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I am having trouble deciding on my 2nd HQ slot for my BA army.
The choices comes down to:
2nd Death Company Chaplain - 230 Pts
5 Attacks Max + Litanies of Hate + 3 + D3 DC.
Librarian - 180 pts
Viel of Time
6 Attacks Init 6. + Veil of Time
The 2nd Chaplain does provide a nice amount of Death Company to my add, though the Librarian is still there, but does he stilll have place for Blood Angels? I'm not sure if my Librarian Build is any great at all either. But just looking around and asking what other BA players take for their 2nd hq, assumign their first HQ is a Death Company Chaplain.
okay first of all your li baraian is intiative 5 not six and secondly tHAT LIBRARIAN IS FREAKISHLY EXPENSIVE FOR ONe MODEL SO I WOULD DEFINITLY GO WITH ANOTHER CHAPY SO YOU CAN HAVE ONE HUGE SQUaD OF D COMPANY
2 chaplains is just plain Mean. I think it really depends on how you want to play. IF you are looking for something that will DOMINATE, go for a second DC chaplain, maybe lemartes. If you want something that would make more sense in the "real world", take a librarian or a sanguiniary high priest. After all, it seems unlikely that there would be 2 chaplains in one small army of blood angels.
Et imperator Invocato Diabolus Daemonica Exorcist!
Furious Charge.Originally Posted by hero
And please fix the caps. They're annoying to read.
When I was toying around with the idea of a Blood Angels army, I wanted to run a Sanguinary High Priest with Honour Guard. I though about keeping them cheap, so just the Vet Sarge, and two or three with Power weapons. The idea was to have a second unit of "almost Death Company" that could wreak havoc in Close Combat and complement the Death Company.
Instead of the High Priest, perhaps you could run the Libby like that? I personally would go that route - 2x Chappies scream of cheese, and seems like you'd be putting all your eggs into a single basket.
Originally Posted by Caluin
True for the most part, but Death Company are HARD. Unless they're being hit by things like Bright Lances, Krak missiles, battle cannons and the like, they really don't go down. I agree that the unit will cost a lot of points, but they'll quite likely cut a bloody path through the enemy army. I for one know that my Death Company is often targeted at the beginning of the game, and shots just bounce off of them.
I wouldn't want to take another Chaplain unless I was playing more than 1850 points. It's just too much for me. I've been wondering about what to use for my 2nd HQ choice for awhile now, and I think I'll be going with a Master, armed with a bolt pistol and a power weapon, and equipped with a Jump Pack and Frag Grenades to accompany my Assault squad. I'll probably leave this guy out unless I'm playing 1500 or so.
Okay.Originally Posted by hero
If you want a BA librarian, he needs Might of Heroes and Viel of Time, terminator honours, a familiar and probably a second close combat weapon. Thing about BA Librarians is that they tear the crap out of anything in an assault.
Now, the second Chaplain may be tempting, and there's really nothing against it - fluffwise, BA have several Chaplains to a company - but you've got to remember that they do get very expensive. You're paying at least 200 points for the Chappy and his extra DC, and aroud 250 if you want a decent build. Now, Librarians get equally expensive - but in combat, a Librarian will beat a Chaplain. Force weapon, psychic powers, psychic hood and a familiar give him an edge over virtually everything else. A Chaplain is a good, solid, strong combat model with an equally strong unit following him. You shouldn't need more than one, although I'd definately consider the option for some opponents.
But Litanies of Hate doesn't stack, and neither does several of the other bonuses for a Chaplain - and you can only have one Death Company. So you're actually wasting a good deal of his abilities by having two. I'd go with the Librarian, because at the 2nd-HQ range you're at a high points level anyway, so a 200-point Librarian can't hurt too much.
The above poster = Totally a member of the Fluff Masters Clan. Click here for fluff pwnage.
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Originally Posted by ze_poodle
Well still the difference between a Chaplain and a Librarian is taht Chaplain will come with 3+D3 MORE Death Company automatically, which is pitifully evil. I'd only field such a 2nd HQ in a 2k+ Game. I am more leaning towards a 2nd chaplain, thinking about the sheer idea of have 10+ Death company and 30x assault marines already in my army.
I think my point has already been well inforced. For killing power, two chaplains is where its at.
Consider, that for 110 points (the cost of the death company) your getting death company marines for the exact same price (if your roll your average) as a normal space marines assault marine.
So you get 5 JP dudes, with furious charge, and feel no pain, for free!
How what do you think is better? As good as you can possibly make it librarain, or a chaplain + 5 guys.
In CC the chaplains squad will beat the librarain. And your playing about the same, maybe a little more. Against normal opponent, 5 DC get 20 attacks, at often 5 strenth and 5 insitive, can your librarain do that? Heck no.
Thus your best option is two chaplains. When supported by 30 assault marines, and several squads donating powerfists, your nearly invincable.
Okay, I'll throw something into the mix. Firstly, if I were trying to truly maximize the army for efficiency and effectiveness, (like for a tournament) I wouldn't fill the second HQ slot. Just because it's there doesn't mean you have to use it. Those points can go towards any number of other units/vehicles to compliment your army.Originally Posted by Murekhalir
That being said, now I'll go the other direction. If you aren't worried about min-maxing and squeezing the absolute most out of your list, then make one that is fun, and that you enjoy playing with. If I were you, I'd take the Librarian (or a Captain). Why? Because you've already got a Chaplain, that's why. Taking two is, well, kinda lame.
Without a doubt the biggest waste of points in my BA (successor chapter) army is my Captain and Honour Guard. All jump-pack equipped, with Veteran Sergeant and Apothecary with PFs, two plasma pistol marines, and a PW marine. This unit weighs in at 470 points! Should I leave them at home? Absolutely. Why do I take them? Because its the Commander, and his Honor Guard, and it just doesn't seem right to leave them on the battle barge.
Now this is not the most cost effective choice, but fluff is much more cool than cost effectiveness. I bring my normal chappy as a first HQ, and then for my second I pull out all of the stops and go for the 450 point Blood angel Captain with a huge jump pack honor guard. It ends up with tons of guys, 4 guys with termie honors and power weapons (seargent w/fist, Commander with master crafted lightning claws, standard bearer with power weapon, and apothicary with power weapon) then 7 more jumpers to take wounds before the power weapons die off. This means I can ignore a wound each turn until I reach combat, and then I can dominate in CC, and if the charge me, I get +1 attack, and can move my HQ into possition because I get counter attack.
Now it is totally not cost effective, but if you want to really throw somone for a loop take this HQ, First it is confusing for target priority (as I take mostly infiltrating scounts) so you have to pick if you are going to shoot at one of 3 full scout squads that are knocking on the door, the death company, or the massivly overpowered HonourGuard. Plus blood angels can afford one non cost effective unit, the death company are so underpirced it saddens me, cause sometimes I feel like it just isn't fair.