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Made in ch
Regular Dakkanaut




Beside the captain smashguinius, the only thing i m currently runnig are sanguinary guards.
   
Made in ca
Lone Wolf Sentinel Pilot






Texas

Came up against these guys. The guy had a "YOLO captain" as he called it. Guy had a jumpack and chainsword and tore up my backline killed a unit liked into another killed almost all that unit and died. I don't have his list, but anyone know what model/data card unit and waegear this is. I think he had a chainsword and jumpack and had a 3d6 charge.

10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in us
Never Forget Isstvan!






That's just a captain with the "Death Visions of Sanguinius" strat on him.


I think the chainsword/powersword/jumpack version is a cheap Buck 07 and can get up to 9 powersword attacks and a chainsword attack on the charge. He isn't good againgst 2+ saves but againgst infantry he can solo about 60 guardsmen over the course of a game.

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Made in us
Longtime Dakkanaut




 Dynas wrote:
Came up against these guys. The guy had a "YOLO captain" as he called it. Guy had a jumpack and chainsword and tore up my backline killed a unit liked into another killed almost all that unit and died. I don't have his list, but anyone know what model/data card unit and waegear this is. I think he had a chainsword and jumpack and had a 3d6 charge.


The chainsword is an odd choice, but BA captains have access to a lot of strategems that make them scary. Typically you see a hammer, shield, relic jump pack (to ignore overwatch), and the warlord trait that gives his weapon +1 damage. Then they can use a strat to make him death company (6+ FNP and +1 attack on the charge), another to get D3 more attacks, another for a 3d6 charge, and more to fight again.

All of these together make him better than 2 or 3 normal captains. It's pretty much the only thing BA have going for them right now.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

jcd386 wrote:
 Dynas wrote:
Came up against these guys. The guy had a "YOLO captain" as he called it. Guy had a jumpack and chainsword and tore up my backline killed a unit liked into another killed almost all that unit and died. I don't have his list, but anyone know what model/data card unit and waegear this is. I think he had a chainsword and jumpack and had a 3d6 charge.


The chainsword is an odd choice, but BA captains have access to a lot of strategems that make them scary. Typically you see a hammer, shield, relic jump pack (to ignore overwatch), and the warlord trait that gives his weapon +1 damage. Then they can use a strat to make him death company (6+ FNP and +1 attack on the charge), another to get D3 more attacks, another for a 3d6 charge, and more to fight again.

All of these together make him better than 2 or 3 normal captains. It's pretty much the only thing BA have going for them right now.


Thats it. It charged hiveguard, ignored overwatch, had the FnP, extra attacks, i think he did the chainsword for extra attack. Just a crazy amount of damage output and return on investment.

Bummer that this is only thing good on list. It was a soup list with cheap AM Battalion and Custodes w/ BA

10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in gb
Annoyed Blood Angel Devastator




York, UK

One thing to bear in mind when consolidating and using a strat to attack twice is that you can't attack the unit consolidated into that turn unless you declared them as a target when declaring charges.

I got caught out by that once!

[Image removed by Google due to too much awesomeness] 
   
Made in us
Fresh-Faced New User




So, do we suck again? Nearly spent a decade getting creamed by everything (usually Tau and Eldar spam lists) and I'm really not looking forward to going through that again.

I'm seeing that Sanguinary Guards still have staying power. what about scouts? The beta killed first turn charges so should we replace them with tacs or primaris just to survive a xeno shooting phase?

Is slamguinius still our go to or is this new guy the BA version of Murderwings...Ragewings or whatsit the better option, or both? Anything to halt the crushing despair of uselessness.
   
Made in us
Never Forget Isstvan!






scouts are still very useful in a BA list. They still push back infiltrating units and you can utilize them for 2 good stratagems (not to mention they are cheap troops that let you deploy in places you normally couldn't).

Take a heavy bolter and a missle launcher in them for the extra mortal wounds and don't deploy them as aggressively as BA players previously would.

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Made in us
Longtime Dakkanaut




The captain + x3 scouts + some other HQ in a battillion is about peak competitiveness for BA. The HQ can be a lib, Meph, or another captain.

Anything after that sort of declines. Devastators and sang guard afternoon terrible though. DC took a hit with the FAQ but I could see a small number bring okayish.

It seems like the best way to play Imperial armies right now is to take the best bits of each codex and ally them together.

BA + Custodes, DW, IK, IG, or some kind of mix there is going to be better than just one book by itself. You also generally want to stay away from the marine statline when possible unless you have special rules to boost them like dev cherubs or captain smash.
   
