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Made in us
Irked Blood Angel Scout with Combat Knife



Albany, NY USA

Hello everyone. I just played my first real game of Warhammer this past weekend, and now I am trying to figure out what to buy next.

My first game had some things I wanted to drop (Scouts w/ shotguns, Sanguinor, Tactical Squad) that I had just to be able to play. Now I need to map out what I am going to purchase so I don't end up with things I am just going to shelf in the long run.

This morning I came up with this list.

HQ

Mephiston 250pts (Can't really go wrong with a beat stick like this guy)


Elites

Sanguinary Guard w/ Infernus Pistol 210 pts (I love them for their hardiness, but are they worth the points? I just got them and don't want to drop them yet)

Sternguard Veterans w/ Powerfist and Combi-Melta 155pts (They have a few tricks, but don't really know what to do with them when I field them.)

2x Sanguinary Priest w/ Jetpacks 150pts (To hop around with the assault squads below and add their buffs, but I wonder if the points can be used better elsewhere)


Troops

10 Man Assault Squad w/ Jetpacks, 2 Meltaguns, Powerfist 235pts (Pretty Standard from Blood Angels)

10 Man Assault Squad w/ Jetpacks, 2 Meltaguns, Powerfist 235pts (Pretty Standard from Blood Angels)

5 Man Assault Squad in Razorback w/ Flamer, no jet packs 125pts (To run into enemy holds and attack objectives)

5 Man Scout Squad w/ Sniper Rifles, Camo Cloaks, Combi-Plasma 95pts (To hold objectives and pin approaching threats)


Fast Attack

Baal Predator w/ Assault Cannons and Heavy Bolters Sponsons 145pts (To soften threats and attack as a quick counter unit)


Heavy Support

Predator w/ Heavy Bolter Sponsons 100pts (Seems solid, but I thought about dropping this to flesh out the 5 Man Assault Squad)

Devastator Squad w/ Lascannon, 2x Missile Launcher, Plasma Cannon 150pts (This was the star of the show my first game against Chaos Marines. It mushroomed a Defiler first turn, disabled two tanks, wiped out an elite unit and picked off a couple of marines)

Devastator Squad w/ Lascannon, 2x Missile Launcher, Plasma Cannon 150pts (Thought maybe I should do two of these units for this cost and firepower)


So some concerned I have are...

Possibly dropping the Sternguard, Sanguinary Guard, and/or a Devastator Squad for possibly more Assault Squads, Death Company, Dreadnaughts, and/or Tanks

I picked the 5 Man Assault and 5 Man Sniper Squads so I could have units that could hold objectives, but these with the 20 other Assault Marines looking for trouble doesn't feel like they can do it even with the cover fire of the Devastators and Tanks, and the rest of the army taking it to the opposite side of the field.

Maybe there was a good unit I missed that feels like an Auto-Include for what they bring to the table, literally.

Maybe I should completely re-write my list!


HELP OUT A FELLOW WARHAMMERHOLIC! Thanks!







   
Made in us
Irked Blood Angel Scout with Combat Knife



Albany, NY USA

anybody? I could really use pointing in the right direction. I know most of you out there know more than I do.
   
Made in us
Longtime Dakkanaut





New Jersey, USA

Mephiston is a good HQ choice, the only problem with him is where exactly do you stick him. He would be an amazing HQ choice if you could give him an actual jump pack. He can move like jump infantry so he can be attached to an assult squad but if he fails his physic test in anyway, you've just lost all of that squads mobility advantage. He also doesnt have an involnerable save, so he is easier pickings for high St and high AP weapons and power weapons. But he really is a fun choice, the one time I fielded him he managed to take out an entire 10 unit Nob biker squad.

The ten man assult squad with attached Sanguinary Priest is IMO the backbone of the BA force, they are fast, tough and reliable. Useing the BA Codex they are scoring units so they can hold objectives, if this was my list I'd take a third assult squad with a Priest instead of the 5 man tactical squad and the scouts. With BA you really need to take advantage of their speed.

As far as devastators go, I dont think they really have a place in a BA army, others might disagree with me, but to me they are out of place. The BA codex gives you lots of Fast Heavy Support and acess to the cheapest Rifleman Dreads. I would recommend considering other options then the Devastators. If you decided to stick with the Devastator squads I would suggest filling them out alittle more with bolter armed marines, to act as wound sinks.

