Don’t sleep on the Terminator Chaplain’s second ability. Permanent 4+ FNP vs mortal wounds. Amazing now that devastating wounds are mortal wounds again!
Chaplain's FNP rule makes the terminators "grenade-proof". It's really good. Space Wolves player here. I use the chaplain with 5 lightning claw wolf guard terminators. they average 8-9 dmg vs almost every data sheet in the game.
I used Suppressors in my last game after the points change. They harassed Grimaldus and Helbrecht with their squads of Sword Brethren. in total, the squad killed 5 Brethren (Which is double their points cost) and de-buffed them in every fight they were in.
Oh man I was not expecting my reddit post to make it's way on to one of your videos! It was rad as hell when you popped in a dropped some knowledge. I have a unit of outriders from a Spearhead Assault box that I didn't think was going to see the table but I plan on running them now. Thanks again!
3 drop pods with 30 sternuard on turn 1 oathing the biggest thing on the table in first company detachement is quite the meme😂. You probably wont win with the detachment, but seeing terror in your opponent seeing a knight fall to bolter fire turn 1 is worth experimenting with😂
Hello, very interesting video! I have another tip for you: just 5 assault intercessor with a captain +master chainsword captain, rage fuelled warrior optimization and a priest. In charge, with spear stratagem (for free with the captain), under Oath of the moment and on an objective, by activating mortal wounds + optimization it produces an Ik or a landraider.
So glad your channel exists as I paint up my new custom chapter! I'd love to see a video mathing out on foot options - terminators vs. terminator assault vs. bladeguard vs. 10 death company marines with various characters! Bladeguard vs. terminators is a tough choice - bladeguard with more attacks for clearing elites and easier to transport, terminators for higher strength fists and more durability, plus a little shooting - even though its crap. All roughly the same cost 170-190pts. Aggressors without a character is also an interesting choice in the mix...
@ba_commander only 75 points now. And no one cares scouts are toothless. Just bodies in places. Bit of mephy synergy and 25 precision attacks at s6 (even with ap 0) is enough to threaten some key squishys in units.
@@GaryP336 I really want to try them out with the phobos lieutenant for the fire+fade and then a short charge. Might be cool to harrass enemy home objective. Problem is 6 inceptors are probably the same price and just do the harassment role better.
@@GaryP336 Normally I would agree, but the near guaranteed charge that the LT can give them can actually make sure they get into combat and achieve their purpose of getting on the opponents home objective. As a bonus the Lethal hits the LT provides on shooting and combat can help ensure they actually do a little bit of damage to their target. There's always a chance that you roll a 1 on the fire and fade and whiff the charge but that's just Warhammer for you.
Repulsor is a good option. Bladeguard with chappy and one bladeguard with judicar. Then use the repulsors ability to grab up the chappy and leave the judy.
Now that the codex points have dropped, excited to try out the buffed terminators - it''s fortunate I didn't build all my Leviathan stuff as Ultramarines it seems :) Kinda wish the new tooling for the Assault Terminators would come out soon though, would love to have those in my Blood Angels.
@@Mikepaintsred I agree, but I'm hoping that with a model refresh there's a chance they get a remix on their rules. It's a shame that we're not going to see the old Blood Angels Assault Termis with a ton of drip and robes transition into primaris though. They're some of the most immaculate models in 40k in my humble opinion
Have you tried the assault terminators with a librarian? I’m looking at that, now they probably would have to be against the oath target. But I think there may be some play there.
I think Assault Terminators with lightning claws might actually have a home in LAG. There’s got to be some potential to a high volume of S7 attacks with twin linked.
I’m honestly looking at outriders. The advice 6 with the ability to advance and charge in LAG at 80 points, with T5 W4 they aren’t the toughest, but they are no slouch either. I just like the 18 inch movement, with the turn one charge threat. I think they will be more for harassment than actual damage.
