Showing posts with label theoryhammer. Show all posts
Showing posts with label theoryhammer. Show all posts

Wednesday, October 17, 2012

Power Weapon Profiles

In the rush of beloved armchair theoryhammerists to get information out quickly after FAQ's or other releases, they are not able to provide the level of detailed analysis needed to make the right  choices for specific codices, especially one ours (because it's the best, right?).

Credit

Our Red Thirst blessings:

Deep within the psyche of every Blood Angel is a destructive yearning, a battle fury and blood-hunger that must be held in abeyance in every waking moment. Few Battle-Brothers can hold this Red Thirst in check unceasingly- it is far from unknown for Blood Angels to temporarily succumb to its lure at the height of battle.

Red Thirst provides the Fearless and Furious Charge rules to replace And They Shall Know No Fear. For today, we only want to look at the Furious Charge rules:

Furious Charge
In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge.

You will have to balance different kinds of reliabilities. Do you want to reliably strike, or do you reliably want to kill? Do you mix your weapon types up to provide balance to your squad or will you take one type and specialize?

A really durable unit like Death Company it might be advantageous to take Power axes because you have a good chance at surviving to strike at initiative one. However, your Sergeants might be interested in a Power sword, lance or maul to make sure they get a chance to swing at enemies.

Let's look again at the list if we are getting a Furious Charge off (remember, no multi-charges or you lose the bonus).

Power sword      S+1 AP3
Power axe          S+2 AP2 initiative one
Power maul        S+3 AP4 concussive
Power lance       S+2/User AP3/4

Looking at the To Wound Chart


we know it is just like our blessed bolters- Strength four is generally adequate and you need to be prepared to bring something stronger when the vile horde/xenos/traitor scum bring something tough.

Strength five and six are nice sweet spots to be hitting if you hitting at initiative and cutting through 3+ armour. That makes your regular Power sword a nice weapon to have if your enemy makes it to the second round. The Power lance really isn't enough of a buff to go back to AP4 for subsequent rounds when there is so much 3+ power armour running around. Taking a Power axe and Power maul are going to be for specific reasons which will be for a later post.

Friday, September 21, 2012

The Blood Angels Captain

After creating the useful Captain in the Space Marines codex, Mat Ward took most of the useful upgrades away from the Blood Angels Captain. This included increasing the points cost of the Storm Shield, no Relic Blade, no Artificer armour and doesn't make marine bikes scoring if the Captain has one. This is a significant downgrade of the Captain and doesn't make him very useful to lead your army. This is important because there isn't much customization available on the other characters or none at all. I don't think opponents want to see only Librarians, Dante or Mephiston across from them every time they play Blood Angels.


Credit: Angels of Death codex

He has the standard statline: WS6  BS5  W3  I5  A3 and a 3+ 4++ save.

He doesn't really have that much going for him with the amount of powerful characters in the game.

Mr. Black:

I did an entire article on the Odd Man Out himself the Blood Angels Captain, and how he really doesn't have a true place in the codex. I really did hope for 6th to change that, and while it certainly helped him, it also made him even further overshadowed by his Codex: Space Marine brethren.

When we look at the Blood Angels Captain we see that he can't take any fancy Relic Blades, no Artificer Armor, just knockoffs of that gear... And then we look at the Reclusiarch and he is just overshadowed completely. Hell, even now Tycho is overshadowing him! But that is not to say he does not have his merits... You can put him on a Bike, give him a Power Fist and Storm Shield and have him go hunting Characters (except Codex: Space Marines does it better). You can center him in with some Honor Guard and give the unit a bigger punch (except a Reclusiarch does it better). You can just ignore him and take a Space Marine Captain and a unit of Sniper Scouts and get Bikes as Troops or a 2+/3++ Relic Blade.... And... ...Hell, that's just better, isn't it?

I really feel bad here, I like Captains, I do, but our Blood Angel's ones just fall short of what they could be... And it's just a few small wargear complaints really, but its ones that our Codex: Space Marine brothers don't have and thus, don't have to deal with. Sadly, I feel that while the Captain did get better this edition, another rule (allies) completely mitigates those facts and sends him right back into obscurity.


Stelek:
Captains. +1 WS and init and attack really isn’t worth losing access to psychic powers.

3++:
-Captains still lolbad. Worse off than other Captains due to having no access to 2+ saves.