As for your Guard and vets, I've never actually played with Guard, alothough I have two boxes of them at home waiting to be assembled, but they seem like a good enough unit. As for the vets, your not going to accomplish much with 5 of them, I would suggest either filling out the squad or removeing them to free up some extra points for something else.

Anyway, this is just whats worked best for me lately with BA, alot of stuff is going to come down to your play style. Any other questions let me know.


 
   
Made in us
Irked Blood Angel Scout with Combat Knife



Albany, NY USA

Thank you for replying.

Yes, my main feeling was that I didn't have enough assault squads. I guess my biggest question is Death Company. They seem to be amazing, although a bit pricey. My initial feeling is they have to have jet packs, power weapons, and someone to give them some re-roll magic for them to be trully the most threatening thing out there, but that can take over 1/3 of your total points.

So is it just better to stick with Assault Squads? Like you said, it may come down to play style, but I am just trying to find mine, and I don't want to copy and paste other BA list to have a fun and winning one.
   
Made in us
Longtime Dakkanaut





New Jersey, USA

My standard BA force contains 3, 10 man assult squads each with a priest, you cant really go wrong with this setup IMO.

As far as Death Company go, they are interesting, they are expensive but they are pretty bad-ass. However Rage is a big drawback, if your opponent knows how to counter rage they are very easy to defeat. The best use of Death Company that I have seen involves actually Death Company, a Stormraven and a Death Company Dread.

As far as copy and pasting BA armies go, BA are a rather gimicky force, more then likely your going to end up running a pretty standard list. The big 3 play styles for BA are;

-Assult Squad and Priest spam.
-Death Compnay and Dread spam
-Guard and Assult spam.


 
   
Made in us
Irked Blood Angel Scout with Combat Knife



Albany, NY USA

Cool, thanks for the input, I will work on my list. I am at heart a shooty style player (that goes for any game, Even in video games, I'd rather be an archer or mage than a big hulking brute) but seeing the potential of the Blood Angels as a rabid pack of blood thirsty marine vampires, I will try and use their strengths.

One more thing, do the 6" radius effects such as Feel No Pain stack? Can I have two units next to each other and they each roll twice?
   
Made in us
Longtime Dakkanaut





New Jersey, USA

Vizion wrote:One more thing, do the 6" radius effects such as Feel No Pain stack? Can I have two units next to each other and they each roll twice?


The answer to this question is yes and no. The 6" radius of Feel No Pain is not limited to one squad, so if you had two squads and one Priest it is possible for the priest to give both squads Feel No Pain. The effect does not however stack, very very very few effects in 40k ever stack.


 
   
Made in us
Brainy Zoanthrope




Wisconsin

I say if you're going to run guard, might as well run Dante.

I think Meph isn't a good choice for someone new to the army. I don't even use him yet cause I don't know how to work him into a list just yet.

Dante makes Guard into troops, freeing up more elite spots and whatever uber group Dante is a part of will not scatter in to battle. On top of all that Dante will swing the nerf bat at one opposing HQ.

Keep the priests and add one more. Priests make this army what it is.

The list looks pretty tidy.

If anything, Drop Mephy and add a Librarian with a jump pack. Drop the Guard all together and add more assault marines. This may also free up enough points to turn that Pred into a Baal Pred so you can run two of those awesome guys.

Oh, no FNP does not stack. A die cannot be re-rolled more than one time for the same purpose.

ChrisWWII wrote:I eventually realized that it was apparently one die I had been rolling that kept turning up 3s. My reaction was to take said die, and hurl it out the window of the 3rd floor of our student union. I then placed a Commissar model next to the rest of my dice pile. They immediately began performing much better.
 
   
Made in us
Irked Blood Angel Scout with Combat Knife



Albany, NY USA

Thank you both for all your advice.

Going through my Codex now thinking of the possibilities.
   
Made in us
Bonkers Buggy Driver with Rockets





Alexandria

Catyrpelius wrote:Mephiston is a good HQ choice, the only problem with him is where exactly do you stick him. He would be an amazing HQ choice if you could give him an actual jump pack. He can move like jump infantry so he can be attached to an assult squad but if he fails his physic test in anyway, you've just lost all of that squads mobility advantage.


