I'm at a Crossroads, LOL.
No, not that one.
I'm trying to decide something important.
Should I:
1. Keep playing Blood Angels, and start squeezing in new units. Plus or minus Astra Militarum or a Knight.
2. Go back to Ultramarines (my roots) but modernize with the Primarch and Primaris, and other new stuff.
3. Say screw it all, stop fighting for the good guys and go rogue? I have a unfinished, never used Black Legion force that would need to be severely updated.
Option 1 is pretty easy, I have a few yet unpainted but built reinforcements for the red guys. I'm just finding that they will seem to struggle with the lack of turn 1 drops and other issues like the nerf to command point regeneration. It will be interesting to add back in the "revised" proposed rules for bolt weapons. A 5-man terminator squad throwing out 20 storm bolter shots instead of 10? OK...
Option 2 is attractive, with the new Vigilus-related box set coming out soon. I really need to go all in on Primaris though. I did get the new Calgar and Friends box, but in reality I should just spring for the Primarch and go blue to the core. A new Librarian Character with possibly new spells? Not going to win any painting awards through.
Option 3 has always been gnawing at my skull. Whispers in the dark. Black Legion and and new Abaddon and more hearken. Lots of re-painting, repairs, and new stuff. Easy to paint though...and maybe with a few demons for luck...Vigilus Book 2 will probably have a lot of special stuff for the Black Legion...It might be a good time to start something fresh.
Overall, it has been a hard winter for me to get games in - seems every Wednesday has snowed or I have a meeting, or a cold. Ditto on monthly event Saturdays. What, like 8 games or something silly so far for the gaming year? Inconceivable!
BUT, April is coming. I need to make a decision now and start tooling up for an April event. April...
Red or Blue or Black...
MING
Ultramarines, 40K, Beer, 3rd Company, Imperial Guard, 555th Company, Triple Nickels, Warhammer, Battle Reports, Tactics, Strategy, Calth, Ultramar, Crossroad Games, Maine, Blood Angels, 5th Company
Wednesday, February 20, 2019
Wednesday, February 13, 2019
Streaming Fail at the LVO
Just a small rant.
A tiny rant.
I thought the Warhammer 40K live stream from the LVO was a failure this year.
I was hoping it would be better.
Instead, two guys just talked about the game being shown and they talked about the chat that came in while they broadcast.
How had would it be to really be better broadcasters?
Watching 40K is not like watching e-sports, in that the game has turns and phases and larger scale strategy. It takes time to develop.
An e-sports match can be 5 minutes of action packed game time, sometimes just an animated fight between two characters. The screen often shows the score as it develops, and the action can be visceral.
Warhammer 40K is more like a football game or baseball game with no substitutions and injured players cannot be replaced.
How can it be fixed?
In the edited taped versions of 40K, I think Tabletop Tactics and Veterans of the Long War are the gold standard of non-live games. Some of their theatrics, comedy, and insight and such lend well to a live game.
I'd say that the only real way to address the livestream broadcast issues are to add a third reporter - located ringside - with a camera of their own to hold, and one pointed at a nearby broadcast point. They need to have their own version of the game scoring system up - and keep record of the status of each element and talk live to keep the "booth" up on exactly when player turns and turn phases change. The "scoring sheet" could be kept at a location facing away from the players - so as not to provide a reminder or advantage to either, and the ringside reporter can, using a headset mike - can talk in a way that provides instant information to the booth and viewers, that would not disrupt the game. The booth pair themselves need to have more data at their fingertips - what are the actual placings of the opponents? Where are they from? How many wounds does a model have and its save? They need to just say those things. Is there a presumed real strategy being played, or is it just "target priority". Color commentary is key.
It was awkward throughout the LVO livestream this year to know that Frankie and the other guy had no idea at times what was going on, no idea what spells or cards were played, etc. Thus, unless you loved seeing monocolored dice rolled in a small box, it became boring. Heck, you could not tell what was being targeted until it was picked up as a casualty. All of that was due to the distance of the booth from the action on the field.
Overall, if the livecast of these games is to rise in viewership, it is critical that the broadcast gets better for the viewer.
Back to the drawing board,
MING
A tiny rant.
I thought the Warhammer 40K live stream from the LVO was a failure this year.
I was hoping it would be better.
Instead, two guys just talked about the game being shown and they talked about the chat that came in while they broadcast.
How had would it be to really be better broadcasters?
