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Where the hell do I put Gabriel Seth?


MaleOpener

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Good evening to all.

 

I was thinking of starting a Flesh Tearers list, then I came across a problem.

 

The codex has the Blood Angels as an assualt list, one full of jump pack troops.

 

Now, Gabriel Seth, doesn't have a jump pack nor do you have a choice to give him one. So, does this mean, I'm stuck with a force full of rhinos with jump pack troops and Baals as support?

 

Maybe I'm missing something ... I hope.

 

:}

If your letting yourself become Kited its your own fault, Land Speeders are much fragile blow them up and eliminate the problem and chain axe some moar lesser beings.

 

My Seth has run with his Raging Brothers before AND I have to say that has been the best way I have used him *other than hunting tanks/Valks*, Sure My Angry Mob rolls in the Holy LRC sure it eats up the points But My group is a tad bad thus freak out a bit at AV14 and then worse at AV14 filled with choppy death.

I like to stick Seth in a Razorback with an Honour Guard, as an assault unit to crack those tough nuts or just clean house on a normal infantry squad.

What are you kitting the honour guard with? I haven't found a loadout to run them with Seth I liked yet.

I would actually say that you dont upgrade his RB to TLLC. Its big enough of a target and If there are other LCRBs rolling around they might opt to shoot at them despite the payload. If they do still shoot at Seths RB then at least its not giving them 2 for 1. I would keep his RB and HB and use the point to maybe upgrade a different RB.

Thanks for the replies.

 

I've been wondering through some forums I used to follow, and viewed some videos online, and I saw some tactics Space Wolf played used that could be useful.

 

My problem extends past the placing of Seth within a force, to how my force will end up as.

 

I've noticed how players used their Grey Hunter packs, and believe I can go along those same lines...

 

1. A 6 man assault squad in a RB. A power fist and a meltagun.

 

2. A 10 man assault squad in a rhino. A power fist and 2 meltaguns.

 

I prefer the rhino though, as I don't think my transport would be sitting in a spot for too long.

 

By 2000pts, I could have Seth in a LR type.

 

The Honor Guard seems the best choice to accompany Seth, though no idea the "bes" why to equip them for assaulting out of a LR.

 

I guess I could add some predators for anti-vehicle support.

 

How about melta-sternguard in a drop pod, or Deep Striking a Vanguard squad? Deep Striking a squad or two of Sang Guard or maybe Death Company ( think DC would work great in a Flesh Tearers force )?

Thanks for the replies.

 

I've been wondering through some forums I used to follow, and viewed some videos online, and I saw some tactics Space Wolf played used that could be useful.

 

My problem extends past the placing of Seth within a force, to how my force will end up as.

 

I've noticed how players used their Grey Hunter packs, and believe I can go along those same lines...

 

1. A 6 man assault squad in a RB. A power fist and a meltagun.

 

2. A 10 man assault squad in a rhino. A power fist and 2 meltaguns.

 

I prefer the rhino though, as I don't think my transport would be sitting in a spot for too long.

 

for something like seth, i would not bother with a rhino, as you are going to have to stop him in front of someone for a turn if you want to get out and assault. or if you get out in a turn you need to soak up alot of shots before assaulting.

 

 

By 2000pts, I could have Seth in a LR type.

 

The Honor Guard seems the best choice to accompany Seth, though no idea the "bes" why to equip them for assaulting out of a LR.

 

I guess I could add some predators for anti-vehicle support.

 

How about melta-sternguard in a drop pod, or Deep Striking a Vanguard squad? Deep Striking a squad or two of Sang Guard or maybe Death Company ( think DC would work great in a Flesh Tearers force )?

 

i'm a big fan of land raiders, even in 1500 point games. put em in with a fairly bare bones 8 man RAS pwpn on the sarge, nothing else. maybe throw a foot slogging chappy or power armoured libby for rerolls to hit, with the discount that the ras has on rhinos and put em in a basic godhammer pattern LR, if you are going to run a redeemer (which to me makes the most sense) full 10 man ras, scoring unit that sits in a fairly robust metal box with a nasty unit inside. while that combo would run a little over 600 points its putting a fiar amount of eggs in a basket sure but the ras does not need to bail out w/ seth necessarily

 

just my thoughts.

9DC, lemmie, seth, in a SR. Seriously nasty and rather versatile. Also doesn't impact on any slots save 1 troop and 1 hq (and 1 HS of course) Also allows you 1 DC dread should ya want one (which the SR can carry). Lemmies I6 (I7 on the Fcharge) will give Seth a little protection versus some hard hitting high initiative ICs while seth's I5 can do the same for lemmie versus I4 walkers. If the squad is reduced to seth, lemmie and 1 or 0 DC, Lemmies initiative is used for sweeping advances.

 

Seth can leave... and if lemmie outlives the rest of the DC, he can use his jp again. Whee! (lol)

Yes Khavos there is But are these things Seth? Nope Do these other things charge forth in the Name Of the God Emperor and Sanguinius as Chapter Master of the best thing to come from the 2nd founding? No Most that use Seth is for Fluff Reasons and His bad assness is just a bonus.
I stick him in a drop pod with an 8 man assault squad with a priest. Gets him in peoples faces from turn 1 which is where he needs to be.

 

Except you can't assault the turn the drop pod arrives and then you hope you survive the storm of fire your opponent throws at your exposed unit.

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