Blood Angels List Synergies! (10th Edition)
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- Опубліковано 18 чер 2023
- Greetings Battle Brothers, let's dive in and talk about building army lists now we've had a few days to reflect on the rules and points. The army list show is going to return SOON and we're planning a day of live matches this Saturday for the launch of 10th edition!
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Leave a comment on your thoughts and thanks for watching!
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#Warhammer40k
#bloodangels
#10thedition - Ігри
Isn't Dante also OC 2 because of the banner? I mean, he counts as part of the unit, doesn't he?
He does good point!
Idk if it works that way. A unit with a leader is two units, as a commander could spot for the crisis suits they lead and the same way overlords don’t come back if you don’t kill the warriors they’re leading. That my interpretation though idk for sure how it works
@@henryplitt2360 They count as the same unit until either the bodyguards or the leader dies, at which point they count as two separate units. For something like a grind them down effect, killing a unit with a leader counts as two units killed, but while they are alive they are one unit.
Great video!
2 other things I have found very useful in my games so far:
1. Baal Predators w/ full Flamer loadout are possibly the best Overwatch shooter in the entire game right now. The area denial this unit provides is silly good and it threatens Infantry of basically any type. Your enemy is forced to deal with it at range, which their own options may be limited to do so. It still suffers from concentrated fire, but losing a 125 point model to that instead of something more valuable is worthwhile.
2. 6x Eradicators in a Repulsor has great synergy! The Repulsor is tanky enough to withstand nearly everything, and almost as you described with your Sanguinary Guard strategy, moving the Repulsor max distance, disembarking, and then having 18" melta range works really well. The secret sauce with this combo though, is the Repulsor ability to embark the Eradicators when they get charged. This prevents them from ever really being tied up because they can simply disembark in your turn on the other side of the Repulsor and move/shoot.
Cheers!
How are you planning to protect the Repulsor vs knights?
@@ba_commander In all honesty, I don't play against many knight lists so perhaps I'm not equipped to handle the question.
If I had to brainstorm it seems like threat saturation could be compelling. Despite their relative power, knights do have a limited amount of guns. I also think the Eradicators could use the Repulsor as alabative wounds, because of their natural re-rolls, they feel like one of the only melta units left that can punch up.
Blast is +1 attack per 5 models in the target unit, for every weapon the shooting unit has that has Blast. It's wild.
That does sound WILD!
@@ba_commander yup per weapon... felt that pain against orks this weekend
I'm glad you're testing out the Sanguard first. They don't sound spectacular on paper, but just maybe, there's something there that'll be better in practice. I'll be excited to see how Mephiston does. I was delighted to see the return of Transfixing Glare from 2nd edition. I'd have loved to see a Master Crafted Plasma Pistol, but maybe his hand got too big to use it when he crossed the Rubicon 😄
We'll find out on Saturday!
if you use the incursor squad insteaed of the land speeder for the +1 to hit the krak missile gets the bonus as well
Very true!
Hey it's almost all worth a try right now. I think this very early part of 10e is probably going to be super unbalanced so I'm not going to decide too much for a few months most likely.
Certainly feels that way!
The thing with San guard is with the BA detachment rules they and the strat that gives them lance you can see them being really devastating, with just the blades they will be 5 attacks each, at S6, Ap2, with 2 damage and with Dante they are +1 to hit, and with lance they are +1 to wound, and with Dante they are +1 to charge, whilst whatever they charge into could be down weapon skill, -1 to hit and -1 to wound. So their alpha hit charge is extreme, plus if you get shoot something with those inferno pistols at close range that is D3 +2 damage each at strength 8 as well. BUT the issue is once they have charged something, they have probably completely wiped it out and then they are very squishy T4, 2W models who could easily get wiped in one shooting phase. So this huge points cost for potentially just one alpha damage hit, you almost have to kill something of the enemies that is like 400+ points to make it even close to worthwhile.
Sanguinary Guard ought to get an extra wound and an invuln save, especially at their current points.
Preach it brother!
Pumped for the content John!!
Thanks dude!
great content John. Looking forward to the stream while I build my Leviathan box saturday.
Awesome, see you on Saturday!
I've been looking forward to this.
Hope it helps!