Mephiston is NOT an independent character and cannot ever join units, or be joined by ICs, i cant believe this hit 7 posts without someone correcting that...

- 3000 pts
- 3000 pts
- 3000 pts
- 7500 pts
- 2000 pts
- 2500 pts
3850 pts 
   
Made in us
Brainy Zoanthrope




Wisconsin

kill dem stunties wrote:
Catyrpelius wrote:Mephiston is a good HQ choice, the only problem with him is where exactly do you stick him. He would be an amazing HQ choice if you could give him an actual jump pack. He can move like jump infantry so he can be attached to an assult squad but if he fails his physic test in anyway, you've just lost all of that squads mobility advantage.


Mephiston is NOT an independent character and cannot ever join units, or be joined by ICs, i cant believe this hit 7 posts without someone correcting that...


Gah. I don't know how I missed that.

ChrisWWII wrote:I eventually realized that it was apparently one die I had been rolling that kept turning up 3s. My reaction was to take said die, and hurl it out the window of the 3rd floor of our student union. I then placed a Commissar model next to the rest of my dice pile. They immediately began performing much better.
 
   
Made in us
Angry Blood Angel Assault marine




Alexandria, VA

Hold on now. I thought Devs could only have 4 weapon upgrades.

I glare disapprovingly at your devs 5 special weapons.

Other than that, and Mephiston, I have no real problem with this list. A lot different than what I would run, but hey. Your playstyle man.

N' Yeah, even though I walks froo' da Shader of da Valley of Death
I ain't fraid a' no umies': Cuz youze is wif me;
Yer Dakka and yer Chop, they's pretty good
Youze gots a Kan in front o' me when da' umies' iz mucking about;
Youze paint me ead' wif oil;
Me gubbinz overfloweth with Dakka, and me wotzits runneth over with Chop.
--------------------------------------------------
Blood Angels cannot assault Necrons due to love
--------------------------------------------------
1500 Points of Tau Molesters 100% painted
750 Points of WoC, 10 % painted 
   
Made in us
Brainy Zoanthrope




Wisconsin

Haddi wrote:Hold on now. I thought Devs could only have 4 weapon upgrades.

I glare disapprovingly at your devs 5 special weapons.

Other than that, and Mephiston, I have no real problem with this list. A lot different than what I would run, but hey. Your playstyle man.


Where do you see 5 special weapons on the Dev Squad? I see
Vizion wrote:Devastator Squad w/ Lascannon, 2x Missile Launcher, Plasma Cannon 150pts

ChrisWWII wrote:I eventually realized that it was apparently one die I had been rolling that kept turning up 3s. My reaction was to take said die, and hurl it out the window of the 3rd floor of our student union. I then placed a Commissar model next to the rest of my dice pile. They immediately began performing much better.
 
   
Made in us
Angry Blood Angel Assault marine




Alexandria, VA

Shovan wrote:
Haddi wrote:Hold on now. I thought Devs could only have 4 weapon upgrades.

I glare disapprovingly at your devs 5 special weapons.

Other than that, and Mephiston, I have no real problem with this list. A lot different than what I would run, but hey. Your playstyle man.


Where do you see 5 special weapons on the Dev Squad? I see
Vizion wrote:Devastator Squad w/ Lascannon, 2x Missile Launcher, Plasma Cannon 150pts


Ok, have the codex.

Up to 4 Space Marines can replace their boltguns with one of the following
Heavy Bolter/Multi-Melta/Missile Launcher-10 pts
Plasma Cannon-15 pts
Lascannon-25 pts

4 maximum.

So you see

1x Lascannon
2x Missile Launcher
1x Plas-

Oh god, hahahaha.

Jesus Christ I am so stupid. God.
Wow.

N' Yeah, even though I walks froo' da Shader of da Valley of Death
I ain't fraid a' no umies': Cuz youze is wif me;
Yer Dakka and yer Chop, they's pretty good
Youze gots a Kan in front o' me when da' umies' iz mucking about;
Youze paint me ead' wif oil;
Me gubbinz overfloweth with Dakka, and me wotzits runneth over with Chop.
--------------------------------------------------
Blood Angels cannot assault Necrons due to love
--------------------------------------------------
1500 Points of Tau Molesters 100% painted
750 Points of WoC, 10 % painted 
   
 
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