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Made in gr
Stalwart Strike Squad Grey Knight





 Red__Thirst wrote:
U02dah4 wrote:
Stay well away from the discount boxes they tend to give you bad units

Decide if your planning to play defensively in a midboard castle

Or offensively in a scattered msu


You will want two characters as a starter a defensive list probably wants a bike captain with thunderhammer and storm shield and a sanguinary priest

An offensive list will probably go for a terminator or jump pack captain with thunderhammer but may exchange the storm shield for combi melta and probably a bike chaplain or astorath

Next you'll want 3 troops the defensive lot will want to mix infiltrators and incursors the offensive intercessors and assault intercessors but you cant really go wrong which ever primaris you put in the troop slot

A defensive army probably wants some eliminators plasma inceptor or hellblasters along with one or 2 redemptors or leviathan looking at about 25% of your army. For offensive I would be considering land speeder storms or a whirlwind for their utility strats with less firepower and a company champion

For the core of your army your looking at sanguinary guard vanguard veterans with storm shield and lightning claw and assault terminators

You can take extra characters but I wouldn't go above 4


I'll mention this in passing because I just recently stumbled upon it while list-building.

I have hit upon a 'utility' captain build that I really like. It's different, and can be tweaked a few different directions to suit personal taste. I'll be building out a model for it later on but on paper here's the build.

Blood Angels Captain with a Jump Pack
Wargear: Relic Blade, Storm Shield, Bolt Pistol. I run the Visage of Death relic mask to give him -1 to hit in melee to aid survivability and it also turns off the enemy objective secured within 3". (Which is just fun IMO).
He's ST:7 with his sword, AP:-3, 2 damage, with a 2+/4++ save with -1 to hit in melee.

Now we get to the interesting part. I opt to use the WL trait Artisan of war, and Master-Craft the relic blade, giving it D:3, just like a thunder hammer but with AP:3 and no -1 to hit. I then use the stratagem to give my Captain a second WL trait, choosing The Emperor's Sword from the core marine book, giving him +1 ST (Relic blade is now ST:8) & a bonus attack on the charge, along with re-roll charge rolls. This build hits really hard, and has decent staying power in close combat. He swings six time on the charge, or seven times with Savage Echos active in the assault doctrine, at WS:2+, ST:8, AP:-3 and 3 Damage per attack with the ubiquitous +1 to wound we enjoy, meaning you're wounding most everything on a 2+. That's 18 potential damage, or 21 potential damage if you're in Assault Doctrine.

There are a few different options to choose from on this, depending on your preferences. You can go for a little less raw damage output and not master-craft the relic blade and instead give him adamantine mantle with artisan of war to net a 5+++ feel no pain for added staying power.

Or you can omit the storm shield for a ranged weapon and use artisan of war to give him artificer armor which will still give you a 2+ armor save and a 4++ from the Iron Halo. This is the least 'good' option for me, because you lose out on the D:3 relic blade to gain a pistol or combi-weapon, which you may only get to fire once or twice in a game.

Just some musings from me. Hopefully folks find them interesting, at least.

Take it easy.

-Red__Thirst-


I don't disagree with your way approaching this but imo a Libby Dread warlord with angel exemplar taking iron resolve and gift of foresight seems the better choice . U get 4 + 1 (charge) + 1 (echoes) + 1-3 (Quickening) + 1 3+d3 (halberd) + 1 d6+2D melta shot on a T7 9W 3+ 6+++ -1D potentially smoke launchers too. U get 1 deny with potential 1 more power and a 2nd deny if you go chief Libby (a bit overpriced for my taste) but then you can throw more atcks or more survivability (5++) . All the above to rerolling 1sv 1hit AND 1woud (crazy value) EACH turn . U can use wisdom of the ancients too choosing between hits or wounds .

I prefer the Libby Dread cause it feels more flexible while killy , mine looks great and cause I run an ordo xenos CP farm battery inquisitor and love to throw strats on the Dread xD

 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Is the logic in running a Vanguard, avoiding the troop tax, maxing out the other slots?

2 HQ's, 5 elites, 2 FA, 2 HS

Avoiding that troop tax.

This message was edited 2 times. Last update was at 2021/05/18 21:38:23


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Perturbed Blood Angel Tactical Marine




Razerous wrote:
Is the logic in running a Vanguard, avoiding the troop tax, maxing out the other slots?

2 HQ's, 5 elites, 2 FA, 2 HS

Avoiding that troop tax.


You can try it but I think our troops choices are critical components to succeeding at the 9th game.

You want to have assets that you can trade out on objectives without sacrificing a heavy hitter early on. Add that they are natively obsec and in the case of phobos, have access to guerilla tactics which is just a great utility strat for enabling multiple secondary scoring and I just think it makes sense to have at a minimum 2x5 troops. Their job isn't getting kills, it's scoring VP and they are quite good at it.

You can try substituting with some combination of Rites of War and the Visage of Death relic on your characters but I'm not sure it's enough.

This message was edited 1 time. Last update was at 2021/05/19 03:58:23


 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Sobie wrote:
Razerous wrote:
Is the logic in running a Vanguard, avoiding the troop tax, maxing out the other slots?

2 HQ's, 5 elites, 2 FA, 2 HS

Avoiding that troop tax.


You can try it but I think our troops choices are critical components to succeeding at the 9th game.

You want to have assets that you can trade out on objectives without sacrificing a heavy hitter early on. Add that they are natively obsec and in the case of phobos, have access to guerilla tactics which is just a great utility strat for enabling multiple secondary scoring and I just think it makes sense to have at a minimum 2x5 troops. Their job isn't getting kills, it's scoring VP and they are quite good at it.

You can try substituting with some combination of Rites of War and the Visage of Death relic on your characters but I'm not sure it's enough.


The way I see it, what obsec unit could a strong 5man melee BA unit walk up to that it couldn't smash? Or if both were obsec, I doubt I'll have more-than 5-strong in any case.

So I can either have a weaker 5-man obsec unit that can smash well. Perhaps there may be more situations where I just reach an objective, or walk into a tank parking on an obective etc. Or I could have a more potent unit that isn't obsec with the aim to aim for straight elimination. And also aim to otherwise not contest (because they can't).

Just don't see how 2x5 man units will swing it. The same 2x5 man units could score and be hard hitting.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Bounding Assault Marine





Baltimore, MD

Looking for a bit more advice here everyone. I recently learned that a local store has a newbie-friendly 1k tournament coming up in a month, intended to introduce people new to 9th to the competitive scene. While I'm not looking to be hyper competitive, I am looking forward to dipping my toes into actually getting some games in for 9th, and this event sounds right up my alley (specifically billed as a non-competitive intro to tourneys). However, I'm very much still in the planning stages of my army, and I'll need to do some serious modelling to get ready to play a 1k game in a month. So, I'm looking for some advice on building a starter list!

