There is no time for peace. No forgiveness. No respite. There is only war.
Thegalaxy writhes in the mailed fist of all-consuming conflict. The Imperium of Mankind teeters on the brink of annihilation, beset upon all sides by heretic warlords, daemon-summoning witches and rapacious alien empires. In every star system and upon every planet, fierce battle rages as loyalists, heretics and aliens tear reality itself apart in their war for dominance. Every day the flames rise higher.
This is a more terrible era than ever before, and there is no peace amongst the stars…
It had been given a rating of 7.8 on BoardGameGeek from 200+ ratings
StrikingScorpion82 has produced an excellent Guide and Playthrough of Warhammer 40k. Striking Scorpion is a fantastic channel with no end of tactics videos, battle reports and reviews. Give them a Sub!
As this is a Games Workshop game there are tonnes of resources to expand your game and your gaming experience of Warhammer 40k. It even has its own App on the iStore and PlayStore.
Fancy having a go? Why not pick up a Combat Patrol box from SCN Hobby World at 20% off.
Today we’re looking at the Space Wolves Combat Patrol box, continuing our series of 1,000 point start armies using the Combat Patrol boxes as our base, and hopefully going someway to fulfilling my pledge I made last week.
Like the other boxes the Combat Patrol box is filled with goodies and makes for fantastic savings when you’re starting out in collecting an army for 40k.
Inside the box you get:
Space Wolves Primaris Lieutenant (£17.50) – this Lieutenant is only available in this boxed set 5x Reivers (Can also be built as Hounds of Morkai) (£27.50) 10x Intercessors (£35) 1x Invictor Warsuit (£37.50) 2x Space Wolves Upgrade Sprues (£18)
That’s a total of £135.50 if you were buying these kits serparately, meaning you get a saving of £50.50.
It has been pointed out by veteran Space Wolf players however, that this boxed set may not be the best place to start your collection. Instead, they suggest the Blood Angels Combat Patrol box*. But that’s not our challenge, so today we’re going to start with the Space Wolves Combat Patrol box.
To add to this boxed set, we’re going to add two units that are unique to the Space Wolves.
However, remember that if you email Sarah at scnhobbyworld@outlook.com and ask to go on her mailing list, you can get 25% off Games Workshop products. Meaning the whole lot including the books will cost you just £163!
Here’s our final 1,000 point list.
HQ ———- Primaris Lieutenant (General) (80pts)* – Special Issue Bolt Carbine & Master-Crafted Power Axe – Warrior of Legend (-1CP) – Command Traits: Warrior Born & Resolve of the Bear
DETACHMENTS ———- *Vanguard Detachment*Interestingly, Blood Angels players recommend the Dark Angels Combat Patrol box for their own force.
PRIMARIS LIEUTENANT
Space Wolf Lieutenant
We’ve forgone a lot of HQ choices to allow us to get the Wulfen and Stormwolf in the list to add the fast punch the army needs. That said, it means that this small squishy lieutenant will be the warlord and so will need to be protected. Place him with your Intercessors to allow him to buff them with re-rolling 1’s on attack rolls.
If he does suffer any wounds then you can always use Healing Balms for 1CP at the end of the movement phase to heal D3 wounds back. To give him some extra staying power makes he has the Warrior of Legend Stratagem attached to him giving him two Command Traits, then make one of those command traits Resolve of the Bear. this will give him a 6+ invulnerable save and prevents enemy attacks against him from re-rolling their wound rolls or damage rolls.
For his second command trait, equip him with Warrior Born, that way if he does find himself in combat he’ll always fight first that phase.
INTERCESSORS
Primaris Intercesssors
With the Space Wolves, they’re a very aggressive army and love to get stuck in , in the fight phase. Bearing that in mind it’s probably best to equip your intercessors with Auto-Bolt Rifles, giving them Assault 3. This means they can fire off three shots each in the shooting phase and still charge. Plus if you use the Stratagem Rapid Fire, they can all shoot again. This is particularly good if you decide to run them as a large squad of 10 instead of two groups of five.
