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The Redeemers ~ Black Maru's Order of Redemption


Bukimimaru

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I'm used to taking on big mobs when it comes to Orks, I suppose I best stock up on some Anti-tank, but then Ork vehicles are so flimsy it might be a  waste.

 

Right up until you're facing down a Battlewagon with your only shot coming in at its front armour.

Here we go: Lots of Jump-packs, lots of Drop Pods, a stupid amount of Flamers and a few melta's for the tougher vehicles.

 

+++ Anti-Ork (2000pts) +++

 

++ Blood Angels: Codex (Baal Strike Force) ++

 

+ HQ +

 

Librarian Dreadnought [Psychic Pilot (ML2)]

Drop pod [Deathwind Missile Launcher]

Power fist [Heavy flamer]

 

+ Elites +

 

Death Company Dreadnought [Magna-grapple, Meltagun and storm bolter, Power Fists]

Rules: Furious Charge, None Can Stay My Wrath, Rage ····Drop Pod [storm Bolter]

····Rules: Drop Pod Assault, Immobile, Inertial Guidance System

 

Furioso Dreadnought [Magna-grapple]

Drop Pod [Deathwind Missile Launcher]

Power Fists [Frag cannon, Heavy flamer]

 

Sanguinary Guard Squad [5x Angelus Boltgun, 5x Encarmine Sword, 5x Sanguinary Guard]

 

 

+ Troops +

 

Tactical Squad [Flamer, Heavy flamer, Rhino, 9x Tactical Marine]

Tactical Sergeant [Chainsword, Combi-Flamer]

 

Tactical Squad [Flamer, Heavy flamer, Rhino, 9x Tactical Marine]

Tactical Sergeant [Chainsword, Combi-Flamer]

 

+ Fast Attack +

 

Assault Squad [9x Assault Marines, 2x Flamer, Jump Packs]

Assault Sergeant [2x Hand Flamer]

 

Assault Squad [9x Assault Marines, 2x Infernus Pistol, Jump Packs]

Assault Sergeant [2x Inferno Pistol]

 

Attack Bike Squadron [Attack Bike, Multi-melta]

 

 

+ Heavy Support +

 

Baal Predator [Flamestorm Cannon, Heavy Flamers]

 

+ Lords of War +

 

Commander Dante, Chapter Master of the Blood Angels

Just posted this in the Herecy sub-forum, any help you guys might have would be welcome too.

 

 

Hey guys, I'm looking for a bit of help.

 

I've got my hands on a the new HH box set and I want to use the whole box to make up a legit Herecy Era Blood Angels Army.

 

Up until now all of my armies (Nurgle-themed Chaos and Blood Angels successors) have had a very loose paint scheme and as long as they were all the right colour I was happy.

 

This army is unlikley to get any time on the table top and is mostly for display, so for a change I want to make it all look legit, squad markings, shoulder-pads, knee markings etc.

 

My history is 100% 40k and I dont have much knowlege about how the 30K legions work.

 

Is there anyone able to point me in the right direction or offer some friendly words of advice on how to go about getting my legion off the ground?

 

A few specific questions to strart with:

 

  • If I order the BA shoulder pads from forge world, which side would the BA shouldpads go on, left / right / both?
     
  • How do the squad markings work for 30K? I know in 40K its usually the left Knee colour that dentoes the squad, is it the same for Herecy era BA?
     
  • I beleive the Tactical squads are usually bigger than 10, (up to 30 if I remember correctly) so how can I best make use of the HH box?

Thanks in advance for any help you may have.

Yes, battle wagons are AV14.

 

You don't need BSF vs Orks, the initiative boast doesn't help. OB Sec from a CAD would be better.

 

If he's going mech orks, drop flamer units will perform well as you get D6 auto hits on passengers within open topped vehicles. Fragiosos, drop flamer ASM and drop pod Tacs with flamers will wreck face.

 

Melta is good for battle wagons and anything >S9 will double out Nobz.

 

Dreads who bring S10 are great for dealing with Bike Nobz and T5 characters.

 

FW HH book 6 (due march 2016) should plenty of icon info, so that should give you time to paint the red/metals and other stuff up.

 

EDC

Cassor is a hidden gem against orks as he can challenge out the nobs in a mob and kill them before they get to claw him. And orks struggle to hurt AV12+ reliably.

 

Flame the boxes like others have said. I think frag cannons might even do 2D6 hits. I can't remember if wagons are open topped, but if they are stick a fragioso next to one. You can get all those hits on the innards and with rending have a chance to blow up the sucker anyway :D

 

I'd make your Melta assault squad into a Melta cide, otherwise the dudes are just semi wasted bodies (I guess you can blow up a transport then charge the innards but...).

 

SG will rek orks, but I'd consider a priest if you can for challenges and because they will direct a LOT of big shootas at them trying to force out those 1s.

