Serath Posted August 31, 2010 Share Posted August 31, 2010 there are only 3 ellite slot choices we can take....i have all of them in one form or anotehr bobbing around and i was wondering how you used your slots Regards Serath Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/ Share on other sites More sharing options...
Zid Posted September 1, 2010 Share Posted September 1, 2010 Sanguinary priests for 1 slot always The rest I either don't use, or toss in some furiosos Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501647 Share on other sites More sharing options...
jeremy1391 Posted September 1, 2010 Share Posted September 1, 2010 10 sternguard in a pod with 10 combi melta. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501649 Share on other sites More sharing options...
Jakobus Posted September 1, 2010 Share Posted September 1, 2010 One slot will pretty much always be Priests, they are too good not to have Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501657 Share on other sites More sharing options...
Haunter! Posted September 1, 2010 Share Posted September 1, 2010 10 sternguard in a pod with 10 combi melta. Add a fist and you're solid with that :P As every one else has said, priests give you a lot for the cost, you just have to protect them. Call me old fashioned, but I like termies a lot. My assault termies (three claws, two th/ss) have always had good luck when working with my scouts. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501676 Share on other sites More sharing options...
Zeller Posted September 1, 2010 Share Posted September 1, 2010 If I'm running foot sloggers I will take a slot for priests. I don't find myself taking many elite choices often because of their cost and limiting factors such as mobility outside the Sanguinary Guard squads. However, that said, if I take units aside from priests the unit will typically be a 5-man Terminator Squad with chainfist and assault cannon. Simple but effective. Alternatively if I know that I am going to fight an enemy whose squad leaders do not have melee weapons of strength 8 or more then I may instead opt to take a Furioso dreadnought to tie up a squad in assault. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501685 Share on other sites More sharing options...
Grey Mage Posted September 1, 2010 Share Posted September 1, 2010 Priests are an excellent support unit... and sterngaurd, well sterngaurd are always sexy. But frankly, on its own, the best bang for your buck seems to be the Libby Dread. It provides a potent psychic defense, good assault capabilities, support powers and maneuverability as needed.... and the strongest force weapon in the game- only slightly less useful then that of a GKGM. Its about the only thing I drool over in the whole codex, as a SW player. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501688 Share on other sites More sharing options...
Spam Monkey Posted September 1, 2010 Share Posted September 1, 2010 Priests Sterngaurd in a pod Even a priest with sterngaurd in a pod. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501750 Share on other sites More sharing options...
Crynn Posted September 1, 2010 Share Posted September 1, 2010 Priests are an excellent support unit... and sterngaurd, well sterngaurd are always sexy. But frankly, on its own, the best bang for your buck seems to be the Libby Dread. It provides a potent psychic defense, good assault capabilities, support powers and maneuverability as needed.... and the strongest force weapon in the game- only slightly less useful then that of a GKGM. Its about the only thing I drool over in the whole codex, as a SW player. I must say I am one of very few BA players who use a Lib Dread and I must say not only have built a large part of my list around it but it i use it because i spent 40+ hours converting it. It generally accepted that it is one of the softer choices in our codex so if thats what you drool over in the BA codex then you must be missing something. as for being the most effective force weapon, well mephistons is as good and generally better, all our librarians can get str 10 force weapons and the force weapon on that dread has to be the most useless weapon in existance, there is almost nothing that the force weapon can effect that wont die to the str 10 dread CC weapon, the only things it really effects is tyranid creatures with toughness 6 but trying to kill one of them with shadow of the warp is going to be be stupidly difficult with a force weapon anyway. Seriously just spend the extra 75 points and get Mephiston. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501770 Share on other sites More sharing options...
Joasht Posted September 1, 2010 Share Posted September 1, 2010 But frankly, on its own, the best bang for your buck seems to be the Libby Dread. It provides a potent psychic defense, good assault capabilities, support powers and maneuverability as needed.... and the strongest force weapon in the game- only slightly less useful then that of a GKGM. Yeah, but you pay for it, big time. I'm still waiting for someone to sell me the idea of playing it, but thus far I'm pretty interested in fielding Sang Priests and probably two Furioso's. I'm trying to like the Sanguinary Guard, and although I've had people vouch that it works, I'm reserving my judgment for after I've playtested them as 40 points for something without an invul save is still fairly against my usual playstyle. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501805 Share on other sites More sharing options...