You can also give on of these units the Stratagem Cunning of the Wolf for 1CP, used during the deployment phase, it’ll give them the outflank ability allowing them to come in on one of your movement phases 6″ away from any table edge and 9″ away from the enemy. Even better to get them stuck in sooner.
If you are wanting to charge and you’re not in Assault Doctrine, you can spend 1CP on Bestial Nature which then treats the unit as if it is in Assault Doctrine. This is good for the Wolves as it means they’ll benefit from their Savage Fury detachment rule meaning that each roll to hit of 6 in melee will score an additional hit.
HOUNDS OF MORKAI
Super-powered Reivers!
With a grapnel launcher equipped as standard this unit already benefits from the outflank ability that you can purchase through the use of Stratagems for your other core units. They’re a good anti-psyker unit too! If they’re the closest enemy unit to a Psyker, then that Psyker will have to target them with any Psychic powers, while also suffering from -1 on any psychic tests that they take if they’re within 18″ of the Hounds of Morkai, or -2 if they’re within 6″. Plus, the Hounds of Morkai get to add 1 to their hit rolls and 1 to their damage rolls if they’re targeting a Psyker.
If you’re using a mission which has the Strategic Reserves rule and you’re more than 6″ away from an enemy, then you can spend 1CP on the stratagem Guerilla Tactics, to place them in reserve. You can then set them in the following turn using the outflank ability once more.
INVICTOR TACTICAL WARSUIT
This and your Stormwolf make up the ant-armour elements of your army. With the Twin Ironhail autocannon this walker can take on a lot of the lighter vehicles in the game and take a wound or two of larger tanks as well.
Also good at getting into combat with vehicles and using its 4 attacks at S14 to smash most tanks to pieces. With its Concealed Positions rule, you can set this up at the start of the game 9″ away from the enemy deployment zone and enemy models to help do just that!
WULFEN
Crazy Boys
Shove these inside your Stormwolf fly them up the table then drop them in amongst the enemy lines and watch your opponent panic. Give a couple Thunder Hammer and shields that way if they’re targeted you can use their 2+ saves against small arms fire and their 4+ save against heavier weapons. This will give them a bit more survivability when you need it.
They’re always treated as being in the Combat Assault doctrine and so will always benefit from Savage Fury as described earlier.
STORMWOLF
The Stormwolf will have two roles inside out list, the first is it makes a perfect transport to move the Wulfen around the table. The second role it can perform is as an anti-vehicle unit. With its powerful strength 9 lascannon and strength 7 Skyhammer Missile Launcher it can dish out some serious wounds on most light armoured vehicles in a single turn. As it can fly your opponent is going to subtract 1 from their hit rolls that target it as well.
WHAT NEXT?
Well once you’ve got that lot painted and have a few games under your belt, you may want to think about another HQ unit at the very least. Bjorn the Fell-handed could be good for this, or any of the other great Space Wolf special characters. Even if you choose not to get Bjorn, perhaps consider purchasing a Wulfen Dreadnought…….
I hope you enjoyed this, please let me know in the comments below how you would build a 1,000 point list from the Combat Patrol Box and why not also let me know what you think to my list. There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.
Some of the keen eyed amongst you will have already noticed the name change in the series from Rogue Trader Collection to Oldhammer Collection. Why is this? The answer, is fairly simple. I have no self control!
When a friend at the club says “I’ve a load of old eighties Dwarfs I want to sell”. The first words out of my mouth are “How much?!”. Yes, my name’s Peter and I’m a miniature toy soldier addict!
So which Dwarfs have I purchased?
These bad boys.
And these bad boys…..
AND these very bad boys!
So instead of reducing my pile of shame I appear to just be adding to it this month.
That being said, I can knock one model off that list as complete….
Yup, Marneus is finally finished!