Game went well, ended 27-1 to the Blood Angels.

We played tactical escalation and a strong alpha strike combined with my opponent's terrible rolls meant I was holding most of the objectives for a majority of the game.

 

In fact for the last 2 rounds all my opponent had left was one very ballsy Warboss who kept running from cover to cover, crumping any straggelers he could get close to.

 

It was a fun game and my opponent was a good sport about his unlucky rolls. The resuts will be up on the 6^sv blog shortly.

  • 2 weeks later...

Another succesful game for the 6^Sv League.

 

I took a risky list, based around the Strike Force Mortalis Formation.

It looks something like this:

 

Chaplain - Crozius, Jump Pack, Bolt-pistol

7x Death Company, jump packs, powersword, powerfist

5x Death Company, jump packs, powerfist

5x Death Company, jump packs

2x Death Company Dreads with bloodclaws and meltas

Storm Raven, assault cannon, Multi-melta, hurricane bolters

Imperial Knight (gattling cannon and thunder gauntlet.)

 

It came to 1,501, (I checked with my opponent first, he didnt mind me being 1 point over).

 

My opponent too a Night Lords Chaos list, which looked somthing like this:

 

Chaos Lord, Bike, Powersword, Plasma Pistol, 4+ Invun.

3x Bikers, Flamer, Flamer

10x Tac squad in Rhino, Melta, Combi-melta

5x Chaos Assault guys, Melta, Melta

5x Tac squad, melta

Helbrute, Multimelta, flamer

5x Havox squad, Missiles, Missiles, Lascannon, Lascannon

Heldrake

Imperial Knight (Battlecannon and Reaper Chainsword)

 

The game was incredibly close and was one of the most enjoyable games I've had in a long time.

 

Turn one I fluffed all my rolls and my opponent killed the two 5 man squads of Death Company.

Turn two my Reserves failed to show up. Things were looking grim.

By turn 3, both Imperial Knights had exploded, both times wiping out every unit within a 10" radius. Still no reserves, and all I had left was 1 DC marine and the Chaplain.

Turn 4 sees the arrival of my Storm Raven, carrying my second DC dread.

Turn 5 things start going my way, my DC dread takes out his Lord, my Storm Raven POtMS the assualt squad and his Helldrake off the table.

Turn 6, My chaplain dies, leaving me with 1 DC Marine, 1 DC dread and the Storm Raven. All my Oppennet has left is 2x Tac marines and 2 Havok marines.

Fortunatly for me, the game goes on to turn 7!

The DC dread and the remaining Marine are too far away to do anything usful, so it all rests on my Storm Raven. My opponent is miles in the lead points-wise, a mighty 12 points to my meagre 4. I Declare POtMS on my Assault cannons and wipe out the 2 remaing Tac marines. The Combination of my Multimelta, Hurricane Bolters and remaining Stormstrike Missile manage to finish off the last of the Havok Squad!

 

A very close game indeed, and with Chaos getting tabled, they loose their current highest score!

Imperium take the lead!

 

With three weeks to go until the league ends, this game was a serious blow for the forces of Chaos.

For all the current scores, check out the S^sv Blog at: http://sixupsave.blogspot.co.uk/p/campaign.html

Oh, I forgot to mention. Death Company Dreads are super-awesome at killing Imperial Knights.

I got lucky that I managed to get one close enough to charge a Knight, and I'm happy to admit thats not going to happen very often, but assualting out of a StormRaven, a DC Dread has a fair chance of really disabeling (or in my case, completly destroying) a model twice its size and 3 times it's cost. The DC dread WILL die as well, but... its a DC Dread, thats exactly what it wants to be doing.  :D

Hey guys, it's Wednesday and that means its Six Up Save League Night!

I've got a rematch against the Night Lords player I battled last week (see a few posts above, it was awesome).

 

I'm allying up with one of the other Imperals, an Iron Hands player called Matt.

He and I are taking 1000 points each against 2000 points of Night Lords.

 

In a bid to make use of my shiney new 5th drop pod, I've build a list around a (maybe slightly cheesy?) Alpha-strike.

My Iron Hands ally usually takes a very slow, resiliant list with lots of heavy firepower, so I've built a fast and fragile list to compliment it.

 

Let me know what you guys think:

 

1x Priest, Bolt Pistol, Chainsword

5x Scouts, all Sniper and Camo-cloaks

5x Scouts, all Sniper and Camo-cloaks

5x Assaul Squad, Melta, Melta, Inferno Pistol, Inferno Pistol, Drop Pod

5x Assaul Squad, Melta, Melta, Inferno Pistol, Inferno Pistol, Drop Pod

5x Sternguard, 5x Combimelta, Powersword, Drop Pod

5x Sternguard, 5x Combiplasma, Powersword, Drop Pod (Priest goes here)

1x Cassor the Damned, Drop Pod (from Fast attack)

 

One one hand, I'm conserned this list could be considered a bit of a "D*ck List", That much melta / plamsa turn one is horrendous at 1,000 points.

