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Made in gb
Perturbed Blood Angel Tactical Marine






a complete DoA army that i have been using recently, and also doing quite well, im on a 4 win streak with my next game tomorrow.

here goes, let me know what you think guys.

once everything is painted i will post photos etc.

HQ:
Librarian w/ jump pack
unleash rage
sheild of sanguinius
125pts

Troops:

Assault Squad 1
10 marines
sergeant has power fist
215 pts

Assault squad 2
10 marines
1 hand flamer
sergeant has power weapon and infernus pistol
230pts

Elites:

Sanguinary priest
jump pack
75pts

Sanguinary priest
jump pack
75pts

Sanguinary priest
jump pack
75pts

Sanguinary guard
Chapter Banner
230 pts

Fast Attack:
Vanguard veterans
10 marines
jump packs
3 x lightning claws (1 has twin claws)
1 x power fist
1 x thunder hammer
3 x power weapons
sergeant has power fist
470pts

librarian goes with one of the assault squads

there will be a priest in both assault squads, and one in either the guard squad or the veteran squad (depending if i want to perform heroic intervention)

total: 1495 points.

what are your thoughts???

This message was edited 1 time. Last update was at 2011/04/27 15:16:33


(blood ravens) 5000+
WIP 
   
Made in ca
Mutilatin' Mad Dok






that is personnal, but you have 1/3 of your army on that vanguard squad. its only 10 guys without invul right?. I find that kinda risky since some high strenght shot or power weapons can go right throught them.

Appart from that, nice list, looks scary too

NICE WHFB & W40k Terrain, low price, high quality:http://www.dreamspiritwargaming.com
3000 ish --
Gotta paint all these boyz naoh
army pictures are at: http://imageshack.us/g/197/sam0019copy.jpg
DT:90S+GM-B+IPw40k11+ID+A+/hWD-R+T(T)DM+
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in gb
Perturbed Blood Angel Tactical Marine






yeah i see where your coming from, however i have found that if you dont arm them with lots of special weapons then they are not that effective,

also heroic intervention is pretty cool as you deep strike and then assault (sacrificing shooting)

and with all of them special weapons, your going down!

(blood ravens) 5000+
WIP 
   
Made in ca
Mutilatin' Mad Dok






lol, yeah, sad that you live over the sea, I would love to fight aggains that army

NICE WHFB & W40k Terrain, low price, high quality:http://www.dreamspiritwargaming.com
3000 ish --
Gotta paint all these boyz naoh
army pictures are at: http://imageshack.us/g/197/sam0019copy.jpg
DT:90S+GM-B+IPw40k11+ID+A+/hWD-R+T(T)DM+
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in gb
Perturbed Blood Angel Tactical Marine






orks i take it??

a race i haven't played yet!

im sure you will find a BA player with a similar list, as its really playing to their strengths!!

(blood ravens) 5000+
WIP 
   
Made in ca
Mutilatin' Mad Dok






yeah I am orks, lol, I hope so, massive CC is always fun, and random

NICE WHFB & W40k Terrain, low price, high quality:http://www.dreamspiritwargaming.com
3000 ish --
Gotta paint all these boyz naoh
army pictures are at: http://imageshack.us/g/197/sam0019copy.jpg
DT:90S+GM-B+IPw40k11+ID+A+/hWD-R+T(T)DM+
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in us
Battlefortress Driver with Krusha Wheel






I played a list very similar to this with my orks, the problem is it plays right into the orks hands, that is to say in meelee combat, and having to deal with less shooting. Plus he kinda got bad luck as his army spread out almost perfectly even on his deepstrinke turns, like 2 units the first roll, 2 the 2nd , and then 2 the third. It allowed me to pick it apart piecemail, and I even moved the lootas up into my big ball o death since there was no shooting going on. Might have gone different if he say got most of his army in on the first deep strike or so.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Boom! Leman Russ Commander





