I love this video. As a blood angels player, it's pretty much a game of "if I charge it, it's probably getting picked up". Just use red rampage for more durable enemies. Terminators, ctan, monoliths, guard tanks are like paper to us. We just cut them up with chainswords, like a hot knife through warm butter. Most units won't last against ten blood angels with melee weapons on the charge, especially if those weapons are AP 2.... Which we have tons of ways of getting. Though, positioning is even more important, as we need to get there first, and getting caught in the open is a death sentence.
I'm trying 5 incursors for the +1 to hit 10 hellblasters with lieutenant+fire discipline, this is a real deal, but requires some planification, you can put the hellblasters on strategic reserves and usually works well.
The eradicators with biologis and fire discipline also makes for a killer overwatch. Can usually pop two things with them in a round if your opponent isn’t careful
@@danielsneap1520if you read fire discipline it says something along the lines of “rolls of 5 that hit become critical hits” if the roll doesn’t hit, as during Overwatch, then it doesn’t crit, so only 6s on Overwatch. Everything that expands the crit range says this to avoid that problem afaik, but even if it doesn’t it still probably doesn’t hit during Overwatch unless it explicitly says it hits in a greater range during Overwatch, because Overwatch doesn’t only hit on crits, it only hits on unmodified 6s. Those are also obviously crits, but not all crits count as unmodified 6s As an interesting byproduct this also means if you really hurt their hit chance you can make them only crit on 6s in normal shooting too, idk how to do this other than combining the deathguard detachment ballistic score reduction, combined with some -1 to hit to make their multi melta only hit on 6s.
The Wulfen dreadnought doesn't just get mortal wounds on the charge, it's every time it fights. If it gets charged first and survives it can still deal mortals. Also its MW output is higher than a brutalis, even in a turn it charged
I like your idea about using the DC dreadnought to destroy vehicles. I'd wondered about that. I'm actually building one, and all I've heard about the DC dread is "don't use it".
@@vfminiatures I have not been able to check it yet but my main plan is to hold a peripheral objective in no man's land round 1 with these hellblasters so then the calvary can come in latter rounds and take that objective plus the center. I have only played it once but without Azrael and I had my first victory in 40k ever as it was my 7th match ever.
A transport is actually really bad for azrael. If he’s in a transport you don’t get his bonus command point, so if you’re going to have to put whatever unit he’s in inside a transport, it’s probably more worth it to just choose a different unit that doesn’t need a transport.
Eradicators are really powerful unit. I am a vanguard spearhead player and biologis + blade driven deep (infiltrate ability) + eradicators + captain in phobos is almost uncounterable option. You can deploy ur eradicators anywhere, and after you determine who's first turn - captain is come in play, you can just redeploy eradicators sometimes in 9" of target you want, and your opponent can do almost nothing about it. In, maybe, 8/10 games eradicators kills desired target in one volley of shots, despite i go first turn or my opponent.
Agree, but all redeployments now happen before the big roll, including Phobos captains unfortunately. So this combo doesn’t work that well, still good enough
Overcharged Hellblasters with a Lieutenant for Lethal hits gives you 20 attacks with rerolled hits on Oath to fish for 6s. If any blow up they get to shoot again before being removed. Take an apothecary too and you can also bring one back from the dead each turn.
I usually roll them up the board in a Land Raider with twin God Hammer Las Cannons, hurl them out of the assault ramp and unleash a barrage of lasers and plasma. Opponents either have a choice of chipping away at the LR and leaving all models shooting or going for the squad that will fire back if you kill them and leaving a fresh LR staring at them.
@@vfminiaturesI won’t lie; when Vanguard Tactics put two of these combos in their list without explanation, I was like “what the fuck is this list?” Now that I’m crunching the numbers, that is WILD. Way better than the Bladeguard + support I’ve been running.
So would the combo for salamanders firestorm assault detachment be good cuz i think i wanna run the 3 eradicators and the biologis with the forged in battle enhancement?
Centurions with Uriel and Vanguard Spearhead are strong too! You can boost them with stratagem +1 hit and -1 fp so 6d3 +2 9 -3 D3 and 6 +2 12 -4 d6+1 rerrolling 1's if enemy unit not in a point and all to hit if it is. Also 6 lasers have twinlinked so GG.
If you want to maximize the damage output of the unit take the grav cannons they wound on a 2+ and you get 3 attacks for 3 damage each . On average that will do more damage and is more effective with the strategem
Primaris Sword Brethren (+1damage) with High Marshal Helbrecht (crits on 5's and +1 strength & some mortals), use the Lethal Hits vow and proc crusaders wrath for a shit ton of strength 7 Ap 3 Dmg 2 power swords hitting lethals on 5's (if youre only usibg the basic loadout, the squad has a few special melee weapons too) and thats before you take into account Helbrechts weapons.