Chaplains have been overlooked. Now BA have more reason to take the foot version. Two foot Chaplains are close to the same points as Lemartes or Astorath, arguably more helpful.
i love aggressors. i run them a lot as i do end up playing against lots of horde armies such as guard and nids in my LGS. so I understand they are situational in my case but running them up and flinging flamers and bolters everywhere and then killing whatever character is there with the melee or tieing up low toughness vehicles. i used them a fair bit in 9th ed as well Im just a sucker for chunky gravis bois and winged angels from the heavens.
Great video,, love the terminators and Outriders, going to try a few of them in a new list: Astorath + 10 JDC Lemartes + 10 JDC Rage Fuelled Cap + JAI in Impulsor FF Term Chaplain + 5 Terms Sanguinor DC Dread 5 AI 5 JAI 5 JAI 3 Outriders 5 Scouts 5 Scouts
I've been taking terminators the whole edition. If you use them properly they turn games. Brick drop with a captain won me a game vs necrons and vs space wolves recently.
Im looking at the combi lt, priority objective to reroll hitrolls of 1, stealth infiltrators and lone op are better against the indirect. Plus reactivr move. Gonna put the foresight enhancememnt on him
I’d love if the Sternguard (Rifles, 2 Pyrecannons, Power Fist) and Sanguinary Priest combo was viable, perhaps two of them, both in Repulsors, one for each flank objective…!? 😅 Shoot what they can, escape to the Repulsor if required, a good amount of attacks if they need to shoot and clear in melee… Could even add a Power Fist Lieutenant to each for Lethals (if you can’t Oath the right target for the Dev Wounds in shooting, but for melee it is a good boost) and Fall Back shenanigans… Interesting third of an army… 😅
John for a video idea, can you do a Tier Ranking on Jump Pack units with their character leads Example S Tier: Dante + Sanguinary Guard, Lemartes + DCM JP A Tier: Capt JP + Sanguinary Guard D Tier: DC Capt JP + DCM JP Etc....
i like outriders as blood angels with liberator assoult group - advance 6 + charge and s6 ap-1 is quite ok and as you say, they arefast and anoying to the opponent
I will be **very** surprised if sternguard end up being anything better than mediocre. You could get 15 jump intercessors or 6 sanguinary guard for 270 points and neither of those need a repulsor. You can also replace the sterngaurd with assault intercessors and get an extra point of AP and full wound rerolls for 30 less points.
The sternguard take is actually pretty crazy, i didnt realize its basically chainswords with guns im going to have to look more into this and tey it out. I also called the aggressors a while ago i think they will be a really strong midboard unit. Suppressors being cheaper makes then interesting
@@shadowknght22 I don't find it personally. Assault intercessors are cheaper, reroll 1, and all your hits on these enemies are within objective range and they are already PA -1. So if you take a priest with them, you will already feel the 90 pts less since they are cheaper by default, but you will be in charge in a liberation group: 5 attacks/mob, F6, PA-2 for only 150+90 pts 🤷♂️
I also still believe a lieutenant added to the sternguard for 65 points has some tactical options for the unit, lethal hits on 93 attacks without the use of red rampage, a 2nd power fist, and built in fallback shoot and charge. Other than wanting them to be going after your oath of moment target it makes them pretty non reliant on CP, and you can save CP for Sanguinary guard or death company. I also think they gel well in a list with death company, because the death company never need to go into your oath target, so you can oath the sternguards target and send DC after something else and the DC still get their hit re rolls
Hey mate I'm a new BA player and just got the fomo box and a few characters and stuff. Why has GW made the DC not worth taking if they just realised all this stuff for them? I'm confused a little bit by this.
@@alexedwards6249 hey dude congrats on the new box, I have it myself and it’s an excellent starting point for BA. I Bellevue John did a video in the new DC and concluded the new DC have 60% less damage output compared to index but now they’re only 10 points cheaper. I think it needs a video to compare but I would hazard a guess that x10 jumppack intercessors and x10 DC have pretty much the same damage output now.
