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Made in us
Fresh-Faced New User




Looking to make a non-traditional offensive 1850 BA army. Focusing on speed and punch while trapping my opponent where i want them through firing lanes and drop pods.

HQ
Lemartes 125

Elites
8 Death Company (2 free 6 bought) 220
jump packs

2 Furioso Dreadnaughts 430
Heavy Flamer
Venerable
death company
Extra Armour
Drop Pods

HS
2 Baal Predators 280
Side HBs
Extra Armour

FA
2 Attack Bikes (x2) 200
Multi-Melta on all 4

Troops
10 Man Tactical Squad (x2) 510
Rhino
Extra Armour

this leaves me to 85 points to deck out my 2 tactical squads. Im unsure what my list is weak against, so im having trouble gearing them accordingly. they will most likely be combat squaded to get 4 scoring units. and since there my only scoring units im not really going to be putting them in dangerous situations, but i know i can expect some opponents to gun for them so i want to maximize their effectiveness while keeping them alive instead of just hiding them. General game plan is to use BPs to screen attack bikes and Lemartes with DC. When i get close drop a pod or 2 to cause some confusion + draw fire. (those dreadnoughts will not be easy to kill). keep 1 Dread to drop to protect tacticals guarding objectives on my side from anything deep striking, sneaking around the side, infiltrating etc

list have enough multi-melta? Maybe lascannons for some back objective sitting ranged firepower. i know its fairly standard to give sergeants power fists, but I'm going to be trying to avoid most melle situations. However, if something does get to them like a monstrous creature or something a powerfist could be a game changer. Powerfist + flamer in one combat squad with Las or plasma cannon in other? Plasma cannons seem like they would be fun, but there's already a lot of anti-infantry capabilities in the BPs and DC, and Dreadnoughts. 4 attack bikes can get squashed easy if im not careful, and vehicles can escape from the dreadnoughts if they don't get the job done right when they come in...maybe gearing the tacs toward anti-take is the way to go... would love some input on this from some blood angel players.

using Rhinos for contesting so i was thinking extra armour would be worth it, what do you guys think?

ALL COMMENTS/CRITIQUES/CRITICISM WELCOME
I know its not your typical BA list (obvious lack of assault marines), but it seems like it would be fun to play, especially with the numerous amount of high threat targets barring down on the enemy.

This message was edited 1 time. Last update was at 2009/12/08 08:58:47


 
   
Made in us
Fresh-Faced New User




bump
Where are all the blood angels players??

Looking for any help at all. Tear the list apart if you want, just want to get these tactical squads made
   
Made in ca
Member of the Malleus





Canada

Drop the dreads, I play blood angels and have for years, and let me assure you they will never ever get their points back. They come in as a standard reserve roll, never know when they'll show, and then they get shot to hell before they can assualt. Hopefully they will make a new codex for Us BAngel players and give the death company 13 front armour. Also stick to lascannons in your tact squads, you need long range anti armour or fast mech armies will just get out of the way. Also death company with the nerf on FNP, is not worth the points you are paying. I would almost get 5 man tact squads and shove them in Razorbacks, just my 2 cents.

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




Stavromueller Beta

Jeez! Its still today, patience

Lemartes and the DC are awesome with Jump Packs, just don't give up line of sight to them, seriously, don't be in a huge hurry, keep them hidden, then...REND REND REND!!

Dreads are great in drop pods. The regular reservev roll means they'll show up during turn two or later when things are already going on, giving both a more meaningful placement, and the security that they are ot the only thing to shoot at.

Baal Predators are cool but you're only going to use the Assault Cannon, because of the overcharged engines. move 12" shoot, repeat. Moving 12" also keeps the assaulters off.

I don't like the bikes, I use speeders instead, but you need one or the other so cool.

If I were you I'd scrap extra armor on all the vehicles. I lie the idea of using them as DC shields, but they won't all be stunned at once.

With the 85 points and the points saved from getting rid of all the extra armor and HB sponsons, you can co crazy with the Tac squad, or just get a whole extra troop squad

That's what I'd do anyway.

Dave



   
Made in us
Irked Blood Angel Scout with Combat Knife




Wisconsin, USA

I agree on sticking with Lemartes and DC... never go anywhere without the DC. I like HB sponsons on the Baals, just in case you end up facing a horde army. You don't necessarily want to charge the Baals forward at full speed and in case the overchargeds don't kick in, I like pumping a lot of fire into footsloggers. I also like the 4 bikes with the MMs. I would drop the furiosos also. Love the dread models, just never seem to earn their points back. I don't like fielding expensive models that can die to one PF or shooting attack. I'd def. put some melta bombs on sgts. If you drop the dreads, maybe take a full assault squad also... extra scoring unit that can also support your DC

 
   
Made in us
Fresh-Faced New User




How about this. Removed dreads, added an extra baal, an extra tactical squad and decked them all out +got another free DC bringing them to 9, 10 including Lemartes
5 points over because of extra free DC members' jump pack :( not sure what to shave off.
HQ
Lemartes 125

Elites
9 Death Company (3 free 6 bought) 225
jump packs


HS
3 Baal Predators 420
Side HBs
Extra Armour

FA
2 Attack Bikes (x2) 200
Multi-Melta on all 4

Troops
10 Man Tactical Squad (X3) 885
Power fist
Flamer
Multi-Melta
Rhino
Extra Armour

Everything Mobile, 6 tanks for enemy to deal with. 7 Multi-Meltas. Flamers, 3 baals and dc to deal with infantry. Am i leaving my self too weak against heavy infantry?? plasma cannons instead of multi-meltas in tacticals to deal with termies?

This message was edited 2 times. Last update was at 2009/12/09 09:14:40


 
   
Made in us
Perfect Shot Dark Angels Predator Pilot






Keep the HB sponsons on, if the over-charged engines kick in, you can move 6" and fire 10 shots at a target. That's a large chunk of a unit. I've found that many people don't like the DC, but ive always gotten a good showing out of them. And their fluff is awesome, so i always spend the points to get 9+the chaplain.

I personally love my furiosos, especially in pods. I usually run one and another dread with a multi-melta dropping in. With the pod becoming a mobile piece of terrain, and the dreads causing and immediate "oh $%*#" reaction from your enemy, they are worth the points every time. Either the enemy uses a whole turn+ to get rid of them, or they romp through armor or tie up infantry or guard your squads from counter-charges. I found that in the beginning they got shot down as soon as they dropped, but if i was smarter with where i put them, and if its a heavy fire area, popped smoke, they would come out and really put a hurting on people the next turn.

As for the rest of the list, I only run 2 bikes, and use the rest of the points to pick up corbulo to ride around with one combat squad. Furious charge on everything that assaults is awesome. To be fair though, i run a 10 man assault squad instead of one of the tacts, so the furious charge helps them a lot. Lastly, my two main opponents are eldar and thousand sons, so adding in a librarian for the psychic hood is a common theme for me. I refuse to spend the points of Mephisto tho.

I know I didn't critique your list, but i hope that my thoughts on my own BA will help you.
   
 
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