I've got a variety of minis available to me, including the Indomitus box, 15 intercessors, 10 infiltrators/incursors, sanguinary guard, vanguard veterans, tactical marines, a librarian dreadnought, and the bits to make a wide variety of firstborn characters and other units. The only restrictions on listbuilding from the tourney are no more than 1 mini over 200pts.

What are some ideas for what to focus on to get me to 1000 points? I eventually intend to have loads of options available to me, but with almost nothing fully painted yet I'm a bit bewildered about how to even narrow my options down (especially since most of my theorizing has been about creating a 2000 point list), and I need to start painting ASAP if I want to be ready.

Any help or advice would be very, very appreciated!

Edit: The tourney pack also specifies that we'll be playing 3 missions from Chapter Approved 2020: Mission 22 Ascension, Mission 11 Crossfire, and Mission 32 Show of Force. All played on 44x30 battlefield

This message was edited 1 time. Last update was at 2021/05/20 00:09:01


2500 pts Raven Guard, painted 
   
Made in us
Perturbed Blood Angel Tactical Marine




Razerous wrote:
Sobie wrote:
Razerous wrote:
Is the logic in running a Vanguard, avoiding the troop tax, maxing out the other slots?

2 HQ's, 5 elites, 2 FA, 2 HS

Avoiding that troop tax.


You can try it but I think our troops choices are critical components to succeeding at the 9th game.

You want to have assets that you can trade out on objectives without sacrificing a heavy hitter early on. Add that they are natively obsec and in the case of phobos, have access to guerilla tactics which is just a great utility strat for enabling multiple secondary scoring and I just think it makes sense to have at a minimum 2x5 troops. Their job isn't getting kills, it's scoring VP and they are quite good at it.

You can try substituting with some combination of Rites of War and the Visage of Death relic on your characters but I'm not sure it's enough.


The way I see it, what obsec unit could a strong 5man melee BA unit walk up to that it couldn't smash? Or if both were obsec, I doubt I'll have more-than 5-strong in any case.

So I can either have a weaker 5-man obsec unit that can smash well. Perhaps there may be more situations where I just reach an objective, or walk into a tank parking on an obective etc. Or I could have a more potent unit that isn't obsec with the aim to aim for straight elimination. And also aim to otherwise not contest (because they can't).

Just don't see how 2x5 man units will swing it. The same 2x5 man units could score and be hard hitting.


I see what you are saying. I'll try to expand a little bit on my earlier post because I think obsec is just a part of the benefits of having troops in your list.

First, you need some sacrificial pawns to draw your opponent's assets out where they can be hit. You don't want to have to throw your Sanguinary Guard into a squad of 10 guardsmen to clear them off the point just to have them exposed to the demolisher tank commander sitting in your opponent's backfield. They will go down to that shooting just as easy as that cheaper 5 man tactical marine or intercessor squad. Trading assets is an unavoidable part of the game and you want to be trading up as often as possible or at least mitigating your bad trades to the extent you can.

Likewise, if you have intercessors on the point first, your opponent will need to pick between killing the cheaper bodies scoring you primaries or the more threatening damage dealers that are either moving up the board to threaten their backfield or sitting in or behind cover waiting to counter attack whatever they push into midboard to contest. SM troops have just enough durability that incidental fire won't typically be enough to clear them so your opponent will feel pressured to throw something with real killing power at them.

Second, you need to have enough assets to reliably hold and contest 3 objectives all the way through turn 5 in order to score 40+ VP on primary regardless of mission. Super elite armies have fewer bodies and tend to struggle to sustain that kind board presence due to attrition if they aren't designed for insane durability like Deathwing or Deathguard.

Third, there are several great abilities and strat support that our troops have. Infiltrators/Incursors have concealed positions which let you set up screening units further up the board, or position for an early objective grab to help score domination in the first turn. They can also guerilla tactics which is just stupid good for enabling movement around the board to score secondaries and snag open objectives. Those are valuable tools that leave you with options for scoring VP that aren't necessarily dependent on clearing your opponent's army off the board.

Something like two 5 man squads of incursors gives you two squads with the ability to jump around the board deploying scramblers, holding points, screening out deepstrikers, engaging on all fronts, linebreaking, relentless assaulting - all ways of collecting VP without being super killy. That frees up your elites to do play their dedicated role as killers and wrecking balls. Sure, the 210pts for those incursor squads buys you another 7 man Sang Guard squad, but if they are running around and deploying scramblers or camping an objective at the periphery, they're not killing anything anyway and they can only be in one place at one time.

Just my thoughts. There's obviously no harm in experimenting with playing no troops to see where it excels or struggles.

This message was edited 1 time. Last update was at 2021/05/20 01:57:53


 
   
Made in us
Perturbed Blood Angel Tactical Marine




Phoenix Lord wrote:
Greetings brothers, I'm new here and I'm between the others, also a Blood Angels player.
Now with the came out of Drukhari how do you set your army for try to fight them?
I figured out we need ti crack their veichels but its so difficult to manage all of those raiders, I know we should kill for one at a times, break It with Fire then charge and try to eliminate passengers but I think we lack option for that.
I'm trying a double team of eradicator, supported by a couple of ATV and a team of 5 inceptor, do you think its enought for the job?
Wich secondary missions you suggest against them?


I haven't had chance to play the new Dark Eldar but my thinking is that attack bikes with multi melta would be a stronger pick than Eradicators because you will need to their mobility to open up shooting angles on the Raiders. A smart DE player is going to park them behind obscuring terrain Turn 1 and make use of their awesome mobility to strike in waves from Turn 2 onwards.

I suspect they will try and force you to make bad trades fighting their Wyche squads and other hyper efficient units in melee.

I think injecting both fight first and fight last into your list is going to be necessary to give you some tools to counter all the fight last and fight first they have themselves. A librarian with veil of time and whirlwind to use the suppressing fire strat can help set up a fight activation order in your favor for a critical fight.

Generally, indirect fire seems like it could be an interesting tool against them. The are only T3 with weak armor so a whirlwind castellan launcher can hurt them. Even thundefire cannons which few BA players actually have in their collection might be interesting because they have the Tremor shells strat to halve movement and subtract 2 from both advance and charge rolls. That might be a great option to buy you some time against an army that has 8" movement on their infantry and can advance and charge. Granted, it doesn't work on units with fly but hitting whatever tumbles out of those transports may save your inceptors/attack bikes/eradicators that took down the transport from a swift death.

Secondaries I would consider:

Deploy scramblers - this is difficult for anybody to prevent collecting the 10 VP. A Dark Eldar player isn't going to be laying down screens in their backfield all game to keep you from using upon wings of fire/guerilla tactics/deep strike/strategic reserves to get into their deployment to get a scrambler off. The mid board and home deployment should be fairly straightforward to take care of early in the game

Linebreaker - Normally I would prefer BA's Relentless Assault to linebreaker but DE are on of the few armies that can more than match us at pressing into the opponents deployment and being happy to be there. They want to be up in our face and they have cheaper and more plentiful assets and I don't want to have to beat them at their own game. Line breaker just takes two units to drop down in a corner and stay alive to collect their points. Synergizes with Deploy Scramblers.

