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Made in gb
Tower of Power






Cannock

Blood Angels "Wing Striker" - 2,000 points

HQ

Librarian shield of sanguinus & unleash rage
Librarian shield of sanguinus & unleash rage
Honour Guard w/ Razorback 2 x flamers - Razorback w/ lascannon & twin-linked plasma gun
Honour Guard w/ Razorback 2 x meltaguns - Razorback w/ lascannon & twin-linked plasma gun

Elite

1 x Sanguinary Priest

Troops
5 x Assault Marines w/ Razorback 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback 1 x flamer - sgt w/ power weapon - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback 1 x meltagun - Sgt w/ infernus pistol - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback 1 x meltagun - Sgt w/ infernus pistol - Razorback w/ lascannon & twin-linked plasmagun
5 x Assault Marines w/ Razorback 1 x meltagun - Sgt w/ infernus pistol - Razorback w/ lascannon & twin-linked plasmagun

Heavy Support

5 x Devastators 3 x missile launchers
5 x Devastators 3 x missile launchers

Total: 1,995

Tactics is the entire army holds position with the Devs, who are deployed in ruins. First turn lay down long range fire power on high priority targets - 8 lascannons and 8 missiles should kill something. Then speed ahead in Razorbacks or move 6" and unleash las/plas into target while Devs lay down long range fire support. Next turn Angels bail out, shoot and assault with furious charge and power weapons.

Previously used Vindicators but I find there short range means they have to move out of formation which they will get a first turn shot in easily, but will often get destroyed by turn 3 latest or disabled. If anything holds back it works in tandem now, and at least two units aren't going to die first more or less. I did have four missile launchers per Dev squad, but I dropped one per squad to get a extra infernus pistols - having double melta in squads once I've bailed out and cannot charge does really help, and having three missile launchers isn't too bad but I do have a spare Marine to allocate a wound to instead of the Sgt who has a handy signum.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Longtime Dakkanaut





Chicago

interesting list, my razor spam list is currently using the vindies so I'll be interested to hear how this list plays for you


DT:80S+++G+++M+B++I+Pw40k00+D++A(WTF)/areWD100R+++++T(T)DM+ 
   
Made in gb
Tower of Power






Cannock

How do you find the Vindicators?

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Longtime Dakkanaut





Chicago

I'm on the fence with them, it seems to be a coin flip on whether or not they will do much of anything. It always seems to be one extreme or the other....either they are completely useless or they are amazing. I'd like to try to find a way to get a better performance out of them so I really just need to play more games with them


Automatically Appended Next Post:
I've kicked around the idea of an HK missile on the vind just to give it an extra turn of usefulness if the cannon gets destroyed but not sure if I want to spend the points

This message was edited 1 time. Last update was at 2011/01/12 14:45:28



DT:80S+++G+++M+B++I+Pw40k00+D++A(WTF)/areWD100R+++++T(T)DM+ 
   
Made in gb
Blood-Raging Khorne Berserker





London

Although not a mech BA player, I agree about Vindis. They are certainly a unit that performs at extremes. I guess the reason for this is because they are powerful, so they're often top of the opponents threat list. This means, that everything gets shot at them in the first few turns. If your opponent gets lucky then they're worthless and dead, but if he doesn't and they survive until the rest of your army is more threatening then they normally go on to do a lot of damage.

Chaos Space Marines, The Skull Guard: 4500pts
Fists of Dorn: 1500pts
Wood Elves, Awakened of Spring: 3425pts  
   
Made in gb
Tower of Power






Cannock

Totally agree on both comments about the Vindicators. They can cause massive damage or sometimes do hardly anything and then get blown away. That's why I think Devs will be better for this list, I think

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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