Kirb your enthusiasm!

WEBSITE HOSTED AT: www.3plusplus.net

"Pink isn't a color. It's a lifestyle." - Chumbalaya
"...generalship should be informing list building." - Sir Biscuit
"I buy models with my excess money" - Valkyrie whilst a waitress leans over him


Thursday, September 6, 2012

Three 1750 no Ally lists for tournament

I have a 1750 no Allies tournament coming up - good old Australia, so am trying to decide between a couple of lists. We've got ye good old stand-bys, Tyranids, Blood Angels and Grey Knights.



Tyranids:

2x Tyranid Prime w/Lash Whip, Bonesword, STalons, Toxin, Regen
3x2x Hive Guard
2x Tervigon w/Catalyst, Toxin, Adrenal
2x10x Termagants
2x10x Genestealers w/Toxin
2x Dakkafex

1740 points

Would like to get some extra points here and there to grab a Broodlord for each of the Genestealers for some more psychic flexibility.

Blood Angels:

Mephiston
2x Priest w/Jump Pack
2x10x Assault Marines w/2x Meltaguns, PFist
2x10x Assault Marines w/2x Plasmaguns, PFist
2x Stormraven

1760 points

Not really sure about this one. 40 Jumpers is nice but not as durable as last edition as they drop from a 3+/4+ or 4+/4+ or a straight 4+ to 3+/5+ or 5+/5+. Mephiston is going to be hard to hide as well and my only ranged shooting is the Stormravens and some plasma weaponry...

Grey Knights:

Inquisitor Coteaz
Inquisitor w/Psychic Power
2x10x Strikes w/2x Psycannons, Psybolt Ammo, MC Hammer, Rhino
2x5x Strikes w/Psycannon, Psyback
2x8x Psykers, Acolyte, Chimera w/Searchlight
3x Psyfledread

More vehicles here but we've also got 50 infantry, 48 of which scores (and 16 of which tries to fry itself). The vehicles overall aren't expensive outside of the Dreads so not a huge loss there and having the larger Strikes gives me more durability there.

Anyway, discuss. Tyranids are fully painted, BA + GK will require extra painting at this point but isn't that always the way?

Comments (50)

Loading... Logging you in...
  • Logged in as
Strategist's avatar

Strategist · 655 weeks ago

In regards to the desire to add Brood Lords, you could either drop one of the Primes and the Toxin from the remaining Prime (this will leave 5 points extra - maybe throw a Deathspitter on the remaining Prime) or alternatively drop one of the Hive Guard broods and the toxin sacs from both Primes (this will leave you with an even 1750 - probably the better way to go about it due to the duel dakkafex). Also, remember that the Brood Lords need to take Toxin Sacs if the rest of their brood does (wording in the codex for toxin sacs is that "the entire brood may take"), so I'd probably burn the last few points on Scything Talons for them just to keep everything even.
why the storm ravens? At 1750 you don't really have the points to fill it with cool stuff. Why not VV, DC, devs or SG?
1 reply · active 655 weeks ago
AA - the battle bus is pretty much on a par with the vendetta for flying armour busting stuff. Meph would go in one maybe? Although that does make you pretty dependent on T2 reserves, which isn't a great shout on a 3+. The list really does seem to be crying out for something to go in the other bus! I don't really think anything BA came out better this edition (nipplewing maybe? Although Dante got nerfed)
Isn't the Broodlord the worst choice for "psychic flexibility" since he can only use 3 out of 7 powers (Warp Speed doing almost nothing)?
1 reply · active 655 weeks ago
Warp Speed adds attacks, which is still valuable, if not as great as it would be on a Tervi/etc. However, the Telekinesis chart also ends up being pretty decent for a Broodlord.
Don't lose sight of what's important kirbs, and that is. It doesn't matter what you bring I'm still going to crush it! ;)
I like the Grey Knights list best, but I'd suggest dropping the psykers and the psybacks and trying to fit in another 10 man strike squad to deep strike in, and/or some plasma cannon servitors. Plasma cannon servitors with an inquisitor babysitting them and giving them prescience are vastly more reliable than psyker henchmen.