Watching 40K is not like watching e-sports, in that the game has turns and phases and larger scale strategy. It takes time to develop.
An e-sports match can be 5 minutes of action packed game time, sometimes just an animated fight between two characters. The screen often shows the score as it develops, and the action can be visceral.
Warhammer 40K is more like a football game or baseball game with no substitutions and injured players cannot be replaced.
How can it be fixed?
In the edited taped versions of 40K, I think Tabletop Tactics and Veterans of the Long War are the gold standard of non-live games. Some of their theatrics, comedy, and insight and such lend well to a live game.
I'd say that the only real way to address the livestream broadcast issues are to add a third reporter - located ringside - with a camera of their own to hold, and one pointed at a nearby broadcast point. They need to have their own version of the game scoring system up - and keep record of the status of each element and talk live to keep the "booth" up on exactly when player turns and turn phases change. The "scoring sheet" could be kept at a location facing away from the players - so as not to provide a reminder or advantage to either, and the ringside reporter can, using a headset mike - can talk in a way that provides instant information to the booth and viewers, that would not disrupt the game. The booth pair themselves need to have more data at their fingertips - what are the actual placings of the opponents? Where are they from? How many wounds does a model have and its save? They need to just say those things. Is there a presumed real strategy being played, or is it just "target priority". Color commentary is key.
It was awkward throughout the LVO livestream this year to know that Frankie and the other guy had no idea at times what was going on, no idea what spells or cards were played, etc. Thus, unless you loved seeing monocolored dice rolled in a small box, it became boring. Heck, you could not tell what was being targeted until it was picked up as a casualty. All of that was due to the distance of the booth from the action on the field.
Overall, if the livecast of these games is to rise in viewership, it is critical that the broadcast gets better for the viewer.
Back to the drawing board,
MING
Friday, January 25, 2019
Vigilus Volume I
So, I'm about halfway through reading Volume I, after having scanned through it. I'm deep in the second section of the book where it provides a one page or so summary of each of the "warzones" into which the authors have tried to create some differing narrative. Next comes the various campaign features and new/rewritten detachments and data slates.
The first section is pretty good, taking you from Pre-Maledictum to the "current time". Overall, I'd have been pretty happy if the story line just stayed focused on the Ork invasion of a key Imperial planet, but the book seems to have been written by a committee that wanted to squeeze as many factions into the book as Xenos-ly possible. If anything, the book has been big on the overall stew pot and very light on character development, which I assume is available in some Black Library books to cover the conflict (plus the already released short stories)...
So yeah, there is the full checklist of possible conflicts hiding on one key planet, some are great thematic story lines, others just make it a train wreck. Apparently nobody can get space-superiority anymore...
The good (the great menage'):
Then we get into the rest - some openly stated and some implied (implied conflicts I predict will be openly expanded in Volume II):
Imperial loyalists include a dozen or so Astra militarum factions, a dozen or so Astartes factions, Several Sororitas factions, Inquisition assets, Titan legions, Assassins, Administratum, Priests, even mining servitors and shopkeepers and Uber drivers.
Pretty much everyone but Tau.
Every climate type is included - from polar ice zones to underground volcanic realms and even housing blocks floating on lakes and towers so high that spacecraft dock to them.
With the whole stew of crap going on, there are only three real conflicts I'm watching - the rest was all thrown in just to give everyone a semi-plausible reason to be there - and Volume II, I predict, will advance the key story lines that the writers must have originally used to pull together this campaign volume:
1. The Mechanicum knows this is a planet the Necrons used to get their black metal Cadian pylons were constructed with, and have been mining and stockpiling it in massive underground quantities. This massive amount of material is probably what kept the Maledictum from overcoming this part of space, similar to Cadia's original purpose. The Black Legion is coming here - to deal with that issue. But I'd suspect the Necrons (implied as already here) will make an appearance in a huge plot twist, probably to claim their black metal back and / or work to start healing the Maledictum via their own dark technology.
2. The Orks more or less came here by waugh-accident. Their plot line is the weakest thread (having started with much fanfare), but it gives some marketing to the Speedfreaks / speedwaugh concept. That said, GW just released pictures showing the Genestealer Cultists have a cooler looking dunebuggy coming out, so the real interest here is future added conflict of orks vs Genestealers and Tyranids (if they seemingly arrive in a future volume).