BA Devastators:
I think the best use of a Captain is if you want to be able to insert yourself into the game as the leader of your force. Maybe you want to have that jump pack and dual Lightning Claws or maybe hard hitting Thunker Hammer. However, why not do that as a Sergeant instead or as part of the Honour Guard or Sanguinary Guard- even Death Company.

Tuesday, August 28, 2012

Two-for-One Tycho

Captain Erasmus Tycho - Killed in Action

Well, that's the ending, but what about the beginning?



Thanks to older players, there is a thread here to go over what they remember.
Tycho is actually quite interesting as he seems to be a Captain that was named and he became a named character. His injury sustained and becoming part of the Death Company all became part of the story. Why can't this happen more?
Tycho's story background is here.
To summarize: Tycho was a captain, commander of the 3rd Company, suffered a wound that disfigured half of his face leading him much later to become part of the Death Company. He died on Armageddon. His weapon is also a combi-melta with special ammunition.

Although I'm combining the Tycho characters, their effectiveness is significantly different.

Captain Tycho has WS 6  BS 5  S 4  T 4  W 3  I 5  A 3 with 2+ 4++ saves. The toughness 4 hurts him quite a bit. His armour sheering Dead Man's Hand makes him intriguing in one way.

Death Company Tycho (with an extra WS and A) is improved under 6th Edition but suffers so much from still not being able to join a unit. However, he has a lot to offer a player looking for a fun game.


Let's get the community's take on these characters.

Stelek:

Captain Tycho. Still costs too much. Dead Man’s Hand is nice, but you can get roughly the same for less that’s better.


Mr. Black:

First let's speak about Death Company Tycho: He will get hit by a Meltagun and die. End of story....
... ...Ok fine, not so cut and dry. Tycho gained a few benefits, namely from Rage and whatnot, but still suffers the same issue of being a single T: 4 character that cannot join units. Do I continue to hope one day an FAQ will say "HE CAN JOIN THE DEATH COMPANY!!"? Yes, I do. But until then he is just not worth taking.
Now Captain Tycho, on the other hand, just became a go-to choice this edition. Unfortunately, as much as I wanted the standard Blood Angels Captain to be better this edition, he just isn't, especially when I realized I could either ally in an actual Captain, or just take Tycho. Why is Tycho so much better now? Well the main point is that his weapon just straight up ignores Armor Saves- no Power Weapon classification here, just a weapon with a bitchen' name that shreds Terminator Armor. Combine that with the changes to Rapid Fire and his Special Issue Ammunition actually carries some terrifying weight- stick him with some Sternguard and you have a cover-all unit that is both capable in shooting and melee.
Of course we still have the old Rites of Battle, which is just as good now as it was before, and he still sports his 2+ save, which, as hammered into you time and time again in this article, is really important now. What else can I say? Before you really never saw Tycho being taken and now... Well, honestly the idea of allying in a Space Marine Captain if you really wanted to run a Captain is still probably better, given their options, but you at least have a decent option now if you want to keep the blood pure.


Sons of Sanguinius:

Now here's our big winner in all this. I'd say expect to see alot more of Tycho in 6th. Why? Well the combi melta with special issue ammo is great as you can use the special issue ammo to effectively pick out certain troops due to the way wound allocation now works. Big plus as it's much harder/impossible to "eat" wounds using wound allocation. 2+ save, check, Iron halo check. So he's pretty survivable and in challenges he's likely to swing as he's at initiative 5. So all good? And it only gets better. Rites of Battle is even more useful now as it means your squads can resist psychic powers at leadership 10. Now comes the game changer... The Dead Man's Hand. Not only does he have digital weapons giving a reroll to wound the hand isn't a power weapon. It just straight out ignores armour saves. Full stop. Fuck this AP3 bullshit Tycho doesn't give a fuck what you're wearing he's gonna pimp slap you into oblivion. Terminators, Artificer Armour whatever, invulnerables only. Terminators (which I think we'll be seeing more of soon) will be running scared of the awesomeness of Tycho.


3++:


Tycho got a relative boost in that his Dead Man's Hand strikes at initiative while "ignoring armour" instead of being given a fixed AP value.


BA Devastators:

Poor Death Company Tycho is barely mentioned. Hopefully the next round of FAQ's will help him out. If you want to do something different, you can try out using Captain Tycho with some Sternguard with a Chaplain for some re-roll fun and still have combat effectiveness or even bullet shield Corbulo.

