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Blood angels and teleport homers


ImperialReaper

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Dear Brothers,

 

I was asking myself why noone includes scoutbikes and droppods with teleport homers in their army lists. I mena of cause we do have DOA, so using shocktroops is already more easy for us than for anyone else.

 

But to me droppods are still the best way to get my CC guys into the enemy lines and troops in Pods do not get DOA as far as I understood the rules.

 

IMO being able to drop my units down exactly where I want them is a great advantage wort thos 15 pts for a homer.

 

Any thaughts on this?

 

Regards

Tony

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Well no worry about getting the homer into position. With the first turn drop pod rule, you can basically put it anywhere on the board and on turn 2+ guarantee that your troops make it down field relatively close to the objective.
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Well no worry about getting the homer into position. With the first turn drop pod rule, you can basically put it anywhere on the board and on turn 2+ guarantee that your troops make it down field relatively close to the objective.

 

Which rule do you mean?

 

 

@ Morollan:

Units in dedicated transports also are unable to assault if they leave a vehicle that has already moved. But using a Droppod at least you cant be an annihilated on your way to the enemy. This is what happened to me several times and this is why I am trying to figure out how to build a reliable droppod list.

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Well no worry about getting the homer into position. With the first turn drop pod rule, you can basically put it anywhere on the board and on turn 2+ guarantee that your troops make it down field relatively close to the objective.

 

Which rule do you mean?

 

 

The drop pod assault rules. Now I don't have the codex with me but basically the drop pod assault rule states that if you have 1 or more drop pods you select half of your drop pods (rounded up) to deepstrike during the first turn. Now technically you will scatter 2d6 but with the inertial dampeners (or whatever they are called) you are less likely to have a misshap. Given that .5 drop pods rounded up equals 1 drop pod, you deepstrike the drop pod down during the first turn which then becomes a beacon for the rest of your army. I would recommend having some sort of unit that can clear the area via gun fire (Sternguard? Tacs?) so you don't waste it but seemingly you can send down the drop pod empty and just use it as a remote deployment beacon.

 

My point being that I believe this to be a valid tactic and probably worth using with either sternguard units, Dakka dreads or tactical marines.

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Dear Brothers,

 

I was asking myself why noone includes scoutbikes and droppods with teleport homers in their army lists. I mena of cause we do have DOA, so using shocktroops is already more easy for us than for anyone else.

 

But to me droppods are still the best way to get my CC guys into the enemy lines and troops in Pods do not get DOA as far as I understood the rules.

 

IMO being able to drop my units down exactly where I want them is a great advantage wort thos 15 pts for a homer.

 

Any thaughts on this?

 

Regards

Tony

 

I think you are talking about locator beacons for the Drop Pods, which are 10pts each by the way.

Unless you're planing on using a T-homer for terminators...

For me though it's Drop Pod with beacon all the way for a precision strikes with the Vangards.

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If I have 15 points left, run a tactical squad in a Razorback and run shooty Termies (currently in my 1500 - 2000 points list) I love putting a teleport homer on my Tact Sergeant.

 

Players who play me first time get a :D moment when Termies suddenly support the Tacts.

Players who play me more times suddenly either put more fire onto my tact squad than is smart to try and avoid the pinpoint DS or try and avoid my Tactical Squad with their heavy units.

 

Either way, it's a win.

 

I like it more on shooty termies than assault ones as the assaults wont be able to assault in that turn anyway, and the shooties could be placed perfectly for shooting at something the moment they DS.

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@ Morollan:

Units in dedicated transports also are unable to assault if they leave a vehicle that has already moved. But using a Droppod at least you cant be an annihilated on your way to the enemy. This is what happened to me several times and this is why I am trying to figure out how to build a reliable droppod list.

 

Use Assault vehicles and you can assault out of them even if you have moved.

 

Anyhoo, I generally don't like to Deep Strike assault troops. Giving your opponent a free turn of shooting at your prize troops is not usually a good move.

