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Sanguinarian

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DC Tycho is NOT bad, he just makes us play him more carefully. I used him for the first time this past weekend He should have done better, if I had not thrown him up against Ghazkull and his retinue. I think he did manage to kill one Nob and wound anoother before the flurry of power klaws cut him down. he only lasted that one assault phase, but against something not so incredibily tough he would have done better.

DC tycho can be ace,

 

I've played him both ways, as RAW and as a DC upgrade (this was during a few friendly games & I know its not legal)

 

Playing him with a DC bolters inc Chaplain in a rhino makes for a pretty hardcore Death Star unit. In one of these games Tycho & DC destroyed GK Terminator squad, GK marine squad & GK dreadnought before being taken out by a Grand Master. Another game saw them wade through 40 Ork boys, a killer Kan, Mech Boy burna squad & a warboss.

 

Like I said very much a Death Star unit & not legal as is a bit broken.

 

DC Tycho on his own needs to be played a bit smarter, but can be a game winner (thinks back to Tycho standing alone between a building & wreaked Transport in a 300 style bottleneck & holding back 40 boys & a couple of Power claw wielding Nobs, for 2 turns & evetually making both units run & cutting down one of them. Admittedly the 4+ ward save & Corbulo's far sight had a role in this.

 

Tycho can be a game winner, but can also be alot of points to lose to one lucky strengh 8 shot :-(

 

I've used Sanguinor a couple of times & never seems to justify his points value. He is an excellent for multiplier for any squad within combat less than 6" away. I keep playing him because I love the model & still feel he has more potential if only I could unlock it.

 

Corbulo, has justified his extra points in all 3 games he's been used in. Far sight is an excellent get out of jail free card. his chain sword's rending can also be fun.

 

Played Lemertes when the codex 1st came out, his rage +5 attacks is quality once unleashed. Just painted the new model so will probably play him again soon.

 

Never played Astorath, Seth or Dante, but one of my main opponents runs a Flesh Tearer Astorath Seth force.

 

Astorath has taken out the Sanguinor in most games played, benefiting from being in a large Jump Pack squad & forcing a re-roll of successful ward saves (very good against a character with 3+ ward saves)

 

Seth has had mixed successes, 1st game he simply bounced of DC Tycho after charging in against him. (very lucky dice roles admittedly) in other games his whirlwind move & counter punch for rolls of 1 against him has made him really badass.

Ok, after reading others' perspective on Captain Psycho's demise as far as fluff is concerned, I can see how he is to played by RAW. But, if he is to be a loner, then semantically his statline shouldn't read "DC" since he can't join the DC, but instead should read "Black Rage" Tycho.

 

Perspective is everything, so mine was if he is "DC" and unable to join DC whose limit is 0-1, then it's either him solo OR a unit of DC. I a$$umed RAI was to have him buff a DC unit like Lemartes.

 

In hindsight, since Astorath is a must in my army, I'll just chain Psycho behind the DC's LRR until he can join an assault. Now, since he's not IC, he can't be singled out, right? With Astorath, Lemartes & 10 DC it's still gonna hurt whoever gets in the way!

DC Tycho is still a squad all by himself, and so all models in base contact, and those within 2" of those in base contact can elect to strike against tycho.

 

Personally I've used Dante, Corbulo and Mephiston.

 

Dante was a bit meh. joined sanguinary guard and together they managed to scrape together around half their points. but then again, the rest of the army tore through the defenders, so there wasn't much else for him to do.

 

Corbulo were nice, but not game winning. in one game he enabled Mephistons fleet roll to get into CC, in another he failed last-turn roll, sadly. I'll probably stick to priests in less than 1750 games.

 

Mephiston is a beast, and untill my regular opponents begin to find counters, I see no reason not to take him, except variety. His kill count is not in models, but squads, and in the three games I've played lately - one squad/vehicle per turn, bar the first when the opponent is too far away. A true beatstick of epic proportions.

Death Company Tycho is no more a member of the Death Company unit as the Death Company Dreadnought is.

 

And with T4 he is far too fragile to take. Missile launchers need him to fail one 2+ save. Bye bye.

 

Would've been nice to join a squad, best get a 2nd DC Dread. :(

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