Made in us
Locked in the Tower of Amareo




Hadrian Solus wrote:
So, do we suck again? Nearly spent a decade getting creamed by everything (usually Tau and Eldar spam lists) and I'm really not looking forward to going through that again.

I'm seeing that Sanguinary Guards still have staying power. what about scouts? The beta killed first turn charges so should we replace them with tacs or primaris just to survive a xeno shooting phase?

Is slamguinius still our go to or is this new guy the BA version of Murderwings...Ragewings or whatsit the better option, or both? Anything to halt the crushing despair of uselessness.


All meqs basically suck again. Because GW didn't really look ahead last year with the codices. However, the older codices are getting revamped in CA, allegedly.
   
Made in us
Fresh-Faced New User




well...I love my Sanguinary Guard....They were the only thing that got me through my last match with Dark Eldar without being tabled and actually giving a good account of myself. Hard to see myself parting with them as they're the tankiest damn thing with their banner--so that's some stubbornness on my part

I'm not particularly pleased with the amount of soup that's necessary to win...but I can suck it up. I sidelined my DC. wish I hadn't bought that new lemartes mini :/

I do however dig everything about Knights, I may look into getting armiger helverins
   
Made in de
Enginseer with a Wrench






Hey folks,
I'm an AdMech guy and I wanna add a Blood Angels Batallion to my Stygies Melee Bomb (mainly Dragoons) and I'm looking for good choice for that.

So 3x5 Scouts and Captain Smash are a must a think, but what comes after that?
I was thinking about Lemartes + 10-15 DC, but you guys talking about that DC seems to be not very good got me thinking...
What options do I have else?
   
Made in de
Nihilistic Necron Lord






Germany

DC + lemartes is still a valid choice.
   
Made in gb
Annoyed Blood Angel Devastator






Xirax wrote:
Hey what do you guys think, do we have time to entertain ourselves now that this thread is bit dead after all the new codex releases?

I'm suggesting that let's make a collective competitive all comers list together. While doing this we could share our personal insights why certain unit with exact composition is the way to go. Me as a BA at heart would like this.. if you gun down this idea fine, I'll just stop suggesting.

For starters I would suggest the following base for the list. Disagree and let's just change the concept. Should the list be 1500 or 2000 I'm all open for ideas..

Back to the topic for the base:

Spoiler:

This is my insight that I've found worthy. AssRazor with plasma tacticals is nice to have. That dev composition with 2 unit saturation to have (signum for PC, flakk/hellfire for other) I've done 4d3 MW on my 1st turn with cherubs and 2 CP.

Scouts for screens.

Capt Smash has been 1-2 turns my reroll to hit buffer before UWoF, yet I have felt that I need a static reroll to hit capt..

Mephy has been sitting in the razor upfront T1, before disembarking and flying (hopefully) against enemy lines. I've always had enough interesting targets at hand.

EDIT:

(Lemmy and DC are there for fluffyness and that's been my best kit so far, although I actually prefer SG over DC, but let's keep/add SG together if we want..)


The list

Batallion (for starters)
HQ

Captain + Angel's wing + thunder hammer + storm shield
Lord Mephiston > quickening > wings of sanguinius > unleash rage
Lieutenant + chainsword & master-crafted boltgun

5x scouts > bolters
5x scouts > bolters
5x tacticals > plasma gun > combi-plasma & chainsword

Razorback > twin assault cannon > storm bolter

5x devastators + HB + ML + PC + cherub
5x devastators + HB + ML + PC + cherub

908 points.





I've always found scout bikes are useful on the field for getting a resonable amount of shots to places, any thoughts on them in your list?

If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180 
   
Made in de
Nihilistic Necron Lord






Germany

Scout bikes are always good against hordes. Downside is their 4+ sv.
   
Made in gb
Annoyed Blood Angel Devastator






 p5freak wrote:
Scout bikes are always good against hordes. Downside is their 4+ sv.

But they do have toughness 5, so it's swings and roundabouts and they are more resilient to small arms fire.

This message was edited 1 time. Last update was at 2018/06/19 11:07:38


If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180 
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





Hmm,
before I update the mono BA list.. few things need to be settled.

1. 2k level is easier than 1,5k which seem to be a trend?
2. Do we need 2 batallions for the CP?
3. Our heavy section is just 3+ dev squads with cherub ML, HB and something.
4. At 2k I want to be BA and add both SG and DC for fun..
5. If we take just devs for the heavy section, do we need a company ancient?
6. Are single predators really that bad vs. a dev squad? 2x devs with ML, HB and PC/LC is decent, but for the third option...

