(everything apart from the HQ librarian has a drop pod)
Librarian: 100 (blood lance and sanguine sword)
Librarian furioso: 210 (blood lance and might of heroes)
Librarian furioso: 210 (blood lance and might of heroes)
Librarian furioso: 210 (blood lance and might of heroes)
5 man assault squad, serg has infernus pistol and power weapon, meltagun: 140
5 man assault squad, serg has infernus pistol and power weapon, meltagun: 140
5 man assault squad, serg has infernus pistol and power weapon, meltagun: 140
5 man assault squad, serg has infernus pistol and power weapon, meltagun: 140
5 man assault squad, serg has hand flamer and power weapon, flamer: 130
5 man assault squad, serg has hand flamer and power weapon, flamer: 130
Dreadnought with multimelta and heavy flamer: 150
Dreadnought with multimelta and heavy flamer: 150
Dreadnought with multimelta and heavy flamer: 150
After reading the codex over and over I think Blood Angels will do prop pods better than codex marines. This is one example that has plenty of anti tank and is capable of melee'ing quite well.
4 comments:
I think reserve armies will still cause lots of problems for a DP army, which is why I like the DoA jump pack force better. You aren't forced to come in on turn 1, and that's huge.
That said, I like this better than most SM Pod armies.
Thinking about this list's use as attackers in Planetstrike.
Plenty of bastion busting gear and the Dreads can be used to hold up units in destroyed bastions, thus taking the objective.
My personal selecting of Stratagems would probably be, Darken the skies (Nightfighting and an additional -1 leadership for the first game turn), Scorched skies (Extra D6 Firestorm shots and -2 to enemy leadership for the first turn) and Death from above (Enemy units must take a morale check within 6" of a dropping unit or fall back). All for a modest 4 points!
They take pinning from a souped up firestorm at -3, they take morale next to your droppods at -3 and they suffer from nightfighting in the first turn, thus slowing down long range fire power and hardly ever affecting yours
My only question is whether or not Descent of Angels affect Drop Poding Assault Marines?
Descent should, but you might argue that the "drop pod" doesnt have Descent, even though its the Assault marines that are arriving from deepstrike and they have the rule.
Thinking about this list's use as attackers in Planetstrike.
Plenty of bastion busting gear and the Dreads can be used to hold up units in destroyed bastions, thus taking the objective.
My personal selecting of Stratagems would probably be, Darken the skies (Nightfighting and an additional -1 leadership for the first game turn), Scorched skies (Extra D6 Firestorm shots and -2 to enemy leadership for the first turn) and Death from above (Enemy units must take a morale check within 6" of a dropping unit or fall back). All for a modest 4 points!
They take pinning from a souped up firestorm at -3, they take morale next to your droppods at -3 and they suffer from nightfighting in the first turn, thus slowing down long range fire power and hardly ever affecting yours
My only question is whether or not Descent of Angels affect Drop Poding Assault Marines?
Descent should, but you might argue that the "drop pod" doesnt have Descent, even though its the Assault marines that are arriving from deepstrike and they have the rule.
Woops! Double post.
I also dont see why Descent cant be used.
Only 4 units have it and 3 are special characters (Sanguinor, Astorath and Dante)
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