Assassinate - Depends on how many characters are in their list but otherwise this one's pretty straightforward. DE like their characters to get stuck in the fight especially since they are so cheap. This might force them to be more considerate about committing those characters to the fight or at least give you a shot at a consolation prize when sacrificing your Sang Guard to melee blender. Possibly a trap pick though.

Sadly, I don't think Oath of Moment is that great of an option with the leadership shenanigans DE have with things like grisly trophies and the fact that I don't want to be anchored to the middle of the board where I'll just get pummeled and cleared off.

Would be interested to hear some thoughts from anybody who has actually fought this battle though.
   
Made in us
Perturbed Blood Angel Tactical Marine




 Porphyrius wrote:

What are some ideas for what to focus on to get me to 1000 points? I eventually intend to have loads of options available to me, but with almost nothing fully painted yet I'm a bit bewildered about how to even narrow my options down (especially since most of my theorizing has been about creating a 2000 point list), and I need to start painting ASAP if I want to be ready.

Any help or advice would be very, very appreciated!

Edit: The tourney pack also specifies that we'll be playing 3 missions from Chapter Approved 2020: Mission 22 Ascension, Mission 11 Crossfire, and Mission 32 Show of Force. All played on 44x30 battlefield


At 1000 points, you are looking for units that have a degree of flexibility to them. You aren't going to have the points to include the perfect answer to every situation. The good news is that the smaller board size plays to our mobility so a melee unit like Sanguinary Guard can quickly get into and make mess of your opponents backfield where they might be hiding juicy targets if the situation calls for it.

All those missions are hold 1, hold 2, hold more. As long as you can babysit your DZ objective effectively and stick a really durable unit on a second point that will hold it until turn 5, you shouldn't have any issue maxing the primary on these missions.

You are less likely to need to spam melta with the single 200pt model restriction however this doesn't prevent somebody from taking Mortarion who will just kill everything he touches and never die at 1000 pts. Fortunately, that won't leave the DG many other tools to play the mission so make sure you have stuff in your list that allows you score without necessarily engaging in fights for occasions like this.

You'll need an answer for horde type units. A 20 man of Necron Warriors, or large squad of Poxwalkers.

You'll need something that can stand up to elite infantry like Custodes or Deathshroud.

You'll probably face a lot of Space Marines so having options to kill a T4 3+ 2W efficiently is probably a good idea.

Fight first/fight last rules are all over the place with the new codices and are especially relevant for melee focused armies like BA. You'll probably want to have options in your list that allow you to interact with these effects.

My list might look something like this:


Patrol Detachment, 1000pts, 4CP

Librarian [7 PL, 145pts]: 1) Veil of Time, 3) Null Zone (Aura), 6) Psychic Fortress (Aura), Chapter Command: Chief Librarian, Force sword, Jump Pack, Psychic Mastery, Storm bolter, Warlord

Sanguinary Priest [7 PL, -1CP, 135pts]: Astartes Chainsword, Bolt pistol, Chapter Command: Chief Apothecary, Jump Pack, Selfless Healer, Stratagem: Hero of the Chapter, Visage of Death

Incursor Squad [5 PL, 105pts]
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades
. Incursor Sergeant

Bladeguard Veteran Squad [10 PL, 175pts]
. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield
. Bladeguard Veteran Sergeant: Heavy Bolt Pistol, Quake Bolts

Sanguinary Guard [17 PL, 150pts]
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe

Inceptor Squad [7 PL, 165pts]: 2x Inceptor, Inceptor Sergeant, Plasma Exterminator x2

Whirlwind [7 PL, 125pts]: Whirlwind castellan launcher

Warlord Librarian supports the Sang Guard with Psychic Fortress, gives them their heirs of azkellon bonus, provides 2 denies, and has the great utility powers of null zone for messing up invuln elites and Veil of Time for fight first and re-roll charges.

Sanguinary Priest primarily baby sits the Blade Guard to make them a menacing and durable point holder but has a jump pack to give him the movement to get to around as needed. Visage of Death will help with point control against MSU obsec units. Can trigger assault doctrine early to benefit either Blade Guard or Sang Guard.

Incursors - Guerilla tactics strat. Also decent in a scrap as BA. Most likely my Deploy Scramblers guys. Good for Engage on all Fronts or Relentless Assault secondaries.

Blade Guard - Tough point holders. Combo of Transhuman and Sanguinary Priest should keep them around for awhile. Sargeant has Quake Bolts for melee re-rolls as a partial substitute for no captain. Lend themselves to Oath of Moment scoring on the Ascension mission.

Sanguinary Guard - my hammer. Around to chase down and kill whatever scares me most. Will eviscerate marines, have enough shooting and fighting to clear almost anything barring DG terminators or similar off a point in a single turn. The axes are just a hedge against T5 to stay wounding on 2's against tougher infantry as I really don't want them getting bogged down.

Inceptors - blast to wreck big squads, plasma to kill marines and light vehicle, no re-rolls for overcharging sucks but have to make cuts somewhere. Good for engage on all fronts.

Whirlwind - blast for horde and suppressing fire for fight last and no overwatch. Happy to sit on my DZ objective if necessary later in the game, probably after I redeploy my incursors using guerilla tactics.

   
Made in us
Bounding Assault Marine





Baltimore, MD

Interesting, thanks for the input. Some of that list is definitey along the lines of what I was thinking; Incursors, Sang Priest, Bladeguard, and Sang Guard are all in there more or less as you’ve suggested. I wasn’t thinking of a librarian (mainly because I don’t have a good mini for one yet) and instead was planning on a smash cap with Foresight and Icon of the Angel. I was also thinking Eradicators for some anti-heavy. And maybe the biggest change, I was mulling over using a large squad of auto bolt rifle Intercessors to run around for objectives and do some horde clearing. What would you think about a list like this? Could this more or less work, even if maybe less effectively than what you posted? I’m not expecting to run the table or anything, but I also don’t want to get embarrassed on account of objectively terrible choices.