@@alexedwards6249 Someone Cynical would say GW thought "now that the FOMO Death company box is done and the players bought it, time to nerf its content so they have to buy other units" .... Remember : Games Workshop is a Company about selling Miniatures first and foremost. Anything else is secondary at best.
@@alexedwards6249I’d love more clarification too, but I think the largest issue is that they used to be able to run a lot more special weapons. They have now been paired down. For 240 points for 10, it’s a hard justification. Especially when there are JAI for 160. At least that’s my read on the situation.
@@alexedwards6249 it is because in the index the unit could all be equipped with Power fist and inferno pistols, jump DC were a favorite for this combo however it was 280 pts for 10 and 140 for 5 now you can only take at most 3 fist, 2 Evicerators, 2 inferno pistols, and a plasma pistol
Don’t sleep on the Terminator Chaplain’s second ability. Permanent 4+ FNP vs mortal wounds. Amazing now that devastating wounds are mortal wounds again!
Terminators led by a librarian are such a nice unit with advance charge shoot
Certainly is!
Im really high on assault Terms with Libby and Claws
Some nice foreshadowing there on the suppressors. Certainly think they have some potential now at 75pts.
Agreed!
Chaplain's FNP rule makes the terminators "grenade-proof". It's really good. Space Wolves player here. I use the chaplain with 5 lightning claw wolf guard terminators. they average 8-9 dmg vs almost every data sheet in the game.
I’d say Chaplain over Librarian now for the Terms…
I used Suppressors in my last game after the points change. They harassed Grimaldus and Helbrecht with their squads of Sword Brethren. in total, the squad killed 5 Brethren (Which is double their points cost) and de-buffed them in every fight they were in.
Oh man I was not expecting my reddit post to make it's way on to one of your videos! It was rad as hell when you popped in a dropped some knowledge. I have a unit of outriders from a Spearhead Assault box that I didn't think was going to see the table but I plan on running them now. Thanks again!
Glad to made the post my friend. People need to try units before writing them off.
I can't agree more with the advice on Sternguard, they are actually another good unit captain to lead for using the new enhancement
This one aged like fine wine with the points update.
My name is and always has been Commander Ballard, and this is my favourite blood angel video on TH-cam.
- Commander Ballard
@@CMDRJoshua thank you commander!
Lol, so what you're saying is "I'm Commissar Shepard, and this is my favorite vox channel in the imperium".
3 drop pods with 30 sternuard on turn 1 oathing the biggest thing on the table in first company detachement is quite the meme😂. You probably wont win with the detachment, but seeing terror in your opponent seeing a knight fall to bolter fire turn 1 is worth experimenting with😂
I’ve not seen any Imperial Fists players doing this yet…😅
i want to try it with 2 Devastator squad per Pod with Anvil detach. on paper its mortal
@@Lionfromkrypton yeah, but we all know the devastators are going to kill it. No one expects the sternguard🤣
Hello, very interesting video! I have another tip for you: just 5 assault intercessor with a captain +master chainsword captain, rage fuelled warrior optimization and a priest. In charge, with spear stratagem (for free with the captain), under Oath of the moment and on an objective, by activating mortal wounds + optimization it produces an Ik or a landraider.
So glad your channel exists as I paint up my new custom chapter! I'd love to see a video mathing out on foot options - terminators vs. terminator assault vs. bladeguard vs. 10 death company marines with various characters! Bladeguard vs. terminators is a tough choice - bladeguard with more attacks for clearing elites and easier to transport, terminators for higher strength fists and more durability, plus a little shooting - even though its crap. All roughly the same cost 170-190pts. Aggressors without a character is also an interesting choice in the mix...
I think aggressors got made just too expensive due to being really good in gladius.
You bless us with your gift of foresight, brother
Rievers in liberator detatchement. Lots of s6 precision attacks with a ld debuff that alows mephys rules to pop off easier.
Unfortunately I really don't rate AP 0.
@ba_commander only 75 points now. And no one cares scouts are toothless. Just bodies in places. Bit of mephy synergy and 25 precision attacks at s6 (even with ap 0) is enough to threaten some key squishys in units.
