Wednesday, December 5, 2012

Greatest Space Marine Costume Ever!

Ok.   This is simply awesome.   Not only is the build quality of this costume fantastic and pretty much fully articulated but he had the impeccable taste to chose Blood Angels chapter.  This is seriously the best 40k costume I've seen so far.  Take a look:


What do you think?  Comment below!

Friday, November 30, 2012

Warhammer 40k iPhone 5 Backgrounds

I made a Tau and Blood Angels background for my new iPhone 5 but I decided to go ahead and make a bunch of other faction backgrounds as well.   Feel free to download them and use them on your phone!


 










Tuesday, November 27, 2012

Death Company Dice Have Arrived!

Just in time for the Berks Winter Assault, my new Death Company dice have arrived and they look great.  They also compliment my regular Blood Angels dice quite nicely.  Have a look:



Tuesday, November 6, 2012

Death Company Custom Dice!

Ok so last year I made some custom Chessex Blood Angels dice (http://knightsofbaal.blogspot.com/2011/07/blood-angels-custom-dice.html) and now I've finally made up some Death Company dice.

Just placed the order today, here's a look at some sample dice they made for me:


 They came out pretty good!   I went with the Opaque black and red pips so it would match my opaque red Blood Angels dice.   For 20 dice and a small black dice bag it was about $30 with shipping.   

If anyone is interested in making their own Death Company dice, here is the artwork I sent to chessex to use for my dice:




Friday, August 31, 2012

Army List: Dual Baal Predators!



So at our local store we're playing in a campaign where its a 1500pt army list with a 500 pt sideboard that can be swapped before each game.   My list for that campaign consists of:

Reclusiarch in Terminator Armour with Stormbolter and Power Maul

5 Assault Terminators with Thunderhammer and Stormshields

1 Sanguinary Priest with Terminator Armour and Power Sword/Axe (I have this magnetized)

1 Sanguinary Priest with Jump Pack

1 Furiouso Dread with bolter and melta in a Drop Pod with a Locator Beacon (for the Termies to teleport in)

10 man squad of Assault Marines, Sargeant has a Stormshield and Thunderhammer

10 man squad of Tactical Marines with 1 Plasma Gun, 1 Plasma Cannon and Sargeant has a Combi Plasma

5 man squad of Scout Marine Snipers with Camo Cloaks, Sargeant has a Missile Launcher

1 Stormraven with Twinlinked MultiMelta, Twinlinked Lascannon, Hurricane Bolter Sponsons and a Locator Beacon


I've only played one game and did relatively well against a Coteaz Grey Knights army, though it was very bloody.   Unfortunately the Dread just landed whiffed on its melta shot on a transport and then proceeded to die the next turn.   The Snipers also weren't terribly effective even with the missile launcher.  So, I decided to make a change (for my regular list, this list is unfortunately locked for the remainder of the campaign).

So, I've been realizing more and more how awesome assault cannons are in 6th edition.   Their Rending ability can demolish all armour and infantry, and even if you don't rend, the Assault Cannon can take on most light armour and pretty much all infantry all at a 36 inch range.   Also Armour 13 on Vehicles is getting to the point where its a must.   Hmmm I wonder what unit in the Blood Angels has both of these features...  oh right, Baal Predators!

So, my current lists going forward have not just one but two Baal Predators and they will replace the Dreadnought and Sniper Squad.   I've given a couple great strengths above but there are more advantages to the Baal Predator.   It's a Fast vehicle so you can move 6 inches and still fire all your weapons at full BS.  At 12 inches they can fire 2 weapons at full BS with the rest at Snap shots.   Also, when moving Flat Out, they get another 12 inches of movement.   These suckers are fast!

The Baal Predator also has the Scout rule, which in 6th edition means they can redeploy 12" AFTER both sides deploy.   I feel this rule is better in 6th because it is a redeployment and not an extra movement so you dont have to worry about travelling through difficult terrain and immobilizing your vehicle.   Just plop it where you want.

Before I show my list, I also want to say that with my vehicles I like to put as many weapons on them as possible and not just for firepower reasons (points permitting of course).    In 6th edition, when you get a Weapon Destroyed Penetrating Hit result, the weapon is chosen randomly so the more weapons you have the less chance you have of destroying your main weapon and in the case of the Baal, the Assault Cannon.

