Showing posts with label lord of War. Show all posts
Showing posts with label lord of War. Show all posts

Sunday, 20 September 2015

Dark Angels Quickshoot Review - Part 3 - LoW, Psychic Powers and Detachments/Formations

Hi Readers,



Final Part of my review today as I go over the one and only Lord of War choice Azrael, have an in depth look at the psychic power because I forgot to put them in the first part of this review ;) and then look at some of the real meat of this codex, in keeping with all the codices from the Necrons onward, the formations.


Lord of War

Azrael - First things first, a little rant. I don't know what selection criteria GW codex writing team have in their heads, but I genuinely do not understand what ephemeral guidelines they use to justify Sammael having Eternal warrior but Azrael doesn't. Yes he isn't the hard hitting combat master that Dante is as a LoW, but I don't think close combat should the definitive aspect that justifies Eternal Warrior, certainly Sammael doesn't fulfil it. And he isn't a more key character in the fluff than Azrael... so I'm stumped. Rant over. OK, so Azrael is squishy (relatively), but he still has 4 wounds, a 2+ armour save, a 4++ invulnerable, feel no pain and he is an exemplary force multiplier. He grants his 4++ as well as his feel no pain to whichever unit he is in, and the 4++ is also specifically conferred to any vehicle he is embarked upon. Stick him in a landraider and he'll do alright!

His Sword of Secrets is +2S AP3 mastercrafted so he isn't a slouch in combat but you don't want to pit him against any kind of elite unit. He will however mulch through MEQ. He additionally has Master Tactician, Rites of Battle and Supreme Strategist as special rules. These allow him respectively to add +1 to seize the initiative, confer his Leadership value on all Dark Angel faction units and finally he can pick his warlord trait from the Dark Angels table. Now those traits have some bum ones that you wouldn't want to roll on but being able to pick one you are laughing.

For 215 points, he is pricey and compared to Commander Dante who has better melee, is Eternal warrior, and provides an army wide buff with his warlord trait he might be a little over costed, but he is still well worth it at higher points values for the flexibility he gives you. If he had eternal warrior I would say he is a must take for any  none ravenwing army.


Psychic Powers - Interromancy


I've seen a fair few people on different forum suggest that the name of this is silly, but I really like it! I love the idea of Space Marine Librarians training in the deep dark dungeons of the Rock to use their powers specifically for torture, its so bloody Grim Dark and really encapsulates the twin sides of the Dark Angels, loyalty and secrecy coupled with an almost sociopathic disregard for anything else beyond their private goal. Anyway, on to the powers!

Primaris - Mind Worm - W'oh boy. A 12 inch focussed witchfire power at warp charge (WC) 1. This is an assault 1, ignores covers S6 AP2 shot that if it wounds, will decrease the targets ballistic skill, weapon skill, initiative and leadership by 3 for the rest of the game. Bam, straight on the enemy wraithknight, keeper of secrets, dreadknight you name it. Sure it might not wound but it will terrify your opponent! Additionally if you take the Librarius Conclave (see here), you can extend the range to 24 inches, and its the primaris so you are guaranteed to have it if you use psychic focus.

Seed of Fear - WC1 - A malediction targeting enemy units within 9 inches (18 inch bubble), all targets affected take Morale, fear and pinning checks on 3D6. Useful if you need to make a unit but morale and leave an objective against marines, and very useful against other none fearless armies. Slam into the middle of the scrum and cast this before trying to force as many checks as you can.

Righteous Repugnance - WC1 - A blessing with 24 inches that grants target unit rage. A nice force multiplier that will work particularly well with a beatstick character or with any Deathwing unit you have. Limited value in a shooting based army however so it would be a bum roll in that case.

Aversion - WC1 - A malediction with 24 inch range that causes the target unit to only be able to fire snap shots whilst the power is in effect. Great for neutering your enemies big guns, again would be very useful against a wraithknight or any other ranged D weapon toting monster.

Maelstrom of Misery - WC2 - A 24 inch range witchfire power that is assault 1, blast at S1 AP2 but always wounds on a 4+. Quite nice but with only a 4+ to wound and the possibility of scattering off your target, plus still allowing cover saves it not all that great. Nothing to really complain about if you do roll it up though, it might just have limited use depending on the game. Probably best against an elite army like Grey Knight par example.