Now to start looking at the Rogue Trader Space Marine Squad. I have to add a massive thank you here, as I originally had just eight of the marines from RTB01. But thanks to the legend that is Planet Oldhammer I now have a complete squad, as he very kindly sent me two more figures (the sergeant and another marine) as well as a few missing arms and weapons that I needed!
Also, a few of you on twitter took to the polls to decide which Chapter I should paint any Space Marines for Rogue Trader in, and I’m pleased to tell you the winner is the Crimson Fists. Nothing shouts Rogue Trader like the Crimson Fists! It was a close run thing between them and the Rainbow Warriors.
Some time ago, I spent a considerable amount of time playing with impcat. For those who don’t know Impcat allows you to digitally paint models to test colour schemes for projects.
As such I ended up recreating and creating tonnes of Space Marine liveries for both cannon chapters and non-cannon chapters. This process eventually allowed me to create my own home brew Space Marine Chapter the Void Dragons.
But, I thought rather than deleting all that hard work or just leaving it on Pinterest where it won’t be used, why not share them with you. That way, you can view the colour schemes I’ve already made and pick one for your own Chapter should you wish….. Enjoy!
Following the success of the first two articles in this series on the Sisters of Battle and the Blood Angels, I decided to write another, this time on everyone’s favourite xenos, the Orks. So like the last two lists our only rule is that we have to start with the Combat Patrol box and then build this up to 1,000 points that will hopefully prove to be a fun introduction to what I think is the most characterful of xenos armies.
The combat patrol box is packed with goodies and like the other factions they’re a fantastic way to start a new army as they often give you a wide range of units.
This will cost you an additional £168, alongside the cost of the Codex (£30) the entire army will set you back £283!
However! If you sign up for SCN Hobbies mailing list you’ll receive 25% off Games Workshops recommended retail price and 15% off web only miniatures. Meaning including postage the army and codex would cost £220! That’s a saving of just over £60!
To sign up to the SCN Hobbies mailing list, email Sarah on scnhobbyworld@outlook.com.
This combat patrol can be used as a basis for virtually any of the Ork klans, so today we’re just going to make a generic list that should be suitable for anyone (though Evil Sunz and Deathskullz are likely to gain more out of it).
The list above brings us with upgrades to 1,000 points and the list will be as follows;
HQ ———-
Warboss in Mega Armour (Warlord) – 115 pts – ‘Uge Choppa & Big Shoota – Command Trait: Big Gob – Trukkboyz
Weirdboy – 70 pts – Power of the Waaagh!: Da Krunch & Da Jump
TROOPS ———-
Boyz – 95 pts – 9x Boyz: Slugga & Choppa – Boss Nob: Big Choppa & Slugga – Trukkboyz Mob
Boyz – 95 pts – 9x Boyz: Slugga & Choppa – Boss Nob: Big Choppa & Slugga
ELITES ———-
Meganobz – 105 pts – 2x Meganobz: Kustom Shoota, Power Klaw – Boss Meganob: Kustom Shoota, Power Klaw
FAST ATTACK ———-
Deffkoptas – 150 pts – 3x Deffkoptas
Warbikers – 130 pts – 4x Warbiker: Dakkaguns and Choppa – Boss Nob: Big Choppa
This chap is truly a beast! 5 attacks in melee, hitting on 2+ at strength 9, this dude can hit marines on 2+ and then wound them on 2+ giving them only a 6+ chance to save. Flat two damage means he’ll likely kill at least three marines in combat.
On top of that if you make sure your boyz are within 6″ of him, when in combat they’ll benefit from a +1 on their hit rolls in combat.
Give him the Trukkboyz Specialist mob rule, it’ll mean he can disembark even if the Trukk makes a normal move and it’ll add +1 to his ranged attacks hit roll while shooting from the trukk.
With Tellyporta, you also have the option of setting him up in reserve and bringing him on later…. But perhaps consider saving this for a unit we’ll look at later.