How would you run Death Company Tycho? He can't jump pack, so he will need a R-H-1-N-0 or a Razorback unless you want to Deepstrike a Landraider for some extra excitement. Maybe a Drop Pod might work too. I would look to use him as either a distraction (maybe not very good) or as a mop up / counter attack choice like you would Assault Squads. I might even try him out as an assassin as he might work nicely if you can get him to your enemy's Warlord.

Monday, August 27, 2012

Mephiston by Community

This is a big one for Blood Angels players: Mephiston. It's a large points investment that will partially guide the kind of list you will bring.

Mephiston, Lord of Death, has been included in the Blood Angel codices from the beginning.



Mephiston has the problem of not being able to join units. However, he does have a plasma pistol and a force sword. His stat line is impressive- WS7  S6  T6  W5  I7  A4  and he has a 2+ save. Having power weapons weakened really hurts his effectiveness against AP2 enemies. Transfixing Gaze is nice for challenges now too. This might allow him to re-roll attempts to hit and attempts to wound.

Let's see what the community has to say:

Stelek:

Dante. Still overpriced, like all the rest.


Mr. Black:


Well, you stayed scary, didn't you? Mephiston has always been our go-to "Run! Run Away!" character, and now he's back and meaner than ever. You already know his state-line is just insane, but now even Plasma or Melta isn't going to stop him for sure, assuming he has a Priest around, of course. What other marine can you think of that can take a Meltagun to the face and just sneer it off and keep charging? No one, that's who! We also get the honor of having one of the few Mastery Level 3 Psykers in the game, which is always nice. 

On the note of Psychic Powers, however, I can see the merits in taking some of the other options, but for me keeping the three powers he has is just fine. I mean, we have Wings, which combined with Fleet means he is still super mobile, we have Sanguine Sword, so he still hits like a truck, and Unleash Rage so we know those truck-hands will land. Sure, there are other psychic combinations which could prove useful, but we're trading out a complete and whole package for the chance to do some nice tricks, and to me that's a waste. You want to have some mix-and-match fun? Take a standard Librarian.

I don't have much to say about Mephiston here aside from the fact that an already great Special Character was only made better by this edition. His rules mix in a near perfect way to weather any storm that this edition might bring (Wings and Fleet, for example). It seems he gained a whole lot of nifty buffs and tricks without losing anything that made him the scary figurehead he was before... Rock on, Mephiston, ain't no edition going to keep you down!


Sons of Sanguinius:


Well what can I say? Probably the most utilised special characters for blood angels in 5th if not of any army. The amount of lists that I saw without him were few and far between (or maybe that's cos Ven has a major hard on for him... lol) ahem anyway.. 6th seems to have changed things a bit.

Lets get on with it shall we?

So 2+ save is good especially in the new edition with PW being AP3.. Plasma Pistol at AP2 is definitely a bonus due to the likely prevalence in 2+ saves due to the above rule change. Now here's where things get.. iffy. Psychic hood straight away the effectiveness of this has dropped. No straight up shutdown and no long range.. 6" range and less effective at stopping psychic powers is not so great. but don't worry he's still a beast in combat and can fell all before him.. oh wait. No he can't. With the new rules his force sword is still only AP3. Ok great at killing marines. No in fact great at killing 1 marine at a time. Period. With the new challenge rules and Mephistons lack of joining units ability he can only kill one marine a turn in a challenge, and if the opposing sergeant happens to have a storm shield or is a special character with a 2+ save. Big Meph is now seriously struggling to layeth the smack down. A 10 man unit of marines will now hold him up for at least 4 Assault Phases if they pass their Morale checks!! Seriously reducing his impact on the overall game, and for 250pts probably not really such an auto include.


3++:
Our libbies got both boosted and nerfed all at the same time. Boosted in that opposing libbies can't stop our powers that help our own units (Shield, Wings, etc), nerfed because our hoods got nerfed too. Mephiston and Libby Dreads are much more reliable now. That said, fudgemuiffin Wolves and Eldar still have their great psy defence, so it's not all roses.


BA Devastators:

Well, if you are going to go with a big scary character, I suppose this is the one for you. If you take him, you better have a plan for him to stay alive for as long as possible. Otherwise, you have to look back at your list and weigh whether just taking a regular Librarian is the better choice.


