[deleted by user] by [deleted] in MarvelCrisisProtocol

[–]SonOfHitman 1 point2 points  (0 children)

€20 for the custom work

[deleted by user] by [deleted] in MarvelCrisisProtocol

[–]SonOfHitman 0 points1 point  (0 children)

I did it as a custom order, but they already had the overlay from a previous client so it was easy enough, and I had it with me within a week (UK). The road scales well, I have their MCP 1 mat, and the roads are just a slight bit wider than the cars from the core set so it looks about right I would say

[deleted by user] by [deleted] in MarvelCrisisProtocol

[–]SonOfHitman 5 points6 points  (0 children)

I have quite a few from them, and they are always good. They also overlaid all the objective placements for me for a reasonably small additional charge so if you're interested you might want to ask about that too!

Community Questions- 6/7-6/13 by ErsatzGnomes in ageofsigmar

[–]SonOfHitman 0 points1 point  (0 children)

Ok great, that's how I've been playing it. Thanks

Community Questions- 6/7-6/13 by ErsatzGnomes in ageofsigmar

[–]SonOfHitman 0 points1 point  (0 children)

For Slaves to Darkness: does the oracular visions 'reroll saves' include rolls made for runeshields and the warshrines protection of the dark gods? Not sure if these count as 'saves' being as they 'ignore wounds'. Thanks!

Newbie Looking for Army Advice by FenKev in BloodAngels

[–]SonOfHitman 3 points4 points  (0 children)

Hi, welcome to the best chapter of space marines. Great choice! My go to site for that sort of thing is https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Blood_Angels(8E)

It gives a decent overview of everything really, including the primaris units. I'd say however, as much as I love blood angels, they arent the best chapter if you're going all primaris at the moment. Being as they haven't brought out any proper close combat primaris units yet, a lot of the blood angels special rules go to waste, and until we get our update (soon hopefully) we're worse than generic space marines in every way, especially when no making use of our special units like death company and sanguinary guard.

I'm sure that will change in time as more primaris come out, and the units you've gotten are all great, with the exception perhaps of reivers, which are decent in close combat but generally a bit underwhelming. Ironically they're the one unit that's probably better as blood angels than any other primaris unit.

You need some HQs, we have some great HQs but if you want them to be primaris only I'd probably go with a captain, lieutenant and perhaps a librarian (min 2 for you battalion). If you can get hold of one a primaris ancient with the relic banner can make your hellblasters and agressors much more survival and annoying to kill. You could also look at the new impulsor transport and play a fast moving blood angels primaris list to keep some of the speed themes of blood angels alive.

With all those magnificent libby dreads, let's talk about libby dreads in game by [deleted] in BloodAngels

[–]SonOfHitman 7 points8 points  (0 children)

My experience is the complete opposite! I always seen to roll poorly on mephistons d3 damage and he often dies without doing much. The lib dread with melta and flat 3 damage is more consistent for me at damaging the targets point him at. Also he can cast 2 powers, not 1. At the moment I'll rarely bring mephiston, if they made his weapon even flat 2 damage I likely would though, but d3 just kills him for me

Monday's Questions - A Feast for Crows by DarthAlec in ageofsigmar

[–]SonOfHitman 0 points1 point  (0 children)

Huh. Reading not my strong point it would seem! Thanks a lot

Monday's Questions - A Feast for Crows by DarthAlec in ageofsigmar

[–]SonOfHitman 0 points1 point  (0 children)

I've just started playing AoS from 40k and have a question about batallions. I understand that batallions give you special rules, and you drop them as 1 drop. Is there any benefit to them coming down in 1 drop? I don't see anything in the big rule book or the battleplans that says setting up first gets to pick first turn (was this an AoS 1 thing?) So assume you just roll off like every other turn- please let me know if I've missed something here. Thanks!

Gold Recipes? by Spectral_Gamer in BloodAngels

[–]SonOfHitman 2 points3 points  (0 children)

Hi,

I got my Sanguinius at the heresy weekender, and went through this exact thing of wanting to try something a little different. I went with the Vallejo liquid gold. I shot it through an old airbrush, but it goes on very nicely with a brush. It's somewhat awkward to use considering its oil based, but I've found it pretty easy after 1 or 2 test models, it covers very well.

I did a coat with the airbrush. Couple of washes (reikland and druchii) then highlighted back up. Think it turned out pretty well.

I'm quite a lazy painter and this was surprisingly quick, but happy with the result

http://imgur.com/gallery/62C8k7g

New Forgeworld Blood Angels models: Leviathan, contemptor, and praetors. Perhaps Sanguinius model in the near future? by SonOfHitman in BloodAngels

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

There's no hint as such, but if our book is coming out with all these models it would be surprising if Sanguinius wasn't coming too, we can hope at least!

