The Unseen Posted October 18, 2020 Share Posted October 18, 2020 This will be my first list with the new book, and trying to make a list that still feels right while taking advantage of the few things that are better with the rules, since so much of what I used to rely on is either non-existent or just heavily nerfed. 1k on the nose, BA Patrol 125- Captain, Jump Pack, Relic Blade, Inferno Pistol, Warlord- Imperium's Sword (+1 Str and A on the charge) 135- Sanguinary Priest, Chief Apothecary Upgrade, Jump Pack, Chainsword, Inferno PIstol, 1 CP Warlord trait Selfless Hero, Relic Teeth of Terra 150- Sanguinary Guard (5), Encarmine Swords, Angelus Bolters 115- Incursors (5), Haywire Mine 115- Incursors (5), Haywire Mine 265 Bike Squad (6+1), Multimelta Attack Bike, 2 Meltaguns, Combi-Melta, Astartes Chainswords, Twin Boltgun 95 Quad Mortar The new captain smash is a far cry from the old one, but the new relic blade rules when combo-ed with the Imperium's Sword basically turns him into swinging a non-unwieldy powerfist, which is pretty decent vs other characters. A Thunder Hammer is still decent, but it costs 10 more pts and without rerolling your own 1's I don't know if its worth taking that -1 for 1 extra damage and 1 worse AP. Enter new blender priest. The Teeth of Terra are just disgusting for us, wounding most infantry on 2's with a bunch of attacks at decent ap and damage. The Priest gets 3 base, +1 for shock assault, +3 for ToT, with Str5, -2 AP, 2D. Hilarious. He escorts the Biker squad, giving them a 6+++, healing a biker up to full and rezzing another every turn, while also putting them into the Assault doctrine turn 2 when they're likely to make it into combat. The Incursors take the mid-field on deployment, are decently scary in melee now with their -1 AP combat blades (which I much prefer than exploding 6's since that was so unreliable), and between smokescreen and the haywire mine they have defenses against both shooting and melee. Turn 1 they will probably do an action and keep their heads down, especially raise the banners, since if nobody comes to bother them they can move off the objective if need be. The bikers are I think a not-so-hidden gem in the new book. Can pack melta and get it close, tied for toughest thing the fnp aura works on and can be rezzed, and are fast, have a ton of shots vs infantry, can fall back and shoot with a strat, can advance 20" and still put 3 melta shots into something, and with counting as in the assault doctrine (some confusion/disagreement over that, but I'm interpreting it to work as it *should* as the RaW is contested till we get an FaQ) they hit surprisingly hard in melee with the buff to Astartes Chainswords, with Savage Echoes proccing they get 4 attacks each at -2 AP, which isn't shabby. And finally a Quad Mortar, for backfield objective holding, action economy, and pounding some unit trying to hide with the ignores LoS rounds or throwing some decent anti-tank fire at something it can see. Very solid for 95 pts. Valistan 1 Back to top Link to comment https://bolterandchainsword.com/topic/367119-1k-blood-angels-escalation-league/ Share on other sites More sharing options...
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