Tag Archives: Starter Army

Vanguard: Idoneth Deepkin – Beginner’s 1,000 Point Army

Everybody Do The Wave

Have you heard the call of the Ethersea? Do you steal the souls of sentient creatures to prolong your own life? Do you like to move fast and hit hard while looking fishy and fabulous? Then Idoneth Deepkin is the faction for you!

The obvious place to start collecting an army of watery aelves is the Vanguard: Idoneth Deepkin box, available from Games Workshop or your favorite local game store.

The box is great value. Here’s what you get:

  • 10 Namarti Thralls. The backbone of virtually any Idoneth Deepkin army, these Battleline units hit like a truck but are relatively fragile. The kit has only one weapon option with a few different visual choices.
  • 3 Akhelian Guard. These ultra-fast flying cavalry can be built as either Morsarr Guard (spears) or Ishlaen Guard (swords). I highly recommend building them as Morsarr Guard, as the offense-oriented eels are more widely usable in a variety of different lists.
  • 1 Akhelian Allopex. Think of it as a flying gun platform that can also bite people. Very fast and decent at both shooting and melee. Comes with a choice of harpoon launcher or net launcher. Build your first shark with the harpoon, as the net is more situational.
  • 1 Isharran Soulscryer. The Deepkin’s only Priest character. While he’s nobody’s first choice of hero, “Mister Pointy” still has his uses, especially in the 2022 Matched Play season.
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Alternative Starting Points

If you can find it, the old Start Collecting: Idoneth Deepkin box is a little cheaper but still provides good value. You’ll get the same 10 Thralls and 3 Akhelian Guard, but you’ll miss out on the Allopex. In place of the Soulscryer you get the Isharran Soulrender, arguably a much better hero. If you’re starting out with the Soulrender, consider choosing the Mor’phann sub-faction to get the most out of him.

If you can find the 2022 dual-faction box Fury of the Deep, the Idoneth Deepkin half comes with 10 Thralls, 10 Namarti Reavers (mobile ranged battleline) and one Akhelian Thrallmaster (a buffing hero that improves Thralls). This might be a good option if you’re splitting the box with a Fyreslayers player, or if you plan to focus on Namarti and avoid the eels and sharks.

Fyreslayers face the fury of Idoneth Deepkin
Fire, meet water

Your First 1000 Point List

Here’s how to build your first 1000 point Idoneth Deepkin list:

Allegiance: Idoneth Deepkin
– Enclave: Dhom-Hain
– Grand Strategy: The Creeping Gloomtide
– Triumphs: Inspired

Leaders
Isharann Soulscryer (150)*
 Artefact: Dritchleech
 Universal Prayer Scripture: Curse
Isharann Tidecaster (150)*
 General
 Command Trait: Teachings of the Turscoll
 Lore of the Deeps: Counter-current

Battleline
10 x Namarti Thralls (130)*
10 x Namarti Reavers (170)*

Units
1 x Akhelian Allopexes (165)*
 Razorshell Harpoon
3 x Akhelian Morrsarr Guard (195)*

Core Battalions
*Battle Regiment

Total: 960 / 1000
Reinforced Units: 0 / 2
Allies: 0 / 200
Wounds: 50
Drops: 1

This list can do something in every phase of the game. While fragile, it has access to two Isharran rituals (Creeping Mist during Low Tide and Deepsight during High Tide) that can keep you safe from shooting and protect your Namarti, respectively.

We’ve chosen Dhom-Hain for our enclave as it will allow us to get a bit more out of our two Namarti units, and maybe even pull off a cheeky double attack with the Namarti Thralls.

A typical deployment would be to set up defensively behind your Gloomtide Shipwreck and keep the Soulscryer off the board, accompanied by the Reavers, the Allopex or even both. With your one-drop battalion, you’ll usually want to give away first turn to force your opponent to come closer (allowing you to hopefully grab the double turn). Based on your opponent’s army and deployment, decide whether to use Teachings of the Turscoll to reverse the order of the tides to your benefit.

The game plan is to whittle down your opponent with shooting before charging in with your eels, shark and Thralls. Deep-strike the Soulscryer and friends in at an opportune time to grab an objective or harass the opponent’s backline. Use his Curse prayer along with Namarti shooting and melee to hopefully break even the largest enemy unit.

If you want to embody an Idoneth general, start practicing your satisfied smirk

Want more infantry? For an alternative list, lose the Tidecaster and add 10 more Thralls, bringing that block up to 20. You’ll have more bodies and more presence on the board, but you’ll be missing any form of magic.

Looking for something that’s high risk/high reward? Lose the Soulscryer and Tidecaster and add an Akhelian King. You’ll have no magic (unless you give him Arcane Tome and Flaming Weapon, which you absolutely should), no rituals, and you’ll be spending a quarter of your points on one very fragile hero. On the other hand, he’s extremely deadly and he buffs your Akhelian units. While amazing in a larger game, he may not be the best choice when you’re just starting out.

