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[3000] - Blood Angels - Sanguinary Guard w/ Knight  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Been Around the Block




I should have 9 spare pts after the changes, and could get more from dropping the inferno pistols and lemartes for a fortification but I don't have the 7E rulebook yet so I don't know the points or weapons.

Baal Strike Force

HQ
Sanguinary Priest - 106
Angels Wings
Valours Edge
Bolt Pistol

Librarian - 115
Mastery Level 2
Combi-melta
Jump Pack

LoW
Dante - 220

Elites
10 x Sanguinary Guard - 415
2 x Power Fists
4 x Inferno Pistols
Chapter Banner

15 x Death Company - 450
2 x TH
3 x Power Axes

15 x Death Company - 450
2 x TH
3 x Power Axes

Lemartes - 130

Troops
Cassor - 140

5 x Tactical Squad - 170
Heavy Flamer

Heavy Support
Stormraven - 200
TL Multi melta
TL Lascannon

5 x Devastator Squad - 150
4 x Lascannons

5 x Devastator Squad - 150
4 x Lascannons


Imperial Knight Detachment

Knight Errant - 370


Total - 2991

Tactical Squad and Cassor ride in the Stormraven. Sanguinary Guard deepstrike in with Dante, the librarian and the priest along with the 2 squads of death company and lemartes.

This message was edited 2 times. Last update was at 2015/04/26 10:15:17


 
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

Pretty tiny model count for a 3k game. At that large of a point value, there will be plenty of ap2 to knock off your SG like they're nothing.

Keep the one with Dante and the priest, add in a lv 2 jump libby for a chance at an invuln save power, taking out the other priest. Nix the other SG squads for jump death company.

Also inferno pistols on SG were cool when Dante could no-scatter them, but even with 1d6 and rerollable due to angel wing, I still wouldn't trust my luck to put me within 3" of an enemy vehicle for melting. Pretty much the only time I'd go for an inferno SG drop is if they're the SG that come in Dante's Avenging Host formation. (Which, assuming Dante is the warlord, don't scatter at all.)

Your one razorback is in a literal dead on arrival position. It's the only light armor in the list, with no real saturation to make it useful. Upgrading the weaponry is just tossing good points after bad. Nix it. Have the tacs either ride in the raven (giving that DC squad jump packs to move them out of the way,) or change them to scouts.

Speaking of the raven. TL assault cannon > TL lascannon.

Might consider a bastion or bunker, or even a defense line for the devastators. A bastion is big enough that it can block LOS to your knight!

With some of the points you save by cutting down to DC from SG, and dropping the razorback, get a few 5 man jump ASM with 2 meltas and a combi-melta. I trust 6" melta range with 1d6 scatter a lot more than 3".

20000+ points
Tournament reports:
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Made in au
Been Around the Block




Edited the list based on the post above. Was also wondering if it would be worth separating the DC into 3 10 man squads.

 
   
 
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