On the other hand, the units are all 5 man strong with 3+ saves. They are squishy as hell and will all be dead by turn 2.

 

I'm not expecting to survive to the end of the game, but I'm just hoping to do so much damage with my alpha-strike that my ally can just mop up whatever is left.

 

My opponent likes to take Hellbrutes, Preditors, Tac-squads in Rhinos and of course the traditional Knight Lord Raptors.  Hopfully I can neuter all his vehicles / armour early on and while he is bust killing my MSU, my ally can move in and clean up.

 

It's a ballsey move, lets see if it pays off. :wink:

Things didn't go quite to plan last night; my opponent couldnt make it, so I had to go full on 2,000 points of anti-Chaos bad assery.

 

Long story short, it was another incredibly close game.

 

The Early game did not go my way at all:

My alpha strike totally sucked. In turn 1 my 8 Meltas managed to to one glancing hit on a dread.

My Beta strike also sucked. Turn two I have 5 combi-plasma, one of which got hot and turned a vet to ash. The 5-combi Meltas totally whiffed and only 2 out of the 5 remembered to pull the trigger.

 

That being said, the later game realy started to go my way:

My Death Company threw a crack grenade at the rear armour of a Heldrake, 6 to hit, 5 to pen. It was glorious.

Dante solo charged a squad of Chaos Terminators and wiped them all in one fell swoop.

Chaplian Charlie tanked 4 Lascannons, a Helblade, 2 Auto-cannons, a melta and 2 heavy bolters in one turn and came out the other side only having taken one wound.

 

The game ended turn 7 (again!) with a draw, 9 points each. I didnt have an awful lot left, a One Wound Chaplain, a one wound Dante, 5 Death Company, 2 scouts (1 from each squad).

 

Lessons learned:

Sanguinary Guard are a complete waste of points if you stupidly let them get charged by a contemptor dread. They will be stuck in combat for 4 rounds and then all die.

 

Sicarians need to go out and activly hunt stuff down, they are wasted sat at the bad trying to pick things off. (It did ground / kill a Daemon Prince tho.)

 

Sternguard Vets are still just 3+ sv marines.

 

 

Imperials are still in the lead, followed closely by Chaos and the Xenos are running behind in 3rd place.

Yeah, Sanguinary Guard really do benefit from having a powerfist in the squad. I don't run one, but that's because my Sanguinary Guard are the first models I ever built, and I can't bring myself to pop off any of their arms yet. I usually rectify this by running a Priest with Meltabombs or a fist with the squad.

Well, tonights (probably) my last chance to get a league game in before it closes on jan 1st.

I've got a re-match against Paul's "Speed Feek" Ork Mob.

 

Paul and I always play supler relaxed games, so I've built a fun list, rather than a completative one.

 

It looks somthing like this:

 

Libby: Jump-pack: Force Axe, ML2

Priest: Jump Pack: Valours Edge, Veritas Vite

10x Death Company: all pistols and chainswords

7x Sanguinary Guard: Axe, Fist

Raffen's Death Company

10x c/c Scouts: Powerfist on sgt.

10x Assault Squad: Jump Packs, Melta, Melta, Duel Infernos

10x Assault Squad: Jump Pakcs, Flamer, Flamer, Duel Hand-flamers

 

Not really taylored to take care of big Orky blobs, but I wanted to run an "All Jump Pack" list, and as I like to keep things as WYSIWYG as possible I've just gone with whatever load out the units are modled with.

 

I told Paul my plan, so he has taken a load of Stom Boyz. There will be jump troops everywhere! XD

 

I'll see if I can get some pics tonight.

Well, I didnt get any pics, the game was so quick and so intense therereally wasnt time.

With so many fast troops on the board, (bikes, trukks and deep striking jump troops) the game devolved into a huge scrap in the middle; charges, counter charges and disorganised charges everywhere. It was such a glorious mess, I cant even begin to give you a break down.

 

in Short, it was a total blast.

 

Fortunatly the cards were very kind to me, drawing plenty of "kill a unit in assault", "issue a challenge" etc cards.

By turn 5 all we had left on the board was 30 (very late to the party) Stom Boyz, 3 Sanguinary Guard, 7 Death Company and Black Maru.

The Death Company pulled off a brutal 9" charge and ate the Storm Boyz for breakfast, ending the game a glorious 18 - 7 and another tabled result means the xenos (once again) loose their current highest scores.

 

The filthy forces of Chaos have managed to creep into the lead, so with such a short amount of time left before the legue ends I'm going to try to squeeze another game or two in to try and get the Imperials back to the top. :)

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