Showing posts with label Stormraven. Show all posts
Showing posts with label Stormraven. Show all posts

Tuesday, 20 September 2016

Angel's Blade Review Part 3: More Formations and Detachments!

Here we are again! In yesterday's post I went over the Command and Core formations from the new book. Today it's the Auxiliaries and the Detachments. Let's crack on shall we?

Auxiliary

Archangels Orbital Intervention Force

The Archangels Orbital Intervention Force or 'AOIF' (which I like to think will be the noise your opponent might make when this arrives) is a potentially powerful little (600pts minimum - not so little) formation that gives a nice special rule that benefits shooty and hitty Terminators. The formation is 3 Terminator squads in any combination you like. Assault Terminators get the same disordered charge when they arrive, like the Golden Host, but coupled with this is the ability for regular Termie units to shoot twice on the turn they arrive, and at different targets if they like. Game wise I'll wait and see how this fares, but Terminators teleporting in and going crazy with guns, or immediately charging the enemy is seriously cool. They also all arrive on a single reserve roll which is nice. They have to be kept in Deep Strike Reserve but why would you want to take this one any orther way? Another one I will try and squeeze in when I can.

10th Company Ambush Force

Basically the 10th Company Task Force from Codex: Space Marines. 3-5 squads of Scouts or Scout Bikes (which have to take mines). Infiltrating units get Stealth if they haven't already (until they do anything but shoot) and everyone gets precision shots in the first turn. Could be handy if you want to force special weapons models to have to make saves and definitely handy if you combine it with Night Fighting and sit them in ruins. Anything with Ignores Cover will just ruin this formation but then it possibly would anyway. Could be good for snatching objectives quickly at the start of the game or sitting on an objective from setup.

Lucifer Armoured Task Force

This guy. This. Guy. I really want to play with this one. Tech Marine, 3-5 units of Baal or Regular Predators and 1-3 Land Raiders in your favourite flavour. Everything gets Scout and all the tanks (ALL THE TANKS) get Overcharged Engines for free. Fast Land Raiders. The possibilites for this one are immense. That gives your Land Raider Redeemer an 18" move up to the first turn and can still fire both Flamestorm Cannons and the Assault Cannon at full BS (thank you Power of the Machine Spirit)! You also have the speed to get those Predators into position for for the long shots in the first turn, or get those Baal Predators into range. It has potential this one, even if it is quite pricey in points. There is even more to this one as well. All will become clearer in the Detachments part...

Stormraven Squadron

Despite the name, there is nothing that suggests the Stormravens in this formation are a squadron as we know it in the rest of the game. This is just 2-4 Stormravens that have a nice one-per-game special rule which could be useful. At the start of a turn you nominate a target and any Stormraven that is in range and has line of sight fires all of it's remaining Stormstrike missiles at the target. Each one can then move and shoot their other weapons as normal in the same turn. Could be useful for taking out a Wraithknight or at least shaving off wounds. Combine this with the rules from Death From The Skies and this could be vicious. One bone of contention (or not, really) will be when exactly you can use this strike. It says at the beginning of your turn so really they can't do this in the second turn because moving on from reserves comes first. I am pretty sure this is a 3rd turn onwards ability. What is nice is if you have used a few of your missiles you can then save this to make sure a particular vehicle/Monstrous or Gargantuan Creature at a crucial point. It does mean you are risking those ravens being blown out of the sky before they get chance to contribute, but, c'est la vie. If you are going to take a couple of ravens anyway, this is worth it for the extra shots.

Rapid Assault Force

1-3 of your fast movers: Assault Squad, Bike Squad, Attack Bike Squad or Land Speeder Squadron. No special rules for this one. Both this and the Fire Support Force are Auxiliary fillers basically but they are excellent for filling that slot for very little points, allowing you to max out the big powerful formations. I think these will come in very useful for that reason.

