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  1. #1

    Default Lamenter 2000pt list

    This is my first Lamenter list with the new BA codex (yes, I know Lamenters are more C:SM bound than BA but what the hell, for once I'm jumping on the band wagon!)

    HQ: 475
    Dante
    Mephiston - both count as (obviously)

    Elite 430
    Furioso Dread: Blood claws, HF, extra armour
    Furioso Dread: Magna Grapple, Drop Pod
    Corbulo

    Troops 955
    Sagnuinary guard: full masks, banner, plasma pistol
    Sanguinary guard: Powerfist, 2x infernus pistols
    Assault squad: Fusion bombs
    Assault squad
    Dukes(counts as death company): + 3 troopers, 2x power weapons
    DC Dread: Blood claws

    Fast attack 145
    Baal Pred: Twl Assault canons, Heavy bolters

    As I said this is just a first list so it is likely to change maybe swapping out Mephiston with a normal librarian.

    I want this army to be as faithful to the fluff as possible so I am thinking of taking out the DC since they aren't active anyway but that means I can't have a dread that can hold an objective...

    Any thoughts on this would be appreciated, as always

  2. #2
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    Default

    hmmm

    the Lamenters like to tout that they have 'cured' the flaw---- I would stay away from Death Company for that reason.

    replace with vanguard

  3. #3

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    The strongest part of BA is the Sang. Priests. I wouldn't run a BA list without them.

    I also play Lamenters... I just fluff out my Death company as Cursed Knights.

    I play
    HQ
    1Reclusiarch Jump MB

    Elite
    1 Chaplin Jump MB
    5 Sang Guard
    3 Sang Priest PW Jump

    Troop
    10 Death Company 3PF 3PW Jump (Cursed Knights)
    1 Lamartes (Athaloc)
    1 DC Dred Magna BC
    3 Assault Squad Melta 2LC Jump

    Fast Attack
    2 Baal Pred. HB Sponsons

    2500

    The point of this list is to re-roll almost EVERYTHING. I was surprised at how powerful the re-rolls made this army.

    It won our Ard Boys Prelims.

  4. #4

    Default

    Interesting points you both have made.

    The thing about not going for the DC is that you'd no longer have a Dreadnought capable of holding an objective, that is why I was going to use their rules but replace them with the Cursed Knights (Sternguard or other Veteran figs (cursed knights maybe GK or DA Vets?)).

    Maybe I haven't grasped the rules but why are the Sang priests so important?

    I was ideally going for a 2000pt army since that seems to be the maximum people play in my area without going into Apoc games.

    I was also thinking of using an assault squad on foot and giving thm a drop pod for free to drop them on /near enough to an objective and have the assualt squad take out any occupying forces while the drop pod takes the objective. Is this a viable option/tactic?

  5. #5
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    Default

    Vehicles can never claim objectives: p. 90 Rulebook

  6. #6
    Chapter-Master
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    Quote Originally Posted by Norseman View Post
    The strongest part of BA is the Sang. Priests. I wouldn't run a BA list without them.

    I also play Lamenters... I just fluff out my Death company as Cursed Knights.

    I play
    HQ
    1Reclusiarch Jump MB

    Elite
    1 Chaplin Jump MB
    5 Sang Guard
    3 Sang Priest PW Jump

    Troop
    10 Death Company 3PF 3PW Jump (Cursed Knights)
    1 Lamartes (Athaloc)
    1 DC Dred Magna BC
    3 Assault Squad Melta 2LC Jump

    Fast Attack
    2 Baal Pred. HB Sponsons

    2500

    The point of this list is to re-roll almost EVERYTHING. I was surprised at how powerful the re-rolls made this army.

    It won our Ard Boys Prelims.
    Flying Chaplain Army of Dooooooooooom!



    As for Sanguinary Priests:
    Furious Charge is greats: +1 Str, +1 Init on the Charge
    Feel No Pain: 4+ save after failed armor saves (with some restrictions)

    They grant this as an area effect to units. Which is Awesome!

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