Great video. Question for you. I noticed in the video you did a few days ago, you seemed to be a little more focused on maximizing points (2k) than your video guests, with one guest suggesting overwhelming the enemy with unit count & firepower. Since you are focusing this video on synergy and maximizing stats, did you also take into account BA's melee bent and close quarter conflict strengths? I'm trying to piece together a 2k army that is balanced and true to the chapter's melee strength for general gameplay. I know I know, 100 ways to skin a cat, but I wanted to build something true to the chapter's melee strengths without losing gameplay balance. Would you do a "textbook" 2k BA list that takes this into account? BA strengths + Synergy + Doctrinal support? Thanks man, love the channel.
I really like the idea of utilising the Librarian and its Wings of Sanguinius (WoS) ability as delivery mechanism for non melee-focused units tactically.
1. Put a tough or high OC unit on a centre objective early. Example moving a Tycho lead command squad (with storm shield rapid fire lascannon veterans) onto a centre objective). If you didn't move the unit before Libby ability they are hitting on 3+, rapid fire within 24", have a 4++ on 3 of the models and an OC 12 for the unit (also like the idea of doing this after moving a transport and disembarking)
2. Put eradicators within half range of important units (such as backfield out of sight indirect fire) after keeping them out of line of sight up till that moment (Seems much better than bringing them on as strategic reserves and hoping something is near an edge); alternatively use Sternguard or Agrressors to kill out of sight desolation squad
3.Move a lone operative somewhere more useful examples would be if you used a Vindicare assassin and always kept him within 12" and if it looks like the enemy is going after him then move him using WoS. Alternatively you could initially keep a techmarine alongside the Libby Dread and maybe another nearby vehicle and should you have a vehicle elsewhere which needs the repairs more, use WoS to move the Techmarine
4. WoS doesn't have any wording that says you can't use it on a unit in engagement range and as such it is a great escape option that doesn't place any negatives on the targeted unit like falling back would
Add
Trevy at Tactical Tortoise said that there may be a balance sheet adjustment targeting indirect fire units.
That would make sense!
Careful John you cannot move after disembarking from a transport that has moved. Assault Ramp only allows them to perform a charge after disembarking. So Land Raider moves 10" disembark 3" then charge
I mean that's still alot better than their base of 6" move right? More than double?
Absolutely 😂
25" threat range is fantastic
List is looking strong. I really like the attachment buffs and the ideas with the land speeder, desolation etc too. No terminators on the list? I'm keen on Astorath as well, think he could be interesting
I was considering Terminators over the BGVs... it's possible.
Apparently there are rules changes coming tomorrow and I wouldn't be surprised if something is in there around indirect fire particularly to tone down the desolation marines or something is done with them directly. Or they will do something with oath of moment.
Was this just a rumour?
@@ba_commander Maybe, unless its been delayed because they have picked up on other issues. I've seen a few people mention it and tournament runners in Germany basically changed a lot of rules back to 9th so youd think GW might do something.
How about a Thunderfire in the list ? I think i will play one in tournaments....quite nice to slow a unit like that, I think there will be a lot of deathstars like 10 termies with characters for example
Thunderfire does seem better with the slow no longer being a stratagem!
Played my first game of 10th against Necrons yesterday and man… what really killed me were mortal wounds not even from psychic attacks. He brought a void dragon and a doomsday arc and my god….
Did you have any protection?
@@ba_commander i had invuln saves, and some fnp on my death company, but the mortal wounds were from devastating wounds not from psychic sources. The doomsday cannon has an ability where if it stays stationary, it gains devastating wounds and the cannon has d6+1 shots, each at 4 damage
I like assault squads. Can choose between lance or sustained hits 1 or lethal hits
I mean with tons of chainswords it's an option!
Have you thought about sniper scouts?
Cant be shot outside 12, 2 wounds, hard to hit, and have acurate hardhitting precision guns, and are cheap.
Them shooting at oath target is a great way to remove a buffing character before a charge.
I hadn’t really considered scouts. Are you fielding them!
@@ba_commander one game so far. Stood on a ruin with one trailing to an objective. Shot every turn with plunging fire, did not get shot at all, then turn 5 the ran out of LOS because the bad guys we getting close.
Held my DZ, and took theirs, but gave up the middle.
Rapid ingress was $$$. Waited to see where the possessed and chosen could charge, then dropped down DC to counter charge them in my turn.
I think for BA to be super competitive in 10th we've got to let go slightly of a super fluffy list, evident with your suggestion of the Desolation Marines.
Watched a stream with tabletop titans and 10 Desolation Marines (admittedly with oaths) did alot of damage to a 10 man unit of custodes.
Damn just 10?