Good luck at the tournament!
18 replies · active 655 weeks ago
>drop henchmen with S10 blasts
>get rid of Psybacks
>take Plasma Servitors that can't ID stuff or kill tanks effectively

Are you trying to sabotage him? That's not very nice.
I don't believe in unreliable S10 blasts.

I'd rather have psybacks filled with special weapon wielding acolyte(perferably plasma) to help with dealing with terminators and similiar units. 114pts for 6x acolytes w/ 3x SB 3x PG psyback with Psyammo + Searchlight. if you drop the psykers your can get to of the stated units with enough leftover for a Coteaz bodyguard type unit(maybe a 3x meltaservitor 2x PG acolyte in a Chimera) or perhaps something crazy with a aegis defenseline to give your psybacks cover saves.
Oh, and I don't think you need the 2nd inquistor, I think it's just giving up kill points and it's that effective. Oh and i don't know what you think of them, but I've been loving my SB acolytes as well as my Bolter acolytes due to the increased amount of infantry in the game, making these cheap platforms for good anti-infantry guns amazing. been running a 12man SB acolyte squad on foot as a home objective holder fairly often join by coteaz against armies that I don't need him in with the DCA squad.
isn't that effective*
Pornotheater's avatar

Pornotheater · 655 weeks ago

I'm not sure why you would put squishy acolytes into a vehicle with no firing points, unless you can really reliably support or bubble wrap them, I'm not sure what the plan is supposed to be.

Other than that I like your advice, really I like both lists, but I'm inclined to be prudent.
Because honestly, with lower armor vehicles, I'd prefer to move my guys to where they need to be and use the vehicles to block them from fire, squishy acolytes in chimeras look like half as many acolytes after they explode your chimeras. Getting out of vehicles is far more necessary now, then it used to be imo, and I still like the cost to toughness ratio of a psyback hiding behind an aegis defense line. Taking kirby's example from his Gk vs Gk fight, I often find my guys on foot moving and shooting, and then units like the rhino of a psyback flatout in front of them to block los. Using henchmen instead of GKs just means you get more guys, and if your enemy is shooting plasma or bolters, you don't really care. Covers saves are still good enough for me.
The problem with trips Plasma Acos in a Psyback is that they are only ever going to get one turn of shooting. There's no top hatch, so you will get out once and then be annihilated, whereas the Psykers can sit back at 36" and just slam S10 blasts out. Are they in any way consistent? Absolutely not, but they don't have to be- on the 1-2 turns per game where those big blasts go where you want them to they will more than pay for themselves.

Now, to be honest I don't think that this is how I'd build such an army, but Kirbs is working under both rules restrictions (no allies) and model restrictions.

Depending on how the tournament handles fortifications an Aegis can be a big help, though. Being able to lay 4+ cover wherever you want can really change things.
Using the aforementioned tactic of psyback blocking via flatout, I've gotten many uses out of acolytes in psybacks. Being a bit of a mathhammer person (Even tried them out for a couple weeks as well, and they performed to that avg I expected), there is no way that they are worth there points, between bad leadership, scatters, and enemy "Deny the witch" rolls. Expecting even 2 turns of hits is a bit of a stretch, and that is not even counting in enemy psychic defense. I just don't see them being worth their price. You could get 2x bolterlytes or 7pts SBlytes, and I'd think that the consistency they bring would be much better.