Trephination - WC2 - An 18 inch focussed witchfire power. The affected model must roll 2D6+2 subtracting their leadership. The model suffers wound equal to the remainder and cover saves and armour saves cannot be taken against it. Again a brilliant power for taking down special snowflake models.

Mind Wipe - WC3 - A 24 inch range malediction that targets a unit. All models in the unit have WS and BS reduced to 1 till next turn when they must make a leadership check. If they fail the effect is permanent. Essentially a Mind Worm light that can effect units, very, very tasty but may suffer due to high leadership units, could be great against Orks, Nids, some Eldar units etc, basically not Marines. For WC3 I was hoping for better, but again I wouldn't complain.


Interromancy has a fantastic character to all its powers which really feeds into the narrative (or rather it forges it!) that the Dark Angels are hunting down the fallen and they have honed their powers to incapacitate them so that they may confess when captured. Maelstrom of misery is probably my pick for weakest power and that really is saying something as it isn't bad by a long stretch, it really is a good bunch of powers. My favourite powers are Mind Worm and Aversion. Mind Worm has a chance against some small monstrous creatures as well as a slim shot at Wraithknights, but most special characters it can catch out in the open will be wounded on a 2+. And Aversion can really neuter the firing ability of anything that threatens your back line from range, and because it specifies snapshots, not BS1 then it will prevent any blast or template weapon from firing at all, so Dreadknight torrent flamers, Vindicators etc will be completely neutered. Top sauce.


Detachments



Ravenwing Strike Force - 1 HQ and 2 Fast Attack are compulsory with 2 HQ, 10 Fast Attack, 1 Elite and 3 Heavy Support as optional extras. Every unit must have the Ravenwing special rule, and if put in reserve everything must go in reserve or be deployed as normal. In addition, any roll on the warlord traits table can be re-rolled and on the first turn any unit that turbo-boosted or moved flat out will count as jinking till your next turn but be able to fire as normal.

The obvious and well discussed problem with this detachment is that the Ravenwing rule isn't conferred to a character that takes a bike, so why have 3 HQ slots and a re-roll on the warlord trait table? Poor editing and oversight there. Hopefully an FAQ will rectify this beyond just a guy on a phone telling you its OK...

I would run this as a pure MSU detachment with no flyers. Lots of 3 man bike with multi melta attack bike squads overwhelming your opponent for target priority, equip sergeants with a semi decent CCW, turbo boost in the first turn so you are in your opponents face, attack second turn, hopefully cripple a wing of his army and then play keep away and score objectives. If you want to take flyers then I would suggest you read down to look at the Silence squadron...

If they fix the FAQ then this is a very powerful army that can suit many play styles beyond my simple idea from above, with black knights also an excellent choice and the 1 available command squad must take the Ravenwing banner for the benefits it brings. Very very good detachment indeed and I now understand the fury towards it!



Deathwing Strike Force - 1 HQ and 2 Elites compulsory, 2 HQ and 10 Elites optional, must have the Deathwing special rule or be dedicated transports. Venerable dreadnoughts come in squads of 1 and must take drop pods.

All units in this army must begin in deep strike reserve, so obviously people got angsty about not being able to play pure Deathwing. Except you can, BUT it does require you to invest in some dreadnoughts, this detachment (unlike the formation) doesn't over rule drop pod assault, so your drop pods will come thundering in on turn one. Take 3 dreadnoughts, drop pod 2 into cover or behind LoS blocking terrain then wait for your reserves to come on. Great for eternal war missions, less good for Maelstrom, particularly if tactical objective cards decrease as the game goes on.

Additionally if your army includes a Ravenwing attack squadron or a Ravenwing Strike force then you can choose if you pas or fail reserve rolls without rolling. As I've said before, Deathwing and Ravenwing are so powerful together.

You also have the obligatory re-roll on the warlord traits table, eh. And just like the Hammers of Titan the Grey Knights, you can run-shoot or shoot-run with all your squads the turn you deep strike which is very nice indeed.

Not as good as the Ravenwing detachment but not as bad as some make out. An army with a heavy dread presence will still be powerful on the table top, just much stronger late game than early.


Formations



And my there are a lot of them....

Battle Demi-Company - If you read my blog I will presume that most of you are familiar with this as I've been banging on about it for a few posts regarding my Dark Angels (which are making modestly good progress beyond what I've posted). In short you are required to take 1 company master or chaplain, 3 tactical squads, 1 assault squad, 1 devastator squad and have the choice of adding 1 each of a company command squad, a veteran squad and a unit of dreadnoughts. The benefits for this are firing overwatch at BS3 and all units having objective secured.