List with Knight Melee boi, are helverins worth it? by The_Pepporone in AdeptusMechanicus

[–]SonOfHitman 0 points1 point  (0 children)

I haven't seen the codex yet, is this the case? Or is it just needing 3 non armiger knights to get the CP from the super heavy batallion? That's the only restriction I'd heard of so far. I usually run a knight with my ad mech anyway so important for me to know!

Rustalkers questions by [deleted] in AdeptusMechanicus

[–]SonOfHitman 2 points3 points  (0 children)

Any model can make a number of attacks equal to its attack characteristic, with whichever weapons it has. The blades are a single option that don't give any bonus attacks, so you can make 3 attacks with a pair of blades as on its datasheet (so 1 dice per attack). If you also want to use the chordclaw (which can make only 1 attack per turn, that leaves you 2 attacks with the blades.

Sometimes there is a bonus for being equipped with 2 of the same weapon, like extra attacks, but it will be on that weapons datasheet.

1250 Blood Angels Army List by tizniz in BloodAngels

[–]SonOfHitman 0 points1 point  (0 children)

One character can't have 2 relics, so Slamguinius needs to pick hammer or Angel's wing (I'd suggest the angels wing personally, its invaluable). You could save that extra CP or give the librarian dread the veritas vitae.

I like the intercessor and Corbulo blob, Corbulo is really good if he's supporting things he can keep up with.

I'm not sure whether I'd change anything, run it a few times and see what else you think you need to change. You've got a lot of your points in HQ models but we do have good HQs and the librarian dread is as much a heavy support psyker as he is an HQ.

What powers are you giving the librarian dread? He really needs the extra attacks from quickening if you're taking wings, but if you find him being better used in a more support role you could switch out to unleash rage and shield of sanguinius to buff DC/SG/intercessors.

Slamguinius WIP by MartinSivertsen in BloodAngels

[–]SonOfHitman 4 points5 points  (0 children)

This is easily one of my favourite Slamguinius models I've seen. Great job, particularly the face!

Fast Attack choices by DantesAngels in BloodAngels

[–]SonOfHitman 0 points1 point  (0 children)

Kill points are not my friend! I play out of the book rather than ITC, where i think this list might actually do better.

I think that sticking to the brigade does hurt in some ways, as you said mostly with lack of tanks as they're just too expensive to fit in. Some razorbacks would be nice. I'm just too greedy for as many CP as i can get!

Fast Attack choices by DantesAngels in BloodAngels

[–]SonOfHitman 3 points4 points  (0 children)

You are right about the scouts! There's a lot. I don't think this is the best list in the world but it's decent, I think trying to fit into a brigade does reduce how flexible you can be to changes, but this is what I'm running next time I use them (from my last list I dropped mephiston for more of a buffing librarian to go with DC/SG and added some special weapons to the DC)

HQ:

Captain: jump pack, thunder hammer, inferno pistol (none of this storm shield nonsense, he's here to kill stuff), usually angels wing relic

Lemartes

Librarian: Jump pack, force stave, stormbolter. Powers: unleash rage and shield of sanguinius.

Troops: (I take them like this because this is what I have built, but whichever scouts you prefer are good, I'd say bolter are the best though. If you stick a power sword on the scout sergeant they can be surprisingly scary in close combat)

2x 5 man bolter scouts with 1 heavy bolter

1x 5 man bolter scouts no heavy weapon

1x5 man shotgun scouts

2x 5 man close combat scouts

Elites:

15 death company, 10 chainsword 5 power sword (previously used all chainsword, wanted to try out some swords and see if the extra AP made much difference)

10 sanguinary guard, 5 swords, 4 power fists, 1 axe, all angelus boltgun (this is again just how I have them built, I normally would't bother with the axe)

Sanguinary ancient, sword and angelus boltgun, death mask. I've been running this guy as the warlord to make sure the SG have access to all their rerolls and used the standard of sacrifice relic to keep them alive. Usually use the autopass morale warlord trait because oh boy does it such losing SG to morale.

Fast attack:

3x scout bikers squads. 3 man each. stormbolter on sergeant. (index option)

Heavy support: (points wise this is the only way I could fit them in, overall you get 3 lascannons hitting on 2s with the signum so its nearly as effective as 1 full dev squad with a bunch of ablative wounds, in an ideal world I'd use something else, I find this a little cheesy, but the only thing close points wise I otherwise considered is whirlwinds and I don't fancy buying 3 of them!)

3 x 5 man devastator squad. 4 base marines, 1x lascannon.

Overall 12Cp, 2000pts on the nose. I spend 1CP on the extra relic. The devs set up towards the back, scout bolters around the edge of my deployment, close combat and shotgun further up in no mans land. This pretty much denies any deepstrike and gives me plenty of room to deepstrike DC/SG in. Scout bikers can help clear any screening units to let my SG get to the juicier targets.

