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Saturday, June 25, 2011

My 1,850 Point List

With the completion of my Sanguinary Priests, my 1,850 point all jump pack list is completed. I've been working toward this since the release of the latest codex.

Reclusiarch w/ jump pack

2 x Sanguinary Priests w/ jump packs and power weapons

10 Assault Marines w/ power fist, 2 meltaguns

10 Assault Marines w/ power fist, 2 meltaguns

5 Assault Marines w/ power fist, infernus pistol, meltagun

5 Assault Terminators, all w/ thunder hammer and storm shields

5 Vanguard Veterans w/ jump packs, thunder hammer, 2 lightning claws

5 Vanguard Veterans w/ jump packs, thunder hammer, 2 lightning claws

5 Sanguinary Guard w/ 2 infernus pistols, Chapter Banner

I've played this list a few times so far, before I finished painting it. It works well with lots of anti-infantry assault, anti-tank from the meltaguns, and enough Feel No Pain marines to survive against a lot of firepower. Of course, the Assault Terminators still provide a great anchor for the rest of the force to operate around.

I have some other plans for 1,850 lists, which I'll discuss more once I finish painting them and start playing them. One thing that I've been missing with this list is some long-range firepower, which I'll be adding soon.

Tuesday, June 21, 2011

Tribute to a friend, and some miniatures


This post has a bit if a story behind it. In the summer of 2002, I was working at college. I had just finished Freshman year, and I was working in a lab. I had been playing the Blood Angels for four years by that time, but I can't say I was very serious about it. My painting was pretty poor, my army lists were a random smattering of whatever I owned, and my tactics were pretty much jump into Rhinos and charge forward.


Sunday, June 19, 2011

So What Next?

I've reached the end of my planned articles about Blood Angels army lists and tactics. I will of course keep writing about them, but articles will have to wait until I get further inspiration. If you have any topics you'd like me to write about, please let me know in the comments or by email.

In the mean time, I'm just starting on two projects. First, I'm starting to play Warmachine, building a Protectorate of Menoth army. Right now, I'm just learning about the game and the army. So far, I've acquired a High Exemplar Kreoss, a Revenger, and a Vigilant. Kreoss and the Revenger seem really useful, but I'm not sure about the Vigilant. I'm looking forward to starting painting them.


The second project is a new 40K army. I really like playing my Blood Angels, but they play very differently from the way I've been used to for two editions. Up until the current codex, Blood Angels were essentially standard marines with faster but unreliable transports. While I love being able to field an all jump infantry army, I miss using Rhinos and Tactical squads. This combined with the release of the Imperial Armor: Badab War book to inspire me to make an Executioners army. So far, I've made two test marines and converted their special character, Chaplain Thulsa Kane. They will be my next painting project.

Monday, June 13, 2011

To Go First or Second?


I’ve noticed that many players seem to always prefer to go first, no matter what the circumstances. The standard reasoning is that whoever goes first gets to open fire first, taking out enemy units before they ever get to act. This reasoning applies well to armies with lots of shooting but little mobility, but not to many other armies.

In general, armies capable of avoiding enemy fire and shooting to full effect benefit from going second. This mostly applies to armies composed of fast vehicles and armies that arrive entirely from reserve. These armies are able to simultaneously benefit from all the advantages of going first and second. Their mobility enables them to open fire before the enemy, the main advantage of going first. At the same time, there are many benefits to going second.

Friday, June 10, 2011

Deep Strike Model Placement

The rules for deep striking require you to place the first model according to your scatter die, then circle the remaining models around it in concentric rings. Depending on the number of models in the squad, that gives your varying levels of control over how you place your models. This means that partial rings are the most flexible, as they give you the most choice in how to place your models.

Let’s start out talking about five strong squads. These are your most flexible squads when deep striking. Let’s assume you’re deep striking the squad with the intent to meltagun a tank, so you drop it 4” away, as shown in the last article on deep striking. You scatter 3” toward the tank. If this were a seven strong squad, you’d have no option but to place models within 1” of the tank, but a five strong squad can be placed like this:


Tuesday, June 7, 2011

Commander Dante: Finecast Review

I know raging about the new finecast miniatures is in right now, but I've been reading pretty mixed reviews so far. Some people claim that the models that they buy look great, while others complain that that malformations, particularly bubbles, make their models unusable without significant repairs. I decided I wanted to see for myself, and I've been thinking about running an 1,850 point list with Dante, so I decided to pick up one of the new Dante miniatures.

Thursday, June 2, 2011

Deep Strike Placement


Deciding exactly where to drop deep strikers is tricky. Even with Descent of Angels, there’s a significant amount of randomness is where the squad will land. There are two main concerns when determining where to deep strike: how far the squad can scatter and what you need the squad to do.

The first concern is pretty easy to understand. If the squad has a jump pack, it will only scatter D6”, while I squad without will scatter 2D6”.  Obviously, this allows you to be much more aggressive when deep striking jump packers.

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