Now I'm looking at:

Batallion

Capt Slam
Mephiston

5x scouts
5x scouts
5x tacs plasma & combi-plasma

Razor w/ asscan & SB

Spearhead

Lieutenant

devs
devs
devs

Vanguard

Lemartes

SG ancient
7+ SG
10+ DC w/ chainsword & bolters and couple fist/TH

All this goes in to vain when we are looking at our meta's (and some TO) new 1,5k standard. It's way lot easier to pull a synergizied 1,5k list from xenos.. "boo-hoo"?

   
Made in us
Charing Cold One Knight





Sticksville, Texas

Xirax wrote:
Hmm,
before I update the mono BA list.. few things need to be settled.

1. 2k level is easier than 1,5k which seem to be a trend?
2. Do we need 2 batallions for the CP?
3. Our heavy section is just 3+ dev squads with cherub ML, HB and something.
4. At 2k I want to be BA and add both SG and DC for fun..
5. If we take just devs for the heavy section, do we need a company ancient?
6. Are single predators really that bad vs. a dev squad? 2x devs with ML, HB and PC/LC is decent, but for the third option...

Now I'm looking at:

Batallion

Capt Slam
Mephiston

5x scouts
5x scouts
5x tacs plasma & combi-plasma

Razor w/ asscan & SB

Spearhead

Lieutenant

devs
devs
devs

Vanguard

Lemartes

SG ancient
7+ SG
10+ DC w/ chainsword & bolters and couple fist/TH

All this goes in to vain when we are looking at our meta's (and some TO) new 1,5k standard. It's way lot easier to pull a synergizied 1,5k list from xenos.. "boo-hoo"?



I haven't been using Sanguinary Guard at all, too expensive and die just about at quick to a lot of the newer heavy weapons out there, so I can't comment on SG with SG Ancient. However, I have found the Company Ancient with relic banner standing in the middle of my Devs to be amazing. It is a VERY durable module that has caused more than a few opponents grief when buffed by a dirt cheap Captain and LT.

I have also been using a Jump Pack Libby over Captain Slam, the extra attack from Unleash Rage on the DC, and getting off Wings to guarantee a charge when he drops in with the DC and Lemartes has been game winning. I will most likely convert up a Captain Slammy if the CA: 2018 doesn't do much to improve the state of the rest of the army, because right now I'm not even playing anymore because it is pretty much a waste of time to play games you know from the beginning your going to lose as a pure Blood Angels force.

My Devs have all been 3x Missile Launcher, and that has worked out quite well. A bit overpriced for what they do, but at smaller point levels like 1,500, dumping a boat load of Frag Missile shots to clear hordes has been well worth it.

Besides that, the bones of your list seems to be near identical to mine, so while I have had moderate luck with it, I am excited to hear how yours does for you.
   
Made in gb
Longtime Dakkanaut



Glasgow

I think the issue is you really only want 1 BA detatchment

Yes you probably want a 2nd brigade if you can you eat CP and preferably one to hold your back field e.g. catachan infantry (jungle fighters fit in with baal)

Your heavy selection really should come from you non BA tertiary detatchment although i am partial to a baal predator

No devs if you want devs be a salamander

Sang guard and DC reguire different supporting models and both have been hampered by the DS change running both is less efficient unless your running 1 small DC squad

You dont need a company ancient as no Devs

Preds are bad compared to russes dunecrawlers and other imperial options ally yoir artillery leave BA to the chargeing

Xirax wrote:
Hmm,
before I update the mono BA list.. few things need to be settled.

1. 2k level is easier than 1,5k which seem to be a trend?
2. Do we need 2 batallions for the CP?
3. Our heavy section is just 3+ dev squads with cherub ML, HB and something.
4. At 2k I want to be BA and add both SG and DC for fun..
5. If we take just devs for the heavy section, do we need a company ancient?
6. Are single predators really that bad vs. a dev squad? 2x devs with ML, HB and PC/LC is decent, but for the third option...

Now I'm looking at:

Batallion

Capt Slam
Mephiston

5x scouts
5x scouts
5x tacs plasma & combi-plasma

Razor w/ asscan & SB

Spearhead

Lieutenant

devs
devs
devs

Vanguard

Lemartes

SG ancient
7+ SG
10+ DC w/ chainsword & bolters and couple fist/TH

All this goes in to vain when we are looking at our meta's (and some TO) new 1,5k standard. It's way lot easier to pull a synergizied 1,5k list from xenos.. "boo-hoo"?