@@sbeaber ah yes, the Highest Marshall can't lead Sword Brothers yes. He's actually only allowed to lead a 5 man squad of intercessors and only if the sergeant doesn't have a special weapon.
Would something like Adarax with 5 Assault Intercessors work as well as captein with assault intercessors? Then they would get rerolls to wound no matter what and adarax has a scary weapon profile
His hammer is A5 S10 D3. I guess vs. toughness 8, 9 and 10 it might be pretty good. Much weaker against higher toughness and lacking dev wounds is also a drawback, but if he surives the combat he is still better than the captein
@@vfminiatures Thanks, I also got the impression that the BGV are much better with adarax. At the moment I do not have any BGV, so my options are: Stern guard, Infernus, Intercessors or assault intercessors. I assumed that Assault Intercessors would perform best as they have the best melee profile, are the cheapest and are battleline. The overlap is annoying and it makes me feel like I am wasting pts, however it is probably the best option for me in this case. It is for an escalation league btw
@@vfminiatures A league where you start at lower pts, like 1000 and you get sett up to play 1 or 2 matches, then it escalates to 1250 or 1500 pts and play 1 or 2 matches, this repeats till you are at 2000pts and then play you last matches. In the end the winner is the one who won the most/got most pts, or maybe they have some other stats to keep track of. It is supposed to be beginner friendly and painting score is not taking part in the "escalation" winner price. In the escalation leagues I am playing in we have challenge matches that let us challenge the other players in the league. There is also a price for the one who gets the most points with all the paired matches and challenge matches, in this case the painting score increases your Liga points.
Yes you can, from the side of the board: WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase). RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
You can put anything in reserve (there is points restrictions) and from your turn 2 it can enter from side board. Turn 3 can enter enemy's deployment side. Deepstrike can enter anywhere 9 inch away from turn 2.
As a Guard player, may I humbly suggest; Shadowsword+Daring Recon+Take Aim!+Fields of Fire. Guaranteed to knock 24-48 wounds off any armour without an invun each shooting phase.
Again no Fire Discipline with Hellblasters? Hit rerolls, Lethal hits, Sustained hits, with AP -4 and critical on a 5+ on a 24" range. This combo with a lieutenant and an impulsor is insane. Due to the range, the better mobility and the volume of shots it will kill easily tanks...and all other units...Eradicator can't keep up with this imo.
That combo is devastating, but costs 405 points for 11 models with T4, W2 and 3+ saves. It's even more likely to die than the gravis combo before it actually gets to do anything.
Critical hits on a 5+ doesn't help you with overwatch tho. As overwatch is ruled, only a nat6 counts as a hit. Only if a rule SPECIFICALLY states that the unit hits overwatch on a 5+ or 4+, it always only hits on a nat6, regardless of rules.
@@JimH.Both units are death anyways, and the eradicators combo is 455 points, and you must shoot from 9" for the maximum impact, you will need that for destroy what is supossed to destroy that unit, hellblasters are optimal at 24+D6" if they are on the ground. Also the Hellblaster without the impulsor is 325, 130 points less and much more flexibility againts hordes.
I love this video.
As a blood angels player, it's pretty much a game of "if I charge it, it's probably getting picked up". Just use red rampage for more durable enemies. Terminators, ctan, monoliths, guard tanks are like paper to us. We just cut them up with chainswords, like a hot knife through warm butter.
Most units won't last against ten blood angels with melee weapons on the charge, especially if those weapons are AP 2.... Which we have tons of ways of getting.
Though, positioning is even more important, as we need to get there first, and getting caught in the open is a death sentence.
I'm trying 5 incursors for the +1 to hit 10 hellblasters with lieutenant+fire discipline, this is a real deal, but requires some planification, you can put the hellblasters on strategic reserves and usually works well.
The eradicators with biologis and fire discipline also makes for a killer overwatch. Can usually pop two things with them in a round if your opponent isn’t careful
They only hit on 6s but yea the sustained and lethal would get some additional damage through.
Would overwatxh change to hitting on 5 in dev doctrine or does the crit change not occur on overwatch?
No not on overwatch, but they do reroll hits too, so can usually hit at least a couple 6s which turn into 4 hits with 2 lethals
@@danielsneap1520 hitting on 6s can't be modified.