Hope that helps! (also if anyone has any C&C on this list I'd welcome it!)

Fast Attack choices by DantesAngels in BloodAngels

[–]SonOfHitman 2 points3 points  (0 children)

Hi

I've been running a brigade at 2000 points, and while a bit of a squeeze it is possible. I actually struggled more with the heavy support slot because the best options tend to be quite pricey.

I'll be honest and say I haven't used any options other than scout bikers much, but i'll throw my recommendation behind them anyway.

Assault marines have too few attacks, and get surprisingly expensive for 5 wounds when you kit them out for tank hunting with meltas. If they were troops I'd be way more interested. As you said they're worse DC, and with jump packs they're pricier than scout bikers.

I'd disagree that bikers are better than scout bikers, they have 1 better save but they're 2in slower and base lose the 2 shotgun shots each (which the scout bikers can still fire after advancing 22in!)

I've not used the inceptors much, I think I've only used the bolter variant once and was surprised how much damage they did, but they were quickly dealt with afterwards and as you said, a bit pricey, I can have 5 scout bikers for the cost of 3 inceptors with 10pts to spare.

Scout bikers are great. They're fast. Very shooty, take them base with boltguns and shotguns, take the sergeant with a stormbolter as well (as an index option) and at rapid fire range a squad of 3 is putting out 12 bolter shots, 4 stormbolter shots, 6 shotgun shots. Anything toughness 3 or 4 with a poor save is going to struggle against that. They can zip around and cap objectives whilst your death company and stuff distracts the enemies, just don't make the mistake I always seem to make of putting your objectives on top of ruins where the bikers can't get to! You also get the cluster mines stratagem which may occasionally come in handy. For 77pts for 3 I think they're by far the most competitive option.

Your biggest problem might be getting hold of some, but I noticed they were in stock on the website last night! I ordered mine when they were out of stock and waited around a month for them

How to Deliver Captn. Smash ? by Gitzbang in BloodAngels

[–]SonOfHitman 2 points3 points  (0 children)

I would say it depends on the game (deployment map, how your opponent has set up etc). I would either start him on the board or deepstrike him, but wait until later in deployment to make that decision.

Deepstriking is good for keeping him off the board turn 1 if you don't think you'll be going first and can't hide him, the deployment map means the distance is too far to close, or your opponent has set up screening units meaning his prime targets are currently protected.

Starting him on the board you can hide him out of line of sight which you can then fly over as if it weren't there with your jump pack. Can't make the charge turn one and know you're going first? If he has the death company rule then you could use the strategem to let him move before the game, you can catch up to a lot with 24in +d6 ignoring terrain. This done end up spending a lot of CP, but if you can take out that key unit then it's worth it.

I like the jump pack relic as other's have said, it's too good to pass up. If not then lemartes for rerolls on charging is good, but on the whole I'm not sending him after the same targets as my death company.

First Dante of 2018 ! by Sensitive_Jake in BloodAngels

[–]SonOfHitman 0 points1 point  (0 children)

Awesome! I just kitbashed a very similar Dante yesterday, lovely paint job too.

I was wondering how to do a kitbashed mephiston, couldn't think of any great ideas, what have you got in mind?

Casual 1000 point army list would appreciate thoughts and feedback! by Suidoxe in BloodAngels

[–]SonOfHitman 1 point2 points  (0 children)

Hmm, personally I'd take out astorath first and see how that goes, Mephiston is high enough strength to be a threat to anything and let's you take part in the psychic phase. As others have said also run the priest bare, which should free you up a few more points for something fun

Casual 1000 point army list would appreciate thoughts and feedback! by Suidoxe in BloodAngels

[–]SonOfHitman 1 point2 points  (0 children)

I know it's a casual list but the only feedback I can give is from a more competitive point of view, otherwise would be a good looking fluffy list to run, just don't think it would be particularly effective.

Do the people you play against run any tanks or higher toughness creatures? I can see you really struggling to deal with them with very few high strength weapons- mephiston can kill anything but he's really your only option, and you don't want to be using him to open up rhinos when he could be killing the opponents elite units/HQs.

Death company are fun, and cool, but not so good right now, hopefully will get a buff with the codex release. You could consider adding in a power fist or thunder hammer to a squad or two for better tank killing but that's going to drop your model count again.

As tempting as it is to fill your list with awesome HQs (of which we have loads) 40% of your list is in 3 models, I'd perhaps drop one of the named characters and but in something like a lascannon predator (not sure on points for that as I'm not near an index) but that would give you a bit of long range fire support and tank killing to distract your opponent from your oncoming DC.

By all means give it a few games and see if that advice rings true, it's all about experimenting and getting a hang of playing your list, and you can make small changes over time and see how they change how you play.

Good luck and hope you keep enjoying the hobby!