United States

I play DoA and I think the focus of it is the troops. I use three full out units of assault marines with melta, two doesn't seem bad, but i would def give them meltaguns. I like three units that way you can combat squad them and end up with six 5 man assault squads, all with meltaguns, and 3 having a PF as well. That forces my opponent to choose which one to fire out, as well as allows me to spread my units out into smaller teams which can knock out segments of his army. I can spread my units somewhat far apart since i have the mobility to move anywhere to support my other units due to the speed of jump packs. Also by combat squading them you end up with 6 units which can get objectives here. I personally thin kwith DoA normal assault squads are the focus point of the army.

I also really don't like large units of vanguard vets with lots of upgrades, I would rather keep it to small units with a few upgrades to make them have a focus, maybe two "special" weapons in a 5-7 man squad. The issue with the vanguard is that its 470 points there and if you mess up with your heroic intervention, or cant get to the enemy's nasty units since they are in a land raider, etc. then you end up with a closely bunched up unit asking for a huge ap 2 pie plate to kill them. Even if they get into assault they have so much wargear they will kill the unit and then again be left in the open to get blasted apart by eveyrthing that's AP2. Normally this wouldn't be awful since it does draw fire away from your other units, but that's a third of your army as a fire magnet, against a good player that unit will die pretty fast.

I personally don't like sang guard, much rather have a unit of honor guard with melta and now it gives another FnP bubble.

"Reality is, when you stop believing in it, doesn't go away"
-Philip K. Dick

Constant Lurker, Slowly getting back into modelling! Someday a P&M Blog link will lurk here! 
   
Made in gb
Blood-Raging Khorne Berserker





London

Orock and Serder are right:

Your VV are way too expensive. Have you played any games with this list yet? I normally find my VV die by the 3rd turn, they're too in the enemy's face to live long. You see, their main advantage is Heroic Intervention. If they successfully launch that 2nd turn assault they can prevent you being charged (by charging first) or destroy those horrible shooting units you do not want to be subjected to, e.g obliterators or LR Executioner. But that's their use. They're already REALLY expensive for jump-packs alone, so I'd take one fist and one melta bombs and call it that. That means, when they do their duty and tie up two nasty units on the first turn then you're not losing too many points as the rest of the enemy army eats them for breakfast.

Annnndd, DoA is real hard to play against orks. You see, orks love it if they get the charge, and DoA suffers from a turn of standing real close to the enemy, eating that charge will kill you. I find a good tactic is to deploy on the battlefield and use your superior manoeuvrability to charge him where he's weak and get into his weaker points when he spreads out. It's even better if you big up the whole 'All Deepstrike' thing, really freak him out about it. If you win the second turn, he will then castle up to protect himself and you can then gleefully declare you'll deploy on the board too (behind nice heavy cover) and have severely limited his mobility for the next few turns as this trucks/horde trip over themselves trying to get out of the corner and into the midfield.

This message was edited 1 time. Last update was at 2011/04/27 16:50:36


Chaos Space Marines, The Skull Guard: 4500pts
Fists of Dorn: 1500pts
Wood Elves, Awakened of Spring: 3425pts  
   
Made in gb
Perturbed Blood Angel Tactical Marine






yeah, i know the VV are a beefy squad and soak up alot of points, however i have used this list and won 4 games in a row, against eldar, dark eldar, deathwing and white scars.

i do not always heroic intervention them, depends on how open the battlefield is when they arrive.

i usually keep them in range of the librarian and priests,
as the librarian confers a 5+ cover save to them and priest with feel no pain and furious charge.

Sanguinary guard seem to work pretty well for me, with 20 attacks on the charge with a maximum of 5 re - rolls and hitting at S5 I5 they seem to do the job nicely on basic units.

i do have plans for the future to change the VV and drop the points, but at this moment in time i do not have the models to represent this, and as money is tight i do not no when i can afford to buy some models that are adequately equipped and ornate to represent VV.

i apreciate what your both saying and i too like the idea of 3 10 man assault squads, however i dont think combat squads would work too well.

as 5 marines can die pretty easily.