Grey Mage Posted September 1, 2010 Share Posted September 1, 2010 But frankly, on its own, the best bang for your buck seems to be the Libby Dread. It provides a potent psychic defense, good assault capabilities, support powers and maneuverability as needed.... and the strongest force weapon in the game- only slightly less useful then that of a GKGM. Yeah, but you pay for it, big time. I'm still waiting for someone to sell me the idea of playing it, but thus far I'm pretty interested in fielding Sang Priests and probably two Furioso's. I'm trying to like the Sanguinary Guard, and although I've had people vouch that it works, I'm reserving my judgment for after I've playtested them as 40 points for something without an invul save is still fairly against my usual playstyle. Im sorry... where is the 'soft' in an AV 13 flying walker with good WS? Chaplains? Im not a huge fan of I4 characters really, but i the case of BA it seems redundant. Sterngaurd- a good, solid option, if you have the 300ish pts to equip them right. Sanguinairy Gaurd- die quickly and have limited attacks compared any similar unit. Terminators- Not bad, but in a highly mobile army not as good as they could be. Same goes for assault terminators, but more so. Techmarine- meh? Atleast yours can get his own ride... oh wait, nope. Sanguinairy Priest- yes, a very good choice, and normally worth its points. Ive also seen two of them sniped out by telion over the course of three turns, and theyre an easy target for mindwar etc- unless you put them in a vehicle thats likely to stay stunned all game. Still, something I wouldnt leave without if I was doing a JP army.... but youll only need one slots worth in all but the largest armies. Furioso- can be carried in a Stormraven with another squad to back it up, has WS 6, AV 13, good number of attacks... and for 50pts it can fly, take a support power, still strike at S 10 with no loss to attacks OR you can instant death those giant tyranid gribblies that seem to be everywhere of late... When the OP said 'the three' I figured he meant- sterngaurd, furiosos, and sanguinairy priests. 50pts is nothing for the ability to double your move rate and protect your men from enemy psychic powers, the force weapon is gravy. Mephiston cant match it- he dies so much quicker frankly... to much lighter weaponry. Just two weeks ago I downed him with a rapid firing GH plasma pack, had to finish him off with Bjorns plasmacannon because the guy was smart and ringed him with RAS and a Priest. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501839 Share on other sites More sharing options...
Joasht Posted September 1, 2010 Share Posted September 1, 2010 But frankly, on its own, the best bang for your buck seems to be the Libby Dread. It provides a potent psychic defense, good assault capabilities, support powers and maneuverability as needed.... and the strongest force weapon in the game- only slightly less useful then that of a GKGM. Yeah, but you pay for it, big time. I'm still waiting for someone to sell me the idea of playing it, but thus far I'm pretty interested in fielding Sang Priests and probably two Furioso's. I'm trying to like the Sanguinary Guard, and although I've had people vouch that it works, I'm reserving my judgment for after I've playtested them as 40 points for something without an invul save is still fairly against my usual playstyle. Im sorry... where is the 'soft' in an AV 13 flying walker with good WS? Did you misquote me or something? I never said its soft. Just costly. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501853 Share on other sites More sharing options...
Grey Mage Posted September 1, 2010 Share Posted September 1, 2010 But frankly, on its own, the best bang for your buck seems to be the Libby Dread. It provides a potent psychic defense, good assault capabilities, support powers and maneuverability as needed.... and the strongest force weapon in the game- only slightly less useful then that of a GKGM. Yeah, but you pay for it, big time. I'm still waiting for someone to sell me the idea of playing it, but thus far I'm pretty interested in fielding Sang Priests and probably two Furioso's. I'm trying to like the Sanguinary Guard, and although I've had people vouch that it works, I'm reserving my judgment for after I've playtested them as 40 points for something without an invul save is still fairly against my usual playstyle. Im sorry... where is the 'soft' in an AV 13 flying walker with good WS? Did you misquote me or something? I never said its soft. Just costly. Sorry, I was supposed to be quoting crynn. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501861 Share on other sites More sharing options...