   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





Point was to create the list as mono BA so have to settle on units we have access to.

Some time till I get a game under my belt, I'm using all my WH time to finish an add-on to our gaming boars... 4x4 rmodular ruined city block with 4-5 level buildings.. When it's finished, I'll have a go for sure.
   
Made in us
Charing Cold One Knight





Sticksville, Texas

Well, so one of my buddies has convinced me to unshelve my Blood Angels. After a few months of going hard in the tournament circuits with his Tau, he wants to unwind with a long Narrative style campaign. We are going to be playing obviously bad, but themed lists, and linking the games together.

What I mean by linking the games together, is that we are going to draw up a campaign map, where the missions are determined based off wins or losses. We thought it would be vool to have us fighting across a continent, and ending the campaign with a big battle of my 3,500 points of Blood Angels plus my 2,500 points of Tallarn/Inquisition.

Just for pure amusement, here is my 2,000 points Blood Angels list I will be using. It's theme is that it is Blood Angels patrol force, or that they are quickly moving to another battlefront/carrying an important relic to their headquarters for Mephiston. I made the list up as an Unbound list in Battlescribe just to dork around, but it will just be two Battalions.


++ Unbound Army (Faction) (Imperium - Blood Angels) [106 PL, 2000pts] ++

+ HQ +

Captain [5 PL, 80pts]: Power sword, Storm bolter

Chief Librarian Mephiston [8 PL, 145pts]: 1. Quickening, 3. Shield of Sanguinius, 6. Wings of Sanguinus

Lieutenants [4 PL, 63pts]
. Lieutenant: Chainsword, Master-crafted boltgun

Sanguinary Priest [4 PL, 69pts]: Bolt pistol, Chainsword

+ Troops +

Tactical Squad [5 PL, 93pts]
. 3x Space Marine
. Space Marine (Special weapon): Plasma gun
. Space Marine Sergeant: Chainsword, Combi-plasma

Tactical Squad [5 PL, 93pts]
. 3x Space Marine
. Space Marine (Special weapon): Plasma gun
. Space Marine Sergeant: Chainsword, Combi-plasma

Tactical Squad [5 PL, 93pts]
. 3x Space Marine
. Space Marine (Special weapon): Plasma gun
. Space Marine Sergeant: Chainsword, Combi-plasma

Tactical Squad [5 PL, 93pts]
. 3x Space Marine
. Space Marine (Special weapon): Plasma gun
. Space Marine Sergeant: Chainsword, Combi-plasma

Tactical Squad [5 PL, 101pts]
. 3x Space Marine
. Space Marine (Special weapon): Meltagun
. Space Marine Sergeant: Chainsword, Combi-melta

Tactical Squad [5 PL, 101pts]
. 3x Space Marine
. Space Marine (Special weapon): Meltagun
. Space Marine Sergeant: Chainsword, Combi-melta

+ Elites +

Company Ancient [4 PL, 63pts]: Bolt pistol

Dreadnought [7 PL, 162pts]: Twin lascannon
. Dreadnought combat weapon with ranged weapon: Dreadnought combat weapon, Storm bolter

Dreadnought [7 PL, 162pts]: Twin lascannon
. Dreadnought combat weapon with ranged weapon: Dreadnought combat weapon, Storm bolter

+ Heavy Support +

Devastator Squad [8 PL, 140pts]
. Space Marine: Missile launcher
. Space Marine: Missile launcher
. Space Marine: Missile launcher
. Space Marine: Boltgun
. Space Marine Sergeant: Boltgun

Devastator Squad [8 PL, 140pts]
. Space Marine: Missile launcher
. Space Marine: Missile launcher
. Space Marine: Missile launcher
. Space Marine: Boltgun
. Space Marine Sergeant: Boltgun

+ Dedicated Transport +

Razorback [5 PL, 114pts]: Twin assault cannon

Rhino [4 PL, 72pts]: Storm bolter

Rhino [4 PL, 72pts]: Storm bolter

Rhino [4 PL, 72pts]: Storm bolter

Rhino [4 PL, 72pts]: Storm bolter

++ Total: [106 PL, 2000pts] ++

Oh yes, there will be five characters in the Razorback haha. Devs with no Cherub and riding in a Rhino?! And speaking of Rhinos... Four of them baby. NO assault elements?! Dreadnoughts haha... Oh man. This looks hilariously bad, but so much fun. I am excited to finally get to use six of my eight five man Tactical Squads. It should be fun to just dump forty-five Marines out of vehicles in a single turn, and will look cool as heck while they do it. I haven't been this excited for some games of 40k with my Blood Angels in a long time now.
   
