Showing posts with label dante. Show all posts
Showing posts with label dante. Show all posts

How to Paint Space Marines: Blood Angels. How to Paint Dante.


As a treat celebrating a year of blogging and three thousand subscribers on youtube, I have decided to upload an entire How to Paint set of videos... but not just any! Nope, I am going for the king shiznit himself! Dante, lord and commander of my beloved Blood Angels is my subject this time. Here are the videos! Hope you enjoy. I will add them to this post as I upload them.

How to Paint Dante Video 1



How to Paint Dante Video 2

Warhammer 40k Blood Angels: List advice, a question from a reader...





A reader sent me an email presenting his list and asked me for advice on improving it and tactics. He has read my blog, based it on my own list, and given me something to work with. Soo, here we go Scott!

Here is his email:

Hey I have been reading your blog for a while, Its freaking awesome btw. I have been playing SM for a while and have been wanting to switch to BA after the new codex came out because damn I love Assault Marines. I finally have the cash to switch my army over. This is my current list if you don't mind taking a look at it. I am kinda confused about how to play Dante+Honor Guard, i mean it seems like with the Perdition Pistol and the Melta+Powerfist gear that the Honor Guard can take that they would be a brutal tank hunting group. However I have seen you use him in the vids more as a distraction/house-wrecker unit.

Any help is greatly appretiated.

Dante
+5 Honor Guard
2 Power Weps
1 Melta or 2 Flamers??

Corbulo

5 Death Company
Rhino
Extra Armor

Furioso
Death Company
Extra Armor
Heavy Flamer

5 Assault Squad
Rhino
Extra Armor
Serg - Power Wep

5 Assault Squad
Serg - Power Wep

5 Assault Squad
Serg - Power Wep

10 Tactical Squad
Rhino
Extra Armor
LasCannon
Melta Gun

Baal Pred
Extra Armor
Heavy Bolter
Storm Bolter

Baal Pred
Extra Armor
Heavy Bolter
Storm Bolter


--
Scott Thomas


I already spoke about Dante formerly, and I will expand on that here. I will preface this with this: Dante's true strength is his Preferred Enemy, and then his distraction value.

Let me explain. First of all, forget the flamer and go with the Melta. Your army is weak on true tank killing power. Horde Orks should not present too much trouble with your Baal Preds softening up your targets. The melta gives you one more tank killer, though wasting your honor guard by shooting a tank is a sign of being desperate. You have juicier targets for them to kill.

But you ask about Honor Guard and Dante. The reason I fly solo with Dante is that he simply does not need the help. The last thing you want to do is attach Dante to an HG, assault a squad, and wipe it out on your turn. You want the squad locked into combat until your opponents turn, and you want to finish it then. Dante can kill a space marine 10 man tactical squad in two turns... charge on yours, and finish it on his. If you give him 5 veterans bristling with power fists and swords, they will definitely wipe it out on your turn. Then Dante and the HG will be absolutely nuked next turn without a doubt. If I forsee Dante needing help, I line up my Death Company or a Dread to go with him. He is almost never far from them. Remember preferred enemy...

Now, about that HG. Do you need it? No. It is not worth the points. 150 points for 5 vets with jump packs. Now upgrade the Standard Bearer with the Chapter Banner to get the bonus attack... 25 more points. Add a PS and a PF and you are spending 40 more. Throw in a melta and that is 10 more. Now you are up to 225 points for 5 guys... They are jacked for sure, but do you need them? If you really want to give Dante friends, go on the cheap side, buy a troop assault squad and give them a power sword. 155 vs 225. Save 70 points. But now you have a unit that can claim objectives. If Dante is with them, will they be any less effective at slaughtering that 10 man tactical squad then him and the HG? Nope. But now you have 70 points to buy a Speeder with Multimelta to go zap tanks that you were going to use that HG melta for. Make sense? They surely do not need the Chapter Banner. They all get Dante's 10 leadership and an extra attack is just overkill. You can go out and slaughter defenders holding an objective. Now, Dante can leave the survivors from the troop squad to hold it, and he is free to go wreak havoc.