++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) [62 PL, 1,000pts, 4CP] ++

+ Configuration +

**Chapter Selector**: Blood Angels Successor, Custom Chapter

Battle Size [6CP]: 2. Incursion (51-100 Total PL / 501-1000 Points)

Detachment Command Cost

+ HQ +

Captain [6 PL, 140pts, -1CP]: 5. Gift of Foresight, Icon of The Angel, Jump Pack, Storm shield, Stratagem: Honoured by the Arx Angelicum, Thunder hammer, Warlord

Sanguinary Priest [7 PL, 135pts, -1CP]: Astartes Chainsword, Bolt pistol, Chapter Command: Chief Apothecary, Jump Pack, Selfless Healer, Stratagem: Hero of the Chapter

+ Troops +

Incursor Squad [5 PL, 105pts]
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades
. Incursor Sergeant

Intercessor Squad [10 PL, 190pts]: Astartes Grenade Launcher, Auto Bolt Rifle
. 8x Intercessor: 8x Bolt pistol, 8x Frag & Krak grenades
. Intercessor Sergeant: Power sword

+ Elites +

Bladeguard Veteran Squad [10 PL, 145pts]
. 3x Bladeguard Veteran: 3x Frag & Krak grenades, 3x Heavy Bolt Pistol, 3x Master-crafted power sword, 3x Storm Shield
. Bladeguard Veteran Sergeant: Neo-volkite pistol

Sanguinary Guard [17 PL, 150pts]
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe

+ Heavy Support +

Eradicator Squad [7 PL, 135pts]: Melta rifle
. 2x Eradicator: 2x Bolt pistol
. Eradicator Sgt

++ Total: [62 PL, 1,000pts, 4CP] ++

2500 pts Raven Guard, painted 
   
Made in us
Perturbed Blood Angel Tactical Marine




 Porphyrius wrote:
Interesting, thanks for the input. Some of that list is definitey along the lines of what I was thinking; Incursors, Sang Priest, Bladeguard, and Sang Guard are all in there more or less as you’ve suggested. I wasn’t thinking of a librarian (mainly because I don’t have a good mini for one yet) and instead was planning on a smash cap with Foresight and Icon of the Angel. I was also thinking Eradicators for some anti-heavy. And maybe the biggest change, I was mulling over using a large squad of auto bolt rifle Intercessors to run around for objectives and do some horde clearing. What would you think about a list like this? Could this more or less work, even if maybe less effectively than what you posted? I’m not expecting to run the table or anything, but I also don’t want to get embarrassed on account of objectively terrible choices.


++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) [62 PL, 1,000pts, 4CP] ++

+ Configuration +

**Chapter Selector**: Blood Angels Successor, Custom Chapter

Battle Size [6CP]: 2. Incursion (51-100 Total PL / 501-1000 Points)

Detachment Command Cost

+ HQ +

Captain [6 PL, 140pts, -1CP]: 5. Gift of Foresight, Icon of The Angel, Jump Pack, Storm shield, Stratagem: Honoured by the Arx Angelicum, Thunder hammer, Warlord

Sanguinary Priest [7 PL, 135pts, -1CP]: Astartes Chainsword, Bolt pistol, Chapter Command: Chief Apothecary, Jump Pack, Selfless Healer, Stratagem: Hero of the Chapter

+ Troops +

Incursor Squad [5 PL, 105pts]
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades
. Incursor Sergeant

Intercessor Squad [10 PL, 190pts]: Astartes Grenade Launcher, Auto Bolt Rifle
. 8x Intercessor: 8x Bolt pistol, 8x Frag & Krak grenades
. Intercessor Sergeant: Power sword

+ Elites +

Bladeguard Veteran Squad [10 PL, 145pts]
. 3x Bladeguard Veteran: 3x Frag & Krak grenades, 3x Heavy Bolt Pistol, 3x Master-crafted power sword, 3x Storm Shield
. Bladeguard Veteran Sergeant: Neo-volkite pistol

Sanguinary Guard [17 PL, 150pts]
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe
. Sanguinary Guard: Angelus boltgun, Encarmine axe

+ Heavy Support +

Eradicator Squad [7 PL, 135pts]: Melta rifle
. 2x Eradicator: 2x Bolt pistol
. Eradicator Sgt

++ Total: [62 PL, 1,000pts, 4CP] ++


I think that list can definitely work. All of those units are good. As long as you have a good idea of the role each plays in securing you VP, then it can work.

I don't think my list is necessarily any better than what you've gone with there. Having a large intercessor squad gives you a big block of wounds to sit on a point and lets your blade guard act more as a counter-charge unit. My play style tends to favor utility HQs versus damage dealers but I've seen plenty of smash captain builds put in work.

I feel naked without a whirlwind these days though
   
Made in gb
Towering Hierophant Bio-Titan



UK

Can you combat squad 10man Sanguinary Guard & 10man Vanguard Vets?

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Perturbed Blood Angel Tactical Marine




Razerous wrote:
Can you combat squad 10man Sanguinary Guard & 10man Vanguard Vets?


Vets yes, Guard no.
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





for the above 1k discussion, we play highlander but anyway my list performs well..

primaris master chappie on bike
sang priest master w/ JP

incursors

5 sang guard
6 van vets w/ JP, LC&SS, relic blade & quake bolts on sgt

plasma inceptors

eradicators

this is for drukhari and DG meta. dunno how I will adjust it for the new admech, but at 2k we have better chance anyways

This message was edited 1 time. Last update was at 2021/05/22 20:56:39


 
   
Made in it
Guarding Guardian



Italy

Xirax wrote:
for the above 1k discussion, we play highlander but anyway my list performs well..

primaris master chappie on bike
sang priest master w/ JP

incursors

5 sang guard
6 van vets w/ JP, LC&SS, relic blade & quake bolts on sgt

plasma inceptors

eradicators

this is for drukhari and DG meta. dunno how I will adjust it for the new admech, but at 2k we have better chance anyways
I played almost the same list two days ago against necron, the change between mine and yours was using a 5 men death Company squad with jp & 3 thunder hammer, I gave to the chaplain the rites of war trait for add more objective secured squads to the list and the visage of death for shut off the enemies ones.
It was a good match ended with a draw for a mine little error of valuation.
Next time will go better.
   
Made in be
Regular Dakkanaut




Am I the only one who so disappointed in BA stratas?

i think we have like maybe 4 good stratas and they aren't THAT good either.
unbridled ardour, red rampage, upon wings of fire and chalice overflow.
That sad is our collection of stratas.

We should at least got a advance + charge strata or 3D6 charge strata...

