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Hey guys. 

 

Despite a lot of frustrations with some things in 10th, the game has a lot of potential for fun at the moment (when the variables/opponents are right). 5x DC - IP/PF

Combat is in a bit of a rough spot at the moment, especially with how OW interacts, and especially how it interacts with vehicles ><;

 

However, as noble BA we march on. 

 

I'm looking at the following "competitive" style list.  

 

Primaris Chaplain 

 

5x DC - IP/PF

5x DC - IP/PF

5x DC - IP/PF

6x Blade Guard

 

5x Sniper Scouts

5x Devastators -  1LasCan, 3GravCan

5x Devastators -  1LasCan, 3GravCan

 

3x Inceptors

3x Inceptors

 

Whirlwind

Whirlwind

Lancer

Lancer

Drop Pod

 

Callidus Assassin

 

 

*******************

 

The DC build seems to gravitate towards that loadout- so I'll be tearing off THs.  Maybe I'll keep one squad. 

They also do need a chaplain, and as much as id love/prefer the jumpy one, the BG get a more needed buff and are nice and durable.  I had more jumpy guys in the original build, but had subsequently seen the AOW vid Jack Harpster did and liked the bully midfield unit. 

 

Inceptors are likely to both be bolters, though, the D3 on the plasma is appealing.  I really like the Inceptors for the tactical plays. 

 

Devs should possibly be full grav, but with the 1 auto 6 to hit, I really like the Lascan for beefy units. 

 

Callidus in there because in comp the reliance on certain strats is just too high - and her redeploy also makes for good tactical play.  

 

 

I've been flip-flopping between Gladius and SoS - this list will be a Gladius.  

 

Will get in a game this weekend, or early next week

 

 

 

 

 

With this new Edition you technically can run a pure Chaplain/Death Company list and be fine for everything except those pesky objectives but why worry about objectives when you are already in hand to hand.  I think you are not getting a lot out of the DC for the simple fact of five man squads.  I use to run them in 10-15 man blobs which would turn those three into one giant blender unit.  The Death Company has never been a good unit to make multiple of with a minimum number of units the 5 man unit turns into at best a speed bump then 10 man turns into a lot of hurt the old 15 man was concerns for a lot of players

 

I think turning two into one squad with Jump packs and add a Chaplain with Jump pack comes out to a squad of doom my loadout was close to 

4 chain-swords, 3 swords, 2 power fist, 1 thunder-hammer

 

try that and see if it helps with your concerns

Honestly? Gladius is just a straight up better option. Gladius gives you Run + shoot and Run + charge, which is greatly superior to +1 S +1 A.

 

On Death Company, I don't think they are as good this edition, especially with needing support to get them OC. I have seen how important flamers are this edition, and I feel as though torrent weapons should be a staple in any marine army, especially Blood Angels.

 

Flamer Aggressors have a ton of middle board support, especially with their auto hitting flamers in overwatch. Though my list will be rocking triple repulsors for weight of Fire, anti tank, and T12. This will be backed by 1-2 executioners. Simply because weight of Fire and hight throughput is more important than melee this edition. 

On 7/16/2023 at 10:28 AM, Dont-Be-Haten said:

....

On Death Company, I don't think they are as good this edition, especially with needing support to get them OC. I have seen how important flamers are this edition, and I feel as though torrent weapons should be a staple in any marine army, especially Blood Angels.

 

Flamer Aggressors have a ton of middle board support, especially with their auto hitting flamers in overwatch. Though my list will be rocking triple repulsors for weight of Fire, anti tank, and T12. This will be backed by 1-2 executioners. Simply because weight of Fire and hight throughput is more important than melee this edition. 

 

10 Infernus Blood Angels & 6 Blood Angel Flamestorm Aggressors right here :)

On 7/16/2023 at 3:28 PM, Dont-Be-Haten said:

On Death Company, I don't think they are as good this edition, especially with needing support to get them OC. I have seen how important flamers are this edition, and I feel as though torrent weapons should be a staple in any marine army, especially Blood Angels.

 

I have always run my DC with a Chaplain, both for fluff and effectiveness reasons. Given that both the standard Jump Chaplain and Lemartes offer a lot to Jump DC, why would you not want to? Regular Chappy offers +1 to Wound and a few free MWs which helps them feel a bit more like the old Red Thirst. Lemartes gives both Lethal Hits (nice with all the attacks DC get) and the -1 Damage ability which makes them really resilient. Run them alongside tanks Dreads and your opponents will be forced to choose where to fire their heavy weapons as plasma etc won't cut the mustard anymore.