I took the Libby dread and used it to move Dante and sang guard t1, popped adaptive strategy so they could advance and charge. They advanced from cover and moved 27" and charged. I took 3 min BG vets squads in my land raider.
How did you like Gladius?
you broke the rules. it is not a old spell, it is just a deep strike.
@@BloodyArchangelus what do you mean?
@@BloodyArchangelus I stayed out of 9" no cheating here
The Lib Dread wings counts the unit as moving so can't move again after being placed
I reread Assault Marines and they sound rad. Getting lethal hits, Sustained hits or Lance sounds bonkers for 19ppm. 2 models with high strength and 3 with chain swords feel like they should punch above their weight class.
Just remember those rules don't apply to the jump pack guys!
I've been using assault centurions in the land raider. Turn 1 I can move up the raider and disembark the centurions, I teleport them with wings of Sanguinius and try a 9" charge. If they fail the charge its still a brick of centurions on their frontline threatening a nasty overwatch. I then jump my Sang Guard squad up and into the now empty landraider to be ready for round 2
If mephiston is overcharging, then give the assault Intercessor Sergent a plasma Pistol as you roll hazardous for each guy in the squad that used a hazardous weapon so the Sergent can eat the first failed hazardous test.
I thought you had todo Hazardous tests on a per model basis? Or has that changed? I liked your idea for the Land Raider!
@ba_commander nope, you do hazardous checks per unit. It's similar to old desperate escapes
Hi, what is the situation with melee dreads now that points are out? Deatch company looked great but now thinking about going brutalis.
Brutalis probably is better than the DC dread, but the DC one does get some easier deep strike charges!
Interesting that none of the miniatures in the Leviathan box are in this list or mentioned. I'll be interested to see how it performs.
What Models from Leviathan Really stand it to you?
@@ba_commander None of them, which is why I'm not buying the box. But I'm looking around to see if anyone is using them in a real list.
Also I'm a big fan of storm speeder thunderstrike still. 1 with oath of moment bracketed a knight turn 1
Hot damn. It's buff isn't bad either!
@@ba_commander I think the biggest thing is they can deep strike now. On top of 14" move, I left on the table and put one into deep strike, my opponent struggled with his deployment.
I gotta find a good way to get a storm speeder in there, the one with an extra ap. I like all the other combos you should obviously but I want to try a list with a baal pred in there too
It feels like I struggled to get all the units I wanted into this list.
@@ba_commander very true
What would you recommend buying for a first timer? Right now ive got some intercessors, some eradicators, and Mephiston.
Have you got a Gladiator tank or any Sanguinary Guard?
@@ba_commander no but guard are on the planning list. I got mephiston as a birthday present from a buddy.
@@ba_commander im looking at Death Company and probably converting a squad of intercessors to assault intercessors. What would be other recs? I dont want to fully break the bank
Or teleport them behind and snipe out a lone operative. Or the sole backline objectives holder.
Teleport who?
@@ba_commander desolation marines....
Hello. Thank for the video. What do u think about Tycho? For 75 points he give rapid fire1, assault or heavy to fire weapon of his unit. In a command squad with inferno pistol and 2 multimelta gun, thats shoot 6 shoots of infernos pistols and 4 of multimelta with the rapid fire (wich can be upgrade by a lieutenant with lethal hit). Tycho also have a weapon with anti-infantry 4+ devastating wound, damage 2 + 2 (fusion); so in rapid fire he can potentially do 12 Mortal wounds on infantry with 3 shoots, 2+ to hit, 4+ to do critical wounds. He has a 2+ sav, 4+ inv sav and if he get a hit, he strike with 12 attacks Str 4 PA -1 Damage 2. He seems to be incredibly strong for the cost.
I do think Tycho looks kinda nuts. I had thought about Lascannons, but MM sound pretty good too.
@@ba_commander Its even better if you play with gladius détachement instead of sanguinus detachement. You can take a lieutenant or a priest with the bolter discipline enhancement and add it to the unit.
Captain tycho with command squad and a lt. is somthing that can put out some firepower and damage in melee on the charge.
I think I need to convert one of these!
I like using a 5 man death company with jump pack and TH and putting a chaplain with jump pack. It gives perma +1 to wound, no charge needed. Also SG being T4 with a 2+ and only being -1 to wound and hit in melee is criminal
It's not as good as you think now, both seem to do alot less damage.