This is, very much like the vanilla codex, a very powerful formation, particularly if you want to use minimum requirements and then take the bulk of your army from a either of the special detachments. This greenwing will form a really solid block that can sit back and fire disgustingly accurate overwatch if charged and wait for the cavalry (wheeled to from the air) to arrive. I expect to see this crop up a lot with Dark Angel players.



Deathwing Redemption Force - Ah so this is the proverbial piss on the chips (a rather British expression if you're not familiar with it to the Google!). You need any 1 of the Belial, Company Master, Interrogator Chaplain or Librarian, accompanied by 2-5 Deathwing terminator squads, then 0-1 Deathwing Knights, Deathwing Command Squads, and Venerable Dreadnought units. Venerable Dreads again come as 1 and have to take a drop pod.

These guys have preferred enemy chaos space marines (and GW designer team as well), along with Deathwing Assault and Take the Fight to the Enemy. Deathwing assault allows you to pick the turn you arrive from 2-4 and ignores drop pod assault for a dread if you have one. Take the fight to the enemy allows the run-shoot shoot-run shenanigans.

Obviously you cannot have nothing on the table turn 1 or you will lose. So if you want to run pure Deathwing this doesn't work. The problem is that they have given you the unit capacity to make a full Deathwing army but not the rules to do so in this formation. If you want to take a pure Deathwing army, your better off taking drop pod dreads in the detachment and hoping your reserves show up!

Fortunately I'm not to keen on the Deathwing so crisis averted! As you were GW, for now...


Ravenwing Attack Squadron - Take 1 Ravenwing Bike Squad or 1 Ravenwing Attack Bike Squad AND take 1 Ravenwing Land Speeder or Land Speeder Vengeance (not 1 unit, 1 model). If the land speeder scores a hit on a unit (just a hit) then the bike squad or attack bike squad has +1 BS against that unit. Additionally they have Summon the Deathwing, where friendly units composed entirely of Deathwing models don't scatter from deep strike if landing within 12 inches of a model from this formation, but only if the formation model was on the board at the turns start. The +1BS is nice, but the Summon the Deathwing is very powerful with 2 fast units that can zip around to get you in the perfect position for deep striking.


Ravenwing Support Squadron - 1 unit of Ravenwing Landspeeders, 1 Ravenwing Vengeance or Darkshroud. The Landspeeders unit must have 3 models. These guys have Grim Resolve, interceptor, strafing run and most importantly The Ravenshield. The Ravenshield allows all models from this formation to fire overwatch at an enemy unity, if that enemy unit is charging a friendly ravenwing unit within 24 inches. This over rides the rule that vehicles can't fire overwatch. Template wall of death attacks can only be used if the flamer is within 6 inches of the charged unit. The vehicles must also form as a single squadron per the rules and are worth 2 VP if destroyed in Kill points.

Wow, the Ravenshield has real potential to ruin someone's day. Personally I don't like it. It feels like a very unnecessary addition to a well written book that already had a lot of options and I just don't feel like it fits the fluff of the Ravenwing either. The +1 BS from the Attack squadron makes sense as a co-ordinated attack of super fast bikes loop around lighting up a target for others to follow. But this is just pseudo Tau because.... well because apparently. Requires skill to bait and trap but I shan't be using.


Ravenwing Silence Squadron - 2 Nephilim jetfighters and 1 Dark Talon. When the Dark Talon does its bombing run with its stasis bomb, it hits automatically AND if they do suffer a wound and have to make an initiative check then they must roll 2D6 and pick the highest die. If the Warlord is captured in this method then you get D3 victory points for slay the warlord instead of 1. These guys come on with one reserve roll for all of them in a special rule called Fighter Escort.

I love this formation. When I said above with the Ravenwing detachment that I wouldn't take fliers in it, this is why. To make Dark Angel flyers effective you need to have 2-3 so why not take this instead. It has this lovely fluffy image of the Dark Talon going in for a bombing run as the Nephilim swoop past protecting it with covering fire, before this super cool stasis bomb goes off. The bomb itself get 2 nice bonuses, but remember it is only S4 AP5 so I think it is a very far cry from OP. This gets my Patented Rob Recommends Stamp.