2 hours ago, Karhedron said:

 

I have always run my DC with a Chaplain, both for fluff and effectiveness reasons. Given that both the standard Jump Chaplain and Lemartes offer a lot to Jump DC, why would you not want to? Regular Chappy offers +1 to Wound and a few free MWs which helps them feel a bit more like the old Red Thirst. Lemartes gives both Lethal Hits (nice with all the attacks DC get) and the -1 Damage ability which makes them really resilient. Run them alongside tanks Dreads and your opponents will be forced to choose where to fire their heavy weapons as plasma etc won't cut the mustard anymore.

As soon as your Chaplain gets sniped out or his unit focuses fired down to leave him open any extra DC aren't able to score or deny objectives.

 

You're more than likely going to get VP capped. 

Right now I'll have a squad of 10 jump DC plus chaplain as a staple in my list. They punch hard with fists and even their shooting is nothing to sniff at. I mean, they get full rerolls to hit, reroll charges, + 1 to wound from the chaplain. 

Edited by Rhavien
Correction
1 hour ago, Dont-Be-Haten said:

As soon as your Chaplain gets sniped out or his unit focuses fired down to leave him open any extra DC aren't able to score or deny objectives.

 

You're more than likely going to get VP capped. 

 

Not every unit needs to be able to score. Sometimes just being able to kill a lot of the enemy so they cannot score is enough. 10th edition does not look as melee-friendly as 9th so I will have to try it and see but it looks to me like a well tooled-up DC led by Lemartes could get some good work done.

 

I am curious about how prevalent snipers are going to be. Most Sniper units are not particularly robust so either a Whirlwind or some Bolter Inceptors should be able to shut them down before they do too much damage.

On 7/14/2023 at 4:25 PM, Chronotonic said:

With this new Edition you technically can run a pure Chaplain/Death Company list and be fine for everything except those pesky objectives but why worry about objectives when you are already in hand to hand.  I think you are not getting a lot out of the DC for the simple fact of five man squads.  I use to run them in 10-15 man blobs which would turn those three into one giant blender unit.  The Death Company has never been a good unit to make multiple of with a minimum number of units the 5 man unit turns into at best a speed bump then 10 man turns into a lot of hurt the old 15 man was concerns for a lot of players

 

I think turning two into one squad with Jump packs and add a Chaplain with Jump pack comes out to a squad of doom my loadout was close to 

4 chain-swords, 3 swords, 2 power fist, 1 thunder-hammer

 

try that and see if it helps with your concerns

 

I completely see the value of this! It becomes a hammer like none other! However, it just doesn't fit my playstyle - I cant justify 400 points on one unit that will die straight after it's killed something. It greatly limits tactical options for me with the eggs in one basket approach.  It's also why I didnt ever play the 3x8-10 Sang Guard lists before (even though they were even cheaper than this)

 

They defs all have JPs though. wouldnt take others without transport.   

Played vs Tau again after getting tabled last time.  Played a far more competitive list this time though, and managed to get a solid victory.

 

Played this:

 

Primaris Chaplain 

Phobos Lieut

 

5x DC - (JP)  IP/PF

5x DC - (JP) IP/PF

5x ASM - (JP) Fist, IP, 2MG, Evisc.

5x ASM - (JP) Fist, IP, 2MG, Evisc.

5x Rievers

6x Blade Guard

1x Contemptor

 

5x Devastators -  4GravCan, Fist,Grav Pistol

5x Devastators -  4GravCan, Fist, Grav Pistol

 

Whirlwind

Lancer

Lancer

Drop Pod

 

Callidus Assassin.

 

******************************

 

Wound up going Fixed secondary, which only netted me 28 - but allowed me to much more easily dictate the flow of battle.  I didnt need to sacrifice or over-extend and the old school style "shock tactics" meant I could keep him off the primary objective. 

The game ended 81-64  

1 minute ago, Eilio Tiberius said:

How did you use your Callidus Assassin?

 

 

Poorly ><; 

I dont think I used her well yet.  But, i dont really know how just yet.  I found her underwhelming a little - so may lose her. 

To be honest, it did help with a big game changing moment. I baited out an overwatch with a jump squad, and then hit him with the +1cp thereafter.  This helped me ensure he didnt have enough CP in a clutch turn, which allowed me to activate Assault Doc and then fully push forward, breaking his lines.  

 

I also bounced her turn 1 and then popped on to an objective turn 2, but overall she was a little underwhelming. 

