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Been playing around with a 2k points list for 9th, thoughts welcome...

 

Astorath

 

Mephiston

 

Smash Captain (Thunder Hammer, storm shield, jump pack)

 

5 assault intercessors

 

5 assault intercessors

 

5 intercessor with bolt rifles

 

Invictor with incendium cannon

 

Invictor with incendium cannon

 

6 aggressors with boltstorm

 

Sanguinary ancient with fist

 

5 death company with bolters and chain swords

 

5 death company with bolters and chain swords

 

3 outriders

 

Impulsor with dome shield

 

Impulsor with dome shield

 

So the plan would he for the invictor to start mid board on some objectives, while the assault intercessors load up in the impulsors with mephiston to zoom up to reinforce objectives. Aggressors and the other characters advance up the centre protected by Sanguinary ancients standard of sacrifice to hold the middle of the board. The 2 death company squads and outriders can hide out until needed to pop out and grab objectives or pick off units. Not a super aggressive list but think it could do well at taking objectives early and holding on to them

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https://bolterandchainsword.com/topic/365237-9th-list-for-consideration/
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Do you think you are getting the most utility out of your DC by having them in two 5 man units? If you run as a single 10 man squad, you get much more utility out of your strategems. Plus they really come into their own with the volume of attacks, which neither small squad will have. IMO, an MSU squad of DC won't do much on the battlefield when kitted bare bones like that.

 

If you are worried too much about Blast, drop all these DC and Astorath for a squad of Sanguinary Guard and the Sanguinor. Running an MSU squad of golden boys supported by Mephiston and the Sanguinor will hit much much harder than two MSU bare bones DC squads.

Astorath [i would trade him for Lemartes who is slightly cheaper. Lemartes has a passive re-roll hits aura still ONLY for Death Company so you can use the Might litany on himself or the +2 charge on everyone nearby]

Mephiston [i would trade him for a Librarian Dreadnought and save almost 30 points! Similar capabilities on damage, durability, and mobility. Librarian dread cannot be targeted near the Impulsors within 3 inches of him]

Smash Captain (Thunder Hammer, storm shield, jump pack) [statistically cheaper than most other characters nowadays. Excellent pick!]

5 assault intercessors [YES! Amazing unit]

5 assault intercessors [YES! Amazing unit]

5 intercessor with bolt rifles [i would switch to Auto Bolt Rifles so they can move and advance, fire three shots per turn while getting closer to melee. Add a Thunder Hammer on the Sgt for +15 pts saved from Mephiston]

Invictor with incendium cannon [YES! Amazing unit]

Invictor with incendium cannon [YES! Amazing unit]

6 aggressors with boltstorm [Drop to 5 so you cannot give your enemy the Blast maximum shots]

Sanguinary ancient with fist [Great unit, maybe give this model the 5+ FNP banner to work on your aggressors and move him with them, or move him with the Outriders for maximum annoyance!]

5 death company with bolters and chain swords [combine these two squads, deep strike them, add 2 thunder hammers]
5 death company with bolters and chain swords

3 outriders [YES!]

Impulsor with dome shield

Impulsor with dome shield

Edited by RyanT2112

All of the proposed changes I suggested would look like this...

Librarian Dread w/ Stormbolter - 143pts [Protect with Outriders for Wound Shield / Look Out Sir]

Lemartes - 110 pts ***DEEP STRIKE***

Smash Captain - 155 pts [Warlord Trait: Artisan of War] ***Move With Aggressors for Reroll 1***

 

5x Assault Intercessor - 95 pts **Impulsor**

5x Assault Intercessor - 95pts **Impulsor**

5x Intercessors - Auto-Bolt Rifles , Sgt. w/ Thunder Hammer -- 115pts **Possible Reserve for 1 CP? 1 more CP for Veteran Intercessors +1 Attack?**

 

1x Invictor w/ Incendium Cannon, 2x Ironhail Heavy Stubber, Heavy Bolter - 165pts

1x Invictor w/ Incendium Cannon, 2x Ironhail Heavy Stubber, Heavy Bolter - 165pts

5x Aggressors w/ Fragstorm and Boltstorm Gauntlets - 240pts

1x Sanguinary Ancient w/ Fist - 85pts - [Relic: Banner of Sacrifice] [Move with Outriders or Aggressors to grant 5+ FNP]

10x Death Company w/ Jump Packs, 8 Bolter/Chainsword, 2 Thunder Hammer - 240pts ***DEEP STRIKE***

 

3x Outriders - 135pts

 

2x Impulsor w/ Shield Domes and 2x Fragstorm Grenade Launchers - 260 pts

 

Total: 1998 pts

Command Points: 12 -- 9 if you'd like to Death Visions on the Captain while ALSO putting Veteran Intercessors in reserve.... +5 more throughout the game....