WEIRDBOY
While not bad in combat himself, this guys true power comes from his Waaagh Powers. Equip him with Da Jump and you’ll be able to move any of your core units such as your Boyz anywhere on the battlefield 9″ away from the enemy, and considering we’ve gone for a fast list which should be charging up to the enemy as quickly as possible, this power ties in perfectly with that.
Your second power could be Da Krunch which if any enemy units stray to close to the Weirdboy he’ll be able to roll a D6 for each model causing mortals on 6’s.
BOYZ
Your common Ork is a CC specialist and in our army where speed and being in the enemies grill is top priority these boyz will do you proud. With two attacks base increasing to three due to their Choppas a single unit of 10 can push out 31 attacks in close combat which hit on 3’s (or 2’s if near your Warboss). If you choose to run your army as Goffs then these boyz will score additional hits on unmodified hit rolls of 5+ instead of 6+ if you use the Unbridled Carnage stratagem for 2CP.
Either place them in your Trukk and give them the Trukkboyz specialist mob rule, and then bomb them up the field or have them sit with your Weirdboy who can Da Jump them near to their target.
MEGANOBZ
This unit with their Power Klaws mean they can chew through a lot of the enemies heavy armour. With Strength 10 in combat and AP-3 with flat 2 damage throw them against tanks and watch them krump.
You can increase this damage to three with the stratagem Hit ‘Em Harder, which if you take averages into account means you should be causing 9 wounds to things like Space Marine Rhinos and the like.
Again, because their Core, if they’re within 6″ of the Warboss they’ll gain a +1 on their to hit roll in combat meaning that you negate the -1 to hit for having power klaws.
You can equip these with a Tellyporta as well should you wish, allowing you to deploy them anywhere 9″ away from the enemy,
DEFF KOPTAS
These boyz are fast with a movement of 14″ they close towards enemy tanks fire their rockets and cause some serious damage early in the game. Their rockets are 24″ range with 2D3 shots, strength 8 and AP-2, doing D3 damage per hit. Great for taking out heavier infantry from further away and staying out of range of the enemies small arms fire. Also can be used to quickly claim any objectives should the need arise. lend themselves perfectly to our fast moving army, giving it some punch from further away.
If they do get caught in combat, each Kopta will be able make 6 attacks thanks to its Spinnin’ blades. However, they’re only hitting on 3’s and hit at strength 5, -1AP and doing 1 damage each. Try and avoid combat with them unless you feel confident you can win.
With Swoopin’ Down these boys can also be set up off the table before the game begins coming down in a movement phase at least 9″ away from the enemy. Good for dropping in and using the rockets to blast away at a valuable target.
If you choose Speed Freaks then there’s various options of stratagems for these as well with possibly the best being Attack Out O’ Da Sun, allowing them to be removed at the end of the turn for 2CP and placed anywhere on the battlefield 9″ away from the enemy in your next movement phase. This also effectively removes the chance for the enemy to shoot and target them for a turn.
WARBIKERS
Warbikers are a great all round unit for shooting and combat. With each bike having two Dakkaguns they have the potential to kick out 25 shots for the five bikes if they’re within 9″ of the enemy. Even if they’re not they’ll still be able to shoot 15 times! Great for taking out lightly armed units such as Guard.
In combat the Warbikers will make two attacks each (three attacks each if they have Choppas)though don’t expect them to cause too much damage unless you have taken them as Speed Freaks.
This unit is ideal for harassing the enemy and taking wounds off here and there.
DEFF DREAD
This guy can really be turned into a CC beast, and you’ve got two of them to play with! Give them both four Dread Klaws and they’ll generate seven attacks each in melee. These are at Strength 10, -3 AP and doing 3 damage each. They’ll chew through most things the enemy can put up against them.
They’re tough as well with toughness 7, 8 wounds each and a 3+ save, the enemy will need to pour some time and effort into getting rid of these, meaning they’re not shooting at your boyz or meganobz……
when you do charge with these make sure to use Ramming Speed for 2CP as it’ll give 3D6 for your charge roll and on a 2+ cause D3 mortal wounds to an enemy within engagement range.