3. Black Legion vs Everyone. I predict Volume II will coincide with the rumored Black legion expansion and additional models. However, if Papa Nurgle has his way, everything could just devolve into a snotty green conflict of zombie orks and zombie cultists vs Black Legion raptors...If anything, it could mean we will see more redone Black legion character models for Abaddon and his lieutenants, yada yada.
In the end, because the Universe needs balance - and knowing how GW always ends things badly (every last major campaign expansion ended with the core planet of the storyline destroyed)...I predict we will see Necrons allied with Eldar and the Ultramarines to blow the planet...everybody dies, except for those with space fleets, Abaddon and his unlimited black armored buddies, and some web-way travelers, who leave just in time to go to the next conflict...and the maledictum just shrinks a bit...while someplace, a psychic scream is released, causing a Tyranid hive fleet to change course...and a Tau hunter cadre goes fishing...
So, what are your thoughts on the next volume? What do you think will happen next?
The first section is pretty good, taking you from Pre-Maledictum to the "current time". Overall, I'd have been pretty happy if the story line just stayed focused on the Ork invasion of a key Imperial planet, but the book seems to have been written by a committee that wanted to squeeze as many factions into the book as Xenos-ly possible. If anything, the book has been big on the overall stew pot and very light on character development, which I assume is available in some Black Library books to cover the conflict (plus the already released short stories)...
So yeah, there is the full checklist of possible conflicts hiding on one key planet, some are great thematic story lines, others just make it a train wreck. Apparently nobody can get space-superiority anymore...
The good (the great menage'):
- Genestealer cults vs Imperial loyalists
- Genestealer cults vs Orks
- Orks vs Imperial Loyalists.
Then we get into the rest - some openly stated and some implied (implied conflicts I predict will be openly expanded in Volume II):
- Orks vs Mechanicum
- Dark Eldari vs Imperial loyalists
- Regular Eldar vs Imperial Loyalists
- Eldar vs genestealer cults
- Knights vs Orks
- Mechanicum vs Imperial Loyalists
- Black Legion vs Everybody
- Death Guard vs Everybody
- Mechanicum vs (redacted)....
Imperial loyalists include a dozen or so Astra militarum factions, a dozen or so Astartes factions, Several Sororitas factions, Inquisition assets, Titan legions, Assassins, Administratum, Priests, even mining servitors and shopkeepers and Uber drivers.
Pretty much everyone but Tau.
Every climate type is included - from polar ice zones to underground volcanic realms and even housing blocks floating on lakes and towers so high that spacecraft dock to them.
With the whole stew of crap going on, there are only three real conflicts I'm watching - the rest was all thrown in just to give everyone a semi-plausible reason to be there - and Volume II, I predict, will advance the key story lines that the writers must have originally used to pull together this campaign volume:
1. The Mechanicum knows this is a planet the Necrons used to get their black metal Cadian pylons were constructed with, and have been mining and stockpiling it in massive underground quantities. This massive amount of material is probably what kept the Maledictum from overcoming this part of space, similar to Cadia's original purpose. The Black Legion is coming here - to deal with that issue. But I'd suspect the Necrons (implied as already here) will make an appearance in a huge plot twist, probably to claim their black metal back and / or work to start healing the Maledictum via their own dark technology.
2. The Orks more or less came here by waugh-accident. Their plot line is the weakest thread (having started with much fanfare), but it gives some marketing to the Speedfreaks / speedwaugh concept. That said, GW just released pictures showing the Genestealer Cultists have a cooler looking dunebuggy coming out, so the real interest here is future added conflict of orks vs Genestealers and Tyranids (if they seemingly arrive in a future volume).
3. Black Legion vs Everyone. I predict Volume II will coincide with the rumored Black legion expansion and additional models. However, if Papa Nurgle has his way, everything could just devolve into a snotty green conflict of zombie orks and zombie cultists vs Black Legion raptors...If anything, it could mean we will see more redone Black legion character models for Abaddon and his lieutenants, yada yada.
In the end, because the Universe needs balance - and knowing how GW always ends things badly (every last major campaign expansion ended with the core planet of the storyline destroyed)...I predict we will see Necrons allied with Eldar and the Ultramarines to blow the planet...everybody dies, except for those with space fleets, Abaddon and his unlimited black armored buddies, and some web-way travelers, who leave just in time to go to the next conflict...and the maledictum just shrinks a bit...while someplace, a psychic scream is released, causing a Tyranid hive fleet to change course...and a Tau hunter cadre goes fishing...
