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Made in ca
Automated Rubric Marine of Tzeentch





Nova Scotia

Hey guys. I'm toying around with the idea of making a Blood Angels force. Here's my list so far. If you have to change anything (which is ok) just change wargear (ie power fists, melta bombs, etc).

Chaplain
Jump Pack


Jump Packs for 4 Death Company

Terminator Squad
Assault Cannon


Furioso Dreadnought
Death Company
Extra Armour


5 Assault Marines
Power Fist
Melta Bombs


5 Assault Marines
Power Fist
Melta Bombs


5 Assault Marines
Power Fist
Melta Bombs


Predator
Lascannon Sponsons
Hunter Killer Missile


Whirlwind


Some of the things in there are fillers (ie the Hunter Killer Missle, hehe), so if there's a better place to spend those points, let me know!

This message was edited 1 time. Last update was at 2009/09/08 12:37:55


 
   
Made in us
Storm Trooper with Maglight





CT, USA

I feel that this list is too low on troops. Even though it's 3 squads of assault marines, that's only 15 guys in total. Also, your Dread could use a drop pod; no need to walk a deathco dread around. While you're at it, I'd swith deathco with venerable and add an heavy flamer, to make things nasty out of the pod. The points for that pod are going to have to come from somewhere, so I might reccomend trashing the whirlwind, and using the remaining points after the drop-pod to buff up those troops. Just an option. I like seeing a Chaplain and Termies in the list.

...one amongst untold billions.
DR:90S+G+M+B++I+Pw40k05+D++A++/hWD318R++T(G)DM+
 
   
Made in ca
Automated Rubric Marine of Tzeentch





Nova Scotia

There are 25 troops total (15 assault marines, 5 Terminators, 5 Death Company).

The problem I find with drop pods is that they are an easy KP for the enemy, and if that's the only thing dropping in, a lonely drop pod is an easy target.

That and I usually have terrible luck with deep striking things... ie they never even see the battle!
   
Made in us
Storm Trooper with Maglight





CT, USA

When I said Troops I meant 'Troops' as taken from the 'Troops' section. In 2/3 games for 5th edition, Troops are the only units who can capture objectives. This makes them very important.
I feel that your Furioso will become an easy killpoint trying to walk across the feild, while shooting nothing but a stormbolter.

...one amongst untold billions.
DR:90S+G+M+B++I+Pw40k05+D++A++/hWD318R++T(G)DM+
 
   
Made in ca
Automated Rubric Marine of Tzeentch





Nova Scotia

Oh, I understand your point now , yeah thats true (on both accounts).

Any other suggestions?
   
Made in au
Sinewy Scourge




Downunder

5 man squads of Assault Marines are a very bad idea.

You going to go toe-to-toe with bigger units, because thats what AMs are for, and as I have learnt from both ends of the situation, 19 slugga boyz and a PK nob will break small AM squads without much trouble, heck the worst case is part of my sig.

Whirlwind is also something I'm not sure of. I don't have any experience of them except for 3rd edition, are they good enough at fire support to justify using them on their own or are they in need of working in tandem with a dev squad?

This message was edited 1 time. Last update was at 2009/09/08 14:08:48


Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in ca
Automated Rubric Marine of Tzeentch





Nova Scotia

Yeah that was the biggest problem I thought I was going to run into (small unit sizes). I was originally going to essentially group up 2 of the units so it's pretty much a unit of 10 (DC/Chaplain + 5 Assault Marines, and 2x 5 Assault Marines). In doing that I'm able to have pseudo larger units, but maintain flexibility in case they need to break off to secure objectives/support another unit. I mean it sounds good on paper, but will it work? I don't know.

Not too sure on the Whirlwind either, to be honest. I just like how they look and the thought of missiles soaring through the sky, exploding on the heads of my enemies is juicy . Anyone have any experience with this vehicle? I'd imagine it would be good against hordes/Eldork. I mean Eldar.

I appreciate the help thus far!
   
