Knights Camlann

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Knights Camlann

Post by Rion on Tue Jul 02, 2013 12:31 am

Brothers I have given my army more and more thought and have decided to suck it up and hope that the Codex update improves Dante's lot in life and removes unwieldy from his Axe. But until then here's the list for my Knights Camlann chapter. Making Tycho "Lancelot" cause I reread his (Tycho's) fluff and his fall from grace goes along with Lancelot's own. Didn't have the points to give Myrddin Master Level 2 so I chose a couple of Codex powers I thought would be useful in most situations.

HQ
Lancelon [Captain Tycho] (175pts)
Artorius [Commander Dante] (225pts)
Myrddin [Librarian] (140pts)
-Jump Pack, Infernus Pistol, Psyker Master lvl 1: Unleash Rage, Shield of Sanguinius

Elites
3x Sanguinary Priest (270pts)
-Jump Packs, Infernus Pistols

Troops
3x Assault Squad (705pts)
-Sergeant Has Infernus Pistol, 2 Infernus Pistols with the Special Weapons Marines
Tactical Squad (175pts)
-Missile Launcher, Meltagun, Sergeant has Bolter and Chainsword

Fast Attack
2x Hyperious Air Defense Platform (210pts)
-3 Turrets each

Aegis Defense Line
- Lascannon/Quad-Gun (85/100pts)

TOTAL=1985/2000

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Re: Knights Camlann

Post by Corennus on Tue Jul 09, 2013 3:07 am

A Blood Angels list in a Grey Knights forum.......interesting.

OK 2 cents worth...

Unfortunately I don't think we're going to be seeing any FAQ removing the stupid axe rule any time soon. so Astorath and Dante are stuck at I1 i'm afraid.

One thing i'm really seeing with this list is that you're going to be jumping up the board with your asault marines. First off how big are the squads? and second i'd change the infernus pistols on your special weapons marines to good ol' melta guns. Melta Guns are assault weapons anyway, and you can fire them from 12" away as you know instead of 6" for the infernus pistols. Better in my opinion to slag the vehicle from further away and then have the option of shooting the people inside (if a transport) next turn, than being so close you get caught in an Explodes! result or being assaulted by the occupants next turn.

Can't really see the point of the tac squad (are they going to man the aegis?).....but ok...I;d lose the meltagun if they are staying behind.

Your HQ...
Librarian is fine, infernus pistol well.....take it if you want it. Dante, can't do much about him. Tycho.......i'm really not sure what tycho is adding to your list apart from fluff.

If you really want tycho change him to Death Company Tycho and change the tac squad to Death Company. that would be more fluffy....

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Re: Knights Camlann

Post by Corennus on Tue Jul 09, 2013 3:44 am

thinking about it i'd do this.....
Dante really doesn't give you anything in that list cause you're not using Sanguinary Guard, you're not deepstriking (cause that would be an illegal list then), and hit and run on one unit is not that brilliant. So let's lose him

YOu're in love with the idea of Captain Tycho being Lancelot. ok well let's have Lancelot go mental shall we. Death Company Tycho becomes a single model in its own right. BUT. that's a single model that has Feel No Pain, Fleet, Black Rage, Relentless (oh yes that's nice isn't it), 2+ armour save, 4+ inv save.

Librarian....your setup for him is ok...but let's give him a Jump Pack, Plasma Pistol, Lv 1 psyker w/ Unleash Rage and Shield of Sanguinius. The Plasma Pistol is because you want the librarian going against infantry, not vehicles. No point having a force weapon if you're trying to hit a tank...

Sang Priests: ok Jump Packs (check) Again i'd take plasma pistol over infernus pistol because sang priests should be concentrating on infantry. if you really need the anti-tank take a combi-melta.

3 Assault Squads. i'm going to assume they're 10 man squads.
How I would equip them: 2 melta guns, Sergeant w/ Infernus pistol and Power Fist
230 points each

Death Company: (let's say 5 man)
Power Fist x 2
Infernus Pistol
DT: Drop Pod 200

Hyperious platform I don't know about so keep it

Aegis....I would always always go for the quad gun. yes it's not as strong as the lascannon and costs more, but it's so worth i

so let's see costwise what this is gonna do:

Death Company Tycho 175
Librarian w/plasma pistol & jump pack 150

Sanguinary Priests x 3 (one slot) Jump Pack, Plasma Pistol 300

Techmarine 50 (for manning the quad gun)

3 assault squads (10 man). 2 melta guns, power fist infernus pistol. 750

Death Company (8 man)w/ 2 powerfists, infernus pistol in drop pod 260

Hyperious Platform 210

Aegis Defence Line w/ t-l quad gun 100

1995

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Re: Knights Camlann

Post by Rion on Tue Jul 09, 2013 8:54 am

eye full considering I just woke up lol but a great way to get the brain going

Anyway, Yes the Tactical Squad's main purpose is to sit behind the Aegis line and hold onto any objectives I own. Tycho goes with them manning the Aegis gun and giving my board LD10. But when I think about that, yeah ditching the Tactical's meltagun for a flamer may be better.