Friday, August 17, 2012

The Sanguinor

The Sanguinor is up next. He is another character added starting in the 5th Ed. codex.
Everyone knows his main problem is that he cannot join any units, so playing with him presents unique challenges.
His statline is also something special for Space Marine players to toy with. WS8, S5, T4, W3, I6, A5, Ld 10 and a 2+ 3+ save. Importantly, he has the Eternal Warrior rule to save him from that toughness 4 stat. He gets to re-roll against an opponent HQ (Avenging Angel) which might be handy with the new missions. He also gets to soup up a sergeant which also may be helpful with challenges.

Let's get to the analysis!

Stelek:

Sanguinor. I love seeing the living Land Raider drop onto the tabletop. He is quite a bitch, but you shoot him he falls over same as the rest.


Mr. Black:

If anyone remained largely unchanged by the passing of millennia and gaming editions it was the Sanguinor. He's still the lovable T: 4-nearly-300 point figure he was, and I mean that for better or worse. So how did he change in 6th? Well, he has a 2+ save... Which is about it. Except now he can issue and receive challenges, which means he won't get bogged down by a torrent of attacks... Except any smart opponent will just refuse the challenge and then, well, bog him down with a torrent of attacks.

Again, for better or worse the Sanguinor remains largely the same as he did before. Nothing in this edition seems to have drastically changed him (though Overwatch did chink his armor slightly). So in the end he will continue to see the same use he did before, without much of a tactical revamp as some of the other character received.



Yeah we all know this guy was a bit meh in 5th and to be honest, he's only got worse in 6th. The glaive encarmine is now AP3 meaning the essence of sanguinius himself simply bounces off terminators... really. Yeah keep him for fun games but at 275pts don't expect him to be anything more than average. The only thing I can think of which is useful for him to do is buff your units and go around challenging characters with his 3++. But he's still nothing special.



Sanguinor even more of a bad joke now: easier to torrent away and his weapon is AP3.

BA Devastators:

If you are going to run him, you better figure out how to keep him safe until he can get into combat. You can't view him in isolation when you have a Mephiston of comparable points or cheap Librarians. Maybe by playing around with him you can develop a way to use him and drop a tactica.




Tuesday, July 24, 2012

Dante by Analysis

Let's move on to Dante. Commander Dante is a special character that has been with the Blood Angels from the 2nd Edition codex. Let's read:

Commander Dante is one of the most experienced and able Space Marine Commanders. In no small part this is due to the quite extraordinary longevity of the Blood Angels, which has meant that he has ruled the Chapter for over 1,100 years! He is held in awe by the leaders of most other Chapters, who can remember him being a famous Commander when they were still in the Scout Company. Because of his reputation, when it came to choosing a leader for the Armageddon intervention, the Masters of the other two Chapters taking part (the Ultramarines and the Salamanders) unanimously asked for him to be placed in command.

Let's check his statline. A nice WS 6, BS 5 for that infernus pistol, W 4, A 4, I 6, 2+ and  4++ save. You might as well keep that high initiative so he only has AP3 on his weapon. The real bonus is opening up the Sanguinary Guard as troops choices - thereby making them scoring and freeing up more space for other elites.

Stelek:

Still overpriced, like all the rest.


Mr. Black:

Dante, I feel, came out the Codex Winner this edition. I loved running this guy before, but always knew that his life would come to an end when a random Power Fist decided to punch him in the abs Harry Houdini style - but now? Now that won't be happening as much because, again, wound allocation. In fact, I'm just going to get this out of the way now: 6th Edition is the Herohammer edition. I say that because now your ICs and whatnot will have a much harder time being instantly taken out by, well, Instant Death, as well as just ablative wounds... But that's a whole 'nother article in itself, so we won't bog this down with that speech.

Anyway, Dante... What did he gain this edition? Well Hit and Run is just as good as ever, and his Surgical Strike remains pretty much unchanged... So what changed about him? Well his Axe got...Ermm...Different... For those that are not aware a big debate has been running about whether or not his Axe Mortis qualifies as a "Unique Power Weapon" or a "Power Axe", and while the debate is long running I'm not going to get into it, I'm just going to state my opinion: It's an Axe, I do not believe Master-Crafted is enough of a stigma to make it "unique"... If you want to change it to a Sword, then by the same rules I go by, that's fine, model it how you want- the name is just a fluff thing titling a set of rules, if you want the bottom line. On that note, however, his Initiative: 6 lost a bit of bite (ok, a lot), but the added Strength bonus (now 6 on the charge) makes up for it in my mind. Plus, it gives a unit (traditionally Honour Guard or Sanguinary Guard) that has issue with Terminator Armor the ability to deal with it.