To get them up the field really quick, keep the deff dreads in reserve and then use the Tellyporta stratagem that we discussed earlier and all they’ll be able to deploy 9″ away from an enemy in the movement phase. That’ll terrify most players.
TRUKK
The trusty Ork Trukk, place one of your units of boyz in here and they’ll be able to shoot from it as its open topped. It’ll be able to take 12 infantry models or one unit of ten boyz and your Warboss…. just to get them up the field quicker.
Remember that the Trukk is Ramshackle as well meaning anything up to strength 7 that targets it will have to subtract one from its damage characteristic.
OTHER POINTS
If you like close combat, then this army list is for you. It’s ideally suited to get up the table quickly and charging as soon as possible. Be as aggressive as possible with this list and you should have a lot of fun.
WHERE NEXT?
The sky’s the limit. Which Kultur do you want to go with, Evil Sunz? Get more vehicles. Goffs? Get more boyz. Deathskulls? Get some lootas.
I hope you enjoyed this, please let me know in the comments below how you would build a 1,000 point list from the Combat Patrol Box and why not also let me know what you think to my list. There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.
Bullgryns are essentially the only reliable close combat option when it comes to the armies of the Astra Militarum. These units come as groups of three, but you can and probably should pay for more. You have the option to have units of up to nine of these bad boys running round.
With simple equipment options of either a maul or gauntlet in one hand and a slab shield or brute shield in the other.
The gauntlet isn’t anything to write home about, with an average of three shots per bullgryn, only half of which is likely to hit the target due to their ballistic skill. Plus with strength four in a new world where there are some armies with toughness 5 it means you could be wounding on 5’s against creatures such as Orks. Far better to be taking the maul in my opinion and leave the shooting to your regular infantry.
Use these guys as intended and counter punch. Each Bullgryn with a maul will have three attacks (four in any turns in which they charge due to Avalanche of Muscle) hitting at strength 7. Okay the AP isn’t great but these guys are good for taking out infantry units and light armour. You could also run them with a cheap 40pt priest nearby to give them another +1 attack through their War Hymns.
The slab shield and brute shield both have their uses with the former giving the model a 2+ save and the latter a 4+ invulnerable save. If you do choose a larger unit if these then choose to have an almost 50/50 split between brute and slab shields, as one will allow you to save against high ap weaponry while the other will be good for small arms fire. This makes this unit very survivable and able to trudge up the field under heavy fire to smash face.
As well as this, if you use the Stratagem Take Cover! You can add a further +1 to their saving throw, which if already in cover can mean you’re almost always saving on 2+.
Their drawback is the inability to use transports, but they more than make up for this with their survivability. With three wounds each and toughness 5 most enemy players will need 5’s to wound you most of the time, and with your choice of either 2+ saves if they choose small arms or 4+ invulnerable if they choose something heavier you have an answer for most things.
I’d even be tempted to run two units of nine, but that can be expensive with a single model running at 35pts.
9x Bullgryns – 315 points – 4x Bullgryns with Slab Shield and Maul – 4x Bullgryns with Brute Shield and Maul – Bullgryn Bone ‘ead with Brute Shield and Maul
Following the success of the first article in this series on the Sisters of Battle, I decided to dip my foot in and attempt another. This time on my own favourite army the Blood Angels. So like last time we’re going to start with the Combat Patrol box and then build this up to 1,000 points that will hopefully prove to be a fun introduction to what I think is the most characterful of Space Marine armies.
The combat patrol box is packed with goodies and like the other factions they’re a fantastic way to start a new army as they often give you a wide range of units.
Space Marine Captain (Free!) – you can kitbash one from the upgrade sprue and Sanguinary Guard.
This will cost you an additional £60, alongside the cost of the Codex (£30) and Blood Angel Supplement (£17.50) the entire army will set you back £192.50!
However! If you sign up for SCN Hobbies mailing list you’ll receive 25% off Games Workshops recommended retail price and 15% off web only miniatures. Meaning including postage the army and codex would cost £152! That’s a saving of just over £40!