@@danielsneap1520if you read fire discipline it says something along the lines of “rolls of 5 that hit become critical hits” if the roll doesn’t hit, as during Overwatch, then it doesn’t crit, so only 6s on Overwatch. Everything that expands the crit range says this to avoid that problem afaik, but even if it doesn’t it still probably doesn’t hit during Overwatch unless it explicitly says it hits in a greater range during Overwatch, because Overwatch doesn’t only hit on crits, it only hits on unmodified 6s. Those are also obviously crits, but not all crits count as unmodified 6s
As an interesting byproduct this also means if you really hurt their hit chance you can make them only crit on 6s in normal shooting too, idk how to do this other than combining the deathguard detachment ballistic score reduction, combined with some -1 to hit to make their multi melta only hit on 6s.
The Wulfen dreadnought doesn't just get mortal wounds on the charge, it's every time it fights. If it gets charged first and survives it can still deal mortals. Also its MW output is higher than a brutalis, even in a turn it charged
Yes, it’s amazing 🤩
I like your idea about using the DC dreadnought to destroy vehicles. I'd wondered about that. I'm actually building one, and all I've heard about the DC dread is "don't use it".
Jump grenades works well with sororitas pretty well too now, I'm noticing
I went crazy as I play Vanguard Spearhead with Dark Angels so I mixed a lieutenant with the infiltrators enhancement plus Azrael leading hellblasters.
That’s quite unique - did it work out?
@@vfminiatures I have not been able to check it yet but my main plan is to hold a peripheral objective in no man's land round 1 with these hellblasters so then the calvary can come in latter rounds and take that objective plus the center. I have only played it once but without Azrael and I had my first victory in 40k ever as it was my 7th match ever.
This is comment to support channel
This is a great summary, really useful
Glad it was helpful!
🔥🎸🔥
Doesn't the Librarian have the abbiliy to give a +4 to Hellblasters?
Yep, you can
A transport is actually really bad for azrael. If he’s in a transport you don’t get his bonus command point, so if you’re going to have to put whatever unit he’s in inside a transport, it’s probably more worth it to just choose a different unit that doesn’t need a transport.
Yes, you miss out on 1CP potentially (because you still are likely to discard a card and get that CP) but his mobility becomes much-much better
Eradicators are really powerful unit. I am a vanguard spearhead player and biologis + blade driven deep (infiltrate ability) + eradicators + captain in phobos is almost uncounterable option.
You can deploy ur eradicators anywhere, and after you determine who's first turn - captain is come in play, you can just redeploy eradicators sometimes in 9" of target you want, and your opponent can do almost nothing about it. In, maybe, 8/10 games eradicators kills desired target in one volley of shots, despite i go first turn or my opponent.
Agree, but all redeployments now happen before the big roll, including Phobos captains unfortunately. So this combo doesn’t work that well, still good enough
Overcharged Hellblasters with a Lieutenant for Lethal hits gives you 20 attacks with rerolled hits on Oath to fish for 6s. If any blow up they get to shoot again before being removed. Take an apothecary too and you can also bring one back from the dead each turn.
I usually roll them up the board in a Land Raider with twin God Hammer Las Cannons, hurl them out of the assault ramp and unleash a barrage of lasers and plasma. Opponents either have a choice of chipping away at the LR and leaving all models shooting or going for the squad that will fire back if you kill them and leaving a fresh LR staring at them.
The only thing I don’t like is the wasted assault ramp - you better use Repulsor for them, and they would also get protection from charges
Holy smokes. With the right buffs, five assault intercessors + Captain can crack a LEMAN RUSS?! WILD.
@@jonathanellis5811 yep, very underrated combo
@@vfminiaturesI won’t lie; when Vanguard Tactics put two of these combos in their list without explanation, I was like “what the fuck is this list?”
Now that I’m crunching the numbers, that is WILD. Way better than the Bladeguard + support I’ve been running.
So would the combo for salamanders firestorm assault detachment be good cuz i think i wanna run the 3 eradicators and the biologis with the forged in battle enhancement?
Yes, but 6-man would be more efficient imho
Centurions with Uriel and Vanguard Spearhead are strong too! You can boost them with stratagem +1 hit and -1 fp so 6d3 +2 9 -3 D3 and 6 +2 12 -4 d6+1 rerrolling 1's if enemy unit not in a point and all to hit if it is. Also 6 lasers have twinlinked so GG.
