Morticon Posted July 7, 2017 Share Posted July 7, 2017 (edited) I have two "go to" unit combo's that are forming the core of my new 8th ed list. I havent had an opportunity to play test it hugely, but I really like it. The theory is that I maximise everything the auras have to offer. In this case, the priest (Corbs) and then Dante. The first: Assault Marine Razor-borne squad. (131) 6 Marines - Hammer, Plasma Pistol, Flamer, Melta Gun Razorback of choice. The second: Devastator Marine Razor-borne squad (151) 6 Marines - Power Sword, Cherub,Combi-melta (or plasma - though plasma works wonders with Signum), Heavy Flamer, GravcannonRazorback of choice. These two units offer a great jack-of-all-trades role for my army. As BA with a priest bubble they become S5, which means theyre damaging even T8 and T9 on 5s!! With Dante in the mix, you can overcharge far more often, with the meltas, you have have great mid-short range firepower. While the grav is not what it was, it still has great AP and decent damage for heavy targets, wounding up to T9 on 5s. Also, once they disembark, they can use signum on the Cannon, and still hit on 3s (in essence), and then use the cherub to get another volley. The smattering of flamers and heavy flamers allow you to do a little bit of horde control, and the overwatch element is useful as anything!!My current 2k is this: 9 Deploys, 5CP. DanteCorbsDreadnought - Twinlas/Twin AutoDreadnought - Twinlas/Twin Auto 6 As. Marines - Hammer, Plasma Pistol, Flamer, Melta Gun Razorback - Twin-las 6 As. Marines - Hammer, Plasma Pistol, Flamer, Melta Gun Razorback - Twin-las 5 As. Marines - 2Claws, Plasma Pistol, Flamer, Melta Gun Razorback - Twin-las 6 Dev Marines - Power Sword, Combi-melta, Heavy Flamer, Gravcannon Razorback - Twin-AC6 Dev Marines - Power Sword, Combi-plasma, Heavy Flamer, Gravcannon Razorback - Twin-AC 6 Dev Marines - 3Missile Launchers, 1PlasmaCannon Depending on local meta, if you're more armour heavy, you can change the grav out for Las or Melta for a stronger alpha. Or if you're more horde heavy, you can switch the razors to Twin-assault. Plasmacannon overcharged with signum is also GOLDEN!!! Brilliant weapon. Edited July 8, 2017 by Morticon Aothaine, Helias_Tancred and Demoulius 3 Back to top Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/ Share on other sites More sharing options...
Aothaine Posted July 7, 2017 Share Posted July 7, 2017 (edited) HEAVY SUPPORT - Devastator Squad + Missile Launcher x4 + Armorium Cherub + Razorback(Twin Lascannon) Really like the adaptability of the Missile Launcher and matched up with the TLcRazorback provide amazing supporting fire. Having a captain near by amps the unit with the re-roll 1s option. ELITE - Company Veterans + SS & Plasma Guns + Razorback(Twin Lascannon) or Drop Pod ELITE - Assault Terminators (5-man) + TH & SS + Terminator Ancient + TH or Chaplain in Terminator Armor Edited July 7, 2017 by Aothaine Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4811922 Share on other sites More sharing options...
Crimson Ghost IX Posted July 7, 2017 Share Posted July 7, 2017 I like this thread already! Good stuff =). Corbulo / Sanguinary Priest have become must includes for me for fluff and effectiveness. Capt or re-roll to hit Char. I like my DC still. Power Sword and Chainsword mostly with 2-3 Thunderhammers. Backed up with some buffs they do good work coming out of a vehicle. I like my VV - mixed with jump packs. Chainsword and SS for wound tanking. Plama pistols for plasma whammo. Thunderhammer SS Sgt. I am still just doing lots of different things with company veterans so no particular load out is -go to- yet other than to say they are a -go to- themselves with jump packs. 5 man scout teams with shotguns for cheap board control and screening were an early go to unit for me. Still like them. Bolters work too. Twin Lascannon Razorbacks - are the best kind in my opinion currently. (Razorback needs a points increase). I will be including Devs in more lists, but have not used them in anger on the table yet. Thanks for some great load outs fellas! Tonius 1 Back to top Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812056 Share on other sites More sharing options...