 

 

On 7/14/2023 at 9:25 AM, Chronotonic said:

The Death Company has never been a good unit to make multiple of with a minimum number of units the 5 man unit turns into at best a speed bump then 10 man turns into a lot of hurt the old 15 man was concerns for a lot of players

 

This is sounding like the 5th ed book? As above, DC cannot be taken in 15 man units anymore, and 9th really ramped up the damage of many units to the point where even a small 5 man unit could wipe a much larger - however those units were fragile and died fast - 10 would die as fast as 5. The game effectively became a chess game of trading pieces, with the persona that managed to 'trade up' the most winning. 

 

@Morticoncan you get a judicar in there? With the way Fights First works now, Bladeguard+judicar are a tough prospect to have in the midfield. 

3 hours ago, Xenith said:

@Morticoncan you get a judicar in there? With the way Fights First works now, Bladeguard+judicar are a tough prospect to have in the midfield. 

 

I agree, this is a fantastic combo. They are a little more fragile than Terminators though for a similar role so really need a Transport I think. Annoyingly, 6+ Leader can only fit in a Pod, Repulsor or Land Raider which is a little awkward. Although now that standards LRs hold 12, you can fit a 5-man squad in along with them.

17 hours ago, Xenith said:

 

This is sounding like the 5th ed book? As above, DC cannot be taken in 15 man units anymore, and 9th really ramped up the damage of many units to the point where even a small 5 man unit could wipe a much larger - however those units were fragile and died fast - 10 would die as fast as 5. The game effectively became a chess game of trading pieces, with the persona that managed to 'trade up' the most winning. 

 

@Morticoncan you get a judicar in there? With the way Fights First works now, Bladeguard+judicar are a tough prospect to have in the midfield. 

 

 

The Judy was one of the units I was toying with including in that squad.  The issue is two-fold, 1, I NEED the chaplain (for the DC) and 2, the +1 to wound from the Chap makes the BG really deadly.  The FF is great, but I feel they need to be able to kill what they attack - so the Chappy makes a little more sense in that regard. I wish we could get two of any characters in there.  

Ran  this list the other night at 1000 pts

 

Solid win to Blood Angels in T4, Necrons were virtually tabled we called it there. 

 

Sang Priest JP Honour the Vehement

5 DC IP PF

5 Regular Assault Squad, PF, IP, Eviscerator.

5 Incursor squad

Redemptor Dread Plasma

3 Grav Cents

Vindicare Assassin

 

Vs Necrons 

Necron 20 troop blob with 2 leaders enhancing reanimation protocols

8 close combat guys with another leader 

Bunch of scarabs

One daddy long legs shooter that trashes armour

Most of his list was 24 inch or shorter shooting

 

Vindicare took out two of his three leaders over the course of the game untouchable at back of table.

Redemptor provided high value plasma shooting with OOM while walking back and pouring fire in.  Was able to destroy last of troops blob in combat.

Lost most of the RAS to shooting but they held an objective at end game with SP.

Lost almost all the Grav cents but one model survived on 1 wound, did a lot of heavy lifting and soaking up shooting that otherwise would have gone towards the Redemptor.

DC used rapid egress to take out daddy long legs shooty thing, had one DC left at end of game

Incursors multi spectrum marked units for +1 to hit, between OOM and Incursors buffing shooting this permitted total destruction of whatever was focused on.  Once my opponent realised what Incursors do for shooting he wiped them out but the damage had been done by then.

 

Takeaways

Gladius was better for mobility and tactical flexibility

Sang Priest: Was average might look at a Chaplin next time

Grav Cents:  Are solid with multi spectrum support from Incursors the decimator protocols are lethal, hitting on 2's with re-rolls.  Means the Redemptor was free to OOM another unit.  and even though the opponent didn't have armour in range for the Grave Cents to shoot they are flexible. Put them in mid board they are hard to shift and threaten all armour especially with some Incursors handy for MSA.

DC.... What it says on the label.  Dropped charged and smashed the daddy long legs.

Incursors:  Marked targets for +1 to hit and slaughtered scarabs.  Supported both Grav Cents and Redemptor wonderfully and went down marking targets to the end, would seriously consider taking an extra squad but points are tight at 1000.

RAS: Bodyguard/escort for Sang Priest finished off some troops but were always running and hiding.

Redemptor: High value shooting especially OOM or Multi spectrum marked units respectable close combat at end game only lost 3 wounds off him

Vindicare: MVP sniped out leaders and smothered the Necrons re-animation protocols.  Never leave home without one now.

 

 

Edited by Ash
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