So here are my lists for various points level with Dual Baal Predators:


Blood Angels 1500pt Dual Baal Predator list

HQ:
Reclusiarch with Terminator Armour and Stormbolter
------------------------------------------
160pts total


Elites:
5 Assault Terminators with Thunderhammer/Stormshields
-----------------------------------------
225pts total

Sanguinary Priest x2, Jump pack x1, Terminator Armor and Power Sword/Axe x1
---------------------------------
160pts total


Troops:
10 man Assault Marine Squad, Stormshield for Sargeant,Thunderhammer for Sargeant
-------------------------------------------------
240pts

10 man Tactical Marine Squad, Plasma Cannon, Plasmagun and Combi-Plasma for Sargeant
-------------------------------------------------
195pts


Fast Attack:
Baal Predator with TL Assault Cannon with Heavy Bolter Sponsons
-------------------------------------------------
145pts

Baal Predator with TL Assault Cannon with Heavy Bolter Sponsons
-------------------------------------------------
145pts


Heavy Support:
Stormraven with Hurricane Bolters, MultiMelta and TL Lascannons
---------------------------------------
230pts total



Blood Angels 1850pt Dual Baal Predator list

HQ:
Reclusiarch with Terminator Armour and Stormbolter
------------------------------------------
160pts total


Elites:
5 Assault Terminators with Thunderhammer/Stormshields
-----------------------------------------
225pts total

Sanguinary Priest x3, Jump pack x2 and Terminator Armor with Power Sword/Axe x1
---------------------------------
235pts total


Troops:
10 man Assault Marine Squad with Stormshield and Thunderhammer for Sargeant
-------------------------------------------------
240pts

10 man Assault Marine Squad with Stormshield and Thunderhammer for Sargeant
-------------------------------------------------
240pts

10 man Tactical Marine Squad with Plasmagun, Plasma Cannon and CombiPlasma for Sargeant
-------------------------------------------------
195pts


Fast Attack:
Baal Predator with TL Assault Cannon, Stormbolter and Heavy Bolter Sponsons
-------------------------------------------------
155pts

Baal Predator with TL Assault Cannon, Stormbolter and Heavy Bolter Sponsons
-------------------------------------------------
155pts


Heavy Support:
Stormraven with Hurricane Bolters, MultiMelta, TL Lascannons and Locator Beacon
---------------------------------------
245pts total





Blood Angels 1995pt Dual Baal Predator list

HQ:
Reclusiarch with Terminator Armour and Stormbolter
------------------------------------------
160pts total

Librarian w/Sanguine Sword, Might of Heroes or Blood Lance in Terminator Armour and Stormshield
----------------------------------------------------------
145pts total



Elites:
5 Assault Terminators with Thunderhammer/Stormshields
-----------------------------------------
225pts total

Sanguinary Priest x3, Jump pack x2 and Terminator Armor with Power Sword/Axe x1
---------------------------------
235pts total


Troops:
10 man Assault Marine Squad with Stormshield and Thunderhammer for Sargeant
-------------------------------------------------
240pts

10 man Assault Marine Squad with Stormshield and Thunderhammer for Sargeant
-------------------------------------------------
240pts

10 man Tactical Marine Squad with Plasmagun, Plasma Cannon and CombiPlasma for Sargeant
-------------------------------------------------
195pts


Fast Attack:
Baal Predator with TL Assault Cannon, Stormbolter and Heavy Bolter Sponsons
-------------------------------------------------
155pts

Baal Predator with TL Assault Cannon, Stormbolter and Heavy Bolter Sponsons
-------------------------------------------------
155pts


Heavy Support:
Stormraven with Hurricane Bolters, MultiMelta, TL Lascannons and Locator Beacon
---------------------------------------
245pts total




Are these lists garbage?   Would you do something different?   Let me know what you think in the comments below.

Friday, July 20, 2012

Turn 8 Podcast: The Aquila Has Landed



Here's the new podcast from Turn 8.   This week we talk about the new 6th edition;  what we like and what we don't like.  Also, we go over the movement rules.

http://turn-8.com/2012/podcast/episode-23-the-aquila-has-landed/

"It’s 6th Edition baby!  Everything old is new again, including podcast episode titles, hooray!  Anyway, as I’m sure you’ve guessed, this is our first episode officially covering 6th edition of Warhammer 40000.  We’ve got a full crew this go ’round with Andy, Mike and Dave joining us to give first impressions on the new rules.  Plus our signature Battle Report this episode covers a lot of new features, including allies!  Not to mention the triumphant return of the Rules of Engagement.  We’re going back to basics with this one and starting simple, with movement.  P.S.  I apologize if it sounds like some of us are standing in a wind tunnel during this episode.  It’s been well over 90 degrees here (33 for you Celsius folks) and the A/C’s are on overdrive.

Plus don’t forget the usual great content including This Random Time Period in 40k …"

  • 00:00:00  Episode 23 Intro and Contents
  • 00:02:00  The Round-up: What Have We Done Since Last Episode?
  • 00:21:12  This Random Time Period In 40k! – Finecast and Chaos rumors, new Forgeworld and Black Library
  • 00:34:29  First Impressions: 6th Edition
  • 01:23:05  Battle Report Info
  • 01:34:39  Battle Report – Tyranids vs. Space Marines with Blood Angel allies
  • 01:53:35  Stratagem and Post Battle Discussion
  • 02:11:00  Rules of Engagement: Movement
  • 02:17:49  Thanks for Listening!