I do agree I don't like the way he's building his army, I believe he needs to go heavier on henchmen for troop, and only bring in the specialized PA guys for back/up. Eventually I want a GM/Coteaz army, heavy hencmen with interceptors and dreadnoughts/knights.
Ld8 passes just over 70% of the time; Deny the Witch will shut down about 12% of those. Psychic defenses in 6E are enough weaker that I don't think most of them are worth worrying too much about, as generally the worst you'll suffer is another 12% failure rate (though obviously Eldar, a relative rarity, will be a lot worse.) Calculating scatter is largely impossible, but BS3 with a large blast and the new way they interact with vehicles means there is a very good chance you can at least clip your target- and more often a lot more if the enemy doesn't split their formation up. As a rough estimate, landing the blast about half the time is about right. That leaves things at roughly 30% effective chance, which is a lot better than you seem to think it is, and the upside potential can be extremely high.

The issue I see with running Plasma or whatever in their place is it leaves him very vulnerable to hammer units, especially multiwound ones. A unit of Nob Bikerz ploughing towards him has to really consider if they want to risk his Psykers annihilating most of the squad is Kirby rolls that 30% chance of putting the blast right on top of them; against Plasma, Storm Bolters, etc, they're unlikely to be particularly scared. Likewise with tank formations, disembarking, etc- the Psykers force opponents to consider the consequences, because one good shot with them can change a whole game.
Well to finish the conversation, with that changes tin the FAQ, psykers can no longer cast powers from vehicles, unless they are witchfire powers. Screws over the psyker henchmen idea imo. Plus, if their vehicle gets shaken/stunned, even if they disembark, they can only snapfire, so no template attack. This puts them farther down on my list of useful units.
Uh.... the Psyker blast is a witchfire.

The Snapfire thing isn't a big deal because they virtually never want to get out. I usually run my Psykers in a Rhino (rather than a Chimera) so it's not an issue.
Sorry, don't have my book, but where does it say it's witchfire? FAQ? I didn't think any of the book powers were given definitions from the main rule book.
Ok, did some research. Since the psychic barrage that the henchmen psyker use does not have a set type, it uses the rules defined in it's entry.(pg 68) and the FAQ says no power that aren't witchfire powers can be used if they require LOS, if embarked inside a vehicle.(faq pg 5 bottom left). psyker henchmen have to be on foot to use their powers, same with IG battle squads. Makes me have to redo my FoB list a little.
Abusepuppy, you're joking, right?

Yes, I'm recommending he drop the psyker henchmen. Note that dropping psyker henchmen from the list entirely only slightly decreases your chance of their psychic blast going off. Psyker henchmen trying to cast on LD8 are pretty much the definition of unreliable. Then add in scatter and deny the witch and the fact that you lose the whole unit on a perils and you get a unit that's not really worth taking.

Yes, I'm recommending he drop the Psybacks and hoof it or deep strike the strikes. The best things about strike squads are their storm bolters and psycannons, neither of which they can use from inside a psyback.

Yes, I'm recommending he take Plasma Cannon Servitors. Honestly, have you even tried these in 6th? Stick an el-cheapo inquisitor in to stave off mindlock and give them prescience. They're fantastic at killing transports now that any part of the small blast template scores a S7 AP2 hit. They're also fantastic at killing pretty much everything else. And prescience keeps 'em honest. A unit of these guys with coteaz' "I've been expecting you" is absolutely obscene against drop pods, daemons, etc. Try it before you knock it.
>Psykers

Already replied about with why I think Psykers are useful to the list. Getting rolled by a deathstar is bad times and transport walls are still a thing. Having a relatively cheap solution to both is a good thing, especially when it's also scoring.

>GKSS on foot

Really bad plan when your army is 24" range. Transports provide that critical first turn of movement to help get you where you need to be and add firepower (with better range than most of your stuff, no less) as well as being able to do Flat Out shenanigans and such. Arriving in an unreliable position on T2, 3, or even 4 standing in "template me" formation is really not a great plan.

>Plasma Servitors

I'm not saying Servitors are bad- I love Servitors, and with Plasma being more functional in 6E the PC ones are actually pretty decent. However, they don't do most of the things that the Psykers do for the list, which is why I think they're a poor fit. It gives him a tool against heavy infantry and that's basically it.