So, what are your thoughts on the next volume? What do you think will happen next?
Monday, October 22, 2018
Force or Power
I was listening to a really cool podcast from Frontline Gaming over the weekend that was all focused on "Unraveling the Psychic Phase" and it is worth listening to a few times. It is a great primer on ideas and thoughts for that phase of the game, and I was very happy with the detail and discussion.
That had me thinking about Space Marine Librarians and their GK brethren.
In the prior editions, Force weapons were a major thing for the game, with the opportunity to punch a unit back to the Warp (remove from game). Force staves, Force Swords, Force Axes. It was all about the Force, but you needed to activate the Force weapon to give it a chance to work, hit and wound, and then your opponent had to fail against it.
In 8th Edition Force Weapons are probably not worth it. Why?
Example:
No other benefits of Force that I'm immediately aware of.
It makes me wonder.
A Force Stave is the same number of points as a force sword (8), but is +2 strength, -1 AP, D3 damage. You could then change it to a relic staff (Blood Angels, I assume others have equivalent), which gives you +1 to psychic rolls when manifesting a power. Playing Blood Angels, the difference between the stave vs sword is a non-argument for most cases. I'd go with what you have modeled and be fine, but the preference is the sword for the -3AP. A Force Axe is 10 points, +1S, -2AP, D3.
It is just a shame that a Force weapon activation spell or stratagem does not exist. Could you imagine a spell (say, WC7) or stratagem (say, 2CP) that would take the weapon up to D3 mortal wounds instead (to give the user the ability to take out a 5-wound model or so, or when really lucky as many as 9 wounds)? That would give a Librarian with a Force Weapon the tool needed to take down a "powerful" demon or equivalent, and have the ability to spend on other stratagems or spells to boost him to even higher damage output. It would make it more thematic as well - after all, it was cool in prior editions when you could pull it off.
C'mon, GW, support the narrative aspect of the game!
Regardless, Space Marine Librarians cannot take power weapons, only force weapons. That said, are the 8 point spent on a Force Weapon better spent for two power swords or a single power fist in a unit accompanying the Librarian on his mission? Maybe so. It depends on the combat role.
Frankly, with no natural invulnerable save (unless you go terminator), the basic Librarian might be best left in the supporting role. You can model the Librarian holding a book out at arm's length to read it with bifocals. After all, you are not "forced" to give the model a weapon...The one I use in my Blood Angels (not pictured above) is the old metal model, kitbashed to have a power sword, but has the standard plasma pistol he came with...he's likely to live longer using the pistol and smite than jumping into close combat...
Your thoughts?
MING
That had me thinking about Space Marine Librarians and their GK brethren.
In the prior editions, Force weapons were a major thing for the game, with the opportunity to punch a unit back to the Warp (remove from game). Force staves, Force Swords, Force Axes. It was all about the Force, but you needed to activate the Force weapon to give it a chance to work, hit and wound, and then your opponent had to fail against it.
In 8th Edition Force Weapons are probably not worth it. Why?
Example:
- Force Sword, S User, -3AP, D3 damage. 8 points.
- Power sword, S user, -3AP, 1 damage, 4 points.
No other benefits of Force that I'm immediately aware of.
It makes me wonder.
A Force Stave is the same number of points as a force sword (8), but is +2 strength, -1 AP, D3 damage. You could then change it to a relic staff (Blood Angels, I assume others have equivalent), which gives you +1 to psychic rolls when manifesting a power. Playing Blood Angels, the difference between the stave vs sword is a non-argument for most cases. I'd go with what you have modeled and be fine, but the preference is the sword for the -3AP. A Force Axe is 10 points, +1S, -2AP, D3.
It is just a shame that a Force weapon activation spell or stratagem does not exist. Could you imagine a spell (say, WC7) or stratagem (say, 2CP) that would take the weapon up to D3 mortal wounds instead (to give the user the ability to take out a 5-wound model or so, or when really lucky as many as 9 wounds)? That would give a Librarian with a Force Weapon the tool needed to take down a "powerful" demon or equivalent, and have the ability to spend on other stratagems or spells to boost him to even higher damage output. It would make it more thematic as well - after all, it was cool in prior editions when you could pull it off.
C'mon, GW, support the narrative aspect of the game!
Regardless, Space Marine Librarians cannot take power weapons, only force weapons. That said, are the 8 point spent on a Force Weapon better spent for two power swords or a single power fist in a unit accompanying the Librarian on his mission? Maybe so. It depends on the combat role.