They have nerfed TH a lot actually. It's not ws 3+ with installed -1 to hit. It's ws4+. If in 9th whenever you hit something with -1 to hit you could laugh "haha, I have outsmarted you and applied -1 on myself!" (Bc to hit couldn't be modified further than 1. Now TH will hit on 5+. Maybe I give it too much thought though
That’s actually pretty important point, not many people had picked up on!
Does a unit teleported by Wings of Sanguineous count as having moved?
It does yes!
If I'm reading this right, I think you can deep strike turn 1 but maybe I missed a rule somewhere. Also this is purely core rule book plus the original commentary.
(From Strategic Reserves pg. 43) "Note that
while all Strategic Reserves units are also technically
Reserves units, the reverse is not true, and so these
rules do not apply to units that are using other
rules that enable them to start the battle in Reserves
(e.g. Deep Strike)"
(From Deep Strike pg. 39) "During the Declare Battle Formations step, if every
model in a unit has this ability, you can set it up in
Reserves instead of setting it up on the battlefield.
If you do, in the Reinforcements step of one of your
Movement phases you can set up this unit anywhere
on the battlefield that is more than 9" horizontally
away from all enemy models"
(From Rules Commentary pg. 4) "Deep Strike (and Strategic Reserves): If a unit with the Deep Strike
ability arrives from Strategic Reserves, the controlling player can
choose for that unit to be set up either using the rules for Strategic
Reserves or using the Deep Strike ability. This also applies if a unit
with the Deep Strike ability is placed into Strategic Reserves during
the battle."
Notice how it says you can use EITHER the rules for Strategic Reserve (i.e from turn 2 on) OR Deep Strike which does not specify an arrival turn.
Read the little leviathan pamphlet in the new box it shows you can’t deep strike in turn 1
@@ba_commander ah that makes sense I pick up my box today! Thanks for the clarification
Does anyone know if a Lieutenant can join the company champion or the judiciar or is it specifically Captains and Chapter Masters?
Characters typically join squads, not other characters!
You have the agastus box john! You already get 10 desolation marines! No need for ebay!
They are so good I want more…
@@ba_commanderthey definitely are but get yours painted in preparation for the nerf hammer then maybe pick up more!
Just a heads up, this list is actually 2075 points. Might have something adding up wrong in the spreadsheet.
Yeah I’d rebuild it in the app guess the spreadsheet is messed up !
if an assault squad model were to, for example, give up it's chainsword for a melta gun, what becomes of that models melee stats?
It's now attacking with a close combat weapon. Check the sheet for the stats of that (prob A3, S4, WS3+, AP-)
It would fall back to the default close-combat option!
Hi Commander, the sum of your sheet is more than 1995, it is 2075
Damn it did one of the formulas break?
lol i kept checking to see if it was my kid making noise in the background
My bad :) gotta film when I can!
Blood Scars (1995 points)
Space Marines
Blood Angels
Strike Force (2000 points)
Sons of Sanguinius
CHARACTER
Chaplain (80 points)
• 1x Crozius arcanum
1x Plasma pistol
• Enhancement: Icon of the Angel
Lemartes (135 points)
• Warlord
• 1x Bolt Pistol
1x The Blood Crozius
Tycho the Lost (90 points)
• 1x Blood Song
1x Bolt Pistol
1x Dead Man’s Hand
OTHER DATASHEETS
Death Company Intercessors (90 points)
• 4x Astartes chainsword
5x Close combat weapon
4x Heavy bolt pistol
1x Plasma pistol
1x Power fist
Death Company Marines (260 points)
• 10x Plasma pistol
10x Power fist
Death Company Marines (130 points)
• 5x Plasma pistol
5x Power fist
Death Company Marines with Jump Packs (310 points)
• 10x Inferno pistol
10x Power fist
Gladiator Lancer (145 points)
• 1x Armoured hull
1x Icarus rocket pod
1x Ironhail heavy stubber
1x Lancer laser destroyer
2x Storm bolter
Inceptor Squad (115 points)
• 1x Inceptor Sergeant
• 1x Assault bolters
1x Close combat weapon
• 2x Inceptor
• 2x Assault bolters
2x Close combat weapon
Incursor Squad (90 points)
• 1x Incursor Sergeant
• 1x Bolt pistol
1x Occulus bolt carbine
1x Paired combat blades
• 4x Incursor
• 4x Bolt pistol
1x Haywire Mine
4x Occulus bolt carbine
4x Paired combat blades
Land Raider Crusader (255 points)
• 1x Armoured tracks
1x Hunter-killer missile
2x Hurricane bolter
1x Multi-melta
1x Storm bolter
1x Twin assault cannon
Scout Sniper Squad (75 points)
• 1x Scout Sniper Sergeant
• 1x Bolt pistol
1x Close combat weapon
1x Scout sniper rifle
• 4x Scout Sniper
• 4x Bolt pistol
4x Close combat weapon
4x Scout sniper rifle
Suppressor Squad (95 points)
• 1x Suppressor Sergeant
• 1x Accelerator autocannon
1x Bolt pistol
1x Close combat weapon
• 2x Suppressor
• 2x Accelerator autocannon
2x Bolt pistol
2x Close combat weapon
Whirlwind (125 points)
• 1x Armoured tracks
1x Hunter-killer missile
1x Storm bolter
1x Whirlwind vengeance launcher
You on the show tonight my friend!
