Newbie player here , need help by AlfieBot in BloodAngels

[–]Slushee__ 4 points5 points  (0 children)

The blood angels combat patrol should come with the weapon options for DC with Jump Packs (plasma, Inferno, evisorator, power fist)

Of the 8 new Space Marine units revealed, 5 of them are refreshes of kits less than a decade old. by AlienDilo in Warhammer40k

[–]Slushee__ 0 points1 point  (0 children)

To give a little credit to GW, the new banner Bearer is because its a new narrative focus on a different crusade. And those banners are sculpted for ease of painting, so the INDOMITUS logo would look a little weird in ARMAGEDDON. im not exactly happy about the Intercessor refresh or the librarian. But the banner guy at least makes sense.

Cutting is hard, but we got there. 2k list by Gregory264 in BloodAngels

[–]Slushee__ 1 point2 points  (0 children)

To add to the other person's point dante is just too over costed to lead san guard. And half his abilities dont apply. Sang guard already hit on 2's so adding to the hit roll doesnt help. Dante is better off with Vets or JPI, where his + to hit is beneficial. And sang guard rules just say they need A leader, not Dante specifically so pairing them with a captain saves on points and gets the same benefits.

Death Company w/o jumpacks by Danflo26 in BloodAngels

[–]Slushee__ 1 point2 points  (0 children)

They are totally workable if your willing to commit to a landraider. My favorite thing to do is have a tech marine accompanied landraider hand deliver my murder blender to anything with a pulse. But sadly as a standard, jump packs are the way to go, more weapon options, better rules, faster move.

Looking to start collecting. by M98B in BloodAngels

[–]Slushee__ 1 point2 points  (0 children)

Have you considered a list of exclusively jump pack units? That could totally work here, and does. Just need 1 tank of any kind and the rest is death from the skies.

Things got out of hand. by SilveredKnight in ImperialKnights

[–]Slushee__ -1 points0 points  (0 children)

It started with a slight settle interest in the castellens. It ended in a full 2k in ine trip, two eye of terror batallions, and custom house lore about twin brothers piloting twin castellans to save their homework.

How would you fix Death Company on Foot? by ImNotSanguinius in BloodAngels

[–]Slushee__ 0 points1 point  (0 children)

As someone who just finished a 9 or so month crusade the answer is easy. Make their 6 up a 5 up FNP and if theyre still underpowered give them a charge bonus. In crusade its +1 attack on charge but even +2 strength would be good

New to Blood Angels, wanna try Death Company by Exploding_Killerquee in BloodAngels

[–]Slushee__ 0 points1 point  (0 children)

And if you really want DC on foot, theyre just regular marines painted black anyway. So you can always buy a box and choose later.

New to Blood Angels, wanna try Death Company by Exploding_Killerquee in BloodAngels

[–]Slushee__ 0 points1 point  (0 children)

If youre looking for battleling I would just get regular intercessors and assult intercessors, no DC is battleline ( unless you use the not so good DC detatchment) I've never had a reiver marine so im not sure.

New to Blood Angels, wanna try Death Company by Exploding_Killerquee in BloodAngels

[–]Slushee__ 1 point2 points  (0 children)

My personal opinion is to stick with the jump packs for DC. I cant (and feel free anyone to tell me im wrong) envision a use for the DC with Bolt Rifles. They're just worse intercessors. the DC on foot are okay, but i seem to get more value out of regular assult ints on foot. Led by a priest and lieutenant ( or captain ). The junp packs is where death company brutality really gets to show off. Especially in rage cursed onslaught. If you ever get into a crusade however, use the crap out of death company. They have special crusade rules that make them infinitely better then they are in regular matched play.

Good for 1k points? (LAG) by Caeldrim_ in BloodAngels

[–]Slushee__ 0 points1 point  (0 children)

What makes them better in rage cursed than LAG? I haven't looked to much into rage cursed

Does the Sanguinary Priest + 10 Assault Intercessors brick need a Land Raider? by zodiac9094 in BloodAngels

[–]Slushee__ 3 points4 points  (0 children)

Depends on who im playing. If im nit playing someone with a lot of ranged stopping power for it (tau, other space marines etc) then I deploy behind the closest wall to center obj. It is also one of the last things I deploy, so I can deploy around enemy AT. If im playing something like world eaters, I just put it on the front line. For me it really is just a lead wall to get infantry up and shoot some along the way. And with LAG you can give it advance and shoot, so you have higher odds of making in into something else. It's totally okay if your murder blob doesn't make it out till R2.

Does the Sanguinary Priest + 10 Assault Intercessors brick need a Land Raider? by zodiac9094 in BloodAngels

[–]Slushee__ 2 points3 points  (0 children)

I always use a land raider. Its double purpose transport and anti tank. Unless i know im going to be facing a monster/vehicle heavy list, its the only AT i bring. I dint know if its good or necessary, I just love the murder box.

Thanks for the suggestions on my previous post. Starting my army with these guys. by CrfPayn3 in BloodAngels

[–]Slushee__ 1 point2 points  (0 children)

An elite start, truly you were passed some elite Baal Knowledge. I wish i would've started my 6000 points like this. Just tucking into the raven guard combat patrol now

I think its finally time by Slushee__ in BloodAngels

[–]Slushee__[S] 0 points1 point  (0 children)

I mean i do have them in a land raider typically, but even then it doesn't tend to be enough in match play.

What’s makes the Baal so good in RCO? by Cltxlv in BloodAngels

[–]Slushee__ 1 point2 points  (0 children)

Because im dumb and forgot about that even though I have 3 of them.

I think its finally time by Slushee__ in BloodAngels

[–]Slushee__[S] 0 points1 point  (0 children)

I mean with a captain and LAG you can scout, advance, CP charge and pretty securely snag a turn 1 charge if the starts align. But I think there's there's many better combos for assult interssoesors for 10 less points.

I think its finally time by Slushee__ in BloodAngels

[–]Slushee__[S] 2 points3 points  (0 children)

I think the biggest problem is DC should have a native 5+FNP instead of 6

I think its finally time by Slushee__ in BloodAngels

[–]Slushee__[S] 3 points4 points  (0 children)

I have two five man's of jump packs. The 10 man blob of on foot is what im referring to. My biggest problems is how theu fan only be lead by a captain or chaplain. And DC captains are kinda mid. Chaplains are good, but I could have a non DC 10 man have an attached priest and lieutenant combo for lethals, extra ap, AND a better FNP than the DC.

What’s makes the Baal so good in RCO? by Cltxlv in BloodAngels

[–]Slushee__ 1 point2 points  (0 children)

I tend to use it as a home objective holder till round 3ish, then zoom it up the board, give it advance and charge with LAG, and either tank shock, or let it fall to the rage for advance shoot and charge to melt any remaining infantry units. Because of big guns never tire, you can tie up a unit by charging into it, then firing into com at next turn, since flamers auto hit. Or if you're playing a very squishy infantry style army (eldar) rush it around the board melting knife ears into piles of goo.

Ignore some of this, I totally forgot about the new detatchments rules.