Made in de
Enginseer with a Wrench






Question from a newer BA player here:

I´m writing a list atm and I want to build a small firebase which is buffed by my Veritas Vitae carrying Captain. I have 350-450 points left over and need mainly anti infantry shooting.
What are my best options here? TAC with HB, Intercessors, Devastators with HB? (1 Devastator squad is ok for me, but the rest of the choices should be Standard, since I have to fill out that batallion)
   
Made in us
Longtime Dakkanaut




 lash92 wrote:
Question from a newer BA player here:

I´m writing a list atm and I want to build a small firebase which is buffed by my Veritas Vitae carrying Captain. I have 350-450 points left over and need mainly anti infantry shooting.
What are my best options here? TAC with HB, Intercessors, Devastators with HB? (1 Devastator squad is ok for me, but the rest of the choices should be Standard, since I have to fill out that batallion)


A Dev squad or two with a missile launcher and heavy bolter is always good to have around.
   
Made in de
Nihilistic Necron Lord






Germany

You want a dev squad with HB, PC, LC and/or ML and 1-2 more marines as ablative wounds, plus a cherub. If you pick the ML you can use flakk missile against units with FLY for D3 MW. The HB can be used will hellfire shells to do D3 MW to any target. Both stratagems can be used with the cherub to shoot again (confirmed by SM FAQ) for 2D3 MW. You can overcharge the PC, the captain will let you re-roll 1s. Use the signum on another weapon. Or use the signum on the PC, even if you roll 1 twice you will miss, but not blow up, because of the +1 from the signum.
   
Made in us
Fresh-Faced New User





 NH Gunsmith wrote:


Oh yes, there will be five characters in the Razorback haha. Devs with no Cherub and riding in a Rhino?! And speaking of Rhinos... Four of them baby. NO assault elements?! Dreadnoughts haha... Oh man. This looks hilariously bad, but so much fun. I am excited to finally get to use six of my eight five man Tactical Squads. It should be fun to just dump forty-five Marines out of vehicles in a single turn, and will look cool as heck while they do it. I haven't been this excited for some games of 40k with my Blood Angels in a long time now.


I'm genuinely curious how this list works for you. I'm hoping the plasma tacticals in rhinos work better than you're expecting. For some reason I've always wanted to try a mechanized Blood Angels force ever since I was a kid, but I never have.
   
Made in de
Enginseer with a Wrench






 p5freak wrote:
You want a dev squad with HB, PC, LC and/or ML and 1-2 more marines as ablative wounds, plus a cherub. If you pick the ML you can use flakk missile against units with FLY for D3 MW. The HB can be used will hellfire shells to do D3 MW to any target. Both stratagems can be used with the cherub to shoot again (confirmed by SM FAQ) for 2D3 MW. You can overcharge the PC, the captain will let you re-roll 1s. Use the signum on another weapon. Or use the signum on the PC, even if you roll 1 twice you will miss, but not blow up, because of the +1 from the signum.


This sounds quite nice indeed, ty for the feedback.
Since I still need to fill out my 3 troop choices what troops would you add to this firebase?
   
Made in de
Nihilistic Necron Lord






Germany

Use scouts with cloaks and boltguns and hide them cover to get a 2+ armor sv, use a stormbolter on the sarge. Or equip them with with combat knives, sarge with knife and chainsword. Cloaks only if you have the points, they will have to move to get into CC, cloaks are useless outside of cover, and use them as assault units. With 12 attacks, hitting on 3s, and red thirst +1 to wound they arent bad in melee. I think both options are good. You can also mix them, if you want.

This message was edited 1 time. Last update was at 2018/06/22 18:19:43


 
   
Made in de
Enginseer with a Wrench






A scout with cloak is 1 more point then a TAC and only has the same save while in cover, so I dunno...
Also I´m looking for units to hang out with my devs and captain, so no melee scouts.
   
Made in de
Nihilistic Necron Lord






Germany

You are ignoring the scouts special ability, concealed positions. I suggest you read it. They can deploy outside your deployment zone, near an objective marker, denying a possible deepstrike position for your opponent.

This message was edited 1 time. Last update was at 2018/06/22 18:53:26


 
   
Made in de
Enginseer with a Wrench






Sure, but there is also not that many deepstriking left on turn one. But it could come in handy against things like Alpha legion.
   
 
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