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Made in us
Pyromaniac Hellhound Pilot





In the warp, searching for Marbo

I know Blood Angels are really on the rocks right now, but for a non-competitive game, could a jump pack focused list still make a decent TAC? I was thinking of purchasing more jump troops for my Angels, but wanted to hear Dakka's opinion. Should I just wait until the next codex perhaps?

I only have 10 jumpers on me right now, so I'm looking for people who have made such lists, or have faced them. I'm not against taking tanks, drop pods, dreads, or other vehicles. I'm just wanting some insight on the Jump Army. Any advice running one would be awesome as well.


After all these years of searching for Marbo...he found me. Heretics beware! He's back! 
   
Made in us
Regular Dakkanaut





I love jumpers, whether people say they suck or not doesn't matter much to me I'm actually working on building my firehawks successors to be jumper heavy. assault marines, vanguard vets, jump master, and the firehawks special character which lets his command squad take jump packs also!

I think it be effective, just use cover wisely inbetween jumps and should do ok. I'm a real nooby though to the hobby but I'll field what i like anyway I also like the idea of a drop podding dreadnought. Nothing says "holy crap" when a giant walking machine of death is spewing flames!

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I think not.
I played a DoA army in the 5th edition and it worked to a certain extent. They were a bit weak against tougher units like MCs. Another issue was that the army tended to fall apart in the endgame.
Razorback spam behaved better.

Former moderator 40kOnline

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Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Road-Raging Blood Angel Biker





Jump pack doa died with Tau interception and over watch op ness.

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Made in nz
Stealthy Space Wolves Scout



Auckland, New Zealand

No, I don't think it's viable. However if you think the concept is cool then do it anyway.


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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, you could try a list like this:

Librarian w/ jp
Honor Guard w/ jp, 4 melta or plasma guns

Librarian w/ jp
Honor Guard w/ jp, 4 melta or plasma guns

10 Assault Marines w/ melta, power fist

10 Assault Marines w/ melta, power fist

10 Assault Marines w/ melta, power fist

Imperial Knight

The IK gives a DoA army a new dimension.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Is 'Eavy Metal Calling?





UK

The other thing to bear in mind is that you need not Deep Strike with Jump Packs. Deploying on the board with them will still get you into combat on T3 for the most part, unless the enemy are sitting right back on their board edge, and while you may take more damage on the way in, it's far more reliable to perform a Threat Overload when you know exactly when and where every unit will be hitting. It removes the risk of a bad scatter messing up a plan and ultimately gives you more control.

Note that I'm not saying forgo Deep Strike entirely, as a podding Dread or a unit or two of Death Co podding/dropping in will help take some fire off the boys in red and provide dangerous threats in their own right.

 
   
Made in fi
Homicidal Veteran Blood Angel Assault Marine





Agreed with wuestenfux.

Altough jumper armies are a bit weaker than mech BA IMO, they can still work well with the rigth tools.
The Imperial Knight is a great addition as it adds better firepower with a range longer than 12" and works as the "anchor" of your army.

I once tried a similar list which had
lvl2 Libby (JP)
Honour Guard with Plasma Guns (JP)
Assault Squad (10)
Assault Squad (5)
Another one in LR with Corbulo
Knight

1500 points and was really efficent (I even managed to beat a Footdar list with WK).
I still prefer mech, but whatever blows your hair back

4000p
1500p

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Made in us
Pyromaniac Hellhound Pilot





In the warp, searching for Marbo

Thanks for the advice everyone. I probably wouldn't play all angels Deep Striking, but I liked the idea of drop podding in a dread(or two) or DC as my jumpers move up field.

Perhaps push midfield with a pair of Baal Preds, or LR?


After all these years of searching for Marbo...he found me. Heretics beware! He's back! 
   
Made in gb
Is 'Eavy Metal Calling?





UK

Death Co in a LR with a Chaplain will wipe just about anything and make a great distraction unit.

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Guardsmen Bob wrote:
Thanks for the advice everyone. I probably wouldn't play all angels Deep Striking, but I liked the idea of drop podding in a dread(or two) or DC as my jumpers move up field.

Perhaps push midfield with a pair of Baal Preds, or LR?


Well, I'd take the fast tanks to give cover to the advancing Jump Packers.

Baals have the problem of being anti infantry and anti-light tanks.
If the enemy fields some Rhinos, Razorbacks, or say Raiders, Baals are fine.
Against Serpents or LR they are largely useless.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in nl
Loyal Necron Lychguard



Netherlands

 Paradigm wrote:
Death Co in a LR with a Chaplain will wipe just about anything and make a great distraction unit.