The Hammer of Caliban - 1 Techmarine with any 1 of the Land Raider Chassis and a unit of any of predators/whirlwinds/vindicators. The tank unit must have 3 tanks in it. For taking this obscene amount of tanks you get the benefits of Monster Hunter, Tank Hunter and Hammer of Heretics. Hammer of heretics means the Techmarine must begin embarked on whichever land raider you took which increases its BS to 5. They also get Might of the Lion which just means they have to form a single squadron and count as 2 victory points.

Point the first. Hammer of Heretics implies that the hammer belongs to the heretics and therefore the Dark Angels are Heretics. This may be a sly way of implying the guilt they feel from the Fallen or its just a really sloppy name. Lets take bets. Point the second, this again does not seem to fit any aspect of the Dark Angels as an army and appears to have result from a very late designers meeting to bash out another formation. Point the third, that is 4 tanks you have to keep bunched together to stay in a squadron, its hideously unwieldy. I just don't get it. Forgive me if I am missing something or being too much the angry fluff bunny but I really don't.


The Lion's Blade Strike Force - AKA - The Big Daddy

OK so this is one of the new brain child's of GW that has been in every book since Necrons and their Decurion popped up. They are a formation made up of formations. There are core choices, command choices, and auxiliary choices. You must take at least 1 core and 1 auxiliary choice. You are then free to add any number of core or auxiliary choices as you want. You can take a single command choice for each core choice that you include. Clear right?

So in this case the only core choice you have is the Battle Demi-Company (I hear someone wrote a great review on it higher on this page). This is a good strong basis. Auxiliary choice can be taken from all of the additional formation listed above so: Ravenwing Attack/Support Squadron, Ravenwing Silence Squadron, Deathwing Redemption Force and The Hammer of Caliban. Additionally you can take a 10th Company Support auxiliary choice which is just 1-5 units of scouts.

The command choice is called The Inner Circle. This can be a choice from Azrael, Belial, Sammael, a Company Master, an Interrogator Chaplain and a Librarian.

The Benefit for taking a Lion's Blade strike force (other than the benefits that each of the formation still retain and working them together in concert) is that they have Supreme Fire Discipline. This rule means they fire overwatch at full ballistic skill. Ouch!!

Furthermore if you take 2 battle demi-companies for your core choices with a company master and a chaplain, then, much as the vanilla codex gets, all dedicated transports for units in these demi-companies will be free but upgrades must be paid for as normal. Remember that the benefit of the demi-companies is objective secured for every unit, so that is a tonne of free objective secured units you got just there!

The easiest way to make up a Lion's Blade is a Demi-company and a squad of scouts which grants you full BS overwatch, there are multitudinous ways to combine this together so I won't try and cover it, my opinions of each formation should be sufficient.


Formation of Formations

So this is the new hotness. Before I begin I would like to say that I think both with 40k and with Age of Sigmar, that by and large GW have been knocking it out of the park as the saying goes. The model quality is the best that it has been in years and I have never seen my local GW more busy than it is right now. Rightly or wrongly, what they have done with Fantasy has interested younger people into this hobby and I feel it will continue to do so through its commanding presence on our high streets and the internet relative to other game providers (whom there are many many excellent ones I hasten to add).

Games workshop as a company must appeal to the hobby entrants first and foremost because that is where a large influx of money comes in from, the hobby start up where the buy in is big. They are a company and I cannot stress enough that I believe in their right to make a profit. When I look at other systems, they are either comparable in price, or I feel that the lower price has resulted in a lesser quality of models and general production value. That is not said to lessen their products, I just feel that the benchmark is set high with GW regardless of your thoughts on their policies.

That all being said, 600 points of miniatures in an 1850 game (I've looked into it its easily do able) is just ridiculous. The selection criteria for battle demi-companies is not tactically restrictive enough to justify that and it also rewards the richer players who can afford what is a quite astronomically expensive amount of models. So far it hasn't seemed to be a problem as most tournaments I look at have used comp rules to deny its use. But I am just staggered that this was ever cleared to become a thing. If it was just Supreme Fire Discipline it would still be a very very powerful formation.

Any thoughts on this matter would be of great interest to me, I know I don't have to tell my regular commenteers (sounds more majestic) but if anyone is commenting for the first time, polite and friendly like everyone else here please :) I like to discuss not trade insults.

Peace out everyone,

Rob

Friday, 17 July 2015

Blood Angels - Are we that Bad? Part 5 - LoW, Relics, Psychic powers and formations




Hi readers!