If you want to maximize the damage output of the unit take the grav cannons they wound on a 2+ and you get 3 attacks for 3 damage each . On average that will do more damage and is more effective with the strategem
Primaris Sword Brethren (+1damage) with High Marshal Helbrecht (crits on 5's and +1 strength & some mortals), use the Lethal Hits vow and proc crusaders wrath for a shit ton of strength 7 Ap 3 Dmg 2 power swords hitting lethals on 5's (if youre only usibg the basic loadout, the squad has a few special melee weapons too) and thats before you take into account Helbrechts weapons.
He can't lead sword brethren
Helbrecth can lead sword brethren
@@sbeaber ah yes, the Highest Marshall can't lead Sword Brothers yes. He's actually only allowed to lead a 5 man squad of intercessors and only if the sergeant doesn't have a special weapon.
@@sbeaber Ummmm... ;-)
Would something like Adarax with 5 Assault Intercessors work as well as captein with assault intercessors? Then they would get rerolls to wound no matter what and adarax has a scary weapon profile
His hammer is A5 S10 D3. I guess vs. toughness 8, 9 and 10 it might be pretty good. Much weaker against higher toughness and lacking dev wounds is also a drawback, but if he surives the combat he is still better than the captein
@@tobiasnenseter8044 oh, absolutely, but you don’t want Intercessors then, because it would be an overlap of rules, BGV are better for this
@@vfminiatures Thanks, I also got the impression that the BGV are much better with adarax. At the moment I do not have any BGV, so my options are: Stern guard, Infernus, Intercessors or assault intercessors. I assumed that Assault Intercessors would perform best as they have the best melee profile, are the cheapest and are battleline. The overlap is annoying and it makes me feel like I am wasting pts, however it is probably the best option for me in this case.
It is for an escalation league btw
@@tobiasnenseter8044 yes, out of present options AI are best 💪. What’s escalation league?
@@vfminiatures A league where you start at lower pts, like 1000 and you get sett up to play 1 or 2 matches, then it escalates to 1250 or 1500 pts and play 1 or 2 matches, this repeats till you are at 2000pts and then play you last matches.
In the end the winner is the one who won the most/got most pts, or maybe they have some other stats to keep track of.
It is supposed to be beginner friendly and painting score is not taking part in the "escalation" winner price.
In the escalation leagues I am playing in we have challenge matches that let us challenge the other players in the league. There is also a price for the one who gets the most points with all the paired matches and challenge matches, in this case the painting score increases your Liga points.
Wait what. You can rapid ingress a dreadnaught ?brutalis ?
No, u cannot if not deepstrike
you can rapid ingress any unit, because it has no deepstrike or infiltrators keyword it has to start on the board edge as per normal reserve rules
Yes you can, from the side of the board:
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
You can put anything in reserve (there is points restrictions) and from your turn 2 it can enter from side board. Turn 3 can enter enemy's deployment side. Deepstrike can enter anywhere 9 inch away from turn 2.
@sean2549 ohhh so I don't have to out everything on table turn 1 ! Thabk you
As a Guard player, may I humbly suggest; Shadowsword+Daring Recon+Take Aim!+Fields of Fire. Guaranteed to knock 24-48 wounds off any armour without an invun each shooting phase.
Baneblade variants don't have the squadron keyword and don't benefit from fields of fire or the detachment lethal hits
Let's just play space marines at thier original points. Every edition ALL of the viable units get point bumps into wish i didn't buy it category 😂
Azrael can join Hellblasters but not Tigirius wtf!?
That’s just stupid, I agree
Again no Fire Discipline with Hellblasters? Hit rerolls, Lethal hits, Sustained hits, with AP -4 and critical on a 5+ on a 24" range. This combo with a lieutenant and an impulsor is insane. Due to the range, the better mobility and the volume of shots it will kill easily tanks...and all other units...Eradicator can't keep up with this imo.
That combo is devastating, but costs 405 points for 11 models with T4, W2 and 3+ saves. It's even more likely to die than the gravis combo before it actually gets to do anything.
They’re still standard marine bodies and there’s a lot of shooting that’s very capable of killing MEQs
Critical hits on a 5+ doesn't help you with overwatch tho. As overwatch is ruled, only a nat6 counts as a hit. Only if a rule SPECIFICALLY states that the unit hits overwatch on a 5+ or 4+, it always only hits on a nat6, regardless of rules.
@@JimH.Both units are death anyways, and the eradicators combo is 455 points, and you must shoot from 9" for the maximum impact, you will need that for destroy what is supossed to destroy that unit, hellblasters are optimal at 24+D6" if they are on the ground. Also the Hellblaster without the impulsor is 325, 130 points less and much more flexibility againts hordes.
Use Azzy+LT x10 hellblasters and the Erad combo.
Class is good at inflation for sure.....😃😄😁😆😅 5 Smile's on the show.