I'm building a 1k list to.
is the baal predator a valid option
this is my current list
had outriders before but want to try something more heavy:

Spoiler:
+++ Blood Angels 1K (Warhammer 40,000 9th Edition) [49 PL, 3CP, 997pts] +++

++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) ++

+ Configuration +

**Chapter Selector**: Blood Angels

Battle Size: 2. Incursion (51-100 Total PL / 501-1000 Points)

Detachment Command Cost

+ Stratagems +

Relics of the Chapter: Number of Extra Relics

+ HQ +

Captain: 5. Gift of Foresight, Jump Pack, Relic blade, Rites of War, Storm shield, Stratagem: Angel Exemplar, Visage of Death, Warlord

Sanguinary Priest: Artificer Armour, Astartes Chainsword, Bolt pistol, Chapter Command: Chief Apothecary, Jump Pack, Selfless Healer, Stratagem: Hero of the Chapter

+ Troops +

Intercessor Squad: Bolt rifle
4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
Intercessor Sergeant: Astartes Chainsword, Plasma pistol

+ Elites +

Redemptor Dreadnought: 2x Storm Bolters, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon

Vanguard Veteran Squad: Jump Pack
Vanguard Veteran: Storm shield, Thunder hammer
Vanguard Veteran: Storm shield, Thunder hammer
Vanguard Veteran: Lightning Claw, Storm shield
Vanguard Veteran: Lightning Claw, Storm shield
Vanguard Veteran: Lightning Claw, Storm shield
Vanguard Veteran: Lightning Claw, Storm shield
Vanguard Veteran: Lightning Claw, Storm shield
Vanguard Veteran: Lightning Claw, Storm shield
Vanguard Veteran Sergeant: Relic blade, Storm shield

+ Heavy Support +

Baal Predator: Storm bolter, Twin assault cannon
Two heavy bolters: 2x Heavy bolter
(https://battlescribe.net)

This message was edited 1 time. Last update was at 2021/05/24 21:49:53


 
   
Made in it
Guarding Guardian



Italy

Sobie wrote:
Phoenix Lord wrote:
Greetings brothers, I'm new here and I'm between the others, also a Blood Angels player.
Now with the came out of Drukhari how do you set your army for try to fight them?
I figured out we need ti crack their veichels but its so difficult to manage all of those raiders, I know we should kill for one at a times, break It with Fire then charge and try to eliminate passengers but I think we lack option for that.
I'm trying a double team of eradicator, supported by a couple of ATV and a team of 5 inceptor, do you think its enought for the job?
Wich secondary missions you suggest against them?


I haven't had chance to play the new Dark Eldar but my thinking is that attack bikes with multi melta would be a stronger pick than Eradicators because you will need to their mobility to open up shooting angles on the Raiders. A smart DE player is going to park them behind obscuring terrain Turn 1 and make use of their awesome mobility to strike in waves from Turn 2 onwards.

I suspect they will try and force you to make bad trades fighting their Wyche squads and other hyper efficient units in melee.

I think injecting both fight first and fight last into your list is going to be necessary to give you some tools to counter all the fight last and fight first they have themselves. A librarian with veil of time and whirlwind to use the suppressing fire strat can help set up a fight activation order in your favor for a critical fight.

Generally, indirect fire seems like it could be an interesting tool against them. The are only T3 with weak armor so a whirlwind castellan launcher can hurt them. Even thundefire cannons which few BA players actually have in their collection might be interesting because they have the Tremor shells strat to halve movement and subtract 2 from both advance and charge rolls. That might be a great option to buy you some time against an army that has 8" movement on their infantry and can advance and charge. Granted, it doesn't work on units with fly but hitting whatever tumbles out of those transports may save your inceptors/attack bikes/eradicators that took down the transport from a swift death.

Secondaries I would consider:

Deploy scramblers - this is difficult for anybody to prevent collecting the 10 VP. A Dark Eldar player isn't going to be laying down screens in their backfield all game to keep you from using upon wings of fire/guerilla tactics/deep strike/strategic reserves to get into their deployment to get a scrambler off. The mid board and home deployment should be fairly straightforward to take care of early in the game

Linebreaker - Normally I would prefer BA's Relentless Assault to linebreaker but DE are on of the few armies that can more than match us at pressing into the opponents deployment and being happy to be there. They want to be up in our face and they have cheaper and more plentiful assets and I don't want to have to beat them at their own game. Line breaker just takes two units to drop down in a corner and stay alive to collect their points. Synergizes with Deploy Scramblers.

Assassinate - Depends on how many characters are in their list but otherwise this one's pretty straightforward. DE like their characters to get stuck in the fight especially since they are so cheap. This might force them to be more considerate about committing those characters to the fight or at least give you a shot at a consolation prize when sacrificing your Sang Guard to melee blender. Possibly a trap pick though.

Sadly, I don't think Oath of Moment is that great of an option with the leadership shenanigans DE have with things like grisly trophies and the fact that I don't want to be anchored to the middle of the board where I'll just get pummeled and cleared off.

Would be interested to hear some thoughts from anybody who has actually fought this battle though.
Thanks for yours thougths, I guess se will sede some changes with the new GT missions, maybe not in the Drukhari side, but instead we could see new secondaries, and some points changes for us.
   
Made in ca
Stalwart Skittari





Hey all,

I'm getting into Blood Angels as I got a bunch of broken or damaged models from a friend that I'm restoring and based on what I have Sobie and NexAddo gave me good advice on the below list for 1500pts. For expanding to 2000pts I was thinking of adding a third attack bike, a second squad of sanguinary guard, a razorback with twin heavy bolter for the tac squad and another HQ but I wasn't sure if I should take a captain, a librarian, a librarian dreadnought, or the sanguinor. Any ideas what HQ would be the best fit or any minor tweaks to the list (without introducing primaris as I'm trying to keep it all firstborn barring primaris vehicles since those don't skew the scale for me as much)
Spoiler:


++ Vanguard Detachment

+ HQ +

Chaplain [6 PL, 105pts]:
Jump Pack, Litany of Hate, canticle of hate

Sanguinary Priest
Chainsword (teeth of terra or should I go for icon of the angel?), Bolt pistol, Chapter Command: Chief Apothecary, Jump Pack, Warlord: rites of war

+ Troops +

-5x Tactical Marines
grav cannon or heavy bolter for the mortal wounds strat?

-5x Tactical Marines


+ Elites +

-5x Death Company Marines
jump packs, chainswords, 3 with hammers

-5x Death Company Marines
jump packs, chainswords
.
-5xSanguinary Guard
(a mix of sword and axe unfortunately)
.
-5x Assault Terminators
thunder hammers/shields

-5x scouts
ccw/bolt pistols

Dedicated Transport

-land speeder storm (Sobie reccomended a whirlwhind for the fight last strat but since I don't have one yet I was thinking of taking the landspeeder storm and scout squad to use the -1 to hit and no overwatch strat to protect my melee troops or just to grab objectives)

+ Fast Attack +

-Attack Bike Squad
Multi-melta

-Attack Bike Squad
Multi-melta

+ Heavy Support +

-5x Devastators
4x multimeltas, Armorium Cherub
   
Made in us
Perturbed Blood Angel Tactical Marine




Krull wrote:Am I the only one who so disappointed in BA stratas?

i think we have like maybe 4 good stratas and they aren't THAT good either.
unbridled ardour, red rampage, upon wings of fire and chalice overflow.
That sad is our collection of stratas.

We should at least got a advance + charge strata or 3D6 charge strata...