Dante as a distraction:

He excels at this. Your opponent knows you have him and he fears the Dante. He will deploy with Dante in mind. I will often deploy Dante on the right third of the board with the rest of my forces deployed on the left half or in the middle. My opponent will put every thing on the left half to escape Dante! Then all I do is jump dante over to my troops and give them all preferred enemy, and enjoy the fact that my opponent did me the service of bunching all of his stuff up on half the table. Is is such a powerful force on the table that your opponent HAS to deal with him. He will throw away his strategy, and put considerable fire power into killing Dante. This is especially so if Dante has managed to slaughter a squad or pop a tank. Most guys simply cannot resist the urge to come kill Dante. So, I will flaunt him, then hide him behind terrain or something, forcing my opponent to expose his tanks to my firepower. He will almost always move those speeders with multi meltas to an angle to pop Dante, inadvertantly exposing them to fire, rather then letting them do their tank killing job. It is even more great when Dante shrugs off the melta with his Iron Halo and I destroy the speeder with my Baal Preds heavy bolters. Sure, I make a show about how he got me... I was not expecting him to move his speeder to try to kill Dante... etc etc. In the end, every shot fired at Dante is one less fired at my Baal Predators and furioso dreads, which are methodically wiping out his units turn by turn.

You only need Dante until turn 3. By then, most of your guys have gotten into assault and with preferred enemy and Corbs giving them Furious Charge, are in complete control of the situation. Turn 4 you are free to send him out as bait or to kill tanks. Be aggressive... it is ok if you lose him. Take chances. Your Baal Preds are more valuable now... they can move 18" and tank shock to contest opponents objectives, or knock him off them completely. You can afford to sacrifice your queen to win the game if you still got all of your Bishops and Rooks.

Plus, here is a little secret. You can slaughter a guy, but so long as he got to kill Dante, he will love you for it. You cannot discount the power of good will. I can crush a guy in a tournament, then at the end I 'accidently' leave Dante exposed and he pops him... I react appropriately angry, he ends the game feeling good, "You killed me but at least I got Dante!" "Yah, good move man..." He gives me full sportsmanship points... I move on to the next round! Dante rarely survives my games, simply because it feels so good for my opponent to kill him! :)

I say forget the help for Dante completely. Drop that squad, go with 4 DC, and buy a 3rd Baal Pred. Give them all the Storm bolter. Hell in a 5 turn game that is 30 more shots! Not giving your squads rhinos is fine, just be careful not to leave them exposed. It will kind of limit what I have found to be the strength of the Blood Angels, rhino mobility. You will have 2 troops in rhinos instead of 4, and a severely limited chance of turn 5 contesting of objectives... which I have found to be the single biggest improvement to my tactics.

How to Win Warhammer 40k: Blood Angels Tactics


Hey Folks! So, after working on this blog and developing my army and tactics for about 9 months, I have started to turn into some sort of expert on Blood Angels. There simply are not many sources for info on them. The result of this is that the Blood Angels have been rendered down to a low tier in the 40k world. Well BS on that! I have made it my mission to squash that squig starting NOW! Here is the first post of many on Blood Angels tactics, that will teach you how to play warhammer 40k, and how to win warhammer 40k.

I will begin with a question from a reader.

Oh hey, Jawa, quick question, I just got my Dante, primed and ready to paint. I'm bringing him to a game on Sunday, wanted to know how you field him. Attached to a unit or alone hiding behind stuff, ready to pounce? I am thinking of attaching him to a 5-man jump pack assault squad (troops)? I'm going to two games, could be either against Necrons, Orks or Chaos Marines Noise Marine spam. Thoughts?

How do you play Dante? Do you field him at all? First of all, a resounding YES. Play him. He is expensive, but worth every point. If you are playing 1750, Dante should be on the table. Dont bother with some generic captain with weapons... spend the extra 50 points, and get the MAN.

I want to begin by saying that this Dante guide is assuming he is being granted Furious Charge from Corbulo. If you are taking Dante, take Corbulo. Get him into a Rhino, and keep the Rhino close to Dante. You give him FC, you can heal him, and you can unload the Death Company to help him if he needs it. All from inside the Rhino too! More on Corbulo in another post.

Dante's Gear:

Perdition Pistol. God Pistol. Pimp Pistol. It is a meltagun that counts as a pistol in Close Combat. Enough said.

6 attacks on the charge.

Axe of Mortalis. Master Crafted Power Weapon.

Artificer armor 2+ save!

4+ Invulnerable save.

Death Mask of Sanguinius... -1 Bs and Ws to all enemies within 6". That means he will pretty much always hit on 3.

Jump pack!

And the Creme de la Creme... all Blood Angels within 12" of Dante get Preferred Enemy... which lets them reroll misses in Close Combat. To hell with a Chaplain... Dante gives Litanies to EVERY ONE, EVERY TURN. (Within 12") But if you are playing your Bloods right, that will not be a problem.