Aren't 'distraction units' supposed to be cheap?

But I'd prefer a Xenos Inquisitor over a Chaplain, it seems to be a much bigger buff.
I also like to play DC with 1/2 Power Axes and 1/2 Power Lances.

This message was edited 1 time. Last update was at 2014/09/14 17:18:25


 
   
Made in gb
Is 'Eavy Metal Calling?





UK

Kangodo wrote:
 Paradigm wrote:
Death Co in a LR with a Chaplain will wipe just about anything and make a great distraction unit.

Aren't 'distraction units' supposed to be cheap?

But I'd prefer a Xenos Inquisitor over a Chaplain, it seems to be a much bigger buff.


Up to a point, but you also need to make sure they're a threat. DC with packs I find too expensive without protection, on foot they're too slow and in a pod they get in too early, so without proper support. In a LRC, you're shooting all the way in and when y you hit, whatever you got is going to die.

It's not so much a distraction as a spearhead/deathstar; you have to deal with it or it's going to tear your army up. Hence it functions as a distraction while also being a huge threat in its own right, which again leads the enemy to neglect the assault squads.

As for the Chaplain vs Inquisitor, I prefer the always-on double rerolls and the fact he can be a beatstick in his own right to the Inq, although that's largely preference, and the fact I can't see the BA letting an Inquisitor share a ride with their 'totally not mutants honest guv' Marines.

 
   
Made in nl
Loyal Necron Lychguard



Netherlands

Hahaha
Yes, at the moment JP's are too expensive and on foot they are too slow.
My preferred way of delivering them is in a Land Raider.
But at that point I would call them more a 'death star' than a 'distraction'.

The beauty of an Inquisitor is that he can give the LRC scout in the first turn.
He can also give your models hatred, which is basically the same as the re-rolls.

8 DC would attack with 40 attacks, 26.66 hits and 17.7 wounds.
A Chaplain would result in: 35.5 hits and 31.5 wounds.
An Inquisitor (with Hatred/Rad-grenades) results into 29.6 wounds.
An Inquisitor (with Rad-grenades) comes down to: 22.22 wounds.

What I like most is that your Power Axes are able to Instant Death T4, Sv2+ models.
It also allows my Power Axe/Lance to wound T6 on a 3+ or T7 on a 4+

The added bonus of Psychotroke Grenades is just pure awesomeness.

And since this is a thread about the viability of Jump Packs: An Inquisitor can take Servo Skulls.
Servo Skulls are Gods gift to our Codex, since they remove our scatter completely!

The only downside of an Inquisitor is that he doesn't have a Jump Pack and that we can't pick one as our HQ-slot for Blood Angels.

This message was edited 1 time. Last update was at 2014/09/14 18:12:16


 
   
Made in us
Pyromaniac Hellhound Pilot





In the warp, searching for Marbo

Kangodo wrote:
Hahaha

And since this is a thread about the viability of Jump Packs: An Inquisitor can take Servo Skulls.
Servo Skulls are Gods gift to our Codex, since they remove our scatter completely!

The only downside of an Inquisitor is that he doesn't have a Jump Pack and that we can't pick one as our HQ-slot for Blood Angels.


I don't own the Inquisitor codex, so I don't really know what the Servo Skulls' rules say, but could you use them to negate the scatter of a flying landraider?

After all these years of searching for Marbo...he found me. Heretics beware! He's back! 
   
Made in gb
Is 'Eavy Metal Calling?





UK

Skulls reduce scatter by d6, as does DOA, so JP stuff doesn't scatter near them and a LR would only scatter d6. At 3 points apiece you would have to be mad not to take them if you're bringing an Inq.

 
   
Made in nl
Loyal Necron Lychguard



Netherlands

 Guardsmen Bob wrote:
I don't own the Inquisitor codex, so I don't really know what the Servo Skulls' rules say, but could you use them to negate the scatter of a flying landraider?