Fire Support Force

Similar to the above but this is your hard hitters. 1-3 Devastator Squads, Vindicator Squadrons or Whirlwind Squadrons. The Vindicators getting the big blast might mean this gets taken as the Auxiliary a fair bit by people. If I ever get 3 of them, I will be trying that.

Detachments

Moving on to the Detachments, there are 2 in Angel's Blade. Similar to codices that have come through in the last year or two, these are the Blood Angel's 'Decurion' detachments.

Angel's Blade Strike Force

The first of the detachments is for use with the mainstream of the Blood Angels. Minimum is 1 Core and 1 Auxiliary with an optional upto 5 Command formations. The Death Company Strike Force is an Auxiliary for this one. If you fill that, you get a trait re-roll (as always) and Red Thirst for the whole force. This is actually better than the Baal Strike Force etc, because it gives Red Thirst with more flexibility. The Archangels Demi-Company, for instance, never had Red Thirst. It's a shame that the Battle Demi-Company doesn't get a unique special rule but it does mean you can take it on it's own and still have Red Thirst. I actually think the lack of transports is probably a sensible choice because of the overcharged engines. Those Razorbacks and Rhinos would be even better than the C:SM and we simply can't have that! Objective Secured would have been nice but I think this book is trying to drive BAs towards what they should be doing, fluffwise. Smashing skulls. You don't need ObSec if you are doing a good job of assaulting squads off objectives. That's my theory anyway. It will need some serious hours play testing but I don't see this being up their with the best 'Decurions' available at the moment. This detachment also get's Zealot for any squads that drop below half their starting number. So you are going to want to be taking 10 man squads in that Demi-Company to make this even remotely useful.

Lost Brotherhood Strike Force

This is the second detachment and this is the Death Company focused one. It has it's own Command formation which is 1-3 of Astorath, Lemartes or a Death Company Chaplain. Not really worth mentioning in the formations yesterday, as it's just a way to get those guys into your force. The detachment has a minimum of 1 Core and 1 Command with an optional upto 5 Auxiliary which can be chosen from the Archangels Orbital Intervention Force, 10th Company Ambush Force, Lucifer Armoured Task Force, Stormraven Squadron or Rapid Assault Force. This also gives the trait re-roll and Red Thirst but also confers a free 6" move that isn't a Scout, immediately after setup. I think this is another rule that is potentially very powerful as it is now giving your Death Company with jump packs a potential of 30" in the first turn with a charge or 24" with a re-rollable charge! This is giving them the chance to do what they do best. Rip 'n' tear. But wait. There's more. That move applies to every unit in the force including, you guessed it, your scouting fast tanks! So your Land Raiders are potentially half way across the table before the first turn even begins. You now can cross the table 24" and fire 3 weapons at full BS. It's incredibly strong for a Land Raider Redeemer as you can get them where they can burn stuff in the first turn. Or your bike squads or Land Speeders or many other things. Doesn't apply to anything arriving from reserve unfortunately but there are big possibilities with this one all the same.

Well, that's all the formations and both detachments. Check out the next post when I will talk about new Warlord Traits, Relics and my general thoughts about a couple of lists I want to try.

Monday, 19 September 2016

Angel's Blade Review Part 2: Formations and Detachments

Hello again! Time for part 2 of the review. This time I will run through the new (and not so new) formations from between the covers of Angel's Blade. Strap yourselves in, there's a lot to get through, so this will be a two-parter!

Formations

There are 12 formations in Angel's Blade, 9 of them new. As you've no doubt come to expect, these are categorised into Command, Core and Auxiliary formations for the larger detachments (more on that later). The bias seems to be slightly towards assault, which pleases me fluffwise, but it remains to be seen whether they work out well in games. There are also one or two formations that make use of the changes to the vehicles that Blood Angels can take. Here's the list:

Command

Golden Host

This one has certainly piqued my interest and I will definitely be trying it. It consists of Dante or The Sanguinor plus between 2 and 5 squads of Sanguinary Guard. Firstly, you can choose which turn they arrive from turn 2 onwards with no rolling and you can re-roll the scatter for their Deep Strike arrival and they must arrive together. Secondly, and this could be a biggy, they can make a disordered charge after arriving. The latter is certainly going to make them a threat when combined with the former and there are actually benefits to taking The Sanguinor (at last) as well as Dante.