@@GaryP336 I really want to try them out with the phobos lieutenant for the fire+fade and then a short charge. Might be cool to harrass enemy home objective. Problem is 6 inceptors are probably the same price and just do the harassment role better.
@ghost9pm407 yea I wouldn't give them character support, otherwise it's defeating the object of taking them because thier cheap now
@@GaryP336 Normally I would agree, but the near guaranteed charge that the LT can give them can actually make sure they get into combat and achieve their purpose of getting on the opponents home objective.
As a bonus the Lethal hits the LT provides on shooting and combat can help ensure they actually do a little bit of damage to their target.
There's always a chance that you roll a 1 on the fire and fade and whiff the charge but that's just Warhammer for you.
Repulsor is a good option. Bladeguard with chappy and one bladeguard with judicar. Then use the repulsors ability to grab up the chappy and leave the judy.
Now that the codex points have dropped, excited to try out the buffed terminators - it''s fortunate I didn't build all my Leviathan stuff as Ultramarines it seems :) Kinda wish the new tooling for the Assault Terminators would come out soon though, would love to have those in my Blood Angels.
Sadly Assault Terminators are very naff - I would argue that standard terminators are better than assault terminators at assaulting :D
@@Mikepaintsred I agree, but I'm hoping that with a model refresh there's a chance they get a remix on their rules.
It's a shame that we're not going to see the old Blood Angels Assault Termis with a ton of drip and robes transition into primaris though. They're some of the most immaculate models in 40k in my humble opinion
Have you tried the assault terminators with a librarian? I’m looking at that, now they probably would have to be against the oath target. But I think there may be some play there.
I think Assault Terminators with lightning claws might actually have a home in LAG. There’s got to be some potential to a high volume of S7 attacks with twin linked.
@@Wind-Whistler 30 of them at 1D… I’m not convinced
We need to have a discussion about the Invictor Warsuits. Scout 8 + Advance & Charge w -2 3 dmg. It's Red Rampage incarnate!
I've tried it, for me it always underperforms :(
I’m honestly looking at outriders. The advice 6 with the ability to advance and charge in LAG at 80 points, with T5 W4 they aren’t the toughest, but they are no slouch either. I just like the 18 inch movement, with the turn one charge threat. I think they will be more for harassment than actual damage.
Chaplains have been overlooked. Now BA have more reason to take the foot version. Two foot Chaplains are close to the same points as Lemartes or Astorath, arguably more helpful.
Great way to look at it…
i love aggressors. i run them a lot as i do end up playing against lots of horde armies such as guard and nids in my LGS. so I understand they are situational in my case but running them up and flinging flamers and bolters everywhere and then killing whatever character is there with the melee or tieing up low toughness vehicles. i used them a fair bit in 9th ed as well Im just a sucker for chunky gravis bois and winged angels from the heavens.
I used aggressors a lot in 8th and 9th. Do you use any characters with them?
Great video,, love the terminators and Outriders, going to try a few of them in a new list:
Astorath + 10 JDC
Lemartes + 10 JDC
Rage Fuelled Cap + JAI in Impulsor
FF Term Chaplain + 5 Terms
Sanguinor
DC Dread
5 AI
5 JAI
5 JAI
3 Outriders
5 Scouts
5 Scouts
I've been taking terminators the whole edition. If you use them properly they turn games. Brick drop with a captain won me a game vs necrons and vs space wolves recently.
By the blood
Im looking at the combi lt, priority objective to reroll hitrolls of 1, stealth infiltrators and lone op are better against the indirect. Plus reactivr move. Gonna put the foresight enhancememnt on him
Funny, I just made a list w/ the 10 terminator + chaplain with FF brick. I'll be trying it out Sunday. Feels bad to put a character on a 5 man, but I'm not a pro.
