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Librarian, Terminator armour, Storm bolter ;-130
Terminator squad, Heavy flamer ;-205
Furioso Librarian Dreadnaught, Magna grapple ;-190
10 Assault marines, Power fist ;-215
10 Assault marines, Power fist ;-215
Land Raider Redeemer, Multi-melta, Extra armour ;-230
10 Deathcompany, 2 Power fists ;-250
Rhino, Extra armour ;-65
Deathcompany Dreadnaught, Blood talons ;-125
Baal predator, Heavy bolter's, Extra armour ;-160
Storm raven, Multi-melta, Extra armour ;-215
Libby takes sheild of sanguinius and unleash rage with terminators and Dc Dready in Storm Raven -5+ cover save against any A-t sounds good to me
Baal will have flamestorm and assault cannon magnetized so i can switch between battles. I lost my shiny Sanguinary guard and winged shiny guy with armour nipples but I get to use my space hulk termies so it's not all bad
Lastly the assault marines will start game in the rhino and dc in the raider -I just like the idea of getting the landraider for 10 points cheaper than the base cost lol
Last edited by SeanBurton; May 25th, 2010 at 12:01. Reason: Mark III list
I think your chief problem is, you've built unreliable "eggs in one basket" lists. You're relying on the Storm Ravens to tear the house down but what if you don't get first turn? Those things are AV12 and likely to get blown out of the sky, or Immobilized by MANY armies. That's an auto loss for you. If you go first, you Turbo Boost but even than you could lose one or both, I've taken out Eldar in the same circumstances many times, same save, same armor and harder to see.
1 Storm Raven is fine but two is pushing it. If you run one, you can Reserve it if things go badly and have a decent force to play with and try to remove some of those anti-tank guns before it comes in. If you Reserve both, now you're hoping they don't come in piecemeal, or to late in the game. Your army is also to small to do anything without them, you'd likely get smashed while they sit in Reserve.
Your upgrades and squads are all fine, although I wish people would calm down with the Special Characters, none are THAT good. A simple Libby is good enough and very cheap. I'd design a one Raven army with enough aggressive units to matter when you have to hide it. Focus on getting AS across the board and packing some guns with a bit of range, Predators are excellent on BAs.
Not enough durable objective capturing units in your first list as your scouts and the assault squad are too small to hold objectives and are liable to being smashed if yout opponent can being enough force to bear on them. It might be a good idea to drop one of those DC dreads to flesh them out a bit. I couldn't help notice that you lack a signifigant enough number of ranged antitank weapons. I wouldn't rely too heavily on you storm ravens as they can be easily taken down due to only being armour 12. You can probably trade one of them for a vindicator (for Str10 large blast goodness) and use the points left over for more scouts and assault marines.
Your second list is better but the sanguinor is a bit of points sink. Yes I know he is a beast but he can't join any squads due to not having the IC rule but the enemy will single him out for destruction if ur not careful. yeah again a question the need for 2 storm ravens when there are better options with more killy goodness and signifigantly higher survivablity.
I thing sanguinary guard are always a good option but if you want to get the most out of them.....get a sanguinary priest with a jump pack. I can't stress how useful these guys are as they give your blood angels furious charge and feel no pain (kinda like death company but much cheaper). Death company are good but giving them bolters are a waste of their talents since they are subject to black rage and always moving to the closest enemy (no 24" shooting). you are better off giving these guys CC weapons and bolt pistols with a smattering of power weapons (2 should be enough) along with that power fist. Also having 10 DC is a little pricey but if u are gonna put that much effort into them you might as well get a chaplain to get the most out of them (rerolls to hit and wound on the charge).
Last edited by Steelgear; May 24th, 2010 at 05:24.
Thanks for the replies -I took the army back to drawing board stage and will update the list momentarily.
I need to ask though why bolters are a waste on deathcompany as they have relentless -they can rapidfire then charge or move and fire a single shot at 24 or have i tremendesly boned up the relentless rules?
It's not worth losing the extra attack. They're built to be in CC, if you need Bolters use Tactical Squads. Usually people run them in a Storm Raven, or a transport, or something so they might get 1 turn of shooting in before hitting the lines.
I dunno I thought the idea of 20 bolters shots followed by a 60 attack charge would put some fear into Ork and Nid players and just plain overwhelm marines or thier like
It's situational and depends how you setup the squad. Personally the most effective units I've seen are no greater than 8, with all PWs and Fists/THs, hiding behind armor until assault. If you can shoot, you can be shot, not good.
I see Prince of excess hit the nail on the head as the extra attack in CC was something I forgot to mention and it does trump that relentless ability (eventhough I forgot about relentless for DC). Also I kinda like the idea of furious charge with large numbers of attacks + a few power weapons = lots of dead enemies. I know the idea of 20 bolter shots is great but this won't always work as your chances of wiping out large mobs of orks or swarms of nids is somewhat limited not to mention it is very hard to scare either of them (i.e. nids in synapse range or orks with their mob rules).
I also play nids as well as Blood Angels and I can tell you that you will not get a chance to use rapid fire most of the time and even you did that wouldn't put a dent in their numbers specially if the nid player has the good sense to use cover.
Last edited by Steelgear; May 25th, 2010 at 09:39.