JamesI Posted September 1, 2010 Share Posted September 1, 2010 Personally, I found the Librarian Dread's inability to take Extra Armor is a killer for it. Sternguard are good, priests are great. Furiosos and terminators are good in the right lists. I think Sternguard really want a large squad, perhaps a rhino or drop pod to truly shine. I was running a small squad and it was ok, but for the cost other options were more effective I think. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501950 Share on other sites More sharing options...
Brother-Captain Devlonir Posted September 1, 2010 Share Posted September 1, 2010 Our best Elite choice are our Death Company. Elite stats in a Troop choice.. what more do you want? :-) Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501972 Share on other sites More sharing options...
Chaplain Gunzhard Posted September 1, 2010 Share Posted September 1, 2010 I always take Priests and very often the Sanguinary Guard. The SG might not be the most efficient use of points, but man they are cool and they always perform well for me. I also run a standard Furioso from time to time. I like the Libby dread, at least to have another hood on the table but the no upgrade thing is kinda lame. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501982 Share on other sites More sharing options...
Joasht Posted September 1, 2010 Share Posted September 1, 2010 Our best Elite choice are our Death Company.Elite stats in a Troop choice.. what more do you want? :-) I honestly thought that Chaplains in the 5th edition codex could restrain the Death Company from going nuts, because, well, thats what I've come to expect. However, upon actually reading the codex properly, I realized that they are just flat-out always nuts, which makes them REALLY difficult to play :) Makes me sad though, I've always been a huge fan of the Death Company as I've always seen them as cost-efficient (you still had to indirectly pay for them in the past) tarpits with real good killing potential. That said I'm actually *really* excited to test the Furioso's. I can imagine them missing everything and killing no one, only to get penetrated by a single Powerfist (Murphy's Law in action :)) but then again, if they work.....plus I like taking my vehicles in pairs for redundancy, and I can see the usefulness of having two of these guys in play. Not too costly either points-wise. My reservations with the Sang Priest is simply the whole killpoint problem. I guess in order to maximize their effectiveness you'd need to take as many infantry as you can, so they probably won't work too well in a list that also runs Furioso's, simply because the Furioso's = less men to take advantage. Unless you take just one Furioso and use him on another flank. As a side note I actually bought a box of Sanguinary Guard today despite my gut telling me they will cost me the game, as I *still* want to try them out, just for the heck of it hehe. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501989 Share on other sites More sharing options...
Exonec Posted September 1, 2010 Share Posted September 1, 2010 Hello! Furiosos and terminators are good in the right lists. I think Sternguard really want a large squad, perhaps a rhino or drop pod to truly shine. I was running a small squad and it was ok, but for the cost other options were more effective I think. What would be the "right lists" for using terminators? I really like them and would like to incorporate them in my army but don't have any games under the belt yet so I have no own experience. I can imagine Sternguard, with non-psycho Tycho in charge, in a drop pod would open up some interesting tactical plays. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2501990 Share on other sites More sharing options...
Zealadin Posted September 1, 2010 Share Posted September 1, 2010 Mephiston is MUCH harder to kill than a Lib Furioso.... if you use him right. The Lib Furioso is good, but your relying on your choice of psychic powers to a great extent, and a lucky shot can be game braking. Add the extra points cost and it can work well, but most opponents will prioritise it, and with the points cost its not something that is throw away. I was under the impression that the SP's all had to be killed to gain the KP, meaning you can't kill one, you have to kill each that where taken as a single choice (so up to 3). The SP is definately the #1 choice IMO, I mean BA with no FNP/FC? Why bother :) The rest are all very cool however Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2502019 Share on other sites More sharing options...