Tactics:

First of all, do NOT attach Dante to a squad. Keep him close to one or all of them, but do not attach him. Why? Because you can hide him. Advance your Baal Preds, and yes every BA army should have Multiple ones, keep him right behind it, and jump him out when the time is right. Or, advance him behind a rhino filled with assault troops, and same thing. If you attach him to a squad, it is nere impossible to hide the whole thing. Therefore the squad will be targeted, and shot with every thing on the table that can reach. Of course no single shot at a squad will kill it, but it is the multiple hits that add up. And with enough shots fired at a squad he is attached to, he will have to make saves eventually, and battle cannon templates will be able to hit him. Keep him hidden, and unattached.

Once you have gotten him into range to attack, consider him expendable. Now that he is up in the lines running a-muck, it is time to advance the rest of your army, and win the game. Rounds 1 and 2 should be getting him up into range, and he should be assaulting in round 2. Idealy, he assaults at the bottom of the turn, but does not kill the squad. Then in your opponents assault phase you finish off the squad, and massacre, then move and assault a new squad on your next turn. Plan your assault. Do not finish off squads too quickly, leaving him stranded and open in the middle of the terrain. That means you have to measure how much you shoot at the squad he is assaulting, if at all.

Follow this guide for determining whether to shoot at Dante's target.
A. Measurement. It very well may be that he will be on the outside edge of 6" away. If it is possible that your opponent can pull off the one guy that leaves the squad in range to assault, DO NOT shoot at it. Even if the squad is large.

B. Number. If the squad is full. 10 or more... fire away. The magic number is seven. Dante can and probably will kill 4 to 6 normal marines a turn. Lesser beings will be more. Ideally, you want to allow for poor rolling, and leave him with just 2 or 3 to kill (half of his attacks) on your opponents assault phase. Assaulting a squad of 7 is the perfect number. 6 might mean you wipe them out completely, leaving him stranded. 7 means that you will probably be left with 2 or 3. Less then 6? Do not shoot the squad at all.

So now we go on to what else to do with Dante.

While he is on the table, there is a 2 FOOT diameter circle centered on him where every squad with a model within that circle at the start of their assault phase will get preferred enemy. I cannot tell you how huge this is! I believe the BEST use of this is with a Death Company Furioso Dreadnought. Keep Dante as close as possible to the Furioso and Corbs. Use them to cut out your opponents heart! How about 7 attacks from a Furioso, hitting on 3, and rerolling misses at initiative 5! Bring on those Carnifexes and Ironclads! Through luck, I once managed to get my furioso base to base with two Ironclads on the charge... I split the attacks... 3 to one and 4 to the other... destroyed them both! They didnt even get a swing in.

So here is the minimum deal. Put your DC and Corbs in a Rhino. Advance the rhino, supported by at least one Baal, follow it with Dante well hidden behind the tank. Use the tanks to give your Furioso a cover save. Send them right at your enemies heart. If used properly, Dante can kill 3 or 4 squads or vehicles on his own. In a game against some Tau recently, Dante killed a squad of Fire warriors, then a squad of suits, then a squad of Broad Sides, then finished up with that fire warrior squads transports! He is that insane. Once your army is in the thick of it, risk Dante. Be aggressive. Try to pop tanks. Send him into large squads. Don't forget to subtract 1 from the BS and WS of any enemy model within 6".

If you think he needs a little help, it is ok to keep an assault squad near by to join him. But DO NOT join him with that squad until it is time to go to assault. That is simply done by making sure they are within 2" of each other at the end of their movement phase. I almost never join him to a squad, but I may use him to support assault squads. I will send him into a weak squad, and my assault squad into a stronger one, he wipes up the weak one, then next turn assaults the other one, finishing them off and freeing up the weak squad.

Always if possible, make sure that he will NOT wipe out the squad he attacks until your OPPONENTS assault phase. Don't send him against very weak squads on your turn and leave him hanging in the open.

Remember, while it is ok to be aggressive with your Dante, it may pay to keep him back as well... I know, contradictory... but true. That preferred enemy is invaluable. It is all situational.

Get him into assault turn 2. Dont fear jumping into large squads... just make sure you get him some help if he needs it. He is best used taking out squads that are holding objectives and enemy commanders.

If you can get him base to base with an IC... do so and take advantage of Furious Charge from Corbs. That will probably give you the drop on all but the most powerful commanders.

Ok, that is a lot of info. Digest it, let me reread it, and I will edit it as needed. This is a work in progress. JB.