I'm building a 1k list to.
is the baal predator a valid option
this is my current list
had outriders before but want to try something more heavy:

Spoiler:
+++ Blood Angels 1K (Warhammer 40,000 9th Edition) [49 PL, 3CP, 997pts] +++

++ Patrol Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) ++

+ Configuration +

**Chapter Selector**: Blood Angels

Battle Size: 2. Incursion (51-100 Total PL / 501-1000 Points)

Detachment Command Cost

+ Stratagems +

Relics of the Chapter: Number of Extra Relics

+ HQ +

Captain: 5. Gift of Foresight, Jump Pack, Relic blade, Rites of War, Storm shield, Stratagem: Angel Exemplar, Visage of Death, Warlord

Sanguinary Priest: Artificer Armour, Astartes Chainsword, Bolt pistol, Chapter Command: Chief Apothecary, Jump Pack, Selfless Healer, Stratagem: Hero of the Chapter

+ Troops +

Intercessor Squad: Bolt rifle
4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
Intercessor Sergeant: Astartes Chainsword, Plasma pistol

+ Elites +

Redemptor Dreadnought: 2x Storm Bolters, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon

Vanguard Veteran Squad: Jump Pack
Vanguard Veteran: Storm shield, Thunder hammer
Vanguard Veteran: Storm shield, Thunder hammer
Vanguard Veteran: Lightning Claw, Storm shield
Vanguard Veteran: Lightning Claw, Storm shield
Vanguard Veteran: Lightning Claw, Storm shield
Vanguard Veteran: Lightning Claw, Storm shield
Vanguard Veteran: Lightning Claw, Storm shield
Vanguard Veteran: Lightning Claw, Storm shield
Vanguard Veteran Sergeant: Relic blade, Storm shield

+ Heavy Support +

Baal Predator: Storm bolter, Twin assault cannon
Two heavy bolters: 2x Heavy bolter
(https://battlescribe.net)


I'd hesitate to put a Baal in that particular 1000pt list. You already have a lot of anti-infantry via your Vanguard Vets and Redemptor and the small board size makes a vehicle that can be tagged pretty easily probably more of liability than its worth. Sadly, the Baal is probably less durable than a squad of outriders anyway because a lot of things wounding a squad of T5 outriders on a 3+ or better are probably going to still be wounding a T7 on a 3+ and with the outriders you at least have transhuman physiology to help. A unit of outriders also have the same number of total wounds as a Baal with the benefit of protecting against damage overflow when a multi-damage attack overkills a model in the unit.

If you are bored with the outriders though, mix it up and enjoy it.


Automatically Appended Next Post:
 TheArchmagos wrote:
Hey all,

I'm getting into Blood Angels as I got a bunch of broken or damaged models from a friend that I'm restoring and based on what I have Sobie and NexAddo gave me good advice on the below list for 1500pts. For expanding to 2000pts I was thinking of adding a third attack bike, a second squad of sanguinary guard, a razorback with twin heavy bolter for the tac squad and another HQ but I wasn't sure if I should take a captain, a librarian, a librarian dreadnought, or the sanguinor. Any ideas what HQ would be the best fit or any minor tweaks to the list (without introducing primaris as I'm trying to keep it all firstborn barring primaris vehicles since those don't skew the scale for me as much)
Spoiler:


++ Vanguard Detachment

+ HQ +

Chaplain [6 PL, 105pts]:
Jump Pack, Litany of Hate, canticle of hate

Sanguinary Priest
Chainsword (teeth of terra or should I go for icon of the angel?), Bolt pistol, Chapter Command: Chief Apothecary, Jump Pack, Warlord: rites of war

+ Troops +

-5x Tactical Marines
grav cannon or heavy bolter for the mortal wounds strat?

-5x Tactical Marines


+ Elites +

-5x Death Company Marines
jump packs, chainswords, 3 with hammers

-5x Death Company Marines
jump packs, chainswords
.
-5xSanguinary Guard
(a mix of sword and axe unfortunately)
.
-5x Assault Terminators
thunder hammers/shields

-5x scouts
ccw/bolt pistols

Dedicated Transport

-land speeder storm (Sobie reccomended a whirlwhind for the fight last strat but since I don't have one yet I was thinking of taking the landspeeder storm and scout squad to use the -1 to hit and no overwatch strat to protect my melee troops or just to grab objectives)

+ Fast Attack +

-Attack Bike Squad
Multi-melta

-Attack Bike Squad
Multi-melta

+ Heavy Support +

-5x Devastators
4x multimeltas, Armorium Cherub


If you haven't factored in the CA2021 points changes, you might have to do some tweaking again. Chief Apothecary upgrade went up 20 pts, attack bikes went up 10 pts, and Sanguinary Guard went up 2 pts a model.

My suggestion for an HQ character is that if you don't have a specific job in your list that their buffs or a particular relic or warlord trait are required for, consider spending the points on another non-HQ unit instead.

For example, dropping 130pts on JP captain with shield and relic sword to run with your Sanguinary Guard will give them re-roll 1s and adds his 5A in melee. If he's the warlord, then that gives them +1 to hit as well. That all sounds great, but consider that you could spend that 130 points on another 4 man of Sanguinary Guard that will give you another 16 attacks on the charge. In all likelihood, you'll be running another character nearby like Librarian for a 5++ or your Sanguinary Priest for Blood Chalice and heal/revives that can act as warlord anyway so they will still have that +1 to hit. You can run that 4 man as a separate squad to give you a more distributed board threat or fill out a big squad but either way, the captain buff doesn't necessarily equate to a better outcome over buying more bodies of what you would have him buff.

Now if you are running something like a big block of plasma inceptors that you want to supercharge everytime they fire, those re-roll 1's take on added importance and suddenly that captain might be critical.

I'd go with Icon over teeth on the Priest btw. He lacks the statline to make a great fighter and I want him to avoid getting KO'd in combat so Teeth would be wasted on him 95% of the time the way I play him whereas Icon would get use guaranteed and with a much bigger potential pay off.

Not an HQ, but you might want to look at Sanguinary Ancient with the Wrath of Baal relic banner. He's getting a points decrease and that banner will give all your jump pack units within 6" another 2" of movement on top of the standard chapter banner benefits. Something worth considering if you are going to run a lot of DC and SG or VV.

This message was edited 1 time. Last update was at 2021/06/03 16:00:49


 
   
Made in ca
Stalwart Skittari





Oof, yeah with the points changes I'm 35pts over with my 1500pt list so I'll probably drop one attack bike and use the remaining 30pts to buy some weapons for the tac squads. And ah that makes sense, teeth of terra doesn't make the priest good enough to throw into combat aggressively and he's more valuable buffing my troops.

I like the sanguinary ancient idea a lot actually, and that gives me an excuse to convert one up! Since I'm running 20 jump pack infantry it definitely seems worth it to make them all faster and he can pack a decent punch himself.

That means taking into account the points changes, to go to 2K pts I would add a squad of 5 sanguinary guard, a second attack bike, the sanguinary ancient with the relic banner and a power fist, and a twin heavy bolter razorback that either a squad of tacticals or the devs can ride in. That being said, at 130pts for 2 attack bikes, at this point I'm wondering if I would be better off replacing them with another dev squad or a tac squad with a heavy weapon.
   