Speaking of Terminators, Dante also allows us access to our own brand of flying Terminators the Sanguinary Guard as Troops, who got a huge boost this edition with the advent of, once again, 2+ being a huge deal. I can already picture a combined Dantewing and Deathwing army storming across the battlefield... It is a glorious sight... Not that I want my precious Blood Angels tainted by Dark Angels.

Sons of Sanguinius:

A bit underused in 5th but probably more due to Meph being king. Was always pretty good especially for DoA armies and a nice character but not a must have.


Again Dante has been severely hampered by 6th. Like Meph 2+ is a good save. However the problem lies in the fact that the Axe Mortalis is a "Mastercrafted power weapon" And from the weapon title we must infer that the type of power weapon specifically is a power axe. Oh. So the lovely initiative 6 on his profile is worthless as he will in fact be striking at Initiative 1, at least he'll be strength 6.. -.- the only positive is that it's AP2.. but I'm still not convinced that makes him worthwhile at 225pts. Probably still kinda nice for DoA but not convinced at all especially as he might not even get to strike if challenged and dies before swinging...

3++:

-I can see Dante becoming more popular now that Sang Guard aren't a joke. His axe nerf is unfortunate. Guess getting old makes you slow even if you are a space marines, huh?


BA Devastators:

Well, you do need to pick an HQ. If we are running only Blood Angels, then you may want to try something different and have a unit or two  of Sanguinary Guard scoring troops. Don't forget to give him a Personal Warlord Trait too.

 

Monday, July 23, 2012

Astorath Community Breakdown

Link Here

Mr. Black put up an article on BoLS about Blood Angel Headquarters choices. Generally, his opinions were quite different than Stelek's YTTH breakdown. Let's add a few more voices to compare and contrast with.

Astorath
Astorath the Grim is a new HQ character that came out with the 5th Edition codex. He is the High Chaplain and the Redeemer of the Lost. He executes members that have been lost to the Black Rage.
Statline: He's has WS 6, W 3, I 5, A3 and a 2+ 4++ save.
He comes with a jump pack, he let's his unit re-roll ones to hit, but also let's Death Company re-roll 1's to wound. He has The Executioner's Axe which let's him strike at initiative and at strength 6 AP3  and makes enemies re-roll successful invulnerable saves.

Stelek:
Astorath. You fear Terminators? Allright, chop them up with him. I don’t think he’s worth 220 points though.

(How is he going to chop them up?)

Mr. Black:
Astorath got a bit more pissed off in 6th with the changes to both Death Company and Fearless- Now he is one of the best HQs in the entire book for the world of benefits he gives. First, let's get this out of the way, his weapon:  The Executioners Axe, which has a two-fold benefit of having dodged the "Power Axe" issue by having its own unique rules as well as avoided being labeled a "Power Maul", which in my mind sets him far above any other Chaplain.

He causes our marines to become Fearless half the time which, while it looks like a straight win on the surface, is actually worse now than And They Shall Know No Fear, barring certain circumstances. To me this is a wash, as it's scenario driven: There are times you'll wish you could fall back (from shooting, for example), or wish you could Go To Ground, and Fearless nixes all that for a benefit that would actually do the same (but without the drawbacks) in 90% of the same scenarios. Give and take, I suppose...

 And of course the mainstay for him: He allows Death Company to be fielded en mass. The new Rage rules make this a very scary concept, as before you ran the risk of having your entire army led around on a leash. But now... Well now you just have an army of hyper-aggressive pissed off marines that will shred ANYTHING that gets in their way.

I'll speak more on the benefits of this when we talk about the Death Company, but for now I'll just say that while in 5th this ability was a nice novelty to open up a likewise novel army, now it's a valid ploy to open up the option for some serious firepower!

Lastly, Astorath is one of the few options in our book to boast a 2+ save, which as we all have read is the thing to have in 6th. But is it really that good? Yes. Yes it is. A large percentile of weapons will just ping off him, and with a Feel No Pain bubble nearby the chances of him getting hurt are slim- factor in how wound allocation now works and Astorath (as well as many other Special Characters) will be hanging around till the end of the game, avoiding those hidden Power Fists that slew them so many times in 5th.


