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Angels Firestorm (1890 Points)

Space Marines
Blood Angels
Firestorm Assault Force
Strike Force (2000 Points)

CHARACTERS

Apothecary Biologis (55 Points)
    • 1x Absolvor bolt pistol
      1x Close combat weapon

Captain in Gravis Armour (80 Points)
    • 1x Boltstorm gauntlet
      1x Power fist
      1x Relic fist

Captain in Gravis Armour (80 Points)
    • Warlord
    • 1x Master-crafted heavy bolt rifle
      1x Master-crafted power weapon

Chaplain with Jump Pack (75 Points)
    • 1x Crozius arcanum
      1x Plasma pistol

BATTLELINE

Heavy Intercessor Squad (105 Points)
    • 1x Heavy Intercessor Sergeant
        • 1x Bolt pistol
          1x Close combat weapon
          1x Heavy bolt rifle
    • 4x Heavy Intercessor
        • 4x Bolt pistol
          4x Close combat weapon
          3x Heavy bolt rifle
          1x Heavy bolter

Intercessor Squad (85 Points)
    • 1x Intercessor Sergeant
        • 1x Astartes chainsword
          1x Bolt pistol
          1x Bolt rifle
    • 4x Intercessor
        • 1x Astartes grenade launcher
          4x Bolt pistol
          4x Bolt rifle
          4x Close combat weapon

OTHER DATASHEETS

Aggressor Squad (110 Points)
    • 1x Aggressor Sergeant
        • 1x Auto boltstorm gauntlets
          1x Fragstorm grenade launcher
          1x Twin power fists
    • 2x Aggressor
        • 2x Auto boltstorm gauntlets
          2x Fragstorm grenade launcher
          2x Twin power fists

Death Company Marines with Jump Packs (130 Points)
    • 5x Death Company Marine with Jump Pack
        • 5x Boltgun
          5x Close combat weapon

Dreadnought (135 Points)
    • 1x Assault cannon
      1x Dreadnought combat weapon
      1x Storm bolter

Dreadnought (135 Points)
    • 1x Multi Melta
      1x Dreadnought combat weapon
      1x Storm bolter

Inceptor Squad (110 Points)
    • 1x Inceptor Sergeant
        • 1x Close combat weapon
          1x Plasma exterminators
    • 2x Inceptor
        • 2x Close combat weapon
          2x Plasma exterminators

Inceptor Squad (110 Points)
    • 1x Inceptor Sergeant
        • 1x Assault bolters
          1x Close combat weapon
    • 2x Inceptor
        • 2x Assault bolters
          2x Close combat weapon

Sanguinary Guard (175 Points)
    • 5x Sanguinary Guard
        • 3x Angelus boltgun
          4x Encarmine blade
          1x Inferno pistol
          1x Plasma pistol
          1x Power fist

Storm Speeder Thunderstrike (160 Points)
    • 1x Close combat weapon
      1x Stormfury missiles
      1x Thunderstrike las-talon
      1x Twin Icarus rocket pod

Stormraven Gunship (240 Points)
    • 1x Armoured hull
      2x Hurricane bolter
      2x Stormstrike missile launcher
      1x Twin assault cannon
      1x Typhoon missile launcher

Vanguard Veteran Squad with Jump Packs (105 Points)
    • 1x Vanguard Veteran Sergeant with Jump Pack
        • 1x Bolt pistol
          1x Vanguard Veteran weapon
    • 4x Vanguard Veteran with Jump Pack
        • 4x Bolt pistol
          4x Vanguard Veteran weapon

Exported with App Version: v1.6.0 (21), Data Version: v299

 

honestly don’t have too many other options I can swap in and out at this point aside from tac squad and an assault squad I can proxy as the new version.

 

edit

forgot to add the forged in battle enhancement to the warlord who will be using it to add an extra hit to HI’s HB.