Helias_Tancred Posted July 7, 2017 Share Posted July 7, 2017 It seems they hinted aura combos were going to be a strong point of Blood Angel strategy? Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812120 Share on other sites More sharing options...
Aothaine Posted July 8, 2017 Share Posted July 8, 2017 It seems they hinted aura combos were going to be a strong point of Blood Angel strategy? Because they are. But not just with Blood Angels. Most armies have various auras that buff their units. Blood Angels have the Chalice though which is super OP. Free +1S. Be ready for more experienced players ignoring your captains and libbies to kill the Priests. The Priests are seriously OP. I just posted a list using three of them and bike units making the majority of my assault S5T5W2. It is frightening then we can toss in a libby or chaplin to have re-rolls to all missed to hit rolls or give some of our boys +1 attack. Goodness, throwing that on any of our squads is crazy good. Really looking forward to our new dex. But I really hope we get ours sometime early next year. Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812153 Share on other sites More sharing options...
Morticon Posted July 8, 2017 Author Share Posted July 8, 2017 In a game nearly completely dominated by shooting, I dont think that S5 in combat is anything remotely close to "over-powered". A solid, strong buff. Powerful even with the right build, and then in the right meta...but "over" powered? Not convinced quite yet! Side note/request! I realised it would be helpful to include the unit sizes and unit costs!! Will give readers a nice perspective on how to work them into lists! TheHarrower, Helias_Tancred, the jeske and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812325 Share on other sites More sharing options...
Charlo Posted July 8, 2017 Share Posted July 8, 2017 "Flying Sledgehammer" Stormraven + Dread + infantry inside, characters to taste Can't really see any flaws with this. Your opponent has maximum 2 turns to down the Raven, if not, he's getting a dread to the face with infantry support too. ==== "Raining Black Blood" Lemartes + X number of Death Company Dreads in pods Land and charge vehicles only needing a 7 on a rerollable charge thanks to Magna Grapple. Crush it, then consolidate 6" and let the mayhem begin. Great alpha strike tactic. ==== "Tactical Terminator Charge Bait" Tac Terminators with a heavy flamer + Captain Land 12" away from an Assault unit and light it up with storm bolters, rerolling 1s to hit from the captain. When the enemy inevitably charges you, overwatch with the HF and rerolls then pop the "strike first" strategem to finish off. Demoulius, Spyros and LutherMax 3 Back to top Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812478 Share on other sites More sharing options...
Jolemai Posted July 8, 2017 Share Posted July 8, 2017 Only tried an obvious one so far: * Corbulo * DC * Razorback 361 before wargear. Great offence, little to no real defence but at least Corbulo's re-roll can get him back in the game when you fail the narthecium roll. Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812505 Share on other sites More sharing options...
Aothaine Posted July 8, 2017 Share Posted July 8, 2017 (edited) In a game nearly completely dominated by shooting, I dont think that S5 in combat is anything remotely close to "over-powered". A solid, strong buff. Powerful even with the right build, and then in the right meta...but "over" powered? Not convinced quite yet! Side note/request! I realised it would be helpful to include the unit sizes and unit costs!! Will give readers a nice perspective on how to work them into lists! Forgot to mention that I meant really good and not op lol! My bad. I think the +1S from the Chalice effect is amazingly good as it applies to all Blood Angels right? So our Thunder Hammers and Power Fists are Str10. ^_^ I'll be tossing these combos into the primer I'll be creating as well. How could I forget to mention these??? TROOP - Tactical Squad + Heavy Flamer + Plasma/Melta Gun + Powersword(Sgt) + Razorback(Twin Lascannon) TROOP - Scout Squad + Sniper Rifle x4 + Missile Launcher + Camo Cloaks Edited July 8, 2017 by Aothaine Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812585 Share on other sites More sharing options...
Remtek Posted July 8, 2017 Share Posted July 8, 2017 Trying to make jump infantery work. I have had the most success with company vets. Been running two 2 different configurations (five games) 5 company vets, jp, 5 stormbolters, 3 stormshields and a t-hammer on sarge. Sarge having 3 base attacks usually means he gets some dmg off, and with leadership 9 they not failed a moral yet test yet. I usually drop two squads in one spot to clear infantry. (40 shots), i should probably throw a powersword or axe on the one guy with only stormbolter. Using command points to make charges really make a a diffrence, if you get a 5 or 6 on one of the dice. 3 company vets, jp, 2 plasmaguns, two plasma pistols on sarge or a combi plasma. (usually 2 or 3 squads) These having been doing great vs mech, especially with Dante. Against Magnus they are hit and miss because 4++ re-roll ones makes it quite random. I don't think taking many of these are great, but a few can catch people off guard. Almost always use overcharge. Assault squads are a bit cheaper and offer som ablaitive wounds which is nice since they always get focused. Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812617 Share on other sites More sharing options...