Someone done the math on reivers? With the phobos lt you can pretty much always charge from deepstrike. And battleshock turns off stuff like armor of contempt.
Remember you’re not allowed to move after arriving from strategic reserve except if you charge.
@@ba_commander so the normal rule for reserves counteracts the triggered move from the Lt?
@@pvrhye I don't think so. The normal deep strike rules specify that you "count as having made a Normal move in the turn they are set up on the battlefield, and so cannot move further during this phase. Otherwise, units set up in this way can act normally this turn (shoot, declare a charge, fight, etc.)." Since the reiver Lt move happens in the shooting phase, there is no conflict with the deep strike rule.
I used my lib dread to tp a 10 man of death company and lemartes behind the enemy and wrecked house
Very cool!
Deso are cheap: because you need a 150€ box to get them so if you want them you have to put in some cash
Can you use eBay?
I personally don't plan on running any desolation marines because I think their models look too goofy and their rules are too oppressive at too low of a cost for me to enjoy running them. But not withstanding that, I think they're an extremely powerful unit that most competitive lists worth their salt will run before they get inevitably nerfed.
I wouldn’t go to crazy with desolation marines the nerf is definitely coming
Appreciate the heads up!
AP is down across the board. We have Armor of Contempt for an added bonus to our defense. SG will be harder to kill. Though some units will just destroy them with 30-50 attacks
I think some armies will still chew them up super quick.
@@ba_commander I agree. Though with Rapid Ingress strat and a 10 man Squad with inferno pistols and Dante. They should be able to delete a unit in shooting and charge another unit. Or at least remove a major threat on the board. CSM Terminator squad with Abaddon or a Knight. Still think they cost to much but they can definitely do work.
Yesterday I played against Aeldari and didn’t really feel this edition is “less lethal”. Indeed, my 5-guys sanguinary guard with Dante was wiped out during my movement phase by a D-cannon with overwatch and some fate dice commitment. Mortal wounds are really a thing in this edition, so we need more defense (librarian dreadnought has issues keeping the pace with jump units)
I still think a lot folk are sleeping on the sanguinary priest jump pack with Dante & guard yes it’s expensive but extra 1 AP (which counters armour of contempt) & Feel no pain of 5+ will bolster their survival, the only down side it’s 110 pts on top but it also helps Dante against precision, I also think that if you run the sanguinor you make Dante & the guard really tough to deal with considering they can all deep strike
They are not sleeping on it, it's sadly not legal :/ sang guard can only be joined by a jump cap or Dante. It would be really great
@@miguelgilcasas3560 really? god dammit I thought it said the guard classed as an assault squad with jump packs
@@davidmcfadden2199 It does, but only with respect to captains. Which I think is too restrictive.
@@nanoid314 Yeah I agree for points cost, we should be allowed to run the priest with them just doesn’t make any sense really
My understanding is the SP cannot join SG only VVs or Assault Marines.
Oh don't worry about not being able to be lore accurate and run 25 sang guard, Angron murdered every single one of them 😅
Lol true...
Desolation marines are strong until they sold enough models
They don’t sell them by themselves yet.
That list is actuall 2075 points :)
Damn it thanks for correcting me!
I bet those desolation marines have low points to drive the sales up lol
You can’t even buy them atm!
@@ba_commander That's what they want! 😂
Desolation marines will get the nerf hammer soon.
I think we have a lot bigger problems with the current balance of other armies, then for them to worry about desolation marines.
@@ba_commander sorry, Desolators*
I just don't see the point in your Sanguinary Guard when 10 DC with a chaplain is way better offensively better defensively vs shooting and fairly similar defensively in melee you could then save on the land-raider.
DC need a Chaplain for some OC... I guess that's why the cost is massively different?