To sign up to the SCN Hobbies mailing list, email Sarah on scnhobbyworld@outlook.com.
The list above brings us with upgrades to 1,000 points and the list will be as follows;
Vanguard Detachment (3CP) Adeptus Astartes: Blood Angels
HQ ———-
Captain (Warlord) -140 pts – Angel Exemplar (-1cp) – Jump Pack – Thunder Hammer and Storm Shield – Relic: Gleaming Pinions – Warlord Traits: Speed of the Primarch, Gift of Foresight
With your Captain you can kitbash this model from parts of the Sanguinary Guard (using the legs, body, backpack and head) plus the upgrade sprue – replacing the chainsword for a Thunder Hammer (ask a friend if you don’t have one of these, same for the storm shield).
Make this chap your Warlord and give him the relic Gleaming Pinions which will allow the captain to withdraw from combat and then charge again, as well as giving him the ability to re-roll fail charges. This guy will be an absolute beast for you. He’ll have five attacks on the charge with the Shock Assault rule (six if your in Assault Doctrine thanks to Savage Echoes) hitting on 3’s and wounding anything up to strength 7 on 2’s thanks to The Red Thirst.
With flat three damage which also has -2 AP, this guy can bring the pain. Plus if you give him Speed of the Primarch he’ll always fight first in the fight phase. By giving him Angel Exemplar for 1cp you’ll be able have an additional Warlord Trait as well, so why not give him Gift of Foresight to allow him to re-roll one hit roll, wound roll and save roll each turn?
Make sure you keep him within 6″ of your Sanguinary Guard and Ancient as they’ll benefit from a plus 1 to their attack hit roll. Perhaps consider keeping all three units in reserve and deploying them later to counter punch against the enemy.
This guy also has a 2+ save thanks to the Storm shield along with a 4+ invulnerable save, so he’ll be hard to shift without your enemy focusing on him.
PRIMARIS LIBRARIAN
Primaris Librarian
This fellow comes inside the Combat Patrol box, and is our second HQ unit. You can make him tasty in combat by giving him the psychic power Quickening which will allow him to re-roll advance and charge rolls as well as adding D3 attacks to his attacks characteristic giving him the potential to dish out up to nine attacks on the charge thanks to Shock Assault and Savage Echoes. Plus with The Red Thirst you’ll be adding one to your wound rolls.
The draw back is his speed, he won’t be able to keep up with your Sanguinary Guard or Captain, but he can move up the field fairly quickly with the re-rolling of advance rolls. Your opponents will be surprised by his melee capability, hitting on 3’s with a strength five weapon that also provides -3 AP and D3 damage.
The Incursor Squads are great and fit into the Blood Angel theme perfectly. Equip these guys with a Haywire Mine which will cause D3 mortal wounds to an enemy within engagement range on a 2+ (flat 3 wounds if the target is a vehicle).
These guys have Concealed Positions allowing them to deploy anywhere on the battlefield more than 9″ away from the enemy deployment zone or enemy units.
They also benefit from the Occulus Bolt Carbine which removes cover benefits for enemy targets.
Plus as with all Blood Angel units they’re tasty in hand to hand as well, with two attack each (three for the sergeant), and an additional one on the charge courtesy of Shock Assault, they can push out 3 attacks each (four if in Assault Doctrine, again thanks to Savage Echoes).
Buy another box of these when looking to expand your force in the future!
INTERCESSORS
Intercessors
Again, a solid unit and although only five man initially they still benefit from some solid gains though the Blood Angels special rules in the same way that the Incursors do.
Plus if you use the space marine stratagem Rapid Fire for 2cp you’ll be able to fire these boys for a second time at the end of the shooting phase. Rapid firing them on both occasions gets the most out of them. If you give them Auto-Bolt Rifles as well and use Rapid Fire then they could kick out 30 shots in a turn.