Today I am going to cover Blood Angel Specific relics, warlord traits, psychic powers, Lords of War and then a whole (angelic) host of detachments and formations. WARNING It's going to be a  long one but I hope you stick with it as some of the best bits of the whole blood angels codex and expansions sit in this meaty mess! On we go.

Relics

The Angels Wing - Jump pack? Check. Re-roll scatter? Check. Re-roll on mishap table? Check. interceptor units can only snap fire at you? Oh mother flipping check all over that. For 25 points in can really help your beat stick HQ getto grips with a force. This in combination with other scatter reducing abilities from formations can make some good little precision drops.

The crown angelic - causes fear and the test has to be taken at -2 leadership. brilliant against some armies rubbish against most. At 10 points I'd skip unless your tailoring between friends.

Veritas Vitae - an absolute steal for 15 points. Allows you to roll a second warlord trait from the strategic table. Very competitively priced indeed.

Valours Edge - A users strength at initiative AP2 power sword for 20 points. Combined with furious charge and either the quickening or a baal strike force detachment (see below for both) this is actually really good value for a cheap beat stick style HQ.

Gallians staff - re-roll ones on failed psychic rolls but then loses a wound with no saves allowed for each re-roll that is also a one. Its also a +2 strength AP4 force weapon. Costs 10 points as an upgrade for a librarian, too risky for me personally.

Fury of Baal - 25 points for a 12 inch, strength 7 ap2 master crafted plasma pistol without gets hot. For 10 points more than an actual plasma pistol its OK, but in general I don't see it being all that useful and better cheaper options elsewhere.



Warlord Traits

These are fairly meh altogether, with the mediocre ones granting either Rampage, Adamantium Will and a single mastercrafted weapon on your warlord (though it can't be one of the relics!). The next tier up are one that grants fearless to all friendly imperium units within 12 inches. Great if you are running your angels as allies for imperial guard but you can't guarantee your character getting this but helpful if so. 

Then there is a trait that grants + 1 intiative to your warlord, this coupled with the Baal Strike force detachment which grants + 1 initiative on the charge could be the difference between winning a challenge and being a bloody smear on a boot! 

The final and best trait, which is Dante's fixed trait as I mention below, is Descent of Angels which grant re-roll of failed reserve rolls for jump, flyer and skimmer units and allows jump and skimmer units to only scatter D6. This is awesome, but if you really want to theme your force around jump units and your gaming group allows lords of war. Just take Dante, as you'll read below he is the boss.



Psychic Powers

The Quickening - My favourite power here is the primaris so a guaranteed get. it grants +D3 attacks and initiative to a character. Potentially you could have Dante, on the charge, throwing out NINE strength 7, initiative 10 AP2 attacks that could be Weapon skills 7 with a sanguinary priest in tow. Wowzers. This power can be a key game changing moment if you used wisely.

Fear of Darkness - targets a single enemy unit within 12 inches and morale check taken at -2. OK but most armies have a counter to morale shenanigans

Unleash Rage - Grants rage to friendly unit in 18 inches or + 1 attack if they already have. Nice on a Death company squad!

Shield of Sanguinius - grants a 5+ invulnerable to librarian unit. Jump pack libby in death company ahoy!

Blood Boil - 18 inch witchfire - target takes 2 toughness tests and if failed takes a wound no saves allowed. For each unsaved wound a large blast marker is placed on models and all underneath it take a S5 AP4 ignores cover hit. Great Against guardsmen and OK against others.

The Blood Lance - a strength 8 AP2 lance beam with a 12 inch range. OK, an extra 6 inches of range would have done it wonders mind.

Wings of Sangunius - the only warp charge 2 power on the list. Allows a unit within 12 inches that isn't locked in combat to be moved up to 12 inches ignoring intervening terrain but normal rules for landing area. Counts as moving for shooting purposes. Can't charge. This would be a lot better if you could charge or not count as moving for shooting. And wouldn't I think be too op compared to some things we are seeing now. As is it is useful for catching an imperial knight in a melta crossfire
on two front with a total 18 inch move possible.