Frankly, with no natural invulnerable save (unless you go terminator), the basic Librarian might be best left in the supporting role. You can model the Librarian holding a book out at arm's length to read it with bifocals. After all, you are not "forced" to give the model a weapon...The one I use in my Blood Angels (not pictured above) is the old metal model, kitbashed to have a power sword, but has the standard plasma pistol he came with...he's likely to live longer using the pistol and smite than jumping into close combat...
Your thoughts?
MING
Friday, October 12, 2018
Updated 1850 - BloodyGuards ver1.2
As promised here is my revised 1850 list:
1850 Blood Angels (3 detachments, 14 CP)
Battalion
Librarian, jump pack, plasma pistol, force sword, smite, shield, quick
Sanguinary Priest, jump pack, bolter, power axe, veritas vitae relic
Tac squad, 5, flamer
Tac squad, 5, flamer
Tac squad, 5
Plasma Inceptors, 3
Flamer Aggressors, 3
Predator, autocann-lascann, stormbolter
Predator, autocann-lascann, stormbolter
Vanguard
Captain, warlord, jump pack, thunderhammer and stormshield, angels wing relic
Sanguinary Guard, 4, jump packs, 1 power fist, 3 encarmine blades, 1 plasma pistol, 3 angelus boltguns
Sanguinary Guard, 4, jump packs, 1 power fist, 3 encarmine blades, 1 plasma pistol, 3 angelus boltguns
Company vet squad, 5, jump packs, power fist/stormshield, 3/w paired lightning claws, 1 w/ chainsword and handflamer
Allied Battalion (Cadian)
2x company commanders
3x infantry squads with mortars
1850 Blood Angels (3 detachments, 14 CP)
Battalion
Librarian, jump pack, plasma pistol, force sword, smite, shield, quick
Sanguinary Priest, jump pack, bolter, power axe, veritas vitae relic
Tac squad, 5, flamer
Tac squad, 5, flamer
Tac squad, 5
Plasma Inceptors, 3
Flamer Aggressors, 3
Predator, autocann-lascann, stormbolter
Predator, autocann-lascann, stormbolter
Vanguard
Captain, warlord, jump pack, thunderhammer and stormshield, angels wing relic
Sanguinary Guard, 4, jump packs, 1 power fist, 3 encarmine blades, 1 plasma pistol, 3 angelus boltguns
Sanguinary Guard, 4, jump packs, 1 power fist, 3 encarmine blades, 1 plasma pistol, 3 angelus boltguns
Company vet squad, 5, jump packs, power fist/stormshield, 3/w paired lightning claws, 1 w/ chainsword and handflamer
Allied Battalion (Cadian)
2x company commanders
3x infantry squads with mortars
The above also takes care of some typos or errors in the prior list.
Overall, I think it is an interesting list for play and goes with the them very well. Lots of gold painted sanguinary models. I think if I had the Sanguinor model itself, I'd work that in for the next version! Or...even a librarian dreadnought...or swap the predators for other dreadnought(s).
Is it amazing? At 1850, it is probably not too bad. If there was good terrain coverage it should do well.
Overall, it has some good parts to it - the predators are there for the long range support fire on larger beasts or tanks or knights. The plasma inceptors are there for dropping in to slaughter back field high value targets or elite infantry. Tac squads and cadians for warapping and defending any deployment are objectives, supported by the flamer aggressors. Mortars for sniping at hideen stuff or more long range support. The remainder (Captain, etc.) all head off together to do the punching and poking. The job of the Priest is obvious to support that, giving them additional strength and hopefully recovering bunches of wounds or models from the graveyard. So, overall, its pretty good on-screen.
I'll have pictures of new models being assembled and painted next week. So much to do! Eventually (for November), I need to have a tough as nails PITA list for the 2018 Standish Standoff...