Sons of Sanguinius:
Right time to be less negative. Firstly 2+ save, good. We know in 6th 2+ are going to be far better than 3+ moreso than in either of the last 2 editions at least. Now the executioners axe is a funny one. It doesn't actually count as an axe. As it has it's own special rules it is treated as AP3 which isn't great but it does mean he can strike at his normal initiative while still gaining a strength boost. The fact that he forces rerolls to invulnerables also makes him that little bit more effective for challenges. Far less chance of tarpitting him with a Storm Shield. Also he gets all of the chaplain buffs.. and more chance to gain fearless for your army (which is far less harsh in 6th..) yeah pretty good I'd say.


3++:
Astorath more useful now that DC are much better. His axe is AP3 now, which makes it special rule sorta useless – how many units have good invulnerable saves (read: at least 4++) and not have a 2+ save as well?

(Exactly, 3++!)


BA Devastators:
Opportunity cost is the big thing here. Do you want access to psychic powers? How many Death Company can you afford to pack into your army without losing too much support? How will he fit into your army- what is his role and will he fill it are answers you need before deciding to take him. The best reason to take Astaroth is essentially if you want to unlock the restrictions on your Death Company.


Tuesday, July 17, 2012

3++ has the New Blood Rodeo

Link Here

It's interesting that Kirby was surprised when he said that he had received more e-mails about the Blood Rodeo than any other build. I'm not. Bikers are Toughness 5 all of the time. They can get 5+ Feel No Pain on just about everything. If they get into hand-to-hand and can't hurt the enemy, they can disengage.

If you will ally them with the boys in blue, you can make them scoring. Kirby goes into all of the details right down to weapon upgrades.

Wednesday, July 11, 2012

Stelek Issues BA Primer

HERE

Stelek, I think, pretty much nails the HQ section. You want psychic abilities in your armies. I do think he was too harsh on Tycho. His abilities to ignore armor and strike at Initiative 5 while having the 2+ 4++ saves are pretty much what you are looking for in a leader to give / accept Challenges.  How many other marines can do this now? I think he's a nice addition in an army, as long as he fits in it properly and not just rammed in.

Yes

Librarian
Honour Guard
Reclusiarch

Maybe

-

No

Captain Tycho (over costed)
Captains (better choices)
Astorath (over costed)
Mephiston (vulnerable)
Dante (over costed)
Sanguinor (vulnerable)
Seth (nerfed)



Now, for the Elites slot. Stelek overlooked that Techmarines can repair hull points, so his estimation of  the unit may change. He also skipped over Assault Terminators which we would assume goes in the yes category.

Yes

Terminator Squad
Assault Terminator Squad
Sanguinary Priest with Power Fist
Sanguinary Guard
Sternguard

Maybe

Furioso Librarian
Furioso Dreadnought
Chaplain (depends on list)
Techmarine (until analyzed again)


No

-


Troops are overshadowed by allied troops.

Yes

-

Maybe
Tactical Squad
Assault Squad
Death Company
Death Company Dreadnought (Blood Fists)

No
Scout Squad

Fast Attack

Yes

Speeder

Maybe

Attack bikes (I think Stelek is under rating them)

No

Scout Bikers
Bike Squad (I think Stelek is under rating them)
Baal Predator
Vanguard Veterans (unreliable)

Heavy Support

Yes

Stormraven
Vindicator
Predators

Maybe

Devastators
Dreadnought

No

Whirlwind

Tuesday, July 10, 2012

Stelek Drops New R-H-1-N-0 Tactica

Link Here

Stelek has imparted a few ways to run your Rhino squad. Let's examine:

He says you can use it with Tactical squads or Assault squads. These will be ten man squads that are already made into combat squads (before deployment) yet are using the same transport.

Plasma Variant - Stelek has the Sergeant utilizing the Gunslinger rule taking two plasma pistols and meltabombs leading one combat squad. The other combat squad keeps both special weapons (plasmaguns). His intention is to use these to target opposing Rhinos or Dreadnoughts.

Melta / Plasma Variant - This will replace the plasmaguns with meltaguns and the rest remains the same.

Stelek concludes that plasma pistols are to be used over infernus pistols due to the increased range. Infernus pistols are more suitable for Assault squad jumpers.

Monday, July 2, 2012

Friday, June 29, 2012

Sepulchre of Heroes

Sepulchre of Heroes has an article why BA will take advantage of 6th Ed. rules.

Link