 

edit 2

proxing RAS as jump intercessors now 1990/2000

Edited by Inquisitor_Lensoven

I guess the biggest question is this: what's your plan? Followed by: Why are you running Firestorm? You don't have any transports, and The only unit you've got that really takes full advantage of that detachment rule is your aggressors. If you're running them with the biologis they're actually better in Gladius anyway with Fire Discipline

 

Moving forward, I know that you're using what you've got and I respect that, but I'm going to critique as though you have access to the full range to possibly give you ideas moving forward.

 

I think you're going a little too heavy on characters when you're using so much MSU. Characters tend to be best on larger units to take full advantage of their buffs. I've run characters in MSUnits myself out of necessity (lacking the models to fill out the squads), but Ive always found them a little lackluster in 2000 point matches. 


you also seem to be very light on the anti-tank. Your storm-speeder seems to be the only thing with a dedicated anti-tank weapon on it. I don't count Multi-melta's without rerolls to wound as dedicated anti-tank anymore unless ran in significant numbers. 5+ to wound anything larger than a rhino isn't good. 
 

your actual loadouts are also a bit lackluster in a number of cases. 
 

Bolters on jump DC is a bit of a waste, especially if you're gonna run the chaplain with them. Buffing the melee of a unit that has none isn't gonna go well. A power fist and inferno pistol are much scarier.

 

the relic blade on a gravis captain is categorically equal to or better than the relic fist against every possible target

 

The vanguard vets really need something other than bolt pistols. I recommend a mix of inferno pistols and storm shields. 
 

I hate to say it, but sanguinary guard are just too expensive to field. I went 3 rounds at my last RTT and they were the most disappointing unit I fielded in all three games. 

onto the good parts.

Inceptors are fantastic in any detachment. I have no critique of them. 
 

I was kicking myself at the RTT for not bringing an MSUnit of regular intercessors, so I agree with the pick. 
 

5 heavy intercessors are great in a 1000 point match, 10 are great in 2000 points. I don't know how 5 will do in 2000 points. A storm raven and 2 dreads should keep the heavy firepower off them for a while though.
 

I also have no experience with either of your two vehicles, so I don't know what to say about them without knowing what you have planned for them. 

Edited by Paladin777
3 hours ago, Paladin777 said:

I guess the biggest question is this: what's your plan? Followed by: Why are you running Firestorm? You don't have any transports, and The only unit you've got that really takes full advantage of that detachment rule is your aggressors. If you're running them with the biologis they're actually better in Gladius anyway with Fire Discipline

 

Moving forward, I know that you're using what you've got and I respect that, but I'm going to critique as though you have access to the full range to possibly give you ideas moving forward.

 

I think you're going a little too heavy on characters when you're using so much MSU. Characters tend to be best on larger units to take full advantage of their buffs. I've run characters in MSUnits myself out of necessity (lacking the models to fill out the squads), but Ive always found them a little lackluster in 2000 point matches. 


you also seem to be very light on the anti-tank. Your storm-speeder seems to be the only thing with a dedicated anti-tank weapon on it. I don't count Multi-melta's without rerolls to wound as dedicated anti-tank anymore unless ran in significant numbers. 5+ to wound anything larger than a rhino isn't good. 
 

your actual loadouts are also a bit lackluster in a number of cases. 
 

Bolters on jump DC is a bit of a waste, especially if you're gonna run the chaplain with them. Buffing the melee of a unit that has none isn't gonna go well. A power fist and inferno pistol are much scarier.

 

the relic blade on a gravis captain is categorically equal to or better than the relic fist against every possible target

 

The vanguard vets really need something other than bolt pistols. I recommend a mix of inferno pistols and storm shields. 
 

I hate to say it, but sanguinary guard are just too expensive to field. I went 3 rounds at my last RTT and they were the most disappointing unit I fielded in all three games. 

onto the good parts.

Inceptors are fantastic in any detachment. I have no critique of them. 
 

I was kicking myself at the RTT for not bringing an MSUnit of regular intercessors, so I agree with the pick. 
 

