Showing posts with label awesomeness. Show all posts
Showing posts with label awesomeness. Show all posts
Thursday, September 22, 2011
Monday, May 23, 2011
The 5 best troop choice for Warhammer40K
Alright i have already gotten my cert and now i am back for usual blogging. Its nice to see Wong filling in for me during my long absent.
Now back to topic at hand, In the grim future of 40K we have unit that have unit that can dish out incredible firepower, unit that are swift that can maneuver around the battlefield and powerful monster or elites that can murder anything they touches. Regardless no matter how powerful your forces are without your troops its all for nothing. They are your unsung heroes (unless its a KP) holding the objective while withstanding the nastiest thing that touches them.
Salute them or you cant play without them anyway since you need like 2 of them to play a legal 40K game anyway.. LOL
So the criteria of a troop choice differ from the other units in your forces. They generally must be able to survive long enough to secure an objective, flexible in their option to support any army that you desire, and also tough enough to at least fend for themselves incase if they are under attack. They must be cost effective as after all you want to be spending more points on more powerful units.
So without futher ado, I shall present the 5 best troop choice.
No.5 Space Marine Scouts
These guys are more flexible than Tactical Space Marine. The five men squad can be equip with a heavy weapon, any model may pick a shotgun, CCW or sniper for free and come with variety of option.
Pros
- Lots of option.
- Sniper scouts + Cloaks + Missile launcher = nasty long range shots in safety of 3+ cover safe or 2+ if going to ground.
- Can infiltrate and scout + Shotgun and CCW = in your face assault at turn 1.
Cons
- vulnerable to prolong close combat attack and weapon that ignore cover safe e.g heavy flamer.
No.4 Eldar Dire Avengers
With the Eldar skimmer cheese builds. The Dire Avengers are their troops of choice. As they complement every cheese that Eldar farseer fortune, doom, and guide.
Pros
- 5+ Invul safe from Exarch
- Bladestorm (3 shot per unit Shuriken)+ Guide( reroll hit) + Doom(reroll wound) = Victim with alot of wounds. then skimmer can taxi them away.
- Defend (-1 attack per assault phase) which can tarpit enemy into submission.
Cons
- Without their beloved farseer and skimmer. They are pretty much screwed.
No.3 Grey Hunters
These guys are the Space Wolve bread and butter. They have points option like Chaos Space Marine. They are cheap by default(15 pts per model) and they have option to have their 2nd special weapon free of charge if they are ten men strong. They also have counterattack so be wary when assault them.
Pros
- Massing whole lot of them with meltagun and plasmagun along with your wolf guards can be some serious shit storm.
- cheap by most space marine standard
- Assault by eitier way is nasty ( Base 1 attack + CCW and bolt pistol 1 attack + charge or counterattack 1 attack = 3 attack per unit!!)
Cons
- Low base leadership (8) weak against anything that require a leadership test. Cowardice are punish in the Space Puppies ranks.
No.2 Chaos Plague Marine
Papa Nurgle be praise!! This pus boys are like one of the ideal troop choice that one can ever field. High survivability and extremely tough. They can carry 2 special weapon regardless of squad size.
Pros
-Toughness 5 making them durable against small arms.
-Feel no pain making any high ap weapon even tougher to murder them.
-Two meltagun and one powerfist make them deadly warrior for those unprepared.
-Fearless, They no way you making them leaving the objective.
-Blight Grenades denying all your enemies their beloved +1 attack MUAHAHAHA!!
Cons
- Low initiative with only 3, Can die from sea of high initiative power attacks.
Now Number 1!!!
No.1 Blood Angel Assault Squad
You may ask why Blood Angel assault space marine. I tell you they are by far very flexible in option and can be molded to any combat strategies you desire. Whether you want to go mass DOA( Decent of angel) or Mech( Mechanize) or Mass power armor they can do it. The very codex itself have many things that can support them. Although they do not have the high survivability like plague marine but they make up in options. What separate them than the assault squad in all the other Space Marine codex is they can carry meltagun and are basically troop choice.
Pros
-Decent of Angel (reroll reserve + 1D6 scatter for deepstrike)
-Discard jump pack and get discount Land Raider, Razorback or Rhino.
- Can be accompany by Sanguine Priest hence have feel no pain and furious charge.
- Can get meltagun and infernus pistol.
