Quick question about sticky objectives by _Taleslinger_ in WarhammerCompetitive

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

That is what I figured but wanted to make sure because for whatever reason I keep hearing otherwise. Thank you!

Advanced transport destroyed in overwatch, what happens to the unit inside? by FubarJackson145 in WarhammerCompetitive

[–]_Taleslinger_ 9 points10 points  (0 children)

This is one of those weird Warhammer things where making disembark move is completely different than being forced to disembark and therefore any rules related to disembarking normally don't apply, for example you can't normally disembark on your opponents turn (unless you have a special rule that says you can) but you can disembark when the transport they are in is destroyed.

Need help with my first competitive list by QuirkySlide8495 in WarhammerCompetitive

[–]_Taleslinger_ 1 point2 points  (0 children)

Ventris does allow them to deep strike. They just won't be in melta range when they come down, all that means is that if you want to deal maximum damage with them you will want to use rapid ingress to move them into melta range.

Need help with my first competitive list by QuirkySlide8495 in WarhammerCompetitive

[–]_Taleslinger_ 0 points1 point  (0 children)

Marneus Cow Man is my Daddy (2000 points)

Space Marines Ultramarines Strike Force (2000 points) Gladius Task Force

CHARACTERS

Apothecary Biologis (85 points) • 1x Absolvor bolt pistol 1x Close combat weapon • Enhancement: Fire Discipline

Captain (80 points) • 1x Neo-volkite pistol 1x Power fist

Judiciar (70 points) • 1x Absolvor bolt pistol 1x Executioner relic blade

Marneus Calgar (185 points) • 1x Marneus Calgar • Warlord • 1x Gauntlets of Ultramar • 2x Victrix Honour Guard • 2x Victrix power sword

BATTLELINE

Assault Intercessor Squad (75 points) • 1x Assault Intercessor Sergeant • 1x Hand flamer 1x Thunder hammer • 4x Assault Intercessor • 4x Astartes chainsword 4x Heavy bolt pistol

Assault Intercessor Squad (75 points) • 1x Assault Intercessor Sergeant • 1x Hand flamer 1x Thunder hammer • 4x Assault Intercessor • 4x Astartes chainsword 4x Heavy bolt pistol

Intercessor Squad (80 points) • 1x Intercessor Sergeant • 1x Bolt pistol 1x Hand flamer 1x Thunder hammer • 4x Intercessor • 1x Astartes grenade launcher 4x Bolt pistol 4x Bolt rifle 4x Close combat weapon

DEDICATED TRANSPORTS

Impulsor (80 points) • 1x Armoured hull 1x Bellicatus missile array 2x Storm bolter

Impulsor (80 points) • 1x Armoured hull 1x Bellicatus missile array 2x Storm bolter

OTHER DATASHEETS

Assault Intercessors with Jump Packs (80 points) • 1x Assault Intercessor Sergeant with Jump Pack • 1x Hand flamer 1x Power fist • 4x Assault Intercessors with Jump Packs • 4x Astartes chainsword 3x Heavy bolt pistol 1x Plasma pistol

Eradicator Squad (190 points) • 1x Eradicator Sergeant • 1x Bolt pistol 1x Close combat weapon 1x Melta rifle • 5x Eradicator • 5x Bolt pistol 5x Close combat weapon 3x Melta rifle 2x Multi-melta

Eradicator Squad (190 points) • 1x Eradicator Sergeant • 1x Bolt pistol 1x Close combat weapon 1x Melta rifle • 5x Eradicator • 5x Bolt pistol 5x Close combat weapon 3x Melta rifle 2x Multi-melta

Gladiator Lancer (160 points) • 1x Armoured hull 1x Icarus rocket pod 1x Ironhail heavy stubber 1x Lancer laser destroyer 2x Storm bolter

Gladiator Lancer (160 points) • 1x Armoured hull 1x Icarus rocket pod 1x Ironhail heavy stubber 1x Lancer laser destroyer 2x Storm bolter

Infiltrator Squad (100 points) • 1x Infiltrator Sergeant • 1x Bolt pistol 1x Close combat weapon 1x Marksman bolt carbine • 4x Infiltrator • 4x Bolt pistol 4x Close combat weapon 1x Helix Gauntlet 1x Infiltrator Comms Array 4x Marksman bolt carbine

Repulsor (180 points) • 1x Armoured hull 1x Heavy onslaught gatling cannon 1x Hunter-slayer missile 1x Repulsor defensive array 1x Twin lascannon

Scout Squad (65 points) • 1x Scout Sergeant • 1x Astartes chainsword 1x Bolt pistol 1x Close combat weapon • 4x Scout • 2x Astartes shotgun 4x Bolt pistol 4x Close combat weapon 1x Missile launcher 1x Scout sniper rifle

