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-Lord with Lightning Claws, Jump Pack, Terminator honors, Iron Halo, Frag Grenages, Mask (Attached to Honour Guard)
-Master of Sanctity(Chaplain) with Terminator Honours, Bolt Pistol, Crozius, Mask
-Honour Guard (All have terminator honours, Jump Packs and Melta )
1 Vet. Sergant with Powerfist and Bolt Pistol
1 Apothecary w/ Power Weapon and Plasma Pistol
1 Standard Bearer w/ powerfist and Bolt Pistol
1 Marine w/ Flamer
1 Marine with Power Weapon
-Death Company (Mounted in Rhino with extra armour, accompanied by Chaplain)
2 w/ Powerfist
2 w/ Power Weapon
-2 Company Dreadnoughts w/ heavy Flamers, 2 Powerfists, meltaguns
1 w/ Plasma gun
1 w/ Rocket Launcher
8 Marines with Bolters
10 w/ Close Combat Weapons
-Scout Squad (same as above)
I would advise against 2 HQs at this level, they are a huge point sink even with the death company.
It's nearly impossible to have 2 power fists and power weapons when only 4 units will roll, and you need to take the vet sargeant to get these.
Oh god. Ok, classic mistake of far to much tooling up. Also, you seem confused on how DC works.Ok as wolfpack pointed out, 2 HQ's is a nono in such a small game. You have invested far to many points into this section.Originally Posted by Word_Bearer_Apostle
To tell the truth I would start by dropping this guy. The chaplain with DC will be far more useful.Ok, DC should ALWAYS have jump packs. They get them for free. Secondly, rhinos are rolling deathraps. It WILL be destroyed and all of a sudden youve lost DC's maneuverability. Slap a jump pack on this guy and all your DC members.Originally Posted by Word_Bearer_ApostleDrop this entire squad. They are far to expensive. If you want an elite jump pack squad, use DC. They are better at it and are far cheaper.Originally Posted by Word_Bearer_ApostleDrop the rhino and give them all jump packs. Secondly, I dont know where you got the idea you can just equip DC with power weapons/fists. The way you get these weapons in DC is by loosing Veteran sergeants (sergeants with terminator honors) from normal squads. When they are moved to DC they can be equipped with either of those. Aside from the fact that you should ALWAYS go with powerfists, you can not equip the DC members who come with the chaplain with anything at all.Originally Posted by Word_Bearer_ApostleThese guys are gereat. But your missing the most important part. DROP PODS!!! You dont want to have to walk these guys up the field. With such a short range, they would basically spend the game chasing things.Originally Posted by Word_Bearer_ApostleOk, you have a few options here. Either:Originally Posted by Word_Bearer_Apostle
1) drop 2 marines and switch the missile launcher for a lascannon. More firepower, less marine waste as the squad will be stationary.
2) Drop the heavy weapon, as you wont vbe able to fire it on the move. Switch the plasma gun to a melta gun, as you can fire it and assault in the same turn, and guive the sergeant a powerfist.
3) Drop a marine, keep the rest as is, but give the sergeant terminator honours so if you lose him to DC you can give him a powerfist.[/QUOTE]Originally Posted by Word_Bearer_Apostle
Both these squads need powerfisted sergeants to be useful. However, if you lose them to DC, as for flesh terarers the sergenat needs to go first, you will lose points.
A not on flesh tearers. This is a sub chapter of blood angels that focuses on the DC and DC dreadnoughts. If you arent trying to use these 2 units to maximum effect, it is far better to play normal BA. In general, FT players go with 2 chaplains + DC (because they all jhoin the same squad) and as many squads as possible to maximise DC members. They then add in DC dreadnoughts with drop pods. This gives you a massive horde of very powerful jump marines and drop pod support by the best close combat drednought there is. Normally the squads being used as fodder for DC are equipped with only lascannons to add in fire support.
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC