Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I've started playing again after the best part of ten years away from the game, so I've found an awful lot has changed over the years! I'm mainly playing against Tyranids which I'm faring better than average against, and the Tau which I was completely made a mockery of last night where I wasn't even able to grab one victory point throughout all six turns, although a lot of that was down to a misinterpretation of the Dawn of War scenario and a poor deployment.
My army consists of a combination of units from the Battleforce and Assault on Black Reach with some added purchases as follows;
1 x Space Marine Captain
2 x 10 Man Tactical Squads with added Flamer and Missile Launcher
1 x 5 Man Combat Squad
1 x 5 Terminator Squad
1 x 5 Scout Squad
1 x 5 Man Assualt Squad
1 x Rhino
1 x Dreadnaught
1 x Predator with Heavy Bolters and Autocannon
1 x 5 Man Devastator Squad (not yet assembled)
1 x Chaplain with Jump pack.
So far against the Tyranids I've had moderate trouble from a Carnifex with Barbed Strangler which wiped out the Terminators in one go, but after they'd taken out Genestealers so they didn't go invain and trouble off a Broodlord.
Against the Tau it was a different story. They managed to immobilise my Dreadnaught on the first turn, which kept the skimmer out of reach of the Multimelter which provided some cover for units as they advanced, but the Crisis suits managed to rip apart everything as they made up the distance to try and assault, which forced the Tau into going back into the quarter of the table they were occupying.
What areas should I be focussing on now to try and mitigate the damage the Crisis suits can do and allow my units to be getting up close? Would drop pods to get some terminators and/or a dreadnaught be a better way to manage, or Rhino's with marines in overcharging to provide cover for more assault marines start putting on more pressure.
I'm thinking that a Whirlwind could be a useful addition to try and soften the units in the first few rounds to aid the main assult moving forwards. Sound idea?
HQ choice is causing me the most confusion at the moment as the nids and the tau are completely different styles of combat.
What are the pros and cons of using Chapter Master vs Captain vs Librarian vs Chaplain? Against the Tau, I'd be favouring Chaplian leading a Death Company.
Couple more questions (these might be really nooby, so apologies in advance)
Can BA use Vangaurd/Sterngaurd?
Are Apothocaries a worthy addition?
That was long, but thanks for any guidance!
By looking at your list I can see that it could be built using Codex: Space Marines (CSM) or Codex: Blood Angels (CBA). Which are you using? If you use CSM then yes, you can play vanguard and sternguard and any other unit from THAT codex. You can NOT combine units from both codices. You have to pick one and stay with it.
I personally have a 2500 point blood angels army and I focus heavily on the use of jump packs, veteran assault squads, and death company. I also run special characters each time I play. Sometimes Lemartes, sometimes Mephiston, sometimes Dante, but always Corbulo.
I have a single tactical squad in an overcharged rhino, and I run one or two baal predators. All the characters and units I just listed are in CBA but NOT in CSM.
A note about apothecaries...if you use CSM you CAN have them. If you use CBA you can have "sanguinary priests" which are essentially the same thing, but here is the catch: BA use the older rules as written in their codex, which are different than the rules for apothecaries in CSM.
Hope this helps.
Once a Marine, always a Marine.
No mixing of Codices, BA or SM.
Apothecaries keep your marines alive longer, always worth it.
Captain has Ld10 and Rites of Battle and hits pretty hard, Librarian has nifty powers and a hood, while Chaplains are cheap and very nasty. If you bring a Chappy, just upgrade to Lemartes for almost no cost.
If you're going to play BA, you need to decide if you want a jump packing army or a mechanized army, mixing them will only dilute each aspect and weaken your army.
Check out ==My== blog: www.bnhblog.blogspot.com
If you are sure you want to use the models listed above, I suggest you play with the Codex Space Marines instead.
- Take Chaplain lemartes as your single HQ.
- Leave away the Scout Squad - they're worthless in the BA Codex.
- You need a 10 man Assault Squad.
- Take a Baal Predator with Heavy Bolters instead for the one you have now.
- I love Devastator models, but tanks are cheaper and more effective (in the Dawn of War scenario you loose one turn of shooting with Devastators). Again, take a Baal Predator.I strongly disagree. Playing an all Jump Packs army works up to 1'000 points, but beyond that you need mechanized elements or the model count lags too much behind the one of your enemy. Furthermore, tanks (especially Rhinos) are wonderful moving walls for your Jump Infantry to hide behind.Originally Posted by ==Me==
"Fear not and look up to the sky for salvation, for we have entered orbit."
Blood Angels 2nd Grail Guard Company
At 2000 pts I will run a 10-man dev squad with 2 LC and 2 PC, combat squaded apart, plus 2 Baal predators, plus 2 attack bikes with multi-meltas. In addition I run a tac squad in a rhino and three 5-man assault squads for up to 5 scoring units. In elites and HQ I run as many free DC as I get, 1 VAS, 1 HG, and 2 HQ including Corbulo, but sometimes Lemartes, or Mephiston, or Dante.
My DC, VAS, AS, and HG are all in jump packs. The only units not are the Tactical squad, Corbulo, bikes and devs. Mephiston does not have a jump pack but he has a psychic power that copies it's abilities.
Once a Marine, always a Marine.
The lads here have given you some great tips.
The first and biggest problem I see is, if you really are using the BA codex, then you're wasting points by not taking those Death Co.
Seriously, you're paying more points than needed just to get free DC models, yet you're not using them! Its always worth throwing DC into the mix if they are free! =)
As said before, grab a decent named character (pref Lemartes I'm thinking), and at least 1 x 10 assault marine squad.
A command squad is also pretty darn nifty too! =)
Whirlwinds are pretty decent against the weaker nid units and some tau, but I can think of better places to spend those points, such as assault marines!
Last edited by CleanRabbit; April 8th, 2009 at 10:17.
I've made some changes to my BA army after picking up some figures from my parents house which I had stored away. I've got a few MK1 vehicles, 2 Rhino transports and 2 Predators decked out with Lascannons, 15 death company troops and a squad of both assault and shooty termies. In addition I've got two chaplains, Tyco, Librarian and the Devastators with Lascannon, HB, PC and ML.
I've been looking to run an honour guard to get the sanguinary priest alongside an additional 5 assault marines to give me a 10 man squad and ideally a veteran assault squad, but I can't figure out whether the standard assault marine pack comes with the upgrades to vet or if they are a seperate pack, because they seem to have been dropped on the GW site for the Vangaurd marines?
I'm going to get a Baal Predator soon to compliment the forces.