With 30 GKSS in the army, the chances of a Deep Striking unit landing within 12" of his army should be slim-to-none, and he already has a pretty excellent buddyup squad for Coteaz in the full-strength GKSS if that's what he's looking for. Three small blasts can do some very real damage to DSers, but so can eight S7 and sixteen S5 shots (likely with rerolls, no less.)
Ha! Yeah I didn't see your reply to Coyote until after I posted.

Deathstars are bad times, I agree. But as always, deathstars are best handled by just blocking their movement, feeding them sacrificial units, or just making them roll dice until they fall down. That last one got even easier thanks to the new FAQs. Anyhow, Grey Knights can do all of those things quite well. An unreliable S10 AP2 blast is not a solution to deathstars and it's not really something Grey Knights need. How many times do you believe you'll get to fire this thing at nob bikers before they're in your face and locked in combat for the rest of the game? Once? Twice maybe if you catch them between combats? Those averages you posted are all well and good but I'm pretty sure you can't count on "average rolls" when your sample size is two. Is sample size the right word here? I'm no statistician, but hopefully you catch my drift. One of my chief principles of listbuilding is Murphy's Law, and my experience has taught me that the more chances you give something to fail, the more likely it's going to fail at the worst possible time.

I disagree that footslogging grey knights is a "really bad plan". I'd argue that Grey Knights are in fact one of the most capable footslogging MEQ armies out there - thanks to that 24" range you're so worried about. Being able to fire at nearly full effect (minus 2 shots per psycannon) at 24" range means you extend a large threat bubble on the move, and once you're at the middle of the board you're threatening most of it. You're a bit slower off the mark, but you make up for it with the mobility gained from deep strike. Deep striking is risky, but nowhere near as bad as it was before. In fact, 6th is the least risky Deep Striking has been since I started playing. I'm not advocating deep striking the entire army, but keeping a strike squad or two in reserve to deep strike onto an empty objective, into the enemy backfield, or just wherever else you might need it to support of your other forces can be incredibly helpful. If you deep strike conservatively (and run to spread out, if necessary) you shouldn't have any problems with the "template me" formation.

As for deep strikers landing within 12" of kirby's army, you're right that shouldn't happen, unless he goes 2nd, or gets seized on, and doesn't have a chance to get quake up before the first wave comes in. Take a look at Hulksmash's recorded game from this year's NOVA on the 11th company feed for an example of how unpleasant that can be. I agree with you that a full strike squad is great company for coteaz, but 3 plasma cannon blasts on a unit in deep striking "template me" formation is just ridiculous.

I also disagree that plasma cannon servitors are "a tool against heavy infantry and that's basically it." They're great at stripping hull points thanks to the new blast rules vs. vehicles. They're fairly decent at outright exploding transports, too, thanks to the +1 from being AP2. They're great at taking out all kinds of infantry, just because of the sheer number of wounds they spit out. And they do it all more reliably than psykers (assuming you spring for an inquisitor to babysit, which does make them more expensive!). As more and more foot lists start popping up, these guys are definitely going to see more action in my lists.

In short, (though this reply was anything but short) no, I'm not trying to sabotage Kirby. Are you?
>An unreliable S10 AP2 blast is not a solution to deathstars and it's not really something Grey Knights need

Isn't it? Are there a lot of other S10 AP1 weapons available to Grey Knights? Having a diversity of weapon profiles is a significant benefit and, while it may be unreliable, the Psykers' blast is extremely effective when it works.

Yes, sometimes Psykers will just poop themselves out or do nothing the whole game- taking them is a risk. I generally don't encourage risk-taking in lists except when the upside is high and the cost is low, and I think Psykers fit that criteria.

>How many times do you believe you'll get to fire this thing at nob bikers before they're in your face and locked in combat for the rest of the game?

Generally twice, since it's 36" range. It should be a rare game when you don't get two shooting phases against something before it is locked in combat with you, especially with abundant vehicles that they have to crack first.