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Dear Brothers,

 

I was asking myself why noone includes scoutbikes and droppods with teleport homers in their army lists. I mena of cause we do have DOA, so using shocktroops is already more easy for us than for anyone else.

 

But to me droppods are still the best way to get my CC guys into the enemy lines and troops in Pods do not get DOA as far as I understood the rules.

 

IMO being able to drop my units down exactly where I want them is a great advantage wort thos 15 pts for a homer.

 

Any thaughts on this?

 

Regards

Tony

 

I think you are talking about locator beacons for the Drop Pods, which are 10pts each by the way.

Unless you're planing on using a T-homer for terminators...

For me though it's Drop Pod with beacon all the way for a precision strikes with the Vangards.

 

I did not concider the drop pod assault rule, so initially I was thinking about a squad of scout bikes to deliver the homer/beacon. I thaught infiltrate and scouts mixed with speed an T5 would be a great combination to bring the homer/beacon where I want it. But for the scout bikes it is even 25pts for the homer/beacon. I still think this is a valid idea though :lol:

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Tony

 

I think you are talking about locator beacons for the Drop Pods, which are 10pts each by the way.

Unless you're planing on using a T-homer for terminators...

For me though it's Drop Pod with beacon all the way for a precision strikes with the Vangards.

 

 

I think a lot of people are missing this point. Teleport homer is only good for units that "Teleport." Jump packs and drop pods can not use the teleport homer to lock in on a location for deep striking. That's what locator beacons are used for.

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I figure it comes down to what you intend on deepstriking and what else you are fielding.

If I was looking at Deepstriking a LR, the would definately be a Beacon in there. But if the biggest thing I was DSing was a 12man Assault Squad (IC and SangP opn a 10man) I think DoA is enough

 

Of course if my tactica involved a VV Squad the 15 points to get them where I want them is probably well worth it

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If I have 15 points left, run a tactical squad in a Razorback and run shooty Termies (currently in my 1500 - 2000 points list) I love putting a teleport homer on my Tact Sergeant.

 

Players who play me first time get a :cuss moment when Termies suddenly support the Tacts.

Players who play me more times suddenly either put more fire onto my tact squad than is smart to try and avoid the pinpoint DS or try and avoid my Tactical Squad with their heavy units.

 

Either way, it's a win.

 

I like it more on shooty termies than assault ones as the assaults wont be able to assault in that turn anyway, and the shooties could be placed perfectly for shooting at something the moment they DS.

 

OH MY GOD, this must be the first time i hear of someone actually fielding the standard termies :o You are my hero!!!

I've always loved them (don't really know why, but I unfailingly end up feeling attracted by units nobody ever feel like using :S

By the way, may I ask how your termies behave on the battlefield? Which heavy weapon do you usually choose for them? Perhalps an heavy flamer?

Everybody please forgive this off topic -_-

 

Back on topic, I too am one of those players who simply end up preferring the easiest, straighest, and (in my humble opinion) most reliable choice, aka fast transports and few to no deep strike units at all.

I got really tired of units entering the battlefield on turn 5, when the rest of my army has been already beaten to the bone.

I simply need all my units to be available when i want and where i want, and deep strike is too much of an azard by this point of view.

That said, scout bikers are a cute unit, i like them much... but every time i think about trying them I realize they are competing with Baal preds, speeders and assault bikes :) So in the end it's a "no thanks".

 

Which brings me to the conclusion that if you wanna go deep strike, an heavy- drop pod list is maybe the best available choice.

 

All IMHO, of course.

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@Shinigami

Thanks for the support! haha!

 

I always run them with an assault cannon and 1 chain fist. They really are a shock and awe unit that do this job good and deadly.

 

The major reason I play them is because my 2 major enemies are Tyranid and Orcs right now. The Nid player likes monstrous creatures and the Orc runs a squad of Nob bikers and a Warboss on bike.