Made in au
Sinewy Scourge




Downunder

anticitizen013 wrote:Yeah that was the biggest problem I thought I was going to run into (small unit sizes). I was originally going to essentially group up 2 of the units so it's pretty much a unit of 10 (DC/Chaplain + 5 Assault Marines, and 2x 5 Assault Marines). In doing that I'm able to have pseudo larger units, but maintain flexibility in case they need to break off to secure objectives/support another unit. I mean it sounds good on paper, but will it work? I don't know.

I'm playing BA and Orks right now, I know only one guy who does vanilla marines and my orks have always fethed his assault marines because he's tried something like taking 2 full squads and combat squading both, or pimping out some vanguard with a chappie and running them with 2 small ones, in every case he has been fethed in the feth with so much feth he fethed his feth. Maintaining flexiblity is one thing, but in all honesty I have never seen a small melee squad do anything except fail to win assaults with the exception of proxied mega-nobz wading through a Guard platoon (and a glorious 3 turns it was). Assault marines are meant to go up against gak and win by being too hard to kill, they take 2 wounds and they lose a good chunk of their effectiveness.


anticitizen013 wrote:Not too sure on the Whirlwind either, to be honest. I just like how they look and the thought of missiles soaring through the sky, exploding on the heads of my enemies is juicy . Anyone have any experience with this vehicle? I'd imagine it would be good against hordes/Eldork. I mean Eldar.

I haven't read much on them either, maybe you should put it back on store's shelf and buy yourself a nice pair of boxes of assault marines.

This message was edited 1 time. Last update was at 2009/09/08 14:38:03


Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in ca
Automated Rubric Marine of Tzeentch





Nova Scotia

Haha, interesting concept indeed.

Perhaps I'll switch this up a bit. Thanks for the input!
   
Made in au
Sinewy Scourge




Downunder

I also reckon a Drop Pod would boost the Furioso's effectiveness, but I would hold it back until a later turn. If it drops early, it could break-up strategies, but will die pretty quickly, mid-game means it won't splat instantly, but its survival chances are low and it would only be serving to reinforce existing combats or assaulting HW squads.

In the endgame it gives you a strong asset that is at 100% E&E (Efficiency and Effectiveness). It can mop-up breaking units that might rally, block last-ditch efforts and finish assaults that are tying up your army, such as beefed HQ units not dying or a cheap CC unit stopping your Death Company and Chaplain from advancing.

Same goes for the terms, specially if you switch 'em to Assault Terms. DSing together means that your opponent has a massive force redirect as 5 A-Terms and an A-Dread will tag-team through many units pretty quickly.

IG for example are screwed if you can DS the above behind the CCS or PCS as both are critical units that will trigger the infantry to break, sans anytime a commissar is present, and even then a commissar is not going to have much of a chance against them working together.

Obvious downside means hiding two powerful units off board until either you're screwed or the enemy is close to failing anyway.

Also drop the HK Missile.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
Storm Trooper with Maglight






New Hampshire

I don't like the Dread's in the DP's. They are unable to assault the turn they arrive, and that is what Furioso's are for. Unless you are going to run FW rules and take Dreadnaught Drop Pods (new IA2 update they are assault vehicles)

I'd drop the Whirlwind and buff up an Assault squad (make a 10 man if possible). I have seen them used, and unless you face a lot of hordes, they are of questionable usefulness. One you get into CC, which is what your army is based on, he will be unable to shoot. What good is it then? A bigger Assault squad or a Baal for fire support would (IMHO) be better.

"Elysians: For when you absolutely, positively, must have 100% casualties" 
   
Made in au
Sinewy Scourge




Downunder

Salted Diamond wrote:I don't like the Dread's in the DP's. They are unable to assault the turn they arrive, and that is what Furioso's are for. Unless you are going to run FW rules and take Dreadnaught Drop Pods (new IA2 update they are assault vehicles)

That sounds really sweet. Unfortunately like all FW that DP will probably cost your soul or the limbs of several children...

I can't think of anything else you could do as the assault Marines are probably the only glaring problem.

Could you please give us an overview of your local gaming scene?
I find it easier to work out lists when I have some idea what said list is going to be facing.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
 
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