Monday, July 9, 2012

Impressions of How 6th Edition Effects Blood Angels

After reading the new 6th edition rulebook and Blood Angels FAQs a few times I've made a list of relevant buffs, changes and nerfs to the Blood Angels codex.   I've put the location of the change in parenthesis after each list item. 

I haven't addressed Allies or Fortifications in this list because I'll be talking about them in future posts.   Also keep in mind, these conclusions come only from READING the new rules and not PLAYING with them with Blood Angels yet (I have played a few Dark Eldar games, but thats it).  As usual, let me know if I missed anything relevent, its a big book and I'm sure I missed a few things.  Also, let me know if you agree or disagree with some of my conclusions down in the comments.


Buffs:

1. Jump packs & dreadnoughts get hammer of wrath which gives an Initiative 10 attack at regular strength in a charge. (rules)
2. Jump packs can reroll assault rolls which are 2d6" now. (rules)
3. Snipers can Precision Shot on 6s, Sniper scouts may seem some use now. (rules)
4. Tactical Marines can Rapid Fire and still move. (rules)
5. Death company Rage is +2 attacks in charge, no more compulsory moves! (rules)
6. 2 Combat Squads split from the same unit can embark the same transport. (FAQ)
7. Fearless doesn't lose wounds in combat anymore. (rules)
8. Techmarines can repair hull points (except rhinos), immobilization and weapon destroyed results. (FAQ)
9. Power weapons (except Axes) are only AP3 now.  Less AP2 means Terminators & Sanguinary Guard are more resilient (rules)
10. "And They Shall Know No Fear..." is immune to Fear. (rules)
11. Deep strike mishap only kills unit on a roll of a 1. (rules)
12. Reserves come in on 3+ and auto arrive on turn 4. (rules)
13. Stormraven/land speeders get 5+ jink save (4+ when moving flat out)
14. Look out sir can save Sargeants and Independent Characterss (4+ and 2+)
15. Heroic morale - Independent Characters with units let them roll to regroup as normal, even if below 25%. (rules)
16. Potential Night Fighting in every mission can help close combat armies. (rules)
17. Assault frag/krak grenades can be used in the Shooting Phase - 8" range, Strength 3, blast template (rules)
18. Sargeants/ICs get Precision shots/strikes and can allocate wounds on a To Hit roll of 6. (rules)
19. Fast vehicles can move 12" then flat out 12" for total of 24" movement in one turn.  Question: Can you still pop smoke now when moving Flat Out? (rules)
20. Fast vehicles at cruising speed can fire 2 weapons at regular BS, Baal Predators can be very mobile gun platform. (rules)
21. Warlord traits can help.  Here are a few that can help Blood Angels:
Command Traits: Coordinated Assault (+1" to charge)
Personal Traits: Master of Defense (gives Counter Attack to nearby units), Legendary Fighter (1 Victory Point for each enemy character slain by your warlord), Immovable Object (warlord is scoring unit)
Strategic Traits: Night Attacker (Night Fighting is automatic in Turn 1), Divide to Conquer (-1 enemy reserve rolls), Princeps of Deceit (You can do a limited redeployment with this trait)
22.  Stormraven can only be hit on 6s if in Flyer mode (unless enemy is using Skyfire) and is more resilient now.




Neutral changes:

1. Assault range is 2d6" now... this can be good or bad. (rules)
2. Power swords are now power weapons and can be swords, axes, staves or mauls.  I may have to change my Sanguinary Guard swords to Axes so they can deal with Terminators.  Also I may run 100% Thunderhammer/Stormshields with my Assault Terminators now. (rules)
3. Rending adds further D3 to vehicle pen rolls of 6. (rules)
4. Feel no pain is 5+ save but only negated by Instant Death.  It is now resistant to power weapons and plasma weapons. (rules)


Nerfs:

1. ICs that have red thirst can only join other red thirst units or Death Company (FAQs)
2. Furious charge now only boosts strength by 1+ with no more Initiative bonus (rules)
3. Disordered Charge - no charge bonus for multi assault, including Rage attacks.  (rules)
4. Preferred Enemy is reroll any rolls of 1 To Hit and To Wound now.  I run a Terminator Librarian with my Assault Terminators and let him use Unleash Rage (gives Preferred Enemy) and this is another reason to go all Thunderhammer/Stormshields from now on. (rules)
5. Psychic hood range only units within 6" of Librarian now.  (rules)
6. Overwatch shooting can hurt assaulters in general especially against twinlinked units or Tesla Necron units. (rules)
7. Cannot assault the turn you disembark unless you have assault transpor.  You can't even assault if the transport didn't move now!  Weak.  (rules)


So, what do you think?  Did I miss anything that effects Blood Angels?  Was I wrong with any of my conclusions?   Let me know in the comments below.