>I'd argue that Grey Knights are in fact one of the most capable footslogging MEQ armies out there

GK are very good at building hybrid armies, but I don't think they're very good at building foot armies. (Unless you support them with something else.) Remember, it's entirely possible to start 40" away from the enemy with the new deployments, at which point you are three turns of movement away from even being able to open up with your first shots; DSing won't solve this problem. Moreover, you suffer from a general lack of models even in a foot GK army; hybrid or mech can mitigate this by using the transports as protection.

DSing is certainly better than it's ever been and in many armies bringing in a DS unit late can be useful, I just don't think this is one of them. The fact that GKSS can teleport in is actually quite advantageous in certain situations and even Kirb's army may sometimes make use of it, but that will be an exception, not a rule, and isn't a reason to take a squad sans transport.

>unless he goes 2nd, or gets seized on, and doesn't have a chance to get quake up before the first wave comes in.

This is only relevant against Drop Pods/Daemons; Drop Pods have very few things that can scare him and attaching Coteaz to the GKSS is a much better plan than Servitors against Daemons (since weight of fire and high Str are more important than AP against them.) Also, units disembarking from a Drop Pod won't be particular easy prey for Plasma Cannon shots, so it seems odd to recommend that.

>Plasma Cannons vs transports

Eh. See the thing is, S7 still isn't that amazing- it works on Autocannons/Psycannons 'cause you get a bunch of shots, but throwing three Plasma Cannons at a transport is generally going to get you ~1HP off it if it has cover (and maybe a damage roll if you're lucky.)
"...while it may be unreliable, the Psykers' blast is extremely effective when it works." -AP

So's a Shokk Attack Gun. Unreliable but effective on the slim chance it works shouldn't generally qualify something for inclusion in a competitive list.

"Remember, it's entirely possible to start 40" away from the enemy with the new deployments, at which point you are three turns of movement away from even being able to open up with your first shots" -AP

If the enemy sets up 40" away from you and sits there, that means they're conceding *at least* 2/3 of the board to you, and you still have deep strikers and psyflemen to reach out and touch them.

"Drop Pods have very few things that can scare him" -AP

Last time I checked massed plasma and melta fire is not something grey knights enjoy. Drop pod alpha strikes can be nasty. It's not something you're going to see a lot, but it's something to be ready for.

"attaching Coteaz to the GKSS is a much better plan than Servitors against Daemons (since weight of fire and high Str are more important than AP against them.)" -AP

Weight of fire and high STR... hmm... you mean like a ton of of S7 hits from plasma cannons? 'Cause that's what's likely to happen with a plasma cannon servitor squad fires on daemons bunched up in deep strike formation. Again I'm wondering if this is something you've actually tried. Try it before you knock it. Coteaz with a strike squad is fantastic, I agree with you there, just don't rule out the fun to be had with Coteaz attached to a nice squad of henchmen including plasma cannon servitors. If you want more volume of fire for the squad (and some ablative wounds), start adding storm bolter acolytes for a measly 7 points apiece.

"Also, units disembarking from a Drop Pod won't be particular easy prey for Plasma Cannon shots, so it seems odd to recommend that." -AP

What comes out of Drop Pods? MEQs. What do MEQs hate? Plasma. They won't be bunched up like deep strikers but they still die by the handful to plasma cannons.

Ultimately, this discussion of where to put coteaz is mostly irrelevant because it's incredibly unlikely someone will deep strike within 12" of coteaz on purpose when you have anything shooty attached to him. But deep strikers do scatter into unfortunately places, especially if your opponent's being less than conservative with their deep strikes. And that's really the point of coteaz against deep strikers - you put him with something scary and it creates an effective zone of denial even on top of turn one.

I'm just saying don't count out the little servitors that could. I think they're a vastly under-used henchmen configuration and I highly recommend them. Certainly more than I'd recommend psyker henchmen :D
Discospawn's avatar

Discospawn · 655 weeks ago

Your Tyranids list and your Grey Knights list has the same number of models. This usually means you're doing something wrong. I don't think MSU works with Tyranids because your shooting is so limited and you aren't likely to get any armor saves (FNP mitigates this, but I'm not sure if you're planning on using Catalyst on the genestealers or the Canifexes).