Morticon Posted September 1, 2010 Share Posted September 1, 2010 Hello! Furiosos and terminators are good in the right lists. I think Sternguard really want a large squad, perhaps a rhino or drop pod to truly shine. I was running a small squad and it was ok, but for the cost other options were more effective I think. What would be the "right lists" for using terminators? I really like them and would like to incorporate them in my army but don't have any games under the belt yet so I have no own experience. I can imagine Sternguard, with non-psycho Tycho in charge, in a drop pod would open up some interesting tactical plays. The right list would be one that is synergistic with non-mobile termies. BA's "thing" is now speed. Tactical termies dont really fit that bill unless you're going for Deep Strike (in which case you need them to be supported). Assault termies need transports to get where they're going for the most part. Basically units that either support and/or compliment these chioces. Theres no "one" list that is "right" for termies, more a theme or concept that lends its support. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2502045 Share on other sites More sharing options...
Zeller Posted September 1, 2010 Share Posted September 1, 2010 For terminators you could do a number of things. A. Include a LR for the squad in your already mechanized BA. This one AV14 vehicle coupled with the numerous AV12 and/or AV13 vehicles you would bring should help it live a little bit longer. B. Half mechanized/half drop pod. The units you drop pod in first turn would have a locator beacon on just one of the pods in the set. These units would most likely be dreadnoughts or sternguard. C. The demon bomb trigger man. You need something in the back field running around with a locator beacon. Either a SR or scout bikers. Keep them low and keep them as safe as you can. I'd imagine keeping the pressure on another front while the beacons cruise in from the other side would help. That and the fact that a terminator squad DS'ing next to those scouts is scarier than the bikes. However, if the commander knows what he's doing then limiting your options will be a good move. These beacon units would be top priority on the kill list. C-a. Scout bikers infiltrating. If you get first turn this could be golden especially if you have multiple beacons in locations you intend to hit hard. First turn pods come in. They deploy near the bikes. Bikes either sit in safety or move to it. Turn two and so on you have example C. D. 30 terminators. There's no such thing as overkill in my book. At least that's what the Lyrans said. Anything not in TDA must have a jump pack. Everything is in reserve. As soon as they become available you drop the terminators right in the action. I might suggest what fritz does with his GKT. Drop them in on another side of the board to open up a second front and use their ranged weapons to move and destroy small poorly protected squads 1 at a time. The jump packs would come in and grab objectives or clean up. I have not tried any of these though I do plan to try C and C-a when I get my bikes this week. When it comes to TDA I either slog or deep strike. I'm, not doubling their cost just for mobility and some guns. A crude generalization of course. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2502078 Share on other sites More sharing options...
Joasht Posted September 1, 2010 Share Posted September 1, 2010 I'm not sure if the BA can pull a Terminator army off better than codex marines though. FNP/FC is rather nice, but then again, so is Vulkan and their marginally cheaper TH+SS. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2502084 Share on other sites More sharing options...
Grey Mage Posted September 1, 2010 Share Posted September 1, 2010 Mephiston is MUCH harder to kill than a Lib Furioso.... if you use him right.The Lib Furioso is good, but your relying on your choice of psychic powers to a great extent, and a lucky shot can be game braking. Add the extra points cost and it can work well, but most opponents will prioritise it, and with the points cost its not something that is throw away. I was under the impression that the SP's all had to be killed to gain the KP, meaning you can't kill one, you have to kill each that where taken as a single choice (so up to 3). The SP is definately the #1 choice IMO, I mean BA with no FNP/FC? Why bother :P The rest are all very cool however No, each one is its own unit, so each one gives up a KP- kind like IG infantry platoons, or a tac squad and its rhino. Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2502254 Share on other sites More sharing options...
BLACK BLŒ FLY Posted September 1, 2010 Share Posted September 1, 2010 We have lots of great choices for our elite units but the codex was written in such a manner as to offset this. Look at the Tyranid codex as a counter example... In my opinion it was very poorly written with so many of the best units you need to field a competive army under the Elite category. In contrast an as an example we can offset our choices if you take Dante then SG automatically count as a troop choice. 0b :D Link to comment https://bolterandchainsword.com/topic/209693-most-effective-ellites-choice/#findComment-2502431 Share on other sites More sharing options...
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