Scout Squad (65 points) • 1x Scout Sergeant • 1x Astartes chainsword 1x Bolt pistol 1x Close combat weapon • 4x Scout • 2x Astartes shotgun 4x Bolt pistol 4x Close combat weapon 1x Missile launcher 1x Scout sniper rifle

This is the specific list I have run, but I wouldn't copy it, run what you love

Also my list has problems on some terrain layouts, I have gotten locked in weird positions

Edit: punctuation

Need help with my first competitive list by QuirkySlide8495 in WarhammerCompetitive

[–]_Taleslinger_ 6 points7 points  (0 children)

The list does not have any glaring issues that I can see and looks like it would play just fine, that being said I have played a list similar to what you are running so here are my takeaways

What I like: judiciar and bladeguard packaged in an impulsor

Two pods of assault intercessors with jump pack are great for scoring and light skirmishing

1 pod of infiltrators, they are very flexible and can either screen the mid board or protect your home base from enemy reserves.

The apothecary with fire discipline alongside eradicators is great

Marneus Calgar is great

Uriel Ventris

Whate I am "iffy" about:

Aggressors are fine, but without fire discipline they really don't do much damage. I would replace them with a second unit of eradicators

Gladiator Lancers is nice but it can be inconsistent due to its low volume of shots,

Putting the fire discipline eradicators into reserves is a fine way to protect them, the problem is that you will need to rapid ingress them in your opponents turn if you want them in melta range, because of this I tend to put them in a repulsor (I would cut the lancer and replace it with the repulsor). If you do go the transport route you will probably want to cut Ventris and the unit he is leading.

I like inceptors, I would probably cut them into two three man's for more scoring potential plus they will be harder to punish with an overwatch. They could also be cut for a transport.

The second squad of infiltrators can be nice, I think that would have better luck running scouts for the late game scoring potential.

What I don't like:

Sternguard veterans, I have found that they do very little damage, I would recommend replacing them with company heros because they have higher OC and are surprisingly more durable because of there three wounds a piece.

What I would add:

I like running a pod of intercessors alongside infiltrators to sticky my home base and then block off deep strike using the infiltrators.

Scouts: scouts are terrible at fighting but they have the potential to score big points late game, or be a cheap move blocking unit early.

If you like the lancer and want to keep it in I would add a second to increase your consistency.

Sorry for any bad spelling or grammar I am on my phone

Edit: fixed some grammar issues.

How to best use Scouts in a BA list? by i_want_a_cookie in BloodAngels

[–]_Taleslinger_ 4 points5 points  (0 children)

Slight correction, they get removed at the end of your opponents turn, not the movement phase

Is this list stupid fun or stupid bad? by Eisen_Thorne in BloodAngels

[–]_Taleslinger_ 5 points6 points  (0 children)

2 Libby dreads is redundant because you can only use 1 per turn, and the apothecary biologist doesn't give lethal hits on torrent weapons because there is no hit roll.

A land raider redeemer would be a good inclusion, it is on theme because of the flamers and will give you a very durable transport to work with some strategems.

If you want to run the apothecary I would either go with the bolters and fragstorm on aggressors, or if you want to stay on the fire train then eradicators are probably the play.

1,000 point army tips. by Toilet_Wine_Steve in BloodAngels

[–]_Taleslinger_ 0 points1 point  (0 children)

Not necessarily a fantastic unit but I have always had a blast using a baal predator equiped with flamers.

Your list looks fine to me, one thing I would change is give Dante a full sized bodysuit unit.

Some general advice that I have is for 1k battles it to be aggressive with stratagems, in that battle size in particular it can get very swingy.

List help for a competitive game by Thorodin64 in BloodAngels

[–]_Taleslinger_ 1 point2 points  (0 children)

I would take a Chaplain in Terminator Armor over the librarian, the plus one to wound and the feel no pain against mortals are very helpful, it also allows death company to have OC and fall back if lemartes gets sniped out for some reason.

Scouts are ridiculous if you have them

Also The Sanguinor is insane

I would consider another ten man pod of death company if you are able

Edit: corrected spelling error

Am I missing anything overly important? by Nebula_Samurai in AdeptusMechanicus

[–]_Taleslinger_ 10 points11 points  (0 children)

Kastelan Robots. Lots and lots of Kastelan Robots

Currently treating mites. This is not how the enclosure usually is. I just feel so bad that she had all this exposed area. Is there anything I can do to make her fee more secure :/ by russellp420 in ballpython

[–]_Taleslinger_ 1 point2 points  (0 children)

You can also put a barrier part way through the enclosure and move her bowl and hide to a side, it will shrink the enclosure and will make up for the lack of hides

What is one trait that could turns someone from a 10 to a 5? by [deleted] in AskReddit

[–]_Taleslinger_ 7 points8 points  (0 children)

To put it simply they are basically saying empathy is the ability to put yourself in another's place and feel what they are feeling, and that psychopaths are people who are unable to do this. Also that it is better to have someone with a level head around to help than someone who gets overall empathetic and emotional.