(blood ravens) 5000+
WIP 
   
Made in gb
Blood-Raging Khorne Berserker





London

However, 6 squads of 5 marines can take 6 objectives. 3 squads can take 3....

Chaos Space Marines, The Skull Guard: 4500pts
Fists of Dorn: 1500pts
Wood Elves, Awakened of Spring: 3425pts  
   
Made in gb
Perturbed Blood Angel Tactical Marine






if they survive that long, plus you can only have a maximum of five objectives in a game, needing 3 to win majority of the time, (without contested objectives etc)


(blood ravens) 5000+
WIP 
   
Made in ca
Elite Tyranid Warrior






How does this list fare against MC lists? Like tyranid

Coven of the Severed Hand : 2000 pts
Hive Fleet Estron iâ : 2000 pts
 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Sharjah

I understand you are a bit constrained with the models you can field, but I would suggest two small tweaks: Drop the Hand Flamer and Infernus Pistol from the second Assault Squad to take 2 meltaguns in each Assault Squad, and split up the dual Lightning Claws in the Vanguard Squad.

I think the reason for doing the former is clear: You have only 1 squad that can seriously threaten vehicles on the turn it comes in, the Vanguard Squad. One Infernus Pistol is not cutting it. This is a horrible problem, especially since a smart opponent will be sure to have his vehicles move over 6" on the turn before you start coming in, so you'll be hitting on sixes.

The reason splitting up the claws makes sense is that it increases the number of enhanced close combat attacks in the squad. My guess is that you're doing dual claws to give yourself a few ablative marines. If that's the case, I'd suggest dropping a Power Weapon or two to spread some Meltabombs around. It would increase the threat profile of the squad, and give you an opportunity for wound allocation shenanigans that will be helpful if you're eating a lot of Tac Squad/IG Veteran Squad firepower.

You know, something else to consider is splitting the VV squad into two. The points are a total wash, and that way you can potentially hit more stuff on that first crucial turn.

This message was edited 1 time. Last update was at 2011/04/27 18:17:34


Current Record: 5 Wins, 6 Draws, 3 Losses 2000 points

In Progress: 500 points
Coming Soon:  
   
Made in gb
Blood-Raging Khorne Berserker





London

Built-in wrote:How does this list fare against MC lists? Like tyranid


Not that good, MCs are something DoA doesn't really like. The best thing to do is try to focus fire and hope the rest of the MCs army is too slow or small in number to mess you up while you take out monsterous creature by shooting and assaulting it with everything in your army in one go.

Chaos Space Marines, The Skull Guard: 4500pts
Fists of Dorn: 1500pts
Wood Elves, Awakened of Spring: 3425pts  
   
Made in gb
Perturbed Blood Angel Tactical Marine






i see where ya coming from MrE

as soon as i have the bits i will be doing that for sure, im not sure what you mean with the VV?

the models are metal and one already has twin lightning claws. (yano the old veteran models? used to be two boxes available. codex before the current one, veterans were just veterans?)

however i will have points spare after dropping hand flamer, infernus pistol, points that will be spent on melta bombs

apart from a couple of tweaks, how do you think this list is?

thanks everyone for the replies btw




Automatically Appended Next Post:
just a thought...

if i have two seperate squads of vanguard, they would be cheaper, as sergeants wargear is cheaper

ooo cheeky lol

This message was edited 1 time. Last update was at 2011/04/27 21:35:05


(blood ravens) 5000+
WIP 
   
Made in us
Boom! Leman Russ Commander





United States

lunarman wrote:However, 6 squads of 5 marines can take 6 objectives. 3 squads can take 3....


exactly.

first time i played DoA i tried out sang guard, it didnt work out too well, then tried non combated squads of assault marines and they get torn apart just since their are much fewer units on the field and so they can be targetted pretty easily, also you lose a lot of mobility since you only have a few squads forcing you to keep them together, while if you combat squad them you can have more units to play around with which allows you to get a melta behind a tank while the other is bait, or gets rid of another unit that would have stopped you from getting rear armor, etc.