Made in us
Perturbed Blood Angel Tactical Marine




 TheArchmagos wrote:


That means taking into account the points changes, to go to 2K pts I would add a squad of 5 sanguinary guard, a second attack bike, the sanguinary ancient with the relic banner and a power fist, and a twin heavy bolter razorback that either a squad of tacticals or the devs can ride in. That being said, at 130pts for 2 attack bikes, at this point I'm wondering if I would be better off replacing them with another dev squad or a tac squad with a heavy weapon.


Sorry, attack bikes only went up 5pts so 120pts for 2. Got my wires crossed in my earlier post.

I personally think the 14" movement with no heavy weapon penalty on the MM shots is still a utility worth having over another foot slogging heavy weapons squad. With all the terrain my group plays with, it sucks trying to move a dev squad around to open up firing angles while suffering the movement penalty the whole time.
   
Made in us
Blood Angel Terminator with Lightning Claws






So I'm thinking about starting up my BA again after over half a decade gone from 40k. I wanna make an All-Primaris army (yes, I've read that BA are probably the WORST chapter to do this, but I like the models and wanna future-proof my army).

So question: In the Elites slot, Bladeguard vs DC Intercessors? Bladeguard look like they'll murder anything elite while DC I look better for smallfrys. But then, wouldn't just regular Assault Intercessor's work better for that? I really want DC I in some capacity but just from a quick glance it looks like Bladeguard and Assault Intercessors outperform them in every way except survivability.

GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in us
Perturbed Blood Angel Tactical Marine




 Ferrum_Sanguinis wrote:


So question: In the Elites slot, Bladeguard vs DC Intercessors? Bladeguard look like they'll murder anything elite while DC I look better for smallfrys. But then, wouldn't just regular Assault Intercessor's work better for that? I really want DC I in some capacity but just from a quick glance it looks like Bladeguard and Assault Intercessors outperform them in every way except survivability.


I agree with your assessment. As is the case with the Veteran intercessors, the points premium mixed with the what you lose (obsec, fight twice strat, ability to perform actions because DC) all make DC Intercessors unattractive options. You are still locked into the restrictive loadouts of the standard intercessors so no advantage there either. 6" Forlorn Fury isn't very attractive versus the 12" move on offer from the JP DC.

I'd consider putting JP's on the primaris models and running them as standard DC. Future proof with some easy magnetization and enjoy the current rules with primaris models. As long as you aren't mixing DC intercessors and regulars in the same game (no reason to), there is no opportunity for confusion. I think we'll be waiting a long time for the old DC kit and datasheet to be killed off.

This message was edited 1 time. Last update was at 2021/06/05 13:30:42


 
   
Made in us
Blood Angel Terminator with Lightning Claws






So I'm gonna jump back into the 40k game after a 7+ year absence. Was gonna jump back in last year but the COVID lockdowns hit the US literally a week after I bought a crapton of paints and models and I ended up having to sell them all :-(.



Anyway, gonna go back to my old Blood Angels since they were my old favorites from 5e. I wanna do All-Primaris since I want to future-proof my army and clearly they are the new Golden Child for the foreseeable future.



I want to build my army around Assault Intercessors and Bladeguard Vets, since they're both fluffy and very powerful units with BA's rules right now. What else should I consider to shore up the my army? I have anti-horde and anti-elite infantry covered well with Assault Int. and Bladeguards I would think, so I probably need to work on good anti-vehicle and anti-MC. I would think perhaps a some of the new Primaris vehicles might help there? Or perhaps the new eradicator unit???

GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in gb
Trigger-Happy Baal Predator Pilot




Scotland

Eradicators are a good choice to have at the moment and I've just got 3 myself. I would consider heavy hellblasters or some plasmaceptors for the roles you are looking to fill. I think with the last points drop the gladiator tanks might be decent but I've not really looked since the changes.
I'm trying to go all primaris but as others will tell you it's pretty boring as BA.
I also think the assault intercessors need some kind of other troops with them like incursors or the other intercessors to hold objectives while the assault ones clear others of units.
Hope this helps.
   
Made in us
Perturbed Blood Angel Tactical Marine




Anti-tank duty in primaris only armies, my top 3 would be Eradicators, Redemptor Dread with Macro Plasma, Melta ATVs. The Eradicators have crazy high damage output but can be screened and are slow, the Redemptor is more of a Swiss army knife that can flex into anti-tank if needed and can beat down monsters in combat, and the ATVs have the mobility to get around the board and into firing range of things that are trying to hide from them.

The storm speeders are still a little bit too expensive for my tastes without offering substantial value over cheaper options like attack bikes or ATVs and generally I don't think BA abilities allow us to get consistent results from the other armor options like Gladiators but I'm sure you can find a spot in 2000pt list for one or the other without hampering your list.

You might consider investing in an Impulsor or two to shift your intercessors and Bladeguard around the board with some haste.
   
Made in us
Blood Angel Terminator with Lightning Claws






I REALLY want to run a couple Redemptor Dreads backup up by a Primaris Techmarine, but they compete with Bladeguard in the Elites slot.

Guess I will go with Eradicators for now.

GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in us
Perturbed Blood Angel Tactical Marine




 Ferrum_Sanguinis wrote:
I REALLY want to run a couple Redemptor Dreads backup up by a Primaris Techmarine, but they compete with Bladeguard in the Elites slot.

Guess I will go with Eradicators for now.


What point level are you building towards? A battalion in a 2000pt list should give you plenty of elite slots to fit all the bladeguard and redemptors you need, I'd think. That's like 6 slots to play with.
   
Made in us
Blood Angel Terminator with Lightning Claws






Sobie wrote:
 Ferrum_Sanguinis wrote:
I REALLY want to run a couple Redemptor Dreads backup up by a Primaris Techmarine, but they compete with Bladeguard in the Elites slot.

Guess I will go with Eradicators for now.


What point level are you building towards? A battalion in a 2000pt list should give you plenty of elite slots to fit all the bladeguard and redemptors you need, I'd think. That's like 6 slots to play with.


2000 is always what I've built towards since I started 40k. But apparently in 9e games can go up to 3000 now?

This message was edited 1 time. Last update was at 2021/06/11 05:57:21


GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in us
Perturbed Blood Angel Tactical Marine




 Ferrum_Sanguinis wrote:
Sobie wrote:
 Ferrum_Sanguinis wrote:
I REALLY want to run a couple Redemptor Dreads backup up by a Primaris Techmarine, but they compete with Bladeguard in the Elites slot.

Guess I will go with Eradicators for now.


What point level are you building towards? A battalion in a 2000pt list should give you plenty of elite slots to fit all the bladeguard and redemptors you need, I'd think. That's like 6 slots to play with.


2000 is always what I've built towards since I started 40k. But apparently in 9e games can go up to 3000 now?