The Meltagun/Infernus Pistol is a debate I've been having in my head and even now I still can't make up my mind. Longer Range vs, Extra Attack.

Again yes the Assault Squads are ten man, but I don't see the point of powerfists on the sergeant. For less points just give him a power sword and infernus pistol, he is hitting vehicles all the same, better in a challenge, and when going up against pesky 2+ armor, kite them and shoot at them with the Infernus.

I've always viewed it as if my Assault squad is close enough to get the Extra dice for Armor Pen with the pistols, then they'd better be close enough to assault the squishy goodness inside.

Maybe consent Plasma onto my Priests but it costs the same as the Infernus so it was always gonna be a weapon swap. Based on what I needed more of.

As a whole this list is my Objective list. For kill points I'll be ditching the Aegis, Tactical Squad and Tycho, For all the death company lead by Lemartes I can field.

Hyperios Defence Platforms are Toughness 6, 2 wound, Turrets that fire at BS3, fires STR8 AP3 twin-linked missiles that have Skyfire/Interceptor, 35 points a pop, batteries from 1-4 and take up a fast attack slot.

How is a Deep Striking Blood Angels list illegal?

Will add more later but for now I have a date to get to.

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Re: Knights Camlann

Post by Corennus on Tue Jul 09, 2013 9:15 am

forget plasma pistols.

Oh and illegal because you are only allowed half your army in reserve....

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Re: Knights Camlann

Post by Corennus on Tue Jul 09, 2013 9:18 am

or do blood angels now get a special rule circumventing that?

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Re: Knights Camlann

Post by Corennus on Tue Jul 09, 2013 9:46 am

Ok been thinking about it and talking with a friend who also uses BA.

I don't think you need the ADL. you already have skyfire with the Hyerios platform.

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Re: Knights Camlann

Post by Rion on Tue Jul 09, 2013 12:50 pm

No they don't but not all of the force would be in reserve. Just what ever unit Dante is in.

why forget plasma?

...hmmmm you may be onto something with the Tac Squad.

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Re: Knights Camlann

Post by Corennus on Wed Jul 10, 2013 3:09 am

Been pondering more and this is what I have come up with. The assault squads would go with librarian and astorath. Tycho would move up behind on his own....


PRIMARY DETACHMENT

Librarian
Jump Pack
Shield of Sanguinius
Unleash Rage
135

ELITES

Sanguinary Priests x 2
Jump Packs
170

TROOPS

Assault Squad (10 man)
Melta Guns x 2
Powerfist
235

Assault Squad (10 man)
Melta Guns x 2
Powerfist
235

FAST ATTACK

Hyperious Platform x 2
210

SECONDARY ATTACHMENT

HQ

Captain Tycho (Death Company)
175

Astorath the Grim
225

TROOPS

Death Company (7 man)
Powerfist
Infernus Pistol
DT: Drop Pod w/ locator beacon
230

Death Company (7 man)
Powerfist
Infernus Pistol
DT: Drop Pod
215

Death Company Dreadnought
Heavy Flamer
Blood Talons
DT:Drop Pod
170

2 Death Company drop pods coming down first turn to disrupt opponent while your assault squads jump up the table. then second turn you get a death co dreadnought coming in (hopefully) to add to the mess.

just an idea

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Re: Knights Camlann

Post by Rion on Wed Jul 10, 2013 12:21 pm

Astorath I concur with I think he offers a little more to the army then Dante. Being able to give everyone one a 50/50 chance at being fearless and having furious charge, and 5 points cheaper. Not sure why I didn't go with him in the first place scratch. I'm seeing what you said about the Aegis Defence Line, sense I have the Hyperios I can just stick the Tactical Squad in a building and have them chill in cover. And when the codex gets an update they'll probably get Flakk Missiles so I'll save about ten points off to the side for the future. So here we have a revised list but I'm left with 60 points to spend.

