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Made in gb
Regular Dakkanaut





North Coast, NSW, Australia

Having not played a game in 5+ years, I've got an interest in using the new Blood Angel rules. I'm excited at the prospect of building a large jump pack force and while I know it isn't particularly strong, I wanted to know what people thought about the viability of deep striking Vanguard Veterans for TANKbusting.

The idea would be to run the Archangels Demi-Company (provide -D6 to scatter) + Golden Host (Dante = -D6 to scatter) to provide the Vanguard Veterans with zero scatter deep strike. Some squads would be armed with fusion pistols, others with heavy threat killing squads (thuderhammers + Stormshields). I know that's only a 3' range on the melta for 2D6, but I figured the zero scatter deep strike would be worth it.
I'd also like (dependant on points) to be running standard assault squads as an auxiliary formation to get 3 melta gun shots (2 on the troopers + a combi on the sergeant) and landspeeders who would scatter D6 thanks to Dante

Or am I better off just arming Sanguinary Guard with some PF and Terminators from the Orbital Intervention Force to assault after deep strike to kill off such threats.

TL : DR

How would you build a predominantly Decent of Angels / Jumppack Blood Angel Army?


This message was edited 3 times. Last update was at 2016/09/18 21:43:10


'Anyone can win, but it takes a good man to lose.'
-Louis Guzman 
   
Made in us
Fixture of Dakka






It can be there are a couple reason why it would be great.

1) DS assault, sense BA and very little other units that can DS and assault at the same time. DS without scatter means you wont mishap and be in range for charging

2) Melta Bombs, this isnt as important, but if you wanted rear armor and not mishap, then it is good.

This message was edited 1 time. Last update was at 2016/09/18 23:59:11


   
Made in us
Locked in the Tower of Amareo




All melee attacks automatically hit rear armor. Unless it is a walker.
   
Made in us
Fixture of Dakka






Martel732 wrote:
All melee attacks automatically hit rear armor. Unless it is a walker.


Not with Melta guns, "Melta Bomb".

Hitting hear with a Melta Gun/pistol is still good, then you can Charge the unit that came out.



This message was edited 2 times. Last update was at 2016/09/19 00:01:43


   
Made in us
Locked in the Tower of Amareo




With most transports, it doesn't matter which side you shoot with a melta gun.
   
Made in us
Fixture of Dakka






Martel732 wrote:
With most transports, it doesn't matter which side you shoot with a melta gun.


Still easier on AV11 than AV 12/13, with AV 13 you need a 6+ roll on 2d6 for pen instead of a 3+, I know it doesnt sound like a lot, but 2-3 Melta guns/pistols if you miss with 1 and make a bad "ish" roll you might not explode it and only take off HP's. If you are able to get rear it is always better and if the rear is 10 then at least Bolters can hurt it.

   
Made in us
Fresh-Faced New User





I really enjoy running jump pack armies, so I like the idea - it may not be the most powerful, but the reliable tactical flexibility is always neat.

Dropping a bunch of first turn 5-man gunslinger VVs might also be the only decent situation for the odd 'Zealot at half strength' decurion rule too, as they'll definitely take fire and remain a (moderate) threat / annoyance T2.
   
 
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