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As the title says: Are Blood Angels and Whirlwinds a good match? I would think it'd be risky with the black rage that forces the tank to move forward D6"
Valhallan 23rd Imperial Navy: ~2500 pts
Blood Lord SM Fleet: ~1000 pts
Valhallan 23rd Imperialist Guard: ~6,000 pts
BT SM: ~2000 pts
DA SM: ~1000 pts
BA SM: ~1500 pts
i can't imagine a BA army of mine more than 500 points not having a ww. with only a 1 in 6 chance of the rage happening vs what it does is well worth the points
thank god some people have sense heh.
everyone else says no they arent worth it, but as gypsy said with a one in six chance of not being able to fire, it bloody well is still worth the risk.
so are devastators.
Never judge someone until you've walked a mile in their shoes...by that time they'll be a mile away, and have no shoes
I dont see black rage as that much of a big deal really.Ive heard people go on and on about it.Yeah it can happen but not very often only a 1 in 6 chance.And the amount of firepower that both units the ww and the Devastators can dish out is well worth the risk!Originally Posted by Carnage
Personally I don't see what all the fuss is about. Come On!!! BA is probably the most effective close combat army in the entire game (not comparing them to the newly altered Tyranids and other single powerful assaulting models or units). When it comes down to the nitty gritty tournaments most armies will just be shooting at us, so why waste points on shooting back? I mean sure you can hide it behind cover, but most armies are capable of out flanking it and nailing it with a heavy weapon (Tau & Eldar, really, really, really does this quite easily). I personally would rather spend my points on another scout squad. Itâ€™s a Kodak moment to see the grin on the enemyâ€™s face when he is forced to decide to either shoot at the advancing scouts or the Big Black DEATH squad advancing behind them. And always know that no victory comes without sacrifice!! Most of the games I played the enemy almost always shot at my advancing army and left my scouts untouched, and not one scout unit failed to get their points worth, sometimes double even triple. I have even seen one scout veteran sergeant stand against an entire squad of enemies and holding his own until the entire squad was destroyed. When it comes to the bigger more powerful Monsters that walk the battlefield, what is better than a Librarian with 3 wounds, 3+ armor save, 4+ invulnerable save, 6+D3 attacks if assaulting (Jump pack makes sure I am the one assaulting) all at initiative 7 with a force weapon or while your at it give him a power fist. Forget the Avatar, a god amongst men right here gentlemen
Indeed, the Death Company is awesome, but as for HQ choices you're better off with a chaplain. Giving an IC a powerfist is an incredibly bad mistake. Chaplains come with a free power weapon and invulnerable save, and Litanies of Hate is just damn awesome with the Death Company. And yes, scouts are awesome. I recall one Scout Sergeant standing for three rounds in CC with an entire twenty-model squad of Termagaunts. Miraculously, he took out seven before going down and held them off long enough for the bike squad to flank around and hit the rear. Absolute champ.Originally Posted by Calibre
To be honest, I only use one WW in the higher-point games and never take a dev squad. While it is only a 1 in 6 chance of ****ing it up, it's still an entire round of shooting lost and it happens more often than you think. For heavy support I usually go for a Predator or two; they're far more reliable and usually end up dealing more damage than the WW, unless of course you're fighting mobs. If you're fighting mobs, go ahead and take as many WW's as you want.