Friday, October 5, 2018
Updated 1850 - BloodyGuards
Here is my revised 1850 list:
1850 Blood Angels (3 detachments, 14 CP)
Battalion
Librarian, jump pack, plasma pistol, power sword, smite, shield, quick
Sanguinary Priest, jump pack, bolter, power axe, veritas vitae
Tac squad, 5, flamer
Tac squad, 5, flamer
Tac squad, 5
Plasma Inceptors, 3
Flamer Aggressors, 3
Predator, autocann-lascann, stormbolter
Predator, autocann-lascann, stormbolter
Vanguard
Captain, jump pack, thunderhammer and stormshield, warlord, angels wing
Sanguinary ancient, power fist, angelus boltgun, banner, possible 3rd relic
Sanguinary Guard, 5, 2 jump packs, power fists, 3 encarmine blades, 2 plasma pistols, 3 angelus boltguns
Company vet squad, 5, jump packs, power fist, bolt pistol, 4 pairs of lightning claws
Allied Battalion (Cadian)
2x company commanders
3x infantry squads with mortars
This list is interesting as it includes the Company Vet Squad - which I'll have to verify in the codex, but these guys have the command squad bodyguard special rule...which is new to the BAs and regular marines, and something Ol' Reecius at FLG was experimenting with at the Nova. Basically if they go around with the Captain (or other character in the list) and they can take the wound on a 2+ (as a mortal wound). Overall, they are equipped the same as the Vanguard squad posted earlier (right now), for about the same points (had to drop the hand flamer for a pistol).
I'm now looking to drop the Sanguinary Ancient and just rebalance with more Sanguinary Guard (two units of 4 would be the goal), but it might mean taking some of the claws out of the "BloodyGuards" for the captain. I would think most of you might recommend arming them simply with just bolt guns and chainswords if I'm really just using them as a wound bank. Dropping the Ancient would get me more bodies and bolters and blades at the expense of a "reroll 1's to wound" and slightly improved leadership bubble.
Thoughts?
MING
Wednesday, October 3, 2018
Next list 1850 first cut
I did download BattleScribe and used it for the first time. The cool part is that it works well on my phone, so its easy to take a list to a game and not have a bunch of paper flying about.
As I've alluded to in the recent past, I'm transitioning now from a Death-Company focused Blood Angels list to a Golden Host focused list.
First list has models I have in my beats lab:
1850 Blood Angels (3 detachments, 14 CP)
Battalion
Librarian, jump pack, plasma pistol, power sword, smite, shield, quick
Sanguinary Priest, jump pack, bolter, power axe, veritas vitae
Tac squad, 5, flamer
Tac squad, 5, flamer
Tac squad, 5, flamer
Plasma Inceptors, 3
Flamer Agressors, 3
Predator, autocann-lascann, stormbolter
Predator, autocann-lascann, stormbolter
Vanguard
Captain, jump pack, thunderhammer and stormshield, warlord, angels wing
Sanguinary ancient, power fist, angelus bolter, banner, possible 3rd relic
Sanguinary Guard, 5, 2 jump packs, power fists, 3 encarmine blades, 2 inferno pistols, 3 angelus bolters
Vanguard vet squad, 5, jump packs, power fist, hand flammer, 4 pairs of lightning claws
Allied Battalion (Cadian)
2x company commanders
3x infantry squads with mortars
So far, so good. I was hoping to meld some scouts in, but I don't have the models. I'll be considering changing the Sanguinary Priest to a chaplain if the points fit. Will need to try it out on some stuff.
Thoughts?
MING
As I've alluded to in the recent past, I'm transitioning now from a Death-Company focused Blood Angels list to a Golden Host focused list.
First list has models I have in my beats lab:
1850 Blood Angels (3 detachments, 14 CP)
Battalion
Librarian, jump pack, plasma pistol, power sword, smite, shield, quick
Sanguinary Priest, jump pack, bolter, power axe, veritas vitae
Tac squad, 5, flamer
Tac squad, 5, flamer
Tac squad, 5, flamer
Plasma Inceptors, 3
Flamer Agressors, 3
Predator, autocann-lascann, stormbolter
Predator, autocann-lascann, stormbolter
Vanguard
Captain, jump pack, thunderhammer and stormshield, warlord, angels wing
Sanguinary ancient, power fist, angelus bolter, banner, possible 3rd relic
Sanguinary Guard, 5, 2 jump packs, power fists, 3 encarmine blades, 2 inferno pistols, 3 angelus bolters
Vanguard vet squad, 5, jump packs, power fist, hand flammer, 4 pairs of lightning claws
Allied Battalion (Cadian)
2x company commanders
3x infantry squads with mortars
So far, so good. I was hoping to meld some scouts in, but I don't have the models. I'll be considering changing the Sanguinary Priest to a chaplain if the points fit. Will need to try it out on some stuff.
Thoughts?
MING
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