kardrellik Posted March 1, 2015 Share Posted March 1, 2015 I'm constantly tweeking my army, Just curious what other people do with their assault squads and Death Company. Run them in with JP or in Rhinos? My main issue is getting units in fast enough into assault with minimal losses. I'm supporting my squads with devestator squads and/or predator. All feedback is appreciated!! Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/ Share on other sites More sharing options...
Deschenus Maximus Posted March 1, 2015 Share Posted March 1, 2015 Jump Packs. Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/#findComment-3965024 Share on other sites More sharing options...
t4play Posted March 1, 2015 Share Posted March 1, 2015 I put mine in rhino's or Razors - they are usually on the other side of the board when the transports are opened by enemy fire but then I run 7 so I guess it's saturation that saves them - I like to corral, tank shock and burn Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/#findComment-3965106 Share on other sites More sharing options...
Brit Viper Posted March 1, 2015 Share Posted March 1, 2015 Words to live by! Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/#findComment-3965159 Share on other sites More sharing options...
Xenith Posted March 1, 2015 Share Posted March 1, 2015 I put mine in rhino's or Razors - they are usually on the other side of the board when the transports are opened by enemy fire but then I run 7 so I guess it's saturation that saves them - I like to corral, tank shock and burn Just pointing out that the DC cannot charge in their turn if their transport is destroyed, if you didn't already know. The only destroyed transports you can assault from are assault vehicles. So if you shoot over T1, your opponent destroys their rhino, you are not allowed to charge T2, and must wait until T3. Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/#findComment-3965168 Share on other sites More sharing options...
JamesI Posted March 1, 2015 Share Posted March 1, 2015 Jump packs with Tac squds in rhinos providing cover. Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/#findComment-3965238 Share on other sites More sharing options...
Zeller Posted March 1, 2015 Share Posted March 1, 2015 I don't understand. I rush my rhino on turn one, my opponent destroys it in his turn one, I immediately disembark my marines in his turn one, and I am now unable to assault in my turn 2? I've already been forced to disembark from the previous turn and will move as normal in turn 2. What am I not seeing? Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/#findComment-3965712 Share on other sites More sharing options...
Dolchiate Remembrancer Posted March 1, 2015 Share Posted March 1, 2015 I don't understand. I rush my rhino on turn one, my opponent destroys it in his turn one, I immediately disembark my marines in his turn one, and I am now unable to assault in my turn 2? I've already been forced to disembark from the previous turn and will move as normal in turn 2. What am I not seeing?the rulebook references full turn and not player turns. So if they were forced to disembark in turn 1 irregardless of which player turn then you can only charge on turn 3 Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/#findComment-3965716 Share on other sites More sharing options...
Xenith Posted March 2, 2015 Share Posted March 2, 2015 I don't understand. I rush my rhino on turn one, my opponent destroys it in his turn one, I immediately disembark my marines in his turn one, and I am now unable to assault in my turn 2? I've already been forced to disembark from the previous turn and will move as normal in turn 2. What am I not seeing?the rulebook references full turn and not player turns. So if they were forced to disembark in turn 1 irregardless of which player turn then you can only charge on turn 3 Not quite, as a BA going first having his rhino destroyed in their opponents T1, is not allowed to charge in their T2 (Game turn 2). Look at the section on transports, surprisingly enough: Disembarkation Restrictions: "If a unit disembarks from a destroyed vehicle in their opponents turn, then they may not charge in the assault phase of it's own turn unless the vehicle has the assault vehicle special rule" It's been that way since 2012 Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/#findComment-3966412 Share on other sites More sharing options...
Dolchiate Remembrancer Posted March 2, 2015 Share Posted March 2, 2015 I don't understand. I rush my rhino on turn one, my opponent destroys it in his turn one, I immediately disembark my marines in his turn one, and I am now unable to assault in my turn 2? I've already been forced to disembark from the previous turn and will move as normal in turn 2. What am I not seeing?the rulebook references full turn and not player turns. So if they were forced to disembark in turn 1 irregardless of which player turn then you can only charge on turn 3 Not quite, as a BA going first having his rhino destroyed in their opponents T1, is not allowed to charge in their T2 (Game turn 2). Look at the section on transports, surprisingly enough: Disembarkation Restrictions: "If a unit disembarks from a destroyed vehicle in their opponents turn, then they may not charge in the assault phase of it's own turn unless the vehicle has the assault vehicle special rule" It's been that way since 2012 so...im confused Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/#findComment-3966433 Share on other sites More sharing options...
Xenith Posted March 2, 2015 Share Posted March 2, 2015 You thinking it was due to game turn/player turn interaction was incorrect. It's a flat out rule stated in the book that a unit disembarking from a destroyed transport in the opponents turn cannot charge in their next assault phase. Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/#findComment-3966452 Share on other sites More sharing options...
Sourborn Posted March 3, 2015 Share Posted March 3, 2015 I run my DC with JP. I usually stick them with Astorath and give them 10x boltguns and 2x PF. 20 shots, a (succesful) charge, and a re-roll to hit AND wound? Yes please. Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/#findComment-3966812 Share on other sites More sharing options...
Karhedron Posted March 3, 2015 Share Posted March 3, 2015 I use my Death Company with Jump Packs as my main assault unit. I tend to use assault squads as special weapon caddies. A 5 man squad can take 2 special weapons plus a combi weapon or dual pistols on the sergeant. Then give them either jump packs, Rhinos or Pods as you wish. I prefer pods for the guaranteed Turn 1 alpha-strike. They are there to shoot a dangerous target so it does not matter too much that they cannot assault. On the next turn, if my opponent tries to wipe them out, that means he is ignoring the Death Company and Sanguinary Guard hurtling up the field. If he ignores the assault squads, they still have enough punch to move on and threaten other targets. As others have said, target saturation is the key. I have seen a couple of lists with people running 2-3 fairly small squads of Death Company with no characters and just 1 fist. This looks quite effective and might be worth playing around with. Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/#findComment-3966927 Share on other sites More sharing options...
t4play Posted March 3, 2015 Share Posted March 3, 2015 Lots of targets - something has got to get through running 7 in 1750 I find guys go for my DEVS las plas razor 1st giving the HF and AC ones less attention and even less on rhino's Gabriel Seth - Command Squad [bolt Pistol, Chainsword, Storm shield] [Chainsword, Plasma Pistol] x2 Razorback [Twin Linked Assault Cannon] Librarian [bolt Pistol, Force Axe, Melta bombs] Warlord Vanguard Veteran Squad [bolt Pistol, 2x Chainsword, 2x Lightning Claw, 2x Plasma Pistol, Storm Shield, Thunder Hammer, Razorback [Twin Linked heavy flamer] Death company x6 [1x power weapon] Razorback [Twin Linked Assault Cannon] Tactical Squad [Flamer, Heavy flamer] Rhino Tactical Squad [Flamer, Heavy flamer] Rhino Assault Squad [2x Meltagun] Rhino Devastator Squad [2x las 2x ML flakk] Razorback [Lascannon & Twin Linked Plasma Gun] I only play for a bit of fun, not at all competitive but think it's fairly balanced Link to comment https://bolterandchainsword.com/topic/304102-blood-angels-assault-questions/#findComment-3967060 Share on other sites More sharing options...
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