Nothing the BA can throw puts more of a punch on those units that Powerfist heavy units like Terminators, they are also tough enough to survive and the shootyness really helps once the heavy units are either dead or gone to put onto the lighter units.

 

I simply run them as Elites, putting them where the fighting is thickest and bringing the pain to the enemy. I prefer shooty over assault because of tactical flexibility.

 

I've always been a player who prefers flexibility over one-trick armies. My typical 1500-2000 pts runs 1 or 2 Sang priests, a Tact squad with Razorback, RAS with JPs and meltas, DC in Rhino, Termies, Furioso Dread in Pod and then some fast attack support with Baal(s) and Speeders if points allow.

HQ depends on amount of points I have.. either a reclusiarch or Dante with my RAS is what I usually run it with.

 

It's not fast like some BA armies but it's tough and diverse and has a pretty good body count.

 

Still, as said.. Im considering switching the Termies with a Sang Guard unit just to try.

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Another quick thing to mention:

If you drop your pod turn one and they kill it (which is not really that hard)

then you have no beacon.

 

Just something to consider.

 

This can be countered by dropping a tactical squad with another homer equipped by the sergeant.

 

In any case, I think the two units worth drop podding are tacticals and DC in 10 man formations. I'm thinking of adding 2 more drop pods to be able to drop one DC and one tactical near each other (with 2-3 teleport homers) on turn 1 and on turn 2+ deep strike the third pod with another tactical, terminator squad and maybe a VV next to them. This should create enough disturbance to allow the main force (some assault squads, honor guard, mephiston/dante and priests/corbulo) to close on on the drop site and sweep any resistance.

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Might I also suggest taking 3 drop pods, putting 2 furiosos in them and dropping the two with the dreads in them with beacons. I have found this tactic freaks some of the people I play out. Since I tend to drop both my pods on opposite sides of their army, and equip them with a couple of weapons that tend to make them want to shoot and kill only the dreads, and they forget about my Drop pods with beacons in them. Just a suggestion, also an upside is that uf they do not try and kill your dreads and focus only on the drop pods then they are gonna have a melee monster who is gonna walk through almost an entire army by itself in thier face.
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Im so glad to read this thread, as i regularily run 2-3 dreads (usually ass can or HB with a launcher)in pods as well as a tac, DC and usually sternguard unit - all for up close and personal carnage from one flank.

 

I also run regular termies - and i thought i may have been the only one!!! WIth there (optional) powerfisst attacks and 2 base attacks together with a storm bolter, ive found that they are an unbelievably great unit to shoot up an enemy and then destroy units or tie them up and they can teleport in or just jump out of a raider - i try to take them whenever i can afford them.

 

Altogether i am a huge fan of drop pods and termies, and i run them as a solid group on one flank - except teh DC which i unleash near any particular target (either a large number unit or a small elite unit) and just let them go wild.

 

SO, yes - i believe that LB are an invaluable asset to BA.

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Might I also suggest taking 3 drop pods, putting 2 furiosos in them and dropping the two with the dreads in them with beacons. I have found this tactic freaks some of the people I play out. Since I tend to drop both my pods on opposite sides of their army, and equip them with a couple of weapons that tend to make them want to shoot and kill only the dreads, and they forget about my Drop pods with beacons in them. Just a suggestion, also an upside is that uf they do not try and kill your dreads and focus only on the drop pods then they are gonna have a melee monster who is gonna walk through almost an entire army by itself in thier face.

 

Ah, yes, I forgot about the dreads ;) I'm not a fan of dropping a furioso (or even having one on my lists), but a very nice tactic is to drop a dread with multi-melta on turn 1 and try to pop some enemy tank with it. Since pod doesn't have to worry about scattering too much it's quite easy to disembark the dread on right facing and even getting it behind cover (i.e. only the popped tank could shoot back without moving). Or better yet, drop 2 of these dreads on turn 1, that should really mess with the opponent's plans and meta-game, allowing you to move your main force to positions and maybe drop some reinforcements from that (or another) side of the enemy.

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