Kickrock Posted November 8, 2012 Share Posted November 8, 2012 With every question I ask, there is some back story behind it. My tried and true 5th edition Blood Angels army was a generic DoA list. It was nothing special, something very common that everyone has seen before to some degree. The core of the list was similar to ; 1-2 JP Libbys Honor Guard w/ JP / x4 Melta 2-3 JP Priests 3-4 10 Man Assault Squads w/ x2 melta, PF 2 ML Dev Squads w/ extra devs where points permit. When 6th Edition came three things happened that are the reason behind why I am posting. Power Weapons became AP3, giving models with 2+ Saves (Terminators for example) a nice buff. The second thing was the changes in vehicles and transports along with shooting, pushing towards more infantry based lists. The third are that Fliers are extremely strong! Only certain weapons (which most armies don't have) and other fliers (which some armies don't have) can take them down effectively. So I rewrote my list. The core is along the lines of; Dante 1 Sanguinary Guard squad w/ x4 Melta Pistols, x2 Axe 2-3 Sanguinary Guard squads w/ x2 Axe, maybe x2 plasma pistols. Havn't decided 100 % yet. 2 JP Priests 2 Dev Squads The reason behind the changes is simple. Sanguinary Guard have Artificer Armor. 2+ saves. Enemies like Grey Knights who build Halberds to counter Blood Angel assaults can no longer sweep my assaulting units before I attack. AP3 on their weapons allows me my armor saves, and heaven forbid I miss my 2+ I still get my FnP from the priests. Dante allows me to unlock these models as Troop Choices. The 4 Melta Pistols have been around forever, as they can deep strike onto whatever target they want, EXACTLY making the 3" range for melta achievable. This is a list that is very common, again, just the new edition made it extremely more viable. Now, this is where the question comes into play. Those two Devastator Squads. I have not decided what I outfit them with. With 6th moving away from vehicle lists and going back to Infantry, plus the indirect buff to 2+ armor, Plasma Cannons are a lot more viable then they were before. I am loosing one strength, but it is giving me the ability to punch through Terminators and take out large groups, easier. The trick comes into play with flyers... You CANNOT shoot down a plane with a Plasma Cannon. Blasts cannot hit them. To be competitive and to write a "beats all" list I have to account for those flyers. So I ask the question, and hope that this sparks some discussion. Do I (and anyone else who decides to) switch from Missile Launchers on my Devs and move over to Plasma Cannons? * If I stay Missile Launchers I can attach a Librarian to my Devs. With the divinations ability (I forget what it's called) I have rerolls on one of those Dev squads. This frees up points that I can place into other areas. More devs to soak up wounds, an Autocannon Dreadnought. A Furioso Librarian is another option, who can in turn buff the second devastator unit. The downside is I can not thin out and weaken those Terminators / MegaNobs / Dreadknights as easy before I assault. * If I move over to Plasma Cannons nothing on the ground is safe. But in order to combat those air threats I would have to purchase and bring along a Storm Raven of my own. Don't get me wrong, the Storm Raven is the strongest flyer in my opinion, and a terror of the skies. But at its cost on top of the 5 extra points per Plasma Cannon I do not have the luxury of sitting a Librarian or Dreadnought next to my Devs and potentially lose upgrades on my Guard. Yes, I know that plasma is a lot stronger, but having said the above, what is everyone’s opinion? Link to comment Share on other sites More sharing options...
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