5 heavy intercessors are great in a 1000 point match, 10 are great in 2000 points. I don't know how 5 will do in 2000 points. A storm raven and 2 dreads should keep the heavy firepower off them for a while though.
 

I also have no experience with either of your two vehicles, so I don't know what to say about them without knowing what you have planned for them. 

Stormraven is the transport.

 

SG, DC, inceptors, VGV and jump intercessors can all make good use of the ability as well.

 

the SR is just to get the aggressors and a dreadnought up close, and then fire support. The more turns of shooting it gets is just more gravy.

 

the thunderstrike will be the dedicated AT, which is severely lacking in the rest of the list.

 

a local store apparently has people coming in to play all day long on Saturdays so, I want something to cover armor/monsters.

Edited by Inquisitor_Lensoven

Fair enough on the storm raven being transport. I forgot as I've never used one or had one used against me. 
 

that said, given that the inceptors are already assault and being twin linked means they care a less about the pip of strength than most, I wouldn't say they make good use of the detachment rule. 
 

similarly, your jump infantry units (especially your SG, VV, and AIwJP) really want to get into combat, so the assault portion (which is the more important part of the detachment rule, imo) isn't that useful on them either. Not only that, but increasing a few s4, AP0 shots to S5, AP0 isn't exactly game-changing either. 

 

I will amend my earlier claim and say that the dreadnaughts do make good use of the detachment rule, especially since you've taken shorter ranged weapon options. I run mine with Lascannons, so it's less vital for them. 
 

 

i can appreciate the Thunderstrike being Anti-tank, as it's decent enough for the role, but one shot at S12 and 2 shots at Str 9 (which aren't twin-linked) just isn't enough. The rocket pod just doesn't have enough umph for me to consider it anti-tank, and I'd suspect that most would agree.
 

Unless you know for sure that your opponent isn't bringing much in the way of vehicles/armor, you need more than that.

Edited by Paladin777
3 hours ago, Paladin777 said:

Fair enough on the storm raven being transport. I forgot as I've never used one or had one used against me. 
 

that said, given that the inceptors are already assault and being twin linked means they care a less about the pip of strength than most, I wouldn't say they make good use of the detachment rule. 
 

similarly, your jump infantry units (especially your SG, VV, and AIwJP) really want to get into combat, so the assault portion (which is the more important part of the detachment rule, imo) isn't that useful on them either. Not only that, but increasing a few s4, AP0 shots to S5, AP0 isn't exactly game-changing either. 

 

I will amend my earlier claim and say that the dreadnaughts do make good use of the detachment rule, especially since you've taken shorter ranged weapon options. I run mine with Lascannons, so it's less vital for them. 
 

 

i can appreciate the Thunderstrike being Anti-tank, as it's decent enough for the role, but one shot at S12 and 2 shots at Str 9 (which aren't twin-linked) just isn't enough. The rocket pod just doesn't have enough umph for me to consider it anti-tank, and I'd suspect that most would agree.
 

Unless you know for sure that your opponent isn't bringing much in the way of vehicles/armor, you need more than that.

+1 S benefits inceptors quite a bit.

for bolter variant it makes them S6 much better at damaging things like terminators and gravis units. Also makes their twin linked much better against T10 and 11 targets doubling their chances to wound against those targets.

 

+1 S on plasma variant goes up to S8 standard and S9 overcharged.

I personally find getting OC’d S without the risk of hazardous to be nice.

 

the melee jump infantry benefits from gaining assault, by advancing into cover if a charge looks unlikely.

 

a bunch of S5 shots makes them pretty good softening up MEQs before the charge.

 

also forgot, multi melta dread is extra AT, along with the stormraven missiles hitting at S10 & 11 at 12”

again the thunderstrike also getting its AT buffed up close which it’s speed allows it to do.

Edited by Inquisitor_Lensoven

I’m trying to decide if I should deep strike my stormspeeder or start it on the table to get maximum advantage out of its special rule.

 

part of that depends on who shows up to the store and what they’re bringing though I guess.

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