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Made in us
Beast Lord






Well, hell. I guess I was under the same assumption as quite a few people. No matter. I may rework the list a little... or leave it the same. It doesn't change the overall goal of my list.

around 2500 points
600 points 
   
Made in us
Beast Lord






Changed this list a bit. Took out the allies and Death Company Dreadnought, reduced the number of SternGuard and add Brother Corbulo, also added 1 more Tac squad. Stayed primarily with my main idea for a defensive list.

around 2500 points
600 points 
   
Made in us
Angry Blood Angel Assault marine





Bella Napoli

Did something that happened in a game cause you to make the changes?


pitchedbattle.blogspot.com  
   
Made in us
Angry Blood Angel Assault marine





Walnut Creek, CA

Mordechai wrote:Ok, after playing a couple games I've come to the conclusion that I might have to switch my tactic from 5th edition a little. I noticed that 6th edition now makes the game more objective based which means that we need to concentrate more on holding and capturing or denying.

With that in mind I've decided to move away from more of the whole "Rawr, I'm in your face. DIE! DIE!" to more of a defensive stance. Getting shot to death on the charge sucks, so I figured let them come to me and I'll shoot the hell out of them.

So without further ado,

HQ:
Captain Tycho - 175


Elites:

6 Sternguard - 2 Combi-Plasma, 1 Combi-Melta, 1 Lascannon and 1 Missile Launcher in a Rhino - 235
Brother Corbulo - 105
Chaplain - Jump Pack - 125

Troops:

10 Tac Marines Plasma Gun and Missile Launcher in a Rhino - 230
10 Tac Marines Plasma Gun and Missile Launcher in a Rhino - 230
10 Tac Marines Plasma Gun and Missile Launcher in a Rhino - 230
5 Death Company with Jump Packs, Bolters and 1 Power Weapon - 190

Heavy:

Vindicator w/Siege Shield, extra Storm Bolter, Hunter Killer Missile - 175
Vindicator w/Siege Shield, extra Storm Bolter, Hunter Killer Missile - 175
5 Devastators w/Missile Launchers - 130

7/12/12 EDIT: Changed this list a bit. Took out the allies and Death Company Dreadnought, reduced the number of SternGuard and add Brother Corbulo, also added 1 more Tac squad. Stayed primarily with my main idea for a defensive list.


I like the core of your list (i.e. tacs in rhinos, sternguard, and vindis.), but If it were my list I would change a few things. With that in mind, where is your psyker, man? Psychic defense and even psychic powers in general are very important in this edition. You could drop the Devs to make room for him. This is how you rationalize it; Your list is a midfield army. Most of everything you have is at the range of 24" or less. Leaving one squad to sit and shoot 4 missiles a turn creates new problems for you. They are easy pickings for any fast army. While you could walk them up field firing snap shots until they are midfield themselves, I think that is even worst than them sitting back.

Also, you're skyfire is nonexistent (I am under the belief that no ML has flakk missile yet). An Aegis Defense Line could help.
   
Made in us
Road-Raging Blood Angel Biker





How are the rhinos working for you? I'm struggling to figure out if drop pods or rhinos are the better option now.

Rhinos act as an easy first blood, but in the end game can be key for getting your boots to objectives (if they survive).

On the other, drop pods get you there more reliably now, but then you're slogging the rest of the game.

   
Made in us
Angry Blood Angel Assault marine





Walnut Creek, CA

I have never used drop pods, but you can disembark 6" from them now! Sounds pretty good to me!
   
 
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