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UM or DA? Hellblaster musings...


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As a first foray into Primaris territory, I'm playing on getting 15 Hellblasters table ready.

 

I'm just torn between UM and DA - and frankly, of the units I want to field, the Hellblasters feel the crunch the most.

So what should I do?

They're even rather similar on paper:

 

UM Pros:

-Falling back and shooting at -1 BS

-1CP lets unit reroll 1s to hit

 

-My first and favorite Chapter, likely my Primaris main force

 

DA Pros:

-2CP let unit fall back and shoot

-Standing still lets unit reroll 1s to hit

 

-Weapons from the Dark Age for 1CP

 

So the first two points kinda balance out across the Chapters...

 

All the other factors in that decision balance out as well - I'd go for a Heresy Era DA scheme and blue/ gold and black/ red happen to be my two favorite schemes, I don't care about the fluff enough to have it impact my decision for a Chapter in any way and so on...

So I thought it would be just as well to settle on the Chapter that benefits the Hellblasters more [out of the two that are close to my heart anyway] and just go from there.

And besides, who knows how long they'll be a separate Detachment allied into my army before I get around to completing 2000pts of Primaris?

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I've been playing a DA castle with hellblasters and they are certainly deadly at 3 dmg each. 1 CP for WotDA is a great deal. And -4AP means without an invulnerable, most things don't even get to roll a save. 3 dmg adds up fast. If you go this route then you're talking about Azrael and an ancient as the best options to go along. It's not very mobile and you are wanting to get into rapid fire range so its a bit limited. It needs to be complemented by some mobile forces. 2 CP is steep for falling back and shooting, but it often catches people off guard that you even have the option to. I'm sure you're aware your hellblasters will be a huge target, but if they are left to their own devices, they will burn the world up in rains of plasma death. Watch out for being baited by units with to hit modifiers. -2 to hit will kill a lot of hellblasters. 

My thoughts is choosing the chapter you enjoy the most to paint and background you love the most. Rules tend to change. What if primaris Azrael dont have +4 bubble for an example, When, if, hes released as an example.

 

Both have their advantages. My myself love the Raven Guard, and their -1 to hit and strike from the shadows is just icing on the cake :)

Hellblasters are a large points investment, but not your whole army.

 

How would the rest of your army benefit from the

  1. ultramarines
  2. dark angels

<chapter> rules?

 

Is there any unit in your army

  1. which would not benefit from the chapter rules? (e.g. most non-dread vehicles)
  2. which would benefit greatly from the chapter rules? (e.g. devastators/dreadnoughts with plasma cannons)
  3. which you won't be able to take with one of the chapters? (e.g. DA/UM named characters)

Both have their advantages. My myself love the Raven Guard, and their -1 to hit and strike from the shadows is just icing on the cake :smile.:

 

I've had a soft spot for them ever since I got into 40k :happy.:

But gathering enough Mk VI armor sets seemed too steep an investment for a first army... last month, I finally got around to starting a Battalion of Beakies :biggrin.:

 

As for the rules, yeah, they do change, but right now, they're kinda the only thing that could make a difference in my decision and I gotta start somewhere :wink:

Which brings me to:

 

 

Hellblasters are a large points investment, but not your whole army.

 

How would the rest of your army benefit from the

  1. ultramarines
  2. dark angels

<chapter> rules?

 

Is there any unit in your army

  1. which would not benefit from the chapter rules? (e.g. most non-dread vehicles)
  2. which would benefit greatly from the chapter rules? (e.g. devastators/dreadnoughts with plasma cannons)
  3. which you won't be able to take with one of the chapters? (e.g. DA/UM named characters)

 

Since my aim is to create a purely Primaris force to either field by itself or to split up and ally with my existing forces, I'll likely go large on Intercessors, Aggressors and Inceptors. Two Redemptors seem mandatory as well.

 

The Aggressors gain benefits from standing still anyway, so Grim Resolve would cater to them nicely.

The Inceptors ain't too bothered by falling back no matter what Chapter they are.

Since I tend to go for MSU, the UMs +1Ld doesn't really do that much most of the time, especially for Squads of 3.

So the only thing that makes an impact here would be the DA Tactics on the Aggressors.

And having my RG Beakie Battalion, a Battalion of UM Oldmarines and a Crusader Squad Battalion as well (non-compulsory units aside in the case of the latter two), I'll likely find a way got get those 5CP for now without getting the Intercessors next - who would feel the least of any of the two Chapter Tactics either way.

 

...also, I might just go full soup and pack my Intercessors into a Deathwatch Battalion to give them SIA.

 

So all that seems to point towards going for DA.

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