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![[Post New]](/s/i/i.gif) 2010/08/20 15:20:44
Subject: Blood Angels 2000 points
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Annoyed Blood Angel Devastator
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This the list I'm going to be using in my next battle and I was after some opinions on what people thought of it.
Blood Angels 2000 point - "Angels of Death"
HQ
Librarian - Jump pack, Shield of Saguinius, Unleash Rage 125
Honour Guard - 4 melta guns, Jump packs 205
Elites
2 Sanguinary Priests - Jump packs 150
Chaplain - Jump pack 125
Troops
10 man Assault squad - 2 Meltaguns, Power fist 235
10 man Assault squad - 2 Meltaguns, Power fist 235
10 man Assault squad - 2 Flamers 200
10 man Assault squad - 2 Plasma guns 220
5 man Assault squad - 1 Plasma gun 115
Heavy Support
5 man Devastator squad - 4 missile launchers
5 man Devastator squad - 4 missile launchers
5 man Devastator squad - 4 missile launchers
Total 2000 points
Models in Army 69
Let me know what you think.
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This message was edited 5 times. Last update was at 2010/08/20 16:31:41
FOR SANGUINIUS, FOR THE EMPEROR AND FOR BAAL, FORWARD MY BROTHERS LET US SMITE THE ENEMIES OF MANKIND!!!
Give me enough Guard Regiments and I will choke the eye of terror
6000pts
4500pts
http://codeximperialis.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2010/08/20 15:28:24
Subject: Blood Angels 2000 points
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Longtime Dakkanaut
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I like it. Not so much the Devastators, but then, Im never a fan of them.
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![[Post New]](/s/i/i.gif) 2010/08/20 15:35:02
Subject: Blood Angels 2000 points
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Annoyed Blood Angel Devastator
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The Dev's are there to give some much needed long range support meaning I can crack light transports or thin out hordes before the assaults move in for the kill.
It also means I can start shooting from the first turn instead of having to wait until I can close in.
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FOR SANGUINIUS, FOR THE EMPEROR AND FOR BAAL, FORWARD MY BROTHERS LET US SMITE THE ENEMIES OF MANKIND!!!
Give me enough Guard Regiments and I will choke the eye of terror
6000pts
4500pts
http://codeximperialis.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2010/08/20 15:44:23
Subject: Blood Angels 2000 points
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Longtime Dakkanaut
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My biggest problem with them is that they dont sync with the army, BA are a fast, movement centric army, and you cant move devastators. There are alot of other options that i would consider first, shooty dreads and predators mainly. But I freely admit that I dislike devastators imensly and that tends to distort my view of them. If you do decide to take them, I would recommend filling out the squad, so they have a wound sink, they way you can take wounds and not loose missle launchers.
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![[Post New]](/s/i/i.gif) 2010/08/20 17:52:31
Subject: Blood Angels 2000 points
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Ladies Love the Vibro-Cannon Operator
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Jump packers and Devs in one army, it lacks synergy.
If you let the jump packers deep strike, then drop the Devs and add Vanguard.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2010/08/20 18:27:45
Subject: Blood Angels 2000 points
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Annoyed Blood Angel Devastator
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No decent military commander would dream of sending out a force with out some form of fire support, that's what the Devs do. They are there to help thin numbers from enemy units or pop light transports before the assault squads move in.
A single squad of assault marines would find it difficult to deal with a full mob of orks, but with the Devs dropping blast markers on them from a safe range enough should be killed to allow the assault marines to take them on in CC.
So by having a static fire base targeting units in front of assault squads and taking out light transports you allow the assault squads to work more efficiently in CC. It also means you can use your melta units on bigger/more important targets.
How's that for "synergy"?
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FOR SANGUINIUS, FOR THE EMPEROR AND FOR BAAL, FORWARD MY BROTHERS LET US SMITE THE ENEMIES OF MANKIND!!!
Give me enough Guard Regiments and I will choke the eye of terror
6000pts
4500pts
http://codeximperialis.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2010/08/20 18:33:10
Subject: Blood Angels 2000 points
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Ladies Love the Vibro-Cannon Operator
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I second your thoughts, Alaric.
However, I played 13th Company and the Long Fangs were often sitting in the homezone
doing nothing from 3rd round on while the rest of the army was going for the enemy's throat.
I dropped the Long Fangs and took Bikers; it was one of the best Biker units in the game at that time.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2010/08/20 18:57:52
Subject: Blood Angels 2000 points
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Fixture of Dakka
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I like it. Personally, I think devastators go well with assault marines. I run a very similar list. This is your "anti-meta" BA list. Basically the theme is no vehicles, making enemy ranged AT ineffective. Since I've been running my all-foot list, I've been chewing through opponents. The key is to have more chaplains. They are what makes this army so deadly.
Justicar Alaric wrote:This the list I'm going to be using in my next battle and I was after some opinions on what people thought of it.
Blood Angels 2000 point - "Angels of Death"
HQ
Librarian - Jump pack, Shield of Saguinius, Unleash Rage 125
Honour Guard - 4 melta guns, Jump packs 205
Fine.
Justicar Alaric wrote:
Elites
2 Sanguinary Priests - Jump packs 150
Chaplain - Jump pack 125
Fine. Personally, I'd probably swap out the 5-man assault squad for another sang. priest or chaplain.
Justicar Alaric wrote:
Troops
10 man Assault squad - 2 Meltaguns, Power fist 235
10 man Assault squad - 2 Meltaguns, Power fist 235
10 man Assault squad - 2 Flamers 200
10 man Assault squad - 2 Plasma guns 220
5 man Assault squad - 1 Plasma gun 115
I think you have 2 many assault squads here. Plasmas on assault squads doesn't make sense because they don't have boltguns to fire as well. Thus you fire plasmas and only bolt pistols yet you can't charge. If you wan't plasmas, go with a regular tact squad with a missile launcher and plasma.
I would swap the plasma 10-man assault squad for another 10-man melta/pfist squad. I would also drop the 5-man assault squad to get either 1) another sang. priest, 2) another chaplain w/jump pack or 3) 5-man scout sniper squad w/missile launcher and camo cloaks (for objectives-sitting and supporting fire).
Justicar Alaric wrote:
Heavy Support
5 man Devastator squad - 4 missile launchers
5 man Devastator squad - 4 missile launchers
5 man Devastator squad - 4 missile launchers
[b]Total 2000 points
Fine.
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