm

Then take invis.
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Post  ShadowDisco Wed Jul 16, 2014 8:07 pm

I don't really see a point to it with iron arm everything basically needs sixes to wound.
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Post  Sythenil Wed Jul 16, 2014 8:53 pm

Disco tmw at 6?
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Post  Lore Weaver Wed Jul 16, 2014 9:59 pm

ShadowDisco wrote:I don't really see a point to it with iron arm everything basically needs sixes to wound.

Not getting hit is better than a low chance to wound.

What's his base toughness? 4?




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Post  Rhaevyn Wed Jul 16, 2014 10:15 pm

mephy is the origional MC. hes str and tgh6. so iron arm is especially good on him. i can def see wanting biomancy. but you can have invis and iron arm Smile
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