@@ba_commander Why you need oc, when you can just kill the enemy ? x) ABC ABC ABC ABC.. still lemartes + 10 Dc is much better than dante+5 SG.
Hm, captain Tycho is a Bad ass.
he can join a devastator squad with 4x Lascannons and givw them Rapid fire.
on half range, 8x Laser, for one Turn 10 with cherub.
give tycho discipline Bolterfire, the squad get supstain Hits 1 and Crit on 5+
In one Turn you can have a maximum Lascannon hitoutput from 20. or min 40 Wounds if you hit with all wound rolls.
that on a target with oath of moment...
then, Tycho Himself. 8 Mortal Wounds by 2 Attacks on 4+ Against Inf... on half range up to 16 Mortals + 2 wounds because Melta on half range.
and you can get hin in half range in round one.
You only need a Libarian Dreadnaught...
You can't give enhancements to named characters. How do you get him in 1/2 range on T1?
@@ba_commander
okay, i saw it now.
Take a libarian dreadnaught in your list.
Then, in end of your movemend phase, use the psy abyllity wings of Sanguinius. roll a d6 by 1, the ld bekommst d3 mortals. on 2+ you can replace a Blood Angel on the battlefield but 9" from enemy units.
you can take a Sanguinius Priest and let him lead the devastator unit together with Tycho. and the sp can have the Detachment abyiliti.
2 squad terminators are better, 2 x baal predators to destroy weak units with flamers, we need tanks to stand on objectives none of those units will do the most important points, death company with lemartes, and 10 intercesors with Mephiston , whirlinwind is not good maybe the desolation
Why don't you like the WW? I thought it's damage output seemed much better!
Two whirlwind list anyone?
I’ve never owned 2 WWs lol
You're taking this a bit too competitive for how early the edition is, if ya take all space marines with blood angels rules doesn't seem as thematic or cool to try to make a competitive list that is still 10% fluffy at least.
Competitive is my jam!
14:25 What are you talking about? It`s D3 shots per model and BLAST so even if you are shooting a 20-model squad you`d "only" get 3+4 Shots of indirect fire which sums up to 35MAX at 5 models, not 50 like you said. But realistically it gonna be more like 2+2 shots so it's 20 shots of indirect fire for a 5-man Desolation Squad. Only the Superfrag Rocket launcher gets D6+1 attacks and "Blast" but has no "indirect fire" and only hits on 4+ and has no ap so the enemy will save many of them.
50 Shots made, 33 hits, 17 wounds, 9 saves, and only 8 damage dealt.
Suppressors get 9 shots with S8 AP-1 2D if they are 6" up in ruins they get an additional AP.
9 shots were made, 5 hits, 4 wounds, 1 gets saved, causes 6 damage dealt for only 95 points.
I was ignoring the "Heavy" keyword because both units have it.
15:40 You gotta be kidding 😂😂😂
I was talking about if you kept them alive all game and they were ignored. Remember it's easy to get +1 to hit and full rerolls to hit and wound. 5 guys with 5 turns of 20 shots is indeed 100.
@@ba_commander AH! Now I get it
Show me blood angels combos not space marines lol
What do you mean?
16:00 They just murdered the Bladguard Vetrans and there was absolutely no reason for that. I can easily get above losing the 2+ save but why they didn't just get another wound like the Terminators? That`s the first stupid thing. The 2nd is that now for some stupid reason an Apothecary is forbidden to join the Bladeguard Veterans. It is even impossible for a chaplain and a judicar to join them. Even if they could join them they wouldn`t even fit in an Impulsor now because they only fit without a leader. Basically they could also make them Legends like the Leviathan Dread.
The new edition is already a huge mess. I am really not so much into it. It is like GW is trying really hard to suck the fun out of the game.
You can't add an Apothecary, but you *can* add Primaris Chaplain & Judiciar (and a Primaris Captain/Lieutenant/Company Champ/BG Ancient)
Look at adrax. A melee character that can reroll wounds and lead assault intercessors as the most melee unit.. assault intercessors that already reroll wounds.
Its so damned IQ liberated that only geekdub could have managed to fuck it up!
Some of the leading synergies aren't as good as we had hoped!
@@ba_commander meanwhile eldar. Roll a dice, on 2+ you win the game.
For my first game I’m going to run Dante with a 10 man Jp assault squad and have the sang priest also attached. Cheaper alternative to sg Good luck for sat
Thanks, I'm gonna try 10 Van Vets i think. Let me know how you get on!