AGGRESSORS
Aggressors
These chaps are slow with only a 5″ movement, meaning they’ll be outpaced by the vast majority of units in the game. That being said with D6 shots from their flamestorm gauntlets once they close to within 12″ these guys will each kick out a serious number of hits which are great against large units such as Orks or Astra Militarum conscripts.
With three attacks (four for the sergeant) base these guys will also smash face in the fight phase, remember to charge and you’ll be kicking out 16 attacks for the unit with Shock Assault and Savage Echoes. Remember that Red Thirst will give you +1 to your wound rolls as well meaning they’re wounding most things on either 2’s or 3’s if it’s toughness 8 or above.
Also remember that you can use the Space Marine codex stratagem Unyielding in the Faceof the Foe which, for 1 cp allows them to add +1 to their armour saves against weapons with damage 1.
SANGUINARY ANCIENT
A Sanguinary Ancient with Sanguinary Guard
The Sanguinary Ancient and the Sanguinary Guard will be your close combat specialists in the army, and that’s saying something for the Blood Angels when as we’ve seen even librarians can dish out up to nine attacks.
Keep this guy within 6″ of both the Guard and your Captain so that they gain +1 to their attack roll for being near the captain and +1 to their roll for having the Chapter banner nearby. This plus if any Sanguinary Guard or the Ancient are destroyed by an enemy model on a 4+ they’ll be able to make a final attack (shooting or melee) before being removed.
With Angelic Visage the enemy also suffer a -1 to hit roll on their attacks in the fight phase.
SANGUINARY GUARD
Sanguinary Guard
Much of what was mentioned for the Ancient applies to the Guard as well. Keep them within 6″ of the Captain and the Ancient and you’ll have one big scary melee ball of pain.
Each model is able to dish out three attacks base, and like all of the other units the Guard will benefit from Savage Echoes, The Red Thirst and Shock Assault. All this means is that each one will make four attacks on the charge (five when in assault doctrine). You can increase the potential by +1 on your attack roll if you use the Stratagem Descent of Angels on the turn which they arrived from reserve.
Plus with the Stratagem Upon Wings of Fire, once they’ve mulched their target in the next movement phase you can place them back into reserve and do it all over again.
Thanks to the Ancient and the Captain means they’ll always be hitting on 2’s and with the encarmine blade giving them +1 strength they’ll be able to wound anything up to T4 on 2’s and T5 targets (looking at you greenskins) on 3’s. With AP -3 and flat 2 damage these guys are great against any infantry opponent, and if you equip a couple with power fists they’ll take on tanks as well.
IMPULSOR
Penitent Engines
Ideally it would be nice to equip this with the Bellicatus Missile Array (allowing you to fire S8 missiles) as without this you’re just relying on the Heavy Stubber and Bolters. But, that being said it can still be useful for transporting your Intercessors and Librarian around the field at a quicker pace.
OTHER POINTS
With Blood Angels, it’s remembering your special rules when you charge and are in combat. The opponent won’t always remind you that you have Savage Echoes, The Red Thirst, Black Rage and Shock Assault so try and get into the habit of learning these if you are going to collect the Blood Angels.
The other thing to remember is that the Blood Angels are a close combat army and so you want to be getting up the field quickly and in the opponents faces as much as possible, but pick your fights well. Don’t throw away your units without possibly whittling down the enemy a little with your boltguns on the Intercessors. Target priority is always key with any army you play, look at your opponents army before your begin, work out the biggest threats and how you can use your units to counter them. Would it involved dropping the Guard, Ancient and Captain nine inches from the horribly big tank? Or perhaps you should kick out those 30 shots that the Intercessors can give on that Ork horde that’s approaching before charging with two or three of your close combat units?
If you like close combat, then these are the Marines for you. Plus who doesn’t love sculpted nips and abs on armour?
WHERE NEXT?
As I mentioned earlier I would probably look to be including more Incursors in the larger builds of this list alongside some of the other more well known Blood Angel units for flavour such as Mephiston and Death Company.