It's a combination of things that is quite good for us.
Spoiler:
Servo-Skulls: Block infiltrate and reduce scatter (Deep Strike ánd Blasts) within 12"
And it's simple math: Our D6 scatter minus 6" is always a scatter-free landing! I don't think they will 'fix' this in the next Codex.
Rad-grenades: They basically lower the Toughness by one if you attack a unit.
Liber Heresius: Gives the unit Scout, Fear, Hatred or some other ability every turn.
Psychotrokes are my favourite, since you have to attack and roll a D6 and nerf the enemy:
1: Nothing.
2: Only 1 attack per model.
3: Re-roll to hit.
4: Ld2
5: Initiative 1.
6: Kinda like MSS, but on everyone that fails an Initiative test


In my opinion it's really worth it to get an Inquisitor and the eBook (although they will probably get a real book soon).
I personally ordered Solomon Lok from FW since I prefer his model.
The only downside, again, is that he can't have a JP and you still need a warlord.
So I will let him join DC while my ASM make use of the Skulls.
It really brought back my enjoyment of BA, that and IA2-SE which allows us to DS a LR without scattering

This message was edited 1 time. Last update was at 2014/09/14 21:57:21


 
   
Made in us
Boom! Leman Russ Commander






t comes down to what strategies and tactics work best for YOU. You can build a jump pack army that is perfectly competative in many games. However, "gimmick" armies composed of all one unit type usually find themselves less flexible. This will leave you at a disadvantage in some games while in others you will have the upper hand. Most players prefer a little more flexibility.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 EVIL INC wrote:
t comes down to what strategies and tactics work best for YOU. You can build a jump pack army that is perfectly competative in many games. However, "gimmick" armies composed of all one unit type usually find themselves less flexible. This will leave you at a disadvantage in some games while in others you will have the upper hand. Most players prefer a little more flexibility.

Some games ... upper hand?
Hmm, I doubt it. DoA armies suffer from low model count and lack of punch when they face tougher units or death stars.
Frankly, I'd stay away from it until the new BA codex comes out.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Road-Raging Blood Angel Biker





Saint Louis MO

DoA suufer from low body count?

1x libby
5x honour guard 4x melta or plasma guns( MC hunters)
2x priests
5x assault termies
10x assault marines meltas
10x assault marines meltas
10x assault marines flamers

10x vanguard vets


looks like a pretty decent model count to me ;x

Is it going to be the best army ever? No not even close but its probably the most fun army i have ever played

Higher games Ill add Death company and Lemartes.

This message was edited 1 time. Last update was at 2014/09/15 16:49:11


Good...Bad... Im the guy with the, GUN! 
   
Made in us
Boom! Leman Russ Commander






Yes, in some games, it would have an uppoer hand (no one can deny this). Likewise, in others they would be at a disadvantage (no one can deny this either). It all comes down to the type of game being played, the terraign (only in games where it is preset like tourneys) and they playing skill of the player (I say this because some players are just better tactical players while others are better strategic players and some are just better at using certain types of units than others.
personally, I would stay away from the gimmick armies or put together a more flexible army but get the extra models to whip out the gimmick army as a surprise once in a while to "keep them guessing".

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in us
Road-Raging Blood Angel Biker





Saint Louis MO

I think Blood angels are going to have a nice battle formation for jump marines in upcoming dex. will rely heavy on fast transport and assaulting like previous razor spam.

Good...Bad... Im the guy with the, GUN! 
   
Made in us
Pyromaniac Hellhound Pilot





In the warp, searching for Marbo

Yeah, a Jump pack only army would be a pretty bad idea. I'd rather have the majority of a force be jump units, back up by Land Raiders, other tanks, or drop Dreads.

Something to push the threat into the enemies territory, and prevent them from claiming space while my support units position themselves while...well supporting.

After all these years of searching for Marbo...he found me. Heretics beware! He's back! 
   
Made in gb
Prophetic Blood Angel Librarian




I've run the following pure jump list a few times, it's not competitive (it's got Sanguinary guard and jp DC lol), but it's damn fun and has won more than it should as opponents don't expect it:

Librarian
Force axe, bp, jp

2 sanguinary priests
Both with jps, power axes and melta bombs

Sanguinary Guard
Powerfist, 2 axe, 2 sword

Sanguinary Guard
Powerfist, 2 sword, 2 axe

10 assault marines
2 flamers, powersword, melta bombs

10 assault marines
2 flamers, powersword, melta bombs

5 assault marines
Melta gun, 2 infernus pistols, melta bombs

5 assault marines
Melta gun, 2 infernus pistols, melta bombs

5 assault marines
Melta gun, 2 infernus pistols, melta bombs

10 Death company
Jps, 1 powerfist, 1 power axe

2000pts

Don't expect to win more than you lose... especially if playing against Eldar.
   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

Jump pack troops can work. They just need support so that they can make it to the enemy's face to beat it in. Space Marines are expensive and elite. Running them up to the enemy with no back up like you would a Horde army just isn't going to work.

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