Edited by RyanT2112

I like the captain with the aggressors. It gives him defense as the squad is over 3 models. With a jump pack he could deploy in a different way should the battle call for it. 

 

I like shield domes on impulsors (despite the cost hike). I think getting on objectives early may be needed, and I think staying alive on objectives will be needed. With space for 6 you have some play with who goes in what vehicle (so I liked mephiston for that reason, but I can't fault the logic on going to the librarian dreadnought).

 

I like the auto bolt rifle intercessors. I'm having a hard time seeing what intercessors will be best as a practical matter. I think with the smaller table and widely speculated/anticipated battle over the mid-board objectives in 9th the assualt intercessors are a good pick. The worry would be if they had to slog across the table for some reason. But the impulsor gives versatility to them.

 

With the incendium cannon on the invictor, I can't fault the pick. I always worry about what happens if it doesn't get turn 1.

 

I think outriders could be a great unit that helps here in a number of ways. People always talk about the special rules and abilities of a unit, but for BA concentrating force at a single point on the board when needed is huge. So they're part of the good mobility I see here.

 

With points hikes on death company and sanguinary guard, I don't rightly know what to say yet on their ability. There's only one way to find out!

Thanks for the thoughts guys.

 

Yeah I hear the thoughts on making the DC one big unit, was kind of thinking they could bounce around and grab some objectives later in the game but guess they need to stay there until the next command phase which may be tricky with just 5 wounds. Really want to take some DC or sang guard though to have a fluffy BA unit.

 

As for the intercessors I was thinking normal bolt rifles for back field objectives, otherwise I'll feel like I'm wasting another unit holding a back field objective that I would prefer to have charging up the board.

 

Been toying with auto cannons for the invictors so they can shoot from the start of the game especially with no negative to move and shoot although flames are nice when the enemy wants to remove you from an objective and has to come to you

Thanks for the thoughts guys.

 

Yeah I hear the thoughts on making the DC one big unit, was kind of thinking they could bounce around and grab some objectives later in the game but guess they need to stay there until the next command phase which may be tricky with just 5 wounds. Really want to take some DC or sang guard though to have a fluffy BA unit.

 

As for the intercessors I was thinking normal bolt rifles for back field objectives, otherwise I'll feel like I'm wasting another unit holding a back field objective that I would prefer to have charging up the board.

 

Been toying with auto cannons for the invictors so they can shoot from the start of the game especially with no negative to move and shoot although flames are nice when the enemy wants to remove you from an objective and has to come to you

 

For the points they cost, you don't want to be using DC to secure objectives. They are for smashing face, and smashing face only.

 

I have a personal issue with Primaris, but if you want more fluffy BA units drop the warsuits and beef up your DC. And add in Sanguinary Guard.

 

If you are looking at the warsuits to do that whole forward deploy deal, Infiltrators are pretty awesome. I don't use them, but I play a guy that runs a lot in his Raven Guard list. Their 12 inch deep strike denial bubble is the bane of my existence.

Thanks for the thoughts guys.

 

Yeah I hear the thoughts on making the DC one big unit, was kind of thinking they could bounce around and grab some objectives later in the game but guess they need to stay there until the next command phase which may be tricky with just 5 wounds. Really want to take some DC or sang guard though to have a fluffy BA unit.

 

As for the intercessors I was thinking normal bolt rifles for back field objectives, otherwise I'll feel like I'm wasting another unit holding a back field objective that I would prefer to have charging up the board.

 

Been toying with auto cannons for the invictors so they can shoot from the start of the game especially with no negative to move and shoot although flames are nice when the enemy wants to remove you from an objective and has to come to you

Regular Intercessors are better to use Stalker Bolt Rifles if you're not going to put them as an aggressive unit in someone's face and mid-field objective. 36" range AP-2 (AP-3 turn 1) is powerful. Plus as a Blood Angel, if they charge YOU.... Red Thirst.... :)

 

Death Company indeed are for slaughtering.... their point per model only went up 1 in this edition with Jump Packs and that isn't squat comparatively.

 

Sanguinary Guard are vastly more durable... think Flying Terminators.... and their points went up a slight bit, but they made Death Masks 0 so basically they want you to equip them with Death Masks... -1 Leadership bubble... which may be more useful than before...

 

Mephiston does not need a transport as he can move, advance, cast Wings of Sanguinius and fly anywhere he needs to be.... In fact he could hide completely on foot.....

 

A Librarian Dread can also do the same and cannot be targeted if you move him correctly and statistically T7 with 8 wounds is roughly the same as Mephiston's T5 with 6 wounds and 5+ FNP (which counts as +2 wounds on 6 wound model) Libby Dread can do -1 dmg Duty Eternal on himself for -1 dmg intake... and he's 30 pts cheaper. :)

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