  • If you take Dante, you can put him in a squad with the banner and negate the lost charge attack bonus. You also can use his warlord trait to reduce that re-rollable scatter to just D6" which is rather nice. Plus Dante is just an excellent character in general. Precision pain train!
  • If you take The Sanguinor, you partly negate the disordered charge for the rest of the Sanguinary Guard squads in the formation, as long as you keep them fairly tight to him as he confers the +1 Attack regardless of the charge being disordered. Sadly, he still can't join squads, but he can at least help out his golden buddies.
More interestingly and possibly overlooked at first glance is the fact you can pick when your rip and tear units arrive. This, for me at least, could take them from "I hope they survive" to "Where do I need these bad asses?". I look forward to seeing if this is useful. 10/10 for cool though.

Leaders of the Angelic Host

Straightforward this one. One character, optional Command Squad, optional Stormraven. The character can be a Terminator Captain, Captain Tycho, a Librarian, Mephiston, a Sanguinary Priest or Brother Corbulo. A simple way to get HQs into your force and, as you will see, you can fit a good few in! Strangely, like every other formation, Captain Karlaen is not an option for this, despite being mentioned several times in the fluff of the book. It almost feels like they want to try and remove Karlaen as a playable character and have him as a generic Terminator Captain that you can call Karlaen. I will probably bring this point up at least 20 more times before the review is done! No special rules for this formation, it's a plain command slot filler.

Chapter Ancients

They didn't give BAs Dreadnought Squads (Squadrons?) but this formation makes up for that a bit. You can take 3 to 5 of any flavour of Dreadnought. This includes regular Dreadnoughts, Furioso and even Librarian flavoured coffin robots. Yeah, that's right, you can take 5 Librarian Dreadnoughts as a formation. Okay, so that's at least 750 points but who is going to know where to start with that? I won't be taking 5 Librarian Dreads. The special rule for this formation is situational but nice. Once per battle you can shoot or pile in and attack in the movement phase instead of moving. You then get to do your normal shooting or combat as well. Nice to add the chance of clearing up a combat or taking extra shots at that vehicle or whatever. Moreover these dreadnoughts are seperate and don't suffer from having to keep coherency or massed fire at the 'unit' so are a bit harder to kill off. Nice, but I'm not sure how useful this will be.

Core

Battle Demi-Company

The same as the Blooded  Demi-Company from Shield of Baal: Exterminatus with the exception that you can take a Bike Squad, Attack Bike Squad or unit of Land Speeders instead of the Assault Squad. Gets exactly the same special rules as the BDC as well: re-roll the warlord trait and Red Thirst which gives +1 Initiative on the charge. This is strange because the detachment also bestows Red Thirst, and as much as I would like a double Initiative boost, this does not stack. You can't be double thirsty. Seems a tad lazy but there are other benefits to taking the detachment. We're getting to that. So this is the standard Captain or Chaplain, Command Squad (if you take the Captain), 3 Tactical Squads, Assault/Bikes/Attack Bikes/Land Speeders, Devastator Squad, Dreadnought and a Furioso Dreadnought (if you take the Chaplain). No changes here.

Archangels Demi-Company

The formation of the same name from Exterminatus but you can't use the Archangels Warlord Traits (you do get a re-roll on the Codex: Blood Angels traits though) and you get to roll for reserves FROM THE FIRST TURN. Useful in Maelstrom games when you want to snatch those first few objectives or if you want to null deploy with some drop pods. Maybe a bit risky but there is only a minute chance you will fluff the roll and the re-roll for every single unit. Alpha strike is go with this one. Cheap version is to take stock Sternguard with drop pods or Razorbacks. Not sure if you can start rolling for the second half of your drop pods from turn 1. Pretty sure you would still be turn 2 for those. Let me know what you think in the comments. Expensive version you take Terminators for face smashing goodness, sprinkled with Heavy Flamers, Assault Cannons or Cyclones for shooting fun. Stubborn also included for extra relentlessness, but not Relentless (har har).