Lords of War



Commander Dante - he is as he rightly should be, an absolute beast. Not only as an indpendent force that can maraud and wreck face (which he can) but also as a potent force multiplier for certain play styles. Firstly lets look at his stats and load out. He has a chapter masters stats, but has eternal warrior and furious charge making him strength 5 on the charge, but he also has the axe mortalis which grants him +2 strength making him S7 on the charge AND still striking at his high initiative of 6 and weapons skill of 6. If taken as part of the the Baal Strike force Detachment and in a squad with a sanguinary priest you are looking at SIX (4 base +1 for charge and + 1 for 2 x CCW) strength 7, initiative 7 (+1 from red thirst), weapon skill 7 (+1 from blood chalice) AP2 attacks on a toughness 4 2+/4++ 5+ FNP (from the priests nartheciums) eternal warrior frame. As much of a badass as he should be? I think so! But ladies and gents that is not all, oh no sir-ee! 

He also gets Descent of Angels as his automatic warlord trait, this sweet trait grants re-roll of failed reserve rolls for jump, flyer and skimmer units AND reduces scatter to D6 for jump and skimmer units that are deep striking, allowing for near perfect tactical precision drops on a jump heavy force. But there is more! In a tactical objectives mission he also get to roll on the tactical traits table in addition to having descent of angels! Perfect in maelstrom! Oh and he also has a mask that causes fear and all enemy units locked in combat within 6 of Dante must pass a fear test at the beginning of 
the fight sub phase even if they are not locked in combat with Dante, which is cool but situational.

Dante has got everything he needs to really ruin a persons day and all for an exceptionally well priced 220 points. He is the last word in chapter master awesome sauce special characterness to me.



Gabriel Seth - basically take everything I lauded on Dante and imagine the opposite. Flesh tearer fans got a real bad deal with Seth taking up a lord of war slot, he just isn't at the same calibre as any other Lord of War that crosses my mind, even with his cheaper price tag of 155 points. Ok he has a chapter masters stats but only a 3+/4++ and no eternal warrior so any S8 hit will insta gibb him, so a dark lance shot or a power fisting character would leave him with a 50:50 chance of living if he was caught on his own for example, relying entirely on his iron halo 4++. Seth will have 6 attacks 
on the charge (4 base + 2 from rage) that are S9 (4 x 2 from his blood reaver eviscerator and + 1 from furious charge) That are AP2 and rending. To hit rolls of 6 also cause a single additional hit each. he is a brilliant horde smasher but you want to keep him out of the way of anything nasty! Plus for his cost you can get 2 sanguinary priest with jump packs and have 5 points to spare (off the top of my head... correct me if I'm wrong) or thereabouts anyway. Sadly there are better options if not in a themed force. He should either have been beefed or not be a Lord of War, with my preference being the latter particularly given the status of Helbrecht or Pedro Kantor for example. Bah humbug!


Detachments

Baal Strike force - This detachment requires 1 HQ, 2 Troops and 1 Elites and grant an additional elite slot for 4 in total. In addition to that you can re-roll your warlord trait if rolling on the blood angel specific traits which is a bit meh but will hopefully stop you getting stuck with a shit one. Its real benefit beyond the extra elite slot is the Red Thirst.

The Red Thirst grants you that all important +1 initiative on the charge (lost if disordered charge). This is all important with putting blood angels above their brethren as it means you will strike first and strike hard against them reducing the attacks that come back with you. And as mentioned above for certain characters and with certain buffs like the quickening this can result in real serious beatstick characters.

I personally will be taking this with my Death Company as it give me the option of the 4 elites, and its a close combat orientated army so initiative is key here and so is a benefit I cannot turn down.



Archangel Detachments and formation

I'm now going to detail my favourite formations from the shield of baal expansion. I'm not going to go over all of them, just my favourite that are actually likely to see competitive play or come with some excellent bonuses that could be utilised in a fluffy but semi competitive list. I won't be covering the White Dwarf exclusive formations as I don't have them and have very limited knowledge of them.

Archangels Strike Force

This is a detachment whereas the other blood angels ones below are formations. This Detachment has a minimum requirement of 1 HQ and 2 Elites. The HQ has to be a captain, librarian or chaplain and they all have to have terminator armour. Captain Karlaen can be taken if desired. Oh and there is an optional HQ and FOURTEEN elites.

These have to be drawn from Terminators, Vanguard/Sternguard Veterans and Furioso Dreadnoughts. With no more than 10 of the infantry units and 6 of the Dreadnoughts. The command benefits of this detachment are a re-roll on the Archangels warlord table if you use it (don't, its shit) and something called Storm of Angels. This allows you to re-roll failed reserve rolls for any deep striking unit and any deep striking unit only scatters D6 inches. I am unsure whether this effects Drop Pods, as in the BRB it does state drop pod assault means they must arrive from deep strike reserves so as I read it, drop pods also benefit from the reduced scatter and reserve shenanigans.