Spagunk Posted July 8, 2017 Share Posted July 8, 2017 (edited) Forgot to mention that I meant really good and not op lol! My bad. I think the +1S from the Chalice effect is amazingly good as it applies to all Blood Angels right? So our Thunder Hammers and Power Fists are Str10. Wouldn't that only be Str9? Pretty sure Thammers and Pfists are x2 Strength because modifiers are applied after your melee bonuses. Edited July 8, 2017 by Spagunk Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812728 Share on other sites More sharing options...
Aothaine Posted July 8, 2017 Share Posted July 8, 2017 Wouldn't that only be Str9? Pretty sure Thammers and Pfists are x2 Strength because modifiers are applied after your melee bonuses. Ohhh snap! Is that true? Damn.. gonna have to rethink some things then. Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812828 Share on other sites More sharing options...
Karhedron Posted July 8, 2017 Share Posted July 8, 2017 I have a pair of command units that will not break the bank but still pack a fairly hefty punch. Dante 5 Company Veterans, 2 with TH/SS Dante is a beatstick so pairing with a Veteran squad will allow him to hand off wounds on the cheap mooks to keep him fighting for longer. The 2 TH/SS dudes give the squad some punch of their own and Dante ensures that the Hammers still hit 75%of the time. Sanguinary Ancient (Warlord) Sanguinary Priest, Jump Pack, power sword 5 Sanguinary Guard, plasma pistols and Encarmine Glaives Making the Ancient your Warlord makes the SG (and the Ancient himself) reroll misses. This boosts the squad and allows them to overcharge their plasma pistols fairly safely when shooting. The +1S from the Priest is gravy and he can heal/resurrect SG as needed. Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812890 Share on other sites More sharing options...
Jolemai Posted July 8, 2017 Share Posted July 8, 2017 Added. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812901 Share on other sites More sharing options...
GenerationTerrorist Posted July 8, 2017 Share Posted July 8, 2017 Devastator Squad, 4 Heavy Flamers, Drop Pod.See horde/blob. Turn up. Delete. Demoulius 1 Back to top Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812948 Share on other sites More sharing options...
Xenith Posted July 8, 2017 Share Posted July 8, 2017 Devastator Squad, 4 Heavy Flamers, Drop Pod. See horde/blob. Turn up. Delete. You cannot delete then on the turn you arrive as drop pod troops have to be over 9" from enemy troops when they disembark, and the heavy flamer only has an 8" range. Brother_Mike and Morticon 2 Back to top Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812955 Share on other sites More sharing options...
LutherMax Posted July 8, 2017 Share Posted July 8, 2017 "Flying Sledgehammer" Stormraven + Dread + infantry inside, characters to taste Can't really see any flaws with this. Your opponent has maximum 2 turns to down the Raven, if not, he's getting a dread to the face with infantry support too. ==== "Raining Black Blood" Lemartes + X number of Death Company Dreads in pods Land and charge vehicles only needing a 7 on a rerollable charge thanks to Magna Grapple. Crush it, then consolidate 6" and let the mayhem begin. Great alpha strike tactic. ==== "Tactical Terminator Charge Bait" Tac Terminators with a heavy flamer + Captain Land 12" away from an Assault unit and light it up with storm bolters, rerolling 1s to hit from the captain. When the enemy inevitably charges you, overwatch with the HF and rerolls then pop the "strike first" strategem to finish off. Love all of these! Charlo 1 Back to top Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812967 Share on other sites More sharing options...