I think you'd be better off bringing some flying Hive Tyrants instead of the carnifexes, and using them as your HQ's instead of your Primes. You'll lose your wound allocation shenanigans, but you'll gain 2 much stronger, tougher units, and using Catalyst on them will be more effective than using it on 10 genestealers or a carnifex.

But obviously this is a tournament so you're limited by your models. If those are the only models you'll have ready, yeah, that's probably the most effective way to outfit them.
1 reply · active 655 weeks ago
Tervigons mean the 'Nid list is gonna have way more models than first appears. Still, though, I'm not really excited about that 'Nid list, would rather see more Tervis and Gargoyles and stuff than the Dakkafexes.

Flyrants are gonna eat all of the anti-flyer weapons people are taking ebcause of Vendettas and Night Scythes, and they aren't nearly as tough as either of those things.
I feel like the Stormravens would be better replaced by ML Devs. I know, Flyers, they're awesome, etc, but the Devs give you some firepower to help whittle people down a bit more. I'd probably also drop Mephiston for a normal Libby - Mephy is cool, but a huge target in this list, especially for things like lascannons.
I think the GK list is the strongest of them, although it does feel like it's underutilizing Coteaz's ability to get cheap troops. It does at least have a lot of scoring units, however.

The BA list I don't really like at all. Jumpers and Stormravens don't belong together, and it lacks any of the support elements that Blood Hammer, etc, use to tilt games in their favor.

The Tyranid list is okay, but 'Stealers without Broodlords seems kinda weird. Gargoyles, as you saw in our game, are really good at pushing early threats on the enemy and tying them up so your other forces can arrive; 'Stealers can support this, but I don't think they'll do the job on their own. I also don't really like Dakkafexes all that much- I mean, they're far from bad, but I'd just rather put those 200pts into something else.
2 replies · active 655 weeks ago
I'm feeling that as well with the BA list.

Swapping Genes for Gargs is an option, though I only have models for one squad, but I've found Dakkafexes to be quite useful despite the overall cover reduction. But ya, turning them into more bodies probably isn't a bad thing...
Pornotheater's avatar

Pornotheater · 655 weeks ago

You had some pretty great shooting for a tyranid list. I think that is it's saving grace
Princelarming's avatar

Princelarming · 655 weeks ago

I run a list very similar to the Tyranid list posted above, and i have a few comments:
- Never had any success with Genestealers in 6th - the drop in cover and FNP means a lot to 17 pts models, compared to Gargoyles, for instance...
- Speaking of Gargoyles - they work better now - i'd think about exchanging one (or both) of the Genestealer broods to get points for Gargz and Zoans, as described below. Generally, 'Stealers don't get to score objectives anyway, because they get thrown into assaults and generally get beaten up (over the course of the game...)
- I got Psychic Support from a pair of Zoanthropes, changing their powers for rolls on the Biomancy Table - thhus being able to cast Blessings on both 'Fexes, Tervi's and possibly themselves...
- Tried both solo-fexes a couple of times and a Fexstar last game, and while the threat of a couple of fexes with Prime support, Regeneration and Endurance cast on them is immense, it's better to go with the added flexibility of two units...
2 replies · active 655 weeks ago
I think he is using them as solo fexes? Then a Prime joins each one.
Princelarming's avatar

Princelarming · 655 weeks ago

I know - but the option for a Fexstar is there, and in some matchups it could be beneficial... Just sharing my thoughts on the subject
Amazing Horse's avatar

Amazing Horse · 655 weeks ago

First time commenter here... Be nice:P Anyway, having played Nids for three years, I have to say I have honestly given up on Genestealers. Even in 5th, the only times they were ever good for me was when my opponent let them. If I´m up against someone who knows what he´s doing, I´ve got a whole bunch of 17pt T4 models that hit at Initiative 1; They might be good, but I don´t know, I think they´re either too expensive or too soft for their cost. Broodlords for psychic powers might be a good idea, though, but as mentioned they are really limited in what they can actually use.