With a few units of sternguard or dreadnoughts in drop pods to come in turn one you can then pretty reliably deep strike the rest of your army in on turn 2, turn 3 if your rolls are really bad. I love this detachment and I am using it for my none death company portion of my blood angels army. This means that I won't actually have any troop units per se in my entire collection of blood angels... As my troops for my death company are Raphen's death company and Cassor the Damned... Woohoo!

This detachment has many a weakness with flyers being prime among them, but if used well it could wreck a lot of armies days. I don't expect I will use it well, but I KNOW that it is possible.

Archangels Sanguine Wing

This formation consists of two 10 man units of vanguard veterans with jump packs and one 10 man unit of sternguard in a Storm Raven. The sternguard must start aboard the Raven and all units must start in deep strike reserve. A single re-rollable reserve roll is made for all units.

Doesn't sound spectacular, BUT, for each vanguard veteran you can take a single free power weapon or lightening claw, that is for each veteran, therefore if you lightening claw up all 20 that would save you 300 points of upgrades! And for the sternguard you can get a free combi weapon for each sternguard member. That doesn't save you as much but its still 100 points, so a total of 400!

Its funny the internet didn't go as crazy about this compared to the space marine Gladius formation or whatever its called, but its a not dissimilar amount of points. You will have to base your army on this formation due to the, correctly I feel, enforced squad sizes but if you develop a solid static holding gun line with some other form of reserve manipulation perhaps then this would work well as a screaming hammer from the sky.

Cool yeah?

The Archangels

DISCLAIMER: This is not a formation for competitive play. However it is a fun fluffy formation that does technically fit into 1850 points... You HAVE to take:

A captain and a chaplain

4 Furioso Dreadnought

and 10 (yes TEN) elites from sternguard, vanguard, or either terminator types.

This guys have stubborn, roll for reserves from the first turn, re-roll trait on the archangels warlord table and deep striking units only scatter D6 (and if you aren't deep striking here,, clue - you're doing it wrong). Here follows a stupid stupid list I drew up that fits in 1850 points and would get beaten by many many armies but I think it would be so much bloody fun to play and I genuinely think it would do OK in the right hands.

HQ:

Captain with Valours Edge, Bolt Pistol and Jump pack
Chaplain with Jump pack

4 X furioso Dreadnoughts with heavy flamer and storm bolter fists plus magna grapple

4 x 5 man vanguard veteran squads all armed with bolt pistol and chain sword, sergeants each have a melta bomb

6 x 5 man vanguard veteran squads all armed with bolt pistol and chain sword

That is 50 vanguard veterans, 4 furioso dreadnought a chaplain and a captain, 1850 points bang on the nose.

Dreadnought start on board in cover or holding objective, anything gets to close they flame and punch it to death. The vanguard vets start dropping turn one accurate as you like and drown anything in attacks that is there, melta bomb sergeants cover anything that is armour 13 or higher, with furious charge attacks taking care of AV 11 and lower and grenades taking care of armour 12.

Oh I wish I had the models I really really do...

Archangels Orbital Intervention Force 

3 terminator squads assault or regular. All arrive from deep strike reserve on one roll, include some reserve shenanigans in list to guarantee arrival when needed. These guys can run and then shoot when they arrive from deep strike. Its only really useful to normal terminators but if you have them and want to take them then this gives you some pseudo deathwing termies all dressed up in red.


Fleshtearers

I thought I should go over these guys special detachment too very quickly then this post will finally be done! Its probably far too long now but hey ho...

Fleshtearers Strike Force

A compulsory 1 HQ, 1 Troop and 1 Fast Attack with an optional 3 troops and 5 fast attacks as well as the usual others. FIVE fast attacks! People can make great use out of this and their assault squads of old. They also have the added benefit of if they roll over 10 on their charge range (not needing to use all of it to get the benefit) that unit gains rage for that assault phase. Delicious.



The End...

Right, that all folks, I know  said this would go up Sunday but I'm hoping to have some Templars painted and ready for use next week to show you this weekend so I thought I would get this written during my 26 hours of work over Thursday and Friday!

I hope someone made it through the whole way... I may go back and split it up if it really looks too long...

Peace out

Rob