HQ
Lancelon [Captain Tycho] (175pts)
Artorius [Astorath the Grim] (220pts)
Myrddin [Librarian] (175pts)
-Jump Pack, Psyker Master lvl 2: Divination Powers

Elites
3x Sanguinary Priest (270pts)
-Jump Packs, Infernus Pistols/Plasma Pistols

Troops
3x 10 man Assault Squad (720pts)
-Sergeant has Power Sword and Infernus Pistol/Plasma Pistol, 2 Meltaguns with the Special Weapons Marines
10 man Tactical Squad (170pts)
-Missile Launcher, Flamer, Sergeant has Bolter and Chainsword

Fast Attack
2x Hyperious Air Defense Platform (210pts)
-3 Turrets each

TOTAL=1940


Last edited by Rion on Fri Jul 12, 2013 11:58 pm; edited 1 time in total

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Re: Knights Camlann

Post by Corennus on Fri Jul 12, 2013 2:11 am

Are you combat squadding the tactical squad?

I'd give the tac squad a drop pod if you are. The Flamer and sgt half go off to hunt stuff, and the missile launcher half stays behind to shoot.

still gives you 25 points to spend....


btw can you please split your list into primary detachment and secondary? hard to see how you're splitting it...

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Re: Knights Camlann

Post by Rion on Fri Jul 12, 2013 11:11 am

Sure didn't realize it was hard to read.

As for the Tactical Squad not really I'm keeping them together, I've learned from experience that combat squading the unit that's suppose to be guarding home plate tends to be bad, real bad. Although I could maybe squeeze in another Priest to sit with the Tac Squad further allowing them to guard the objective, a techmarine could work well too, his bolster defense would improve their cover save (to an average 3+) then either sits with them and shoots as well.

Primary Deployment

HQ
Lancelon [Captain Tycho] (175pts)
Artorius [Astorath the Grim] (220pts)

Elites
3x Sanguinary Priest (270pts)
-Jump Packs, Infernus Pistols/Plasma Pistols

Troops
2x 10 man Assault Squad (480pts)
-Sergeant has Power Sword and Infernus Pistol/Plasma Pistol, 2 Meltaguns with the Special Weapons Marines

Fast Attack
2x Hyperious Air Defense Platform (210pts)
-3 Turrets each

Secondary Deployment

HQ
Myrddin [Librarian] (175pts)
-Jump Pack, Psyker Master lvl 2: Divination Powers

Troops
1x 10 man Assault Squad (240pts)
-Sergeant has Power Sword and Infernus Pistol/Plasma Pistol, 2 Meltaguns with the Special Weapons Marines
10 man Tactical Squad (170pts)
-Missile Launcher, Flamer, Sergeant has Bolter and Chainsword

TOTAL=1940

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Re: Knights Camlann

Post by Corennus on Tue Jul 16, 2013 4:34 am

Without Death Company Astorath makes no sense to me...

The divination powers on the librarian are not as useful as the Shield of Sanguinius and Unleash Rage....

Change Astorath to a second Librarian w/ Jump Pack and Level 2 powers (Blood Lance and Shield of Sanguinius are good). and then load up on more wargear for your assault squads...

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Re: Knights Camlann

Post by Rion on Tue Jul 16, 2013 11:03 am

Well you have to remember brother this is as much a fluffy army as it is suppose to be a fluff army that works.

Astorath gives each unit a 50/50 chance to have furious charge and fearless. As well as being a beast in close combat. Simply put he's the King Arthur of the list. At least until the Codex/Supplement (which ever rumor proves to be true) gets updated. The only other models that seems fit are Dante and the Sanguinor. Although we could probably brain storm something.

Actually Divination's Primaris Power "Prescience" is Unleash Rage on crack. Lasts not only your turn but your opponents as well, and works on both Shooting and Melee attacks. And while I only have a rough 1/3 chance of getting it Forewarning gives the unit a 4+ Invul must better then the 5+ offered by the Shield.

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Re: Knights Camlann

Post by Rion on Tue Jul 16, 2013 11:48 am

Amendment: Just occurred to me that Astorath can all together negate the need for Priests and Tycho. So I could drop him for Dante again. Or I just remembered that a more likely thing to happen then Dante and Astorath getting Unwieldy removed form their weapons is the Blood Angels Captain getting a nice beef making him useful. Good things come to those who wait.

Captain (160pts)
-Power Armor, Power Weapon, Infernus Pistol/Plasma Pistol

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Re: Knights Camlann

Post by Corennus on Wed Jul 17, 2013 3:10 am

better.
you might consider giving the captain artificer armour...