I dont think many play 3000pts. 2000 is still the most popular.

Just to illustrate that it's not an either/or decision between BGV and Redemptors, I drafted up a quick primaris only 2000 point list with a techmarine and 2 redemptors in it as well as the other elements you want to build around. It's not 100% optimized of course, but I think it's certainly playable.

Spoiler:


++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) [103 PL, 10CP, 2,000pts] ++

+ HQ +

Primaris Captain [5 PL, 105pts]: 5. Gift of Foresight, Icon of The Angel, Warlord
. Heavy bolt pistol, Master-crafted power sword and Relic shield: Master-crafted power sword, Relic Shield

Primaris Techmarine [5 PL, 100pts]: Chapter Command: Master of the Forge

+ Troops +

Assault Intercessor Squad [5 PL, 95pts]
. 4x Assault Intercessor: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol
. Assault Intercessor Sgt: Astartes Chainsword, Heavy Bolt Pistol

Assault Intercessor Squad [5 PL, 95pts]
. 4x Assault Intercessor: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol
. Assault Intercessor Sgt: Astartes Chainsword, Heavy Bolt Pistol

Assault Intercessor Squad [5 PL, 95pts]
. 4x Assault Intercessor: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol
. Assault Intercessor Sgt: Astartes Chainsword, Heavy Bolt Pistol

+ Elites +

Bladeguard Veteran Squad [10 PL, 175pts]
. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield
. Bladeguard Veteran Sergeant: Heavy Bolt Pistol, Quake Bolts

Bladeguard Veteran Squad [10 PL, 175pts]
. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield
. Bladeguard Veteran Sergeant: Heavy Bolt Pistol

Primaris Apothecary [5 PL, -1CP, 115pts]: Chapter Command: Chief Apothecary, Selfless Healer, Stratagem: Hero of the Chapter

Redemptor Dreadnought [9 PL, 180pts]: 2x Fragstorm Grenade Launchers, Heavy flamer, Icarus Rocket Pod, Macro Plasma Incinerator

Redemptor Dreadnought [9 PL, 180pts]: 2x Fragstorm Grenade Launchers, Heavy flamer, Icarus Rocket Pod, Macro Plasma Incinerator

+ Fast Attack +

Inceptor Squad [14 PL, 300pts]: 4x Inceptor, Inceptor Sergeant, Plasma Exterminator x2

+ Heavy Support +

Eradicator Squad [7 PL, 135pts]: Melta rifle
. 2x Eradicator: 2x Bolt pistol
. Eradicator Sgt

+ Dedicated Transport +

Impulsor [7 PL, 125pts]: 2x Storm Bolters, Shield Dome

Impulsor [7 PL, 125pts]: 2x Storm Bolters, Shield Dome

[b]++ Total: [103 PL, 10CP, 2,000pts]
   
Made in us
Blood Angel Terminator with Lightning Claws






Sobie wrote:
 Ferrum_Sanguinis wrote:
Sobie wrote:
 Ferrum_Sanguinis wrote:
I REALLY want to run a couple Redemptor Dreads backup up by a Primaris Techmarine, but they compete with Bladeguard in the Elites slot.

Guess I will go with Eradicators for now.


What point level are you building towards? A battalion in a 2000pt list should give you plenty of elite slots to fit all the bladeguard and redemptors you need, I'd think. That's like 6 slots to play with.


2000 is always what I've built towards since I started 40k. But apparently in 9e games can go up to 3000 now?


I dont think many play 3000pts. 2000 is still the most popular.

Just to illustrate that it's not an either/or decision between BGV and Redemptors, I drafted up a quick primaris only 2000 point list with a techmarine and 2 redemptors in it as well as the other elements you want to build around. It's not 100% optimized of course, but I think it's certainly playable.

Spoiler:


++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) [103 PL, 10CP, 2,000pts] ++

+ HQ +

Primaris Captain [5 PL, 105pts]: 5. Gift of Foresight, Icon of The Angel, Warlord
. Heavy bolt pistol, Master-crafted power sword and Relic shield: Master-crafted power sword, Relic Shield

Primaris Techmarine [5 PL, 100pts]: Chapter Command: Master of the Forge

+ Troops +

Assault Intercessor Squad [5 PL, 95pts]
. 4x Assault Intercessor: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol
. Assault Intercessor Sgt: Astartes Chainsword, Heavy Bolt Pistol

Assault Intercessor Squad [5 PL, 95pts]
. 4x Assault Intercessor: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol
. Assault Intercessor Sgt: Astartes Chainsword, Heavy Bolt Pistol

Assault Intercessor Squad [5 PL, 95pts]
. 4x Assault Intercessor: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol
. Assault Intercessor Sgt: Astartes Chainsword, Heavy Bolt Pistol

+ Elites +

Bladeguard Veteran Squad [10 PL, 175pts]
. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield
. Bladeguard Veteran Sergeant: Heavy Bolt Pistol, Quake Bolts

Bladeguard Veteran Squad [10 PL, 175pts]
. 4x Bladeguard Veteran: 4x Frag & Krak grenades, 4x Heavy Bolt Pistol, 4x Master-crafted power sword, 4x Storm Shield
. Bladeguard Veteran Sergeant: Heavy Bolt Pistol

Primaris Apothecary [5 PL, -1CP, 115pts]: Chapter Command: Chief Apothecary, Selfless Healer, Stratagem: Hero of the Chapter

Redemptor Dreadnought [9 PL, 180pts]: 2x Fragstorm Grenade Launchers, Heavy flamer, Icarus Rocket Pod, Macro Plasma Incinerator

Redemptor Dreadnought [9 PL, 180pts]: 2x Fragstorm Grenade Launchers, Heavy flamer, Icarus Rocket Pod, Macro Plasma Incinerator

+ Fast Attack +

Inceptor Squad [14 PL, 300pts]: 4x Inceptor, Inceptor Sergeant, Plasma Exterminator x2

+ Heavy Support +

Eradicator Squad [7 PL, 135pts]: Melta rifle
. 2x Eradicator: 2x Bolt pistol
. Eradicator Sgt

+ Dedicated Transport +

Impulsor [7 PL, 125pts]: 2x Storm Bolters, Shield Dome

Impulsor [7 PL, 125pts]: 2x Storm Bolters, Shield Dome

[b]++ Total: [103 PL, 10CP, 2,000pts]


Hey wow, thanks! Yeah that's more or less exactly the kind of army I want to field at some point! Only thing is I think I'd swap out the Apoth for a Bladeguard Ancient since they're tanky enough as is and I absolutely want to make sure they murder whatever it is they charge.

Also I want to find a way to equip my Assault Int. Sergeants with thudnerhammers for when they're inevitably set upon by any sort of elite troops/MCs. So maybe have only 3 Inceptors or something?

This message was edited 1 time. Last update was at 2021/06/11 17:39:18


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