Death Company Strike Force

This is both a Core choice and an Auxiliary, depending on the detachment, so I'm putting it here. This one I am excited to have a play with. The new Death Company Chaplain is joined by 3 Death Company Squads and 1-3 DC Dreads. Any DC squad or Dread with 12" of the Chaplain get's an extra attack. This is insanely good. Death Company are already good at the rip 'n' tear but this just makes them murderous. Take Bolt Pistols in your squads and you get 6 attacks per model on the charge. Even better, take Bolters and get to Rapid Fire then charge and get 5 attacks each. There are not many infantry units that won't be a pink mist after that kind of crazy rolling. The icing on that cake is that thanks to GW getting it together and giving BA Dreads the attacks they deserve, you could be looking at 9 S10 AP2 Shred attacks on the charge if you take Blood Talons (and you should). You can also take Stormravens as dedicated transports so you have a few options for delivering the black-armoured maniacs.

Right, that will do for tonight. I will cover the Auxiliaries and the Detachment in tomorrow's post.

Stay tuned!

Wednesday, 30 March 2016

Terrain - 40K Outpost (Confessions of a 40K Addict Template)

As promised, here is the finished item. The template downloaded from Confessions of a 40K Addict (templates here) is excellent. I printed it a larger size to make a landing pad sort of affair. The only adjustment I had to make is 2 layers of foamboard for the base/floor to build it up so that Space Marines didn't have to go on tiptoes to see over the wall! Check out the photo and don't forget to head over to 40K Addict and check out Dave's excellent blog.


Friday, 11 March 2016

List Writing 750pts - Blood Angels Part 2

Happy weekend everyone!

Here we go again with another 750 point Blood Angels list. This is a fairly big departure from the previous Terminator based list. This time we are running fast...

Blood Angels Combined Arms Detachment - 750pts

HQ
Sanguinary Priest - 66pts
   Blood Chalice, Narthecium, Chainsword, Frag and Krak Grenades
   +Auspex
   +Additional Weapon - Bolt Pistol

Troops
Tactical Squad - 170pts
   4x Tactical Marine
      Boltguns, Frag and Krak Grenades
      +Heavy Flamer
   Tactical Seargeant
      Bolt Pistol, Boltgun
   +Razorback - Smoke Launchers, Overcharged Engines
      +Lascannon and Twin Linked Plasma Gun
      +Stormbolter

Tactical Squad - 205pts
   4x Tactical Marine
      Boltguns, Frag and Krak Grenades
      +Grav Gun
   Tactical Seargeant
      +Grav Pistol
      +Power Sword
   +Razorback - Smoke Launchers, Overcharged Engines
      +Lascannon and Twin Linked Plasma Gun
      +Stormbolter

Fast Attack
Bike Squad - 84pts
   3x Space Marine Bike
      Twin Linked Boltgun, Frag and Krak Grenades
   Space Marine Bike Sergeant
      Bolt Pistol, Twin Linked Boltgun

Heavy Support
Fire Raptor Gunship - 225pts
   4x Stormstrike Missiles, Twin Linked Avenger Bolt Cannon, 2x Twin Linked Autocannons

Blood Angels Combined Arms Detachment 750 points

So straight off you can see this is meant to be a force that is going places. Everything in this army is mobile and designed to snatch objectives or move quickly to react to threats. With the ability to Deep Strike the Fire Raptor in a pinch, and otherwise arrive spitting hot, flaming death at MEQ or worse, it is a fun include for me. I could save a few points by taking a Stormraven instead, but for 25 points I am getting an extra hull point, Strafing Run, Deep Strike and some interesting weapons. The Tactical Squads with RBs is a no-brainer for me in this kind of set up frankly. Two 24" moving Obsec transports that can then dump their squads next turn but still maintain ObSec is just good stuff for Maelstrom games. A little bit paper thin on the armour but packing the punch of a Predator. They will prove to be a headache or at worst, a decent distraction. The Sang Priest is the cheapest HQ I can take and yet serves a good function, if only for Feel No Shame and +1WS (although I hope not to see too much assault with this one, hence the Auspex and CAD rather than a Baal Strike Force. Every fibre of my sanguinary sensibilities says fisticuffs but I am fighting the urge in the current meta.)

