GlynG wrote:
If you're finding your Thunderhawk cargo has limited movement then take a second empty Thunderhawk, land it nearby and get them back on board that one. That way they can fly in and out in one turn and then in again elsewhere on the board next time.
Xenocidal Maniac wrote:
I just got done talking about how the delivery systems for the BA assault units are expensive. Your suggestion is to spend even more points on delivery systems? I'm not following.
The costs for the delivery methods are the same as in the Codex list though (where they've been tested a huge amount and are well balanced). BAs have better assault units and faster vehicle transports so are better served than regular marines for the same delivery costs. For one thing I was correcting you that Thunderhawks cost 200 not 250 like you mentioned, but I was mainly responding to this:
Xenocidal Maniac wrote:
The primary problem for the Blood Angels is, since they are so assault oriented, once you've committed to an assault either via teleport, Thunderhawk, or drop pod, you're pretty much stuck where you are for the rest of the game.
You're right on the other two but not necessarily where you say that air assaulted Blood Angels are pretty much stuck in place. Taking an empty, spare Thunderhawk to redeploy air assaulters was a genuine suggestion and it's relatively often done by SM players. The extra 200 tends to be worth it to redeploy and when not needed for that it can act as a bomber.
True I haven't played Blood Angels but I have played Codex Marines and other variants loads, so I have some cross-over experience and familiarity with most the of the units. Assault Marines are fine in the Codex list when air transported and even cheaper here (with the advantages of frenzy and the larger formation size) so I don't see a problem with them.
There's a lot of good options for Assault Marines and assaulting playstyles - Assault Marines + a Furioso Dread and a Chaplain would be a nasty air assault unit in a Thunderhawk. Or 2 x Assault Marines and vehicles in a Landing Craft. Sanguinary Guard, plus Terminators with a Chaplain and 4 Land Raider Redeemers would be a beast of an assault unit when transported in a Landing Craft - scoring an average of 10.6 hits plus a further 6.6 MW hits (enough to cause 6DC damage to a Reaver if it's shields had been taken down already). When used well frenzy allows for one formation to move and shoot into a position to add FF support, then retaining with a second unit and still assaulting automatically (assuming no blast markers) due to the +1. Blood Angels need to make use of this and the extra +5cm move on vehicles to get the most out of the list.
I do find Stormravens look a bit on the expensive side, but the stats are appropriate (4 shots for the missiles was OTT) and I'd rather see the formation go to 275 if needs be (I don't have enough familiarity with them to judge if they need it or not).
Question for Dobbsy: Assault Marines can take the Heavy Support upgrade. Can they take Land Raiders and if so how many? They're not transported in them per say, but the Salamanders list allows Assault Marines to have Land Raider or Redeemers with them, so there's precedent.