Here's the list if anyone is curious:
BA Test (2000 points)
Space Marines
Blood Angels
Strike Force (2000 points)
Liberator Assault Group
CHARACTERS
Chaplain in Terminator Armour (100 points)
• Warlord
• 1x Crozius arcanum
1x Storm bolter
• Enhancement: Speed of the Primarch
Chief Librarian Mephiston (125 points)
• 1x Fury of the Ancients
1x Plasma pistol
1x Vitarus
Commander Dante (130 points)
• 1x Perdition Pistol
1x The Axe Mortalis
OTHER DATASHEETS
Assault Intercessors with Jump Packs (90 points)
• 1x Assault Intercessor Sergeant with Jump Pack
• 1x Plasma pistol
1x Power fist
• 4x Assault Intercessors with Jump Packs
• 4x Astartes chainsword
3x Heavy bolt pistol
1x Plasma pistol
Assault Intercessors with Jump Packs (90 points)
• 1x Assault Intercessor Sergeant with Jump Pack
• 1x Plasma pistol
1x Power fist
• 4x Assault Intercessors with Jump Packs
• 4x Astartes chainsword
3x Heavy bolt pistol
1x Plasma pistol
Gladiator Lancer (160 points)
• 1x Armoured hull
2x Fragstorm grenade launcher
1x Icarus rocket pod
1x Ironhail heavy stubber
1x Lancer laser destroyer
Gladiator Lancer (160 points)
• 1x Armoured hull
2x Fragstorm grenade launcher
1x Icarus rocket pod
1x Ironhail heavy stubber
1x Lancer laser destroyer
Infiltrator Squad (100 points)
• 1x Infiltrator Sergeant
• 1x Bolt pistol
1x Close combat weapon
1x Marksman bolt carbine
• 4x Infiltrator
• 4x Bolt pistol
4x Close combat weapon
4x Marksman bolt carbine
Sanguinary Guard (270 points)
• 6x Sanguinary Guard
• 4x Angelus boltgun
6x Encarmine blade
2x Inferno pistol
1x Sanguinary Banner
Sanguinary Guard (270 points)
• 6x Sanguinary Guard
• 4x Angelus boltgun
6x Encarmine blade
2x Inferno pistol
1x Sanguinary Banner
Scout Squad (65 points)
• 1x Scout Sergeant
• 1x Bolt pistol
1x Boltgun
1x Close combat weapon
• 4x Scout
• 4x Bolt pistol
2x Boltgun
4x Close combat weapon
1x Missile launcher
1x Scout sniper rifle
Terminator Squad (340 points)
• 1x Terminator Sergeant
• 1x Power fist
1x Storm bolter
• 9x Terminator
• 2x Cyclone missile launcher
9x Power fist
9x Storm bolter
ALLIED UNITS
Callidus Assassin (100 points)
• 1x Neural shredder
1x Phase sword and poison blades
I’d love if the Sternguard (Rifles, 2 Pyrecannons, Power Fist) and Sanguinary Priest combo was viable, perhaps two of them, both in Repulsors, one for each flank objective…!? 😅 Shoot what they can, escape to the Repulsor if required, a good amount of attacks if they need to shoot and clear in melee… Could even add a Power Fist Lieutenant to each for Lethals (if you can’t Oath the right target for the Dev Wounds in shooting, but for melee it is a good boost) and Fall Back shenanigans… Interesting third of an army… 😅
Lots of chaff killing power for sure!
Some great “sleeper” units
It’s getting my Army list gears turning. Could be fun to build an Anti-Meta list and see how competitive I can make it
Suppressors are 75pt as per the latest mfm, massive sleeper hit as a utility/objective unit now imo
Assault centurions are the most slept on squad in the game for 150 points, like he said can take down a 450 point model.
I have them in my list atm :)
Why cant you advance and Grenade?
They changed the wording on Grenades in the FAQ!
@@ba_commander thanks! Cant keep up!