They die a lot slower than you think. I combat squad everything and they last fine. As long as you make sure everything can get FnP, and you use cover, you are good to go.

a combat squad by itself isnt great, but when its alongside a few others it works out great! try it out. just make sure if anyone charges you that you have other units to countercharge.

two separate squads of vanguard would be better, but i still think it is WAY too many points for it to be valid. If you are going to spend that many points on a deathstar it better be an amazing one, and vanguard vets are not that. if you threw that against another deathstar it wouldn't last long. If you divide it at least there you are showing two threats which if given the charge could do some damage.

"Reality is, when you stop believing in it, doesn't go away"
-Philip K. Dick

Constant Lurker, Slowly getting back into modelling! Someday a P&M Blog link will lurk here! 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Sharjah

cmjs123 wrote:i see where ya coming from MrE

as soon as i have the bits i will be doing that for sure, im not sure what you mean with the VV?

the models are metal and one already has twin lightning claws. (yano the old veteran models? used to be two boxes available. codex before the current one, veterans were just veterans?)

however i will have points spare after dropping hand flamer, infernus pistol, points that will be spent on melta bombs

apart from a couple of tweaks, how do you think this list is?

thanks everyone for the replies btw




Automatically Appended Next Post:
just a thought...

if i have two seperate squads of vanguard, they would be cheaper, as sergeants wargear is cheaper

ooo cheeky lol


OK, what I'd do is saw off one of the LC arms from the dual Clawed guy, and glue one onto some other guy without one, and put his arm on the (originally) dual-clawed guy. Having dual claws used to make sense when the second claw was like 5 points. It makes zero sense now since the second costs just as much as the first.

By the way, the second squad's price will be the same. The only reason the Sarge gets a break on his wargear is that he is forced to take a Power Weapon, which is built in to the squad's cost. If you look closely, the price of a naked VV squad is the same as it would be to add 5 Vets and take 1 Power Weapon. This makes sense as the Sarge has an identical profile to the other men in the squad.

Current Record: 5 Wins, 6 Draws, 3 Losses 2000 points

In Progress: 500 points
Coming Soon:  
   
Made in gb
Perturbed Blood Angel Tactical Marine






ahh right, thats a shame :(

is it right that you can pay the points for one special weapon, and take a normal close combat weapon, and it confers the special weapon abilities to the normal close combat weapon??

(blood ravens) 5000+
WIP 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Sharjah

cmjs123 wrote:ahh right, thats a shame :(

is it right that you can pay the points for one special weapon, and take a normal close combat weapon, and it confers the special weapon abilities to the normal close combat weapon??


The rule is that, so long as you have only 1 special weapon or multiple copies of the same special weapon, any bonus attacks can use the special weapon's properties. Thus, the bonus attack you get from pairing a Power Weapon with a Bolt Pistol counts as a Power Weapon attack. The only issue is if you have more than one special CC weapon, like say a Power Fist and a Power Weapon. You can choose to attack with either the Power Weapon or the Power Fist. The Power Fist already wouldn't get a bonus attack, as the rulebook specifically states that only a second Power Fist can grant a bonus attack. The Power Weapon also will not get a bonus attack due to the rule just mentioned, whereas if it had been paired with a Chainsword or Bolt Pistol it would.

In practice this boils down to everyone taking at most 1 special CC weapon. It clearly gets quite expensive to take multiples, even without the loss of the extra attack.

Current Record: 5 Wins, 6 Draws, 3 Losses 2000 points

In Progress: 500 points
Coming Soon:  
   
 
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