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New player with a few questions....


Redfinger

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So I am still up in the air with my DIY Blood Angel chapter, I am still trying to decide between "Sanguine Templars" or "Knights Sanguine" I will figure it out one way or another. Anyway I have been through the codex and it had raised a few questions;

 

1. I recall from one of the other players from my LHS that there is an ability that allows an assault squad to attack the same turn they land via deep strike...I am having a hard time finding it, I am sure I have read it, but being rather new to 40k in general, I am sure I missed it. I would love a page number if some one wouldn't mind pointing it for me.

 

2.The codex doesn't really give much direction on the paint schemes of Librarians, and priests. I was thinking black or trimmed in black to kinda reflect the whole Chaplin, churchy thing... although my chapter is a successor chapter, I would still like to follow BA guide lines, roughly....

 

3. Wrist Flamer-ummm...where can I find this gun? Or is it something I have to model on my own, if so, anyone have a decent picture that I can use a reference.

 

4. I really like the whole jump pack idea for an army, and frankly, one of the things I was disappointed with in the Black Templars, any way Dante seems like a great HQ choice for an all jump army, particularly paired w/ the Sanguinary Guard, any thoughts or feed back on that route, I do acknowledge it would be a bit expensive point wise though, but I like gaming at the 2000pt level, so it should give plenty of room for playing around.

 

Thanks for any feedback guys.

 

Ashton

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1. it is the vanguard veterans that can assault the turn they deepstrike with jumppacks.

 

2. Librarians are usually in blue painted armour. As for priests I have seen them white, red, black, or gold. Whatever you feel like painting them really.

 

3. There is only a wrist mounted bolter, plasma pistol, and melta pistol. You could always convert something up too.

 

4. I have ran an all jump army. my biggest things with it were keeping my guys alive across the field, and not losing they all to deepstrike mishaps if they came in that way. Dante kicks some major a$$ though.

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Like Vharing says

 

#1 Have a look at the Veteran Squad page, the rule you are looking for is Heroic Intervention

 

#2 The only basic guideline is Librarians in Blue Armour and Chaplains in Black but really its your army if you like how it looks tell anyone else to sod off

 

#3 Yeah, you'll have to mod it up yourself, I figure a fuel canister somewhere on that arm is pretty much the most of it

 

#4 An All JP army is perfectly viable, even an all Sang Guard army is doable, they only problem you face with a list like that is the lack of models on the board. Play some friendly games where you proxy some models to see how you like them, their biggest issue is that they are limited to 5 models (at least in my mind)

Priests are worth the slot and will turn a normal RAS into death dealing maniacs.

If from Q1 you plan on running Vangard Vets you can't join a Sang priest and use HI, but the Sang Priest just has to be within 6" of a VV model in Assault to buff the unit. So with Dante you could DS a VV squad and then pinpoint DS the Dante squad with attach Sang Priest to a point where the bubble will help the VVs.

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So I am still up in the air with my DIY Blood Angel chapter, I am still trying to decide between "Sanguine Templars" or "Knights Sanguine" I will figure it out one way or another. Anyway I have been through the codex and it had raised a few questions;

 

1. I recall from one of the other players from my LHS that there is an ability that allows an assault squad to attack the same turn they land via deep strike...I am having a hard time finding it, I am sure I have read it, but being rather new to 40k in general, I am sure I missed it. I would love a page number if some one wouldn't mind pointing it for me.

 

2.The codex doesn't really give much direction on the paint schemes of Librarians, and priests. I was thinking black or trimmed in black to kinda reflect the whole Chaplin, churchy thing... although my chapter is a successor chapter, I would still like to follow BA guide lines, roughly....

 

3. Wrist Flamer-ummm...where can I find this gun? Or is it something I have to model on my own, if so, anyone have a decent picture that I can use a reference.

 

4. I really like the whole jump pack idea for an army, and frankly, one of the things I was disappointed with in the Black Templars, any way Dante seems like a great HQ choice for an all jump army, particularly paired w/ the Sanguinary Guard, any thoughts or feed back on that route, I do acknowledge it would be a bit expensive point wise though, but I like gaming at the 2000pt level, so it should give plenty of room for playing around.

 

Thanks for any feedback guys.

 

Ashton

 

1) Only Vanguard Veterens have that, its called heroic intervention. Its in their codex entry

 

2) Libbys are blue. Priests are any color, I like white tho (like marine apothecaries)

 

3) Hand flamers come in Death Company boxes. You get 2 i believe per box.

 

4) Sanguinary guard are NOT good with Dante. Dante goes best with honor guard, assault marines, or anything else that shoots badassness when it deep strikes. Sang guard is best used running up the middle and plowing someones mother into dust.

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4) Sanguinary guard are NOT good with Dante. Dante goes best with honor guard, assault marines, or anything else that shoots badassness when it deep strikes. Sang guard is best used running up the middle and plowing someones mother into dust.

 

Not agreed on this answer.. Sang Guard are BEST with Dante. The no scatter rule means you get them right where you want it, including in cover! where you can make up for the lack of inv save on the Sang Guard after they land. Shooting after they DS is nothing something you always want to do, especially if the enemy has templates. It's better to use the shooting phase for a run to spread out then.

 

Also:

Hit&Run is by far the best for Sang Guard because of all Jumpy assault troops they have the heaviest firepower. The Angelus Boltgun is the unsung hero of this squad. But with Hit&Run you get to fire at them, charge them, fight for a phase or two, jump away again, and repeat the whole routine on the same OR another squad. Bolt pistols don't have the same 'oomph' in the shooting phase.

 

So.. when you want to run Dante, bring at least 1 Sang Guard unit with a Sang Priest attached to it. It will rock your world.. just don't throw it at deathstar units, use it for everything else ;-)

 

But.. if you go all jump.. don't go all Sang guard, you need some more bodies on the ground too. Add in some Vang Vets and RAS and maybe even a small (3-5 people) jumpy DC with Lemartes (Lemartes is a beast!). Finally: a good addition to an all Jumpy army is 1 or more Typhoon Land Speeders too.. they add some long range anti-vehicle power, and if you add HBs to them, they also have some great anti-troop capabilities. Just remember to keep them away from the enemy and always moving! And it still fits in the all jumpy theme.

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If your building a whole JP deep strike army, some great suggestions are made.

 

-Land speeders will help out popping tanks, moving across the board flaming things, typhoons help with long range.

-Vanguard veterans, you want to be able to assault some units (really shooty ones) the turn you land

-Don't make the VV too killy, you want them to assault the unit, but not wipe it out so that they get to heck and back again.

 

I really do like using Dante to pop land raiders / battle wagons etc, and then having the VV assault the squishiness inside... it doesn't always work but when it does....

 

Another good thing to think about in a JP army is a Librarian for the 5+ cover save, will at least give you some options if you start getting shot by Melta/Krak Missiles/Plasma.

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