Thanks for the video
John for a video idea, can you do a Tier Ranking on Jump Pack units with their character leads
Example
S Tier: Dante + Sanguinary Guard, Lemartes + DCM JP
A Tier: Capt JP + Sanguinary Guard
D Tier: DC Capt JP + DCM JP
Etc....
i like outriders as blood angels with liberator assoult group - advance 6 + charge and s6 ap-1 is quite ok and as you say, they arefast and anoying to the opponent
i run 6 suppressors just because they are my fave unit :P, enough reason for me i guess
Not sure which is the best place to post lists now so putting it here aswell ….
Been a while since I posted a list… looking to run this for a charity event in November. I don’t own the chaplain for the bladeguard so mixed it up with lone op
Rally point (2000 Points)
Space Marines
Blood Angels
Liberator Assault Group
Strike Force (2000 Points)
CHARACTERS
Astorath (105 Points)
• Warlord
• 1x The Executioner’s Axe
Captain (95 Points) with intercessors and lieutenant in impulsor
• 1x Plasma pistol
• 1x Power fist
• Enhancements: Gift of Foresight
Lieutenant (65 Points) with intercessors in impulsor
• 1x Master-crafted power weapon
• 1x Neo-volkite pistol
• 1x Storm Shield
Lieutenant with Combi-weapon (70 Points)
• 1x Combi-weapon
• 1x Paired combat blades
BATTLELINE
Assault Intercessor Squad (75 Points)
• 1x Assault Intercessor Sergeant
◦ 1x Plasma pistol
◦ 1x Power fist
• 4x Assault Intercessor
◦ 4x Astartes chainsword
◦ 4x Heavy bolt pistol
DEDICATED TRANSPORTS
Impulsor (80 Points) with intercessors
• 1x Armoured hull
• 1x Ironhail heavy stubber
• 1x Shield dome
• 2x Storm bolter
Impulsor (80 Points) with bladeguard
• 1x Armoured hull
• 1x Ironhail heavy stubber
• 1x Shield dome
• 2x Storm bolter
OTHER DATASHEETS
Assault Intercessors with Jump Packs (90 Points)
• 1x Assault Intercessor Sergeant with Jump Pack
◦ 1x Plasma pistol
◦ 1x Power fist
• 4x Assault Intercessors with Jump Packs
◦ 4x Astartes chainsword
◦ 3x Heavy bolt pistol
◦ 1x Plasma pistol
Assault Intercessors with Jump Packs (90 Points)
• 1x Assault Intercessor Sergeant with Jump Pack
◦ 1x Plasma pistol
◦ 1x Power fist
• 4x Assault Intercessors with Jump Packs
◦ 4x Astartes chainsword
◦ 3x Heavy bolt pistol
◦ 1x Plasma pistol
Bladeguard Veteran Squad (180 Points)
• 1x Bladeguard Veteran Sergeant
◦ 1x Master-crafted power weapon
◦ 1x Plasma pistol
• 5x Bladeguard Veteran
◦ 5x Heavy bolt pistol
◦ 5x Master-crafted power weapon
Death Company Marines with Jump Packs (240 Points)
• 10x Death Company Marine with Jump Packs
◦ 7x Astartes chainsword
◦ 2x Eviscerator
◦ 6x Heavy bolt pistol
◦ 2x Inferno pistol
◦ 2x Plasma pistol
◦ 1x Power fist
Gladiator Lancer (160 Points)
• 1x Armoured hull
• 1x Icarus rocket pod
• 1x Ironhail heavy stubber
• 1x Lancer laser destroyer
• 2x Storm bolter
Infiltrator Squad (100 Points)
• 1x Infiltrator Sergeant
◦ 1x Bolt pistol
◦ 1x Close combat weapon
◦ 1x Marksman bolt carbine
• 4x Infiltrator
◦ 4x Bolt pistol
◦ 4x Close combat weapon
◦ 4x Marksman bolt carbine
Outrider Squad (80 Points)
• 1x Outrider Sergeant
◦ 1x Astartes chainsword
◦ 1x Heavy bolt pistol
◦ 1x Twin bolt rifle
• 2x Outrider
◦ 2x Astartes chainsword
◦ 2x Heavy bolt pistol
◦ 2x Twin bolt rifle
Repulsor Executioner (220 Points) I play aggressively with these going forward to bring other guns into play normally push forward after trying to take out anti tank
• 1x Armoured hull
• 1x Heavy onslaught gatling cannon
• 1x Macro plasma incinerator
• 1x Repulsor Executioner defensive array
• 1x Twin Icarus ironhail heavy stubber
• 1x Twin heavy bolter
Sanguinary Guard (270 Points)
• 6x Sanguinary Guard
◦ 4x Angelus boltgun
◦ 6x Encarmine blade
◦ 2x Inferno pistol
◦ 1x Sanguinary Banner
Co heroes all day everyday
I will be **very** surprised if sternguard end up being anything better than mediocre. You could get 15 jump intercessors or 6 sanguinary guard for 270 points and neither of those need a repulsor.