- Can ride in Stormraven Gunship with jump packs
- Red thist( 16.667% chance of fearless and furious charge)
Cons
- Survivalbiltiy not as good as a plague marine but pretty good for a average marine if given Sanguine Priest.
Thursday, April 7, 2011
Blood Angel Furioso Dreadnought.. Simply awesome!
The Furioso Dreadnought is a Walker for the Blood Angel codex. Each unit takes up one elite slot. with AV(Armor Value) of 13 12 10. Its default wargear is 2 Blood fist(Dreadnought close combat weapon) and each arm is has inbuilt eitier a stormbolter or meltagun but neitier double of each weapon. It has a choice of replacing both its Blood Fist for Blood Talons or one of it for a Frag cannon.Also you can add a magna grapple . Altenatively you can upgrade your Furioso Dreadnought to a Libarian making him a psyker walker.
While by it own right its already great unit but what makes it even better that is that it can be transported on a Storm Raven. So this covers alot of the Furioso weakness which is actually getting to close to combat. So in the protection of the Storm Raven , fly in and at the next turn be at assault range.
However another thing great is that it is frontal armor 13!.. So even at range is hard to take out unless you have lascannon but that still a 50/50 chance. In close combat this things are deadly with 2-3 attacks. Even in close combat its deadly as conventional krak grenades aint gonna cut it, Thunder hammer and power fist also have a hard time breaking him.
With quite array of choice for your furioso.. here a run down of each wargear and upgrades for the Furioso.
BloodFist
Pretty straight foward... A pair of fist so +1 attack. With Melta gun and storm bolter.
Frag Cannon
The weapon on the dreadnought right arm(His right!) is the Frag Cannon. Its generally like a shotgun Template Str 6 Ap - Assault 2!!! Rending!!. In a nutshell is like rending flamer.. So anyone in that template x2 to wound. Ignore cover due to template weapon.
This is an awesome weapon agaisnt hordes. Since its does 2x wound per model and dishing it on a 2+ by average. It ignores cover but enemies can still make their saves due to ap - but with crap load of wound it can do. Its still worth it. It also makes a last resort anti vehicles weapon because of rending so it almost like 1 one shot assault cannon to a vehicle.
Blood Talon
This are like the Lightning claws for Dreadnought. Just like Space Marine lightning Claw they strike with their base strength which is 6 and able to reroll to wound. When you have a pair of these you get a ability that whatever unsaved wound you occur to your enemy. You get another set of attacks based on how many wound that unsaved. So if your rolls are rather good you can claw your way though 30 Guardsmen at a single assault phase!.
Libarian Furioso Dreadnought
This upgrade your Furioso Dreadnought to a psyker able to take up to two psychic spells from codex. It also comes with a Psychic Hood and Force weapon. This is great as now your Dreadnought has psychic spell defences, force attack and able to use Blood Angel libarian spells.
Here are some my recommendation.
Wing of Sanguinius : This is definately must have as it allow your Libarian Dreadnought as a jump infantry. Allowing you to move 12". You can maneuver around the battlefield without a Stormraven. It can get you to assault range quicker.
Shield of Sanguinius : This is also a good ability as it generates a shield proving 5+ cover safe to any unit around 6" radius. So not only your Libarian Dreadnought get protection but his allies get it. Group him with other unit and everyone get protection.
Might of Heroes: Add D3 attack, This is increase your attack on your assault. Good for when you are locked into combat and desire to breakout from it.
Blood Lance: It fire a Str 8 AP 1 Lance at a straight line on a 4D6 range at any direction of the Libarian Dreadnought. Any enemy unit that touches it take damage. This is good for taking out vehicles that line up in a column.
Unleash rage: Grant preferred enemy as the problem when engaging in close combat is the 3+ to 4+ to hit. So you can reroll those hits and let those str 10 attacks loose!.
Magna Grapple
When i saw this weapon this is the 1st thing that when though my mind.
Its like DOTA Pudge Meathook. Its a 12" Str 8 Ap1 hook that if it glance or pennetrate a vehicles and if the Vehicles isnt destroyed. It will drag the tank at 2D6 distant toward the Dreadnought. So the idea is to drag the enemy vehicles closer to you so you can eitier get it to Melta range or assault.
Overall
It a really deadly close combat unit. With a wide array of choice along with an army that can support him. Its just an awesome unit. Only downfall is no long range weapon but then it a dreadnought it mean to go close and tear people up . If you already own a Stormraven there no excuse to not get one as it can transport dreadnought arounds.
So i shall end it with!!
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