There will be some of you who will probably be wondering why I have taken expensive Grav in one of the squads.Good question! It's purely because I am a stickler for WYSIWYG, and they are modelled with Grav. Plus you never know when Grav might come in handy. I may swap those out for a Flamer/Hand Flamer but we'll see.

The sharp-eyed amongst you may have spotted the Bike Sergeant with a Power Weapon and that one of the Razorbacks is actually a Baal Predator with a Forgeworld turret. Well spotted! Yes the Bike Sergeant is driving my O.C.D. crazy but hey ho, and I may buy another Razorback before June, but the Baal Pred makes an excellent stand in.

You may have also noticed the 'lots to paint' motif still running through these armies. Again, well spotted you clever lot! That's why I need to choose my army soon and get on with it!

Let me know what you think of this one again. Far more manoeuvrable than the the last list but also easier to kill. Also, Stormraven or Fire Raptor? (Hint, I'd really like to take the Fire Raptor!)

Friday, 20 November 2015

The Armies Part 1: Ian's Blood Angels

So, as promised I am going to start running through all of the hobby projects I've got on the go and first up is my Sons of Sanguinius; The Blood Angels.

I've been a Blood Angels collector/player ever since I started in the hobby, WAY back in the 90's, in the days of second edition 40K. No matter where I've strayed I always have BAs on the go. They are my favourite Spess Muhreens, plain and simple.



Above is most of my current collection. Everything on the left is still in various stages of nearly painted, partly painted or barely started. The few models on the right are the ones I consider done. As you can see, I have plenty to get on with.

1 - Obviously the main man himself, the head honcho, the grand fromage himself, Dante, complete with a retinue of 10 Sanguinary Guard.

2 - Here we have a Gamesday Blood Angels Captain, Mephiston and Corbulo. This Mephiston is Finecast but I also have a metal version from way back in the 90s (my own original one), but for some reason it refuses to hold on to paint so I had to pick up the second one to use in games.

3 - Captain Karlaen and Squad Alphaeus from the Deathstorm box along with 5 Assault Termintors with Stormshields and Thunderhammers. Just a small part of the First Company. I may add few bits more because invuls are severely lacking from this force.

4 - 15 Death Company; 10 with jump packs, 5 without. I also have 5 more unbuilt which will likely be regular foot troops with bolters as well. 5 of the jump packs are assembled as Raphen's Death Company from Deathstorm because they are the BAD-ASSEST and MOST EXPENSIVE troop choice ever, but perfect for those DC themed armies.

5 - Command Tanks, straight outta Wammer World. These things are a wild card to say the least. I've customised them with some Forge World BA doors and a few extra BA bits I had lying around. They've been vamped. Get it? VAMPED. Never mind.

6 -  The small collection of painted models. Stormraven, optimistically magnetised despite the fact 9 times out of 8 I take the same load out. There is also a Sanguinary Priest (absolute auto include for any BA force because you will take one at some point), a single Tactical marine from the squad to the left and the obligatory Terminator Librarian for throwing various BLOOD related magicks around. I am quite proud of that paint job. I'll share some photos of it at some point.

I also have a couple of squads of second ed marines in various stages of stripping to be painted. I mostly keep them for nostalgia. I doubt they will see table time now but they are classics and will be getting some love. Again, pictures in future hopefully.

So that's my Blood Angels. Still to come are my Skitarii, Imperial Knight and a small contingent of Crimson Fists and of course, the new project: Tau!