Also, maybe I´m a noob, but I like Deathspitters on Primes. It´s not much, but hey, it´s a heavy bolter, and I think we´ve all seen Chimeras get lucky with those.
Big units of Genestealers without Broodlords are dead to me since 6th ed hit. Even min-sized with Broodlord feels like an uncertain investment.
No allies tournament? What the fuck is wrong with your country?

I support BA, keep Mephy hidden and life will be good.
1 reply · active 655 weeks ago
Nervous Tournament Organisers, it's as simple as that. It isn't the first no-allies tournament I've heard of, and it won't be the last.
I've even see an tournament that banned allies but allowed Forge World, for all the sense that makes :D

Hopefully we'll see more 'rule book' 40k soon.
Pornotheater's avatar

Pornotheater · 655 weeks ago

You could also find some points to ram a acolyte into those henchmen squads, they would mean you still have a scoring unit when the morons kill themselves.
2 replies · active 655 weeks ago
I'm pretty sure he has 8 Psykers + 1 naked Acolyte in each squad, or at least that's how he's always run them in the past.
2x8x Psykers, Acolyte, Chimera w/Searchlight

;)
Pornotheater's avatar

Pornotheater · 655 weeks ago

Also how much use are those poor plasma guns getting? Are you tending to charge when you get close or do you only fire when for those 24 range shots?
1 reply · active 655 weeks ago
I've played with Plasma on my BA a decent bit (because I'm stupid, basically) and being unable to charge can be relevant, but especially when you're in that 9-12" range band it's not really a big deal- chances are good you wouldn't have gotten the charge off anyways, and almost certainly so when you're going into cover.

Plasma can help solve one of BA's big problems (getting rid of nasty stuff like MCs and hammer units), but I'm still not really sold on the list.
I dont really like the dakkafexes on the tyranid list. They aren't bad, but they are a tad overexpensive. Also yes, you really want those two broodlords there. It is one list that could actually use more troops slots.

Blood Angels... well, meh. I am not sure how dual stormravens will survive, but you have to think that some people will come prepare to deal with a necron flyerwing. Dual ravens seems quite mild in comparation. Also, the survivability drop from FNP and cover doesnt look good. And you dont really have melee besides mephiston. Blood Angels got worst on the charge due to the changes to FC, and got worst due to FNP. You are going to need to bring more stuff melee capable than to simply try to attrition down the enemy. For example, your own non-melee Grey knights list would give your blood angels a run for their money.

Grey Knights sound quite reasonable. Although if you are only bringing 2 psyker squads, why not bring them as elites and leave Coteaz out? A simple inquisitor will free quite a bit of points that could go towards another strike squad on troops.
Are you allowed to attach ICs to units bought as single models like carnifexes and paladins?
5 replies · active 655 weeks ago
No reason why you can't do it with Paladins. After all, it's still a squad of paladins, whether there's 1 or 10. It's not like if your tactical marines have 9 deaths, the IC with them leaves the unit, is it?

Carnifexes I have no idea.
Strategist's avatar

Strategist · 655 weeks ago

Carnifexes are labled as a Carnifex Brood (Squad) regardless of whether you bring 1 or 3, so it should be the same.
That's why I'm confused. Does it still count as a squad (brood) if it's purchased as a single model unit in your army list?
Yes. If the Unit has the option to take more than one Model, an IC can Join it. It's only Units that have a listed Unit Size of 1 that can't be Joined by ICs.
ICs are only unable to join units that "only ever consist of a single model." Since it it legal to have a brood of carnifexes (or squad of Paladins, or whatever) ICs can be attached to them- the number of models in the army list or currently on the table is irrelevant.

Post a new comment

Comments by

Follow us on Facebook!

Related Posts Plugin for WordPress, Blogger...