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Pricing It Out

So how much will this list cost you?

BoxUSDGBPEURAUD
Vanguard: Idoneth Deepkin$130£80€105$190
Namarti Reavers$55£32.50€42.50$84
Isharran Tidecaster$32£18€23$40
Gloomtide Shipwreck$60£35€45$84
Battletome: Idoneth Deepkin$55£32.50€42.50$84
Total$332£198€258$482
Purchasing from eBay or your local game store can drop these price by 15-20%

Let’s talk about the ur-kraken in the room: The Gloomtide Shipwreck. It’s currently out of stock on Games Workshop’s website and very expensive on eBay. Your best bet is to scour local game stores in search of one.

This is an important model for your army, but you can make do without one if you’ll be playing casually at first. My advice is to use a template or proxy model until you find one or they come back in stock online.

Next Steps

So you’ve played a few games at 1000 points and you want to expand your army. What’s next?

First things first: grab yourself an Akhelian King. The Slap-King, as he’s known, is a fantastic finesse piece which can reliably delete the enemy’s biggest threats and almost guarantee you the This One’s Mine! battle tactic. Just be careful with your positioning and watch out for Unleash Hell and Stomp.

I strongly recommend at least another 10 Namarti Thralls. They may be eye-less but they’re not harmless, as their 2″ reach and surprising damage output can chew through most enemy units.

To support your Thralls and Reavers, you could consider investing in heroes such as the Isharran Soulrender, Lotann or the Akhelian Thrallmaster. The Soulrender is a particularly good choice, as he unlocks the popular Mor’phann enclave.

Waving to his fans

Now we’re getting into the big centerpiece models. The Eidolon of Mathlann is a huge support hero that comes in either Sea (spellcasting) or Storm (combat) flavors. The Eidolon of the Sea is currently your best bet for a reliable spellcaster in the entire faction, and it also brings along a massive bravery buff and an excellent warscroll spell. Definitely a worthwhile investment.

Finally, the Akhelian Leviadon is a hefty model with a hefty points cost (and price tag), but as the faction’s only monster he doesn’t disappoint. The titanic turtle is a shooting, fighting, tanky monster that protects and buffs your Namarti. If you happen to choose the Nautilar enclave, the Leviadon’s attacks become truly terrifying against heavily armored targets.

Good luck harvesting the souls of your enemies! If you have any questions or want to share your ideas for starting an Idoneth army, dive into the comments section below.

Combat Patrol: Orks – Beginners 1,000 Point Army

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.

Combat Patrol: Orks


In the Orks Combat Patrol box you’re given;

  • Ork Warboss in Mega Amour
  • 20x Ork Boyz
  • 3x Deffkoptas
  • 1x Deff Dread

All of that for £85, which is bought separately would cost roughly £150.

On top of this we’ll add the following 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


HEAVY SUPPORT
———-

Deff Dread – 85 pts
4x Dread Klaw
Deff Dread – 85 pts
4x Dread Klaw

DEDICATED TRANSPORT
———-

Trukk – 70 pts

TOTAL POINTS: 1,000

WARBOSS IN MEGA ARMOUR

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.

Peter

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Combat Patrol: Blood Angels – Beginners 1,000 Point Starter Army

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.

Combat Patrol: Blood Angels


In the Blood Angel Combat Patrol box you’re given;

  • Primaris Librarian
  • 5x Incursors
  • 5x Intercessors
  • 3x Aggressors
  • Impulsor
  • 2x Blood Angel upgrade frames

All of that for £85, which is bought separately would cost roughly £150.

On top of this we’ll add the following units;

  • Sanguinary Guard (2 packs) £60
  • 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

Primaris Librarian – 95 pts
– Quickening

TROOPS
———-

Incursor Squad – 115 pts
– 4x Incursor w/Occulus Bolt Carbine
– Incursor Sergeant w/Occulus Bolt Carbine
– Haywire Mine

Intercessor Squad – 100 pts
– 4x Intercessor w/Auto-Bolt Rifles
– Intercessor Sergeant w/Auto-Bolt Rifle

ELITES
———-

Aggressor Squad – 120 pts
– 2x Aggressor w/Flamestorm Gauntlets
– Aggressor Sergeant w/Flamestorm Gauntlet

Sanguinary Ancient – 110 pts
– Angelus Boltgun and Encarmine Sword

Sanguinary Guard – 202 pts
– 4x Sanguinary Guard w/ Angelus Boltgun and Encarmine Swords
– 2x Sanguinary Guard w/ Angelus Boltgun and Power Fist

DEDICATED TRANSPORT
———-

Impulsor – 115 pts
– 2x Storm Bolters
– Ironhail Heavy Stubber

CAPTAIN

Credit: Reddit User u/l0te

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.

INCURSOR SQUAD

Incursor Squad Credit: Alex Heap

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 Face of 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.

Peter

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