I hope you enjoyed this, please let me know in the comments below how you would build a 1,000 point list from the Combat Patrol Box and why not also let me know what you think to my list. There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.
Don’t get me wrong I love 40k, always have done and always will do but with the announcement of Warhammer 40k Seasons on December 28th, I’m beginning to tire of the amount of books needed to play a game.
In 1992/93 when first entered the 40k world all the books you needed were the books in the 2nd edition boxed set (of which there were three) and your armies codex (once it got released).
As a way of comparison looking at the Blood Angels, you need the Rulebook (core rules are free but what about all the other bits you may want such as Crusade) for £40. Then you need the Space Marine Codex (£30), followed by the Blood Angels Codex supplement (£17.50). That’s a total of £87.50 without any models.
Now if you want to take part in tournaments and the Warhammer Seasons (which will change every six months) you’ll need Chapter Approved for a further £25 followed by the seasons book which I imagine will be another £25. That brings you to a grand total of £137.50 plus £25 every six months.
This is becoming tiresome. Especially compared to other games companies out there.
A little progress this week, and I’ve decided to stick with the rug which I’ll now paint up and get ready.
I’ve also found an original Rhino model, albeit heavily converted that I’m considering painting up fully.
Unfortunately it is missing the hand rails (as all of them eventually break off), but it’s in fairly good condition otherwise and just needs a good paint job.
I’m hoping next week I’ll have gotten a lot further with Marneus and have the diorama somewhere near finished. Still need to create the flags though…..
In my summary post of 2021 I promised that we would be posting more tactica and army lists in the coming year. What better way to start that than with a kit I received for Christmas?
So the first question is what should you build? As with all tank kits I personally feel they’re way to expensive to build as a single kit with set loadout so like with all my other kits I will be magnetising the kit to make both the Manticore and the Deathstrike – I’ll post a how to once I’ve figured it out myself! 🙂
Manticore
Courtesy of the GW 40k app and Warhammer+
The Manticore is almost a standard go to unit for competition Militarum lists, with board wide range not needing line of sight and 2D6 shots hitting at S10. You only have four rockets per game, but on average a single rocket can deliver 3 hits and will wound T5 targets on 2+. But you’re probably not going to want to expend your ammo on troops, but the enemies much loved tanks however are a different kettle of fish. This will wound most tanks on 3+ meaning out of your seven shots, two to three will wound on average, with one or two of those likely to get through the targets armour after the -2 AP. With D3 damage per hit which can be improved to a flat 3 damage if you give Tank Aces: Full Payload, this will mean you’re taking on average between two to three wounds off your target in the turn (or 6 with Full Payload).
Target Toughness/Save
Av Shots
Hits
Wounds
Unsaved
T6+ with 3+ Save
7
3.5
2.3
1.5
Up to T5 with 3+ Save
7
3.5
2.9
1.9
Now that doesn’t sound ground-breaking, but remember that’s average, if you’re rolling well and you have Full Payload equipped the tank will do a further three wounds for each unsaved hit, that’s some serious punch.
The drawback is the Militarum ballistic skill, with 4+ only half your shots may hit your targets. You can improve this, firstly with an additional five points you can purchase an Augur array which will allow you to re-roll a single failed hit roll per battle for that Manticore, well worth the points if successful.
For one CP you can also use the Direct Onslaught stratagem from Psychic Awakening: The Greater Good. This allows the Manticore to add 1 to its hit roll if it can see it’s target.
I would take two Manticores in any list where I’m looking to include them. Keep them out of sight and just use them to bombard enemy high toughness targets. You’re taking two for redundancy options as your opponent will soon destroy them once he realises what they can do.
Make sure you include the 5pt Hunter-Killer missile for the single S10 shot that’s AP-2 and can do D6 damage (or flat 6 if you have Full Payload equipped). Worth the points! I then choose the Heavy Flamer and Stubber for defensive purposes in case anyone decides to charge it.
Manticore (160 points) – Augur array – Heavy Flamer – Heavy Stubber – Hunter-Killer missile