Ceril Posted July 8, 2017 Share Posted July 8, 2017 If you can, split the thunder hammer away from the storm shield on the models. You don't want to lose your best weapon when failing a save. TH on V.Sgt, TH on someone then a SS on two models each and finally one vanilla model. I'd quote the post above but can't figure it out on mobile. Take normal save on vanilla dude if you can, or SS first if AP. Units I currently feel strongly about: Never take Tactical marines, there's just no point. Assault marines can have 2 specials/5models. Devastators have free signum if you want heavy weapons. For TAC lists double down on units, specialise units. Different games have different work horses. In a game where a unit is not worth as much, use as bait/screen/object holder. Scouts, vanilla, are great if you want screening units. Shields your valuables from deepstrike and are just 11melta bombs a squad. Sniper squads for 4 more melta bombs has their use but increases cost too. I'm not decided yet on these, different games I think they will get very different value. Deep strike plasma will be worth a lot, I think. Either finding that golden spot to take out an important character or vehicle/monster. 10 overcharged shots does a lot of damage and forces your opponent to deal with it now, or face a new volley next turn. With JP they also Fly so you can disengage and shoot. Being veterans you can do decent damage, throw a special weapon or even relic blade on the veteran sergeant if VV for extra potential. I'd working towards more Razorback surprises, plasma and melts versions inside with Twin Assault on top. Take two of these and it should be a good start. Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4812992 Share on other sites More sharing options...
Spagunk Posted July 8, 2017 Share Posted July 8, 2017 (edited) Wouldn't that only be Str9? Pretty sure Thammers and Pfists are x2 Strength because modifiers are applied after your melee bonuses. Ohhh snap! Is that true? Damn.. gonna have to rethink some things then. Well wait a minute. So I've been trying to find the line that mentions how these stack up and I can't seem to find it. So you may be right. Specifically because it isn't a +1 strength anymore but rather a +1 strength characteristic which is entirely different. If it says "Adds 1 strength to their attack", then I would add that at the end. But it does specifically state "Increase their strength characteristic by 1" which indicates to me that you increase their Strength, then when you attack with the weapon it's 2x their strength characteristic.That's an interesting change. Edited July 8, 2017 by Spagunk Arkhanist 1 Back to top Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4813005 Share on other sites More sharing options...
Morticon Posted July 9, 2017 Author Share Posted July 9, 2017 Yup. S10 hammers/Fists :D Brother_Mike 1 Back to top Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4813060 Share on other sites More sharing options...
Crimson Ghost IX Posted July 9, 2017 Share Posted July 9, 2017 * Happy Dance * Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4813159 Share on other sites More sharing options...
durdle-durdle Posted July 9, 2017 Share Posted July 9, 2017 Captain with combi, company vets, and a drop pod of sternguard has been my favorite here lately. The captain and company vets assassinate something/damage a heavy target (overcharging because I reroll 1's), and the sternies take down infantry. It's a fairly solid bomb that has done well for me. It's annoying the pod is so expensive now, but I really like sternies, so I do it anyways. If I could cram a primaris lieutenant in the drop pod, I'd be sooo happy. Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4813171 Share on other sites More sharing options...
Jønke Posted July 9, 2017 Share Posted July 9, 2017 "Raining Black Blood" Lemartes + X number of Death Company Dreads in pods Land and charge vehicles only needing a 7 on a rerollable charge thanks to Magna Grapple. Crush it, then consolidate 6" and let the mayhem begin. Great alpha strike tactic. It might just be me but as faar as i can see dreads cant take droppods any more? Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4813453 Share on other sites More sharing options...
LutherMax Posted July 9, 2017 Share Posted July 9, 2017 "Raining Black Blood" Lemartes + X number of Death Company Dreads in pods Land and charge vehicles only needing a 7 on a rerollable charge thanks to Magna Grapple. Crush it, then consolidate 6" and let the mayhem begin. Great alpha strike tactic. It might just be me but as faar as i can see dreads cant take droppods any more? They can take (FW) Dreadnought Pods Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4813495 Share on other sites More sharing options...
Jønke Posted July 9, 2017 Share Posted July 9, 2017 "Raining Black Blood" Lemartes + X number of Death Company Dreads in pods Land and charge vehicles only needing a 7 on a rerollable charge thanks to Magna Grapple. Crush it, then consolidate 6" and let the mayhem begin. Great alpha strike tactic. It might just be me but as faar as i can see dreads cant take droppods any more? They can take (FW) Dreadnought Pods Im pretty sure you are right. I just can't find the rules for that one either. Link to comment https://bolterandchainsword.com/topic/336312-go-to-unit-combos/#findComment-4813517 Share on other sites More sharing options...
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