You can also replace the sterngaurd with assault intercessors and get an extra point of AP and full wound rerolls for 30 less points.
I think Invader atv can be a good pick and assault terms .
Haven't watched video. Hopefully I'm right
The sternguard take is actually pretty crazy, i didnt realize its basically chainswords with guns im going to have to look more into this and tey it out.
I also called the aggressors a while ago i think they will be a really strong midboard unit. Suppressors being cheaper makes then interesting
@@shadowknght22 I don't find it personally. Assault intercessors are cheaper, reroll 1, and all your hits on these enemies are within objective range and they are already PA -1. So if you take a priest with them, you will already feel the 90 pts less since they are cheaper by default, but you will be in charge in a liberation group: 5 attacks/mob, F6, PA-2 for only 150+90 pts 🤷♂️
540 transfers?! Sign me up lol
I also still believe a lieutenant added to the sternguard for 65 points has some tactical options for the unit, lethal hits on 93 attacks without the use of red rampage, a 2nd power fist, and built in fallback shoot and charge. Other than wanting them to be going after your oath of moment target it makes them pretty non reliant on CP, and you can save CP for Sanguinary guard or death company.
I also think they gel well in a list with death company, because the death company never need to go into your oath target, so you can oath the sternguards target and send DC after something else and the DC still get their hit re rolls
Don't think sternguard can take chainswords outside of the sargent
They can't the attached priest gives all their melee AP 1 essentially making them 'like' chainswords.
We are spamming SG now.. again…ahahah
Are we? I will not be ;)
@@ba_commander Dc cost too much now + JAI nerfs.
Dont know. i guess SG is our most effective unit to bring now x)
DC Not worth taking them now they’re basically the same price as index but with so much less damage output
Hey mate I'm a new BA player and just got the fomo box and a few characters and stuff. Why has GW made the DC not worth taking if they just realised all this stuff for them? I'm confused a little bit by this.
@@alexedwards6249 hey dude congrats on the new box, I have it myself and it’s an excellent starting point for BA. I Bellevue John did a video in the new DC and concluded the new DC have 60% less damage output compared to index but now they’re only 10 points cheaper. I think it needs a video to compare but I would hazard a guess that x10 jumppack intercessors and x10 DC have pretty much the same damage output now.
@@alexedwards6249 Someone Cynical would say GW thought "now that the FOMO Death company box is done and the players bought it, time to nerf its content so they have to buy other units" ....
Remember : Games Workshop is a Company about selling Miniatures first and foremost. Anything else is secondary at best.
@@alexedwards6249I’d love more clarification too, but I think the largest issue is that they used to be able to run a lot more special weapons. They have now been paired down.
For 240 points for 10, it’s a hard justification. Especially when there are JAI for 160. At least that’s my read on the situation.
@@alexedwards6249 it is because in the index the unit could all be equipped with Power fist and inferno pistols, jump DC were a favorite for this combo however it was 280 pts for 10 and 140 for 5 now you can only take at most 3 fist, 2 Evicerators, 2 inferno pistols, and a plasma pistol