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Re: Knights Camlann

Post by Corennus on Wed Jul 17, 2013 3:30 am

ok let's see. you're taking a captain instead of astorath now.....i'd keep the sang priests obviously..

ok let's think. you don't need a captain cause you have tycho.... so the captain brings nothing to the table except a higher WS....

I'm almost thinking if you can do it drop Astorath and take Mephiston...

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Re: Knights Camlann

Post by Rion on Wed Jul 17, 2013 10:03 am

He's be around mainly for the fluff. But while he's not the most potent combatant ATM he still gets me something down the field while Lancelon (Tycho) sits and watches the objectives.

If anything he's a place holder until the update.

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Re: Knights Camlann

Post by Corennus on Wed Jul 17, 2013 10:06 am

Change Astorath to a reclusiarch w/ jump pack. you get the same abilities without the axe... and cheaper

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Re: Knights Camlann

Post by Rion on Wed Jul 17, 2013 10:18 am

only AP 4 on his weapon but.......hmmmm might as well get a decent placeholder if I gonna have a place holder.

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Re: Knights Camlann

Post by Rion on Thu Jul 18, 2013 2:09 am

Tweaked somethings around and ditched the Tactical Squad for a Scout Squad with Camo Cloaks. It's relatively cheaper, and the Cloaks improve the Cover Save in the ruins without a techmarine. And with 6th being kind to snipers I can give them 4 snipers and missile launcher thus providing more effective ranged fire support. And again I have points I have no idea what to do with @.@

Primary Deployment

HQ
Lancelon [Captain Tycho] (175pts)
Artorius [Reclusiarch] (170pts)
-Jump Pack, Infernus/Plasma Pistol

Elites
3x Sanguinary Priest (270pts)
-Jump Packs, Infernus/Plasma Pistols

Troops
2x 10 man Assault Squad (480pts)
-Sergeant has Power Sword and Infernus/Plasma Pistol, 2 Meltaguns with the Special Weapons Marines

Fast Attack
2x Hyperios Air Defense Platform (210pts)
-3 Turrets each

Secondary Deployment

HQ
Myrddin [Librarian] (190pts)
-Jump Pack, Infernus/Plasma Pistol, Psyker Master lvl 2: Divination Powers

Troops
1x 10 man Assault Squad (240pts)
-Sergeant has Power Sword and Infernus/Plasma Pistol, 2 Meltaguns with the Special Weapons Marines
1x 5 man Scout Squad (100pts)
-5 Bolt Pistols, 5 Camo Cloaks, 4 Snipers, 1 Rocket Launcher

TOTAL=1835

New order of battle: Scouts and Tycho, sit all nice and cozy in some ruins watching the objective. Using their superior range along with the mighty firepower of the Hyperios, provide fire support for their comrades. While Artorius (taking the form of a Reclusiarch for now) and his mentor; lead the assault using melta, flamer, plasma, and bolter shell to cleanse the enemy from their objective. Just how I like things, simple basic effective yet adaptive.

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Re: Knights Camlann

Post by Corennus on Thu Jul 18, 2013 2:29 am

take another scout squad.

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Re: Knights Camlann

Post by Corennus on Thu Jul 18, 2013 2:31 am

Or a devastator squad

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Re: Knights Camlann

Post by Corennus on Thu Jul 18, 2013 2:45 am

and remember the chaplain may only have an AP4 weapon but if he does wound then the target is reduced to I1

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Re: Knights Camlann

Post by Rion on Thu Jul 18, 2013 12:58 pm

It's a fair trade off. Plus unless it's another SMQ army it's still punching through most armor. Still codex update hurry up. Sorry little impatient for some odd reason scratch

Anyway....still wanting to keep a few points off to the side so in case flakk missiles become a reality I don't have to revamp everything. Ok DA get theirs for 10 points. Gonna make it 15 points to have a little wiggle room. Giving them to the scouts leaves me with 150 points to spend.

On one hand thinking a 5 Man squad of Sternguard. Cheaper then the Deva, while it can't bring as many heavy weapons as a Deva, it does bring VERY versatile ammo to the board, and Tycho's rules gives him synergy with Sternguard. Giving it 1-2 of missile launchers adds to the boom. Plus I have the models to field this unit pretty much immediately.

Other hand. A second Scout Squad could outflank and infiltrate unnerfed (they can't infiltrate with Tycho, they can deploy in the same building however). If it's a completely separate squad it can provide a second missile launcher thus more heavy fire support. Alternatively I can just bring the number of scouts in the existing squad up to 10 men and either give them sniper rifles as well or deck them out for close combat to help defend their brethren from counter assault. Granted they'll all boned if the enemy gets that close anyway.

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Re: Knights Camlann

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