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![[Post New]](/s/i/i.gif) 2011/05/13 16:48:07
Subject: Thoughts on Blood Angel Dev Squads
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Trigger-Happy Baal Predator Pilot
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I was wondering what the general opinon on Dev Squads in a BA army is.
I want to run a dev squad w/ 4x ML's. My question to Dakka is: Is one Dev squad suffiiciant supporting a Mech list? mainly 2 storm ravens and 2-3 land raiders??
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![[Post New]](/s/i/i.gif) 2011/05/13 21:42:25
Subject: Re:Thoughts on Blood Angel Dev Squads
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Homicidal Veteran Blood Angel Assault Marine
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I think 4x Missile Launchers is the way to use them. I do think that they are a better fit in a Jump Infantry army, ie DoA. For mech armies, I think a Predator or a Vindicator is a better use of a HS slot. An Auto/Las Predator has the same cost, more or less, and helps you saturate with armor. This is even more true if you also run 3 Baals, which you should. It's pretty tough to pop 6 AV 13 vehicles.
If your list is based around 2 Storm Ravens and 2-3 Land Raiders, I'd rather add a third Stormraven or add cargo to an existing one than take a Dev Squad. Besides, how can you actually fill all those expensive transports? 2 SRs and 3 LRs is already 1150 points minimum!
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Current Record: 5 Wins, 6 Draws, 3 Losses 2000 points
In Progress: 500 points
Coming Soon: |
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![[Post New]](/s/i/i.gif) 2011/05/13 22:38:54
Subject: Thoughts on Blood Angel Dev Squads
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Trigger-Happy Baal Predator Pilot
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haha, kinda a different approach to RazSpam. The list I made would be used at 2K with 5 man ASM in the LR's.......
not the wisest way to use points, but that many LR's should draw attention away from the lower AV SR's allowing them to swoop in and deliver their passengers, most likely Assault Termies with a Libby.
kinda of hoping the high AV on the LR's will at least get them through to turn 4. allowing me to basically just sit/move up and hold/contest objectives.
Here is one of the lists I am thinking of using.
http://www.dakkadakka.com/dakkaforum/posts/list/367877.page
The vindicators can be switched with SR's depending. Lots of rending and high AP from the Plasma Cannons (if i take SR's)......just a fun list. I dont really think it would be competitive and it does not really play to the BA's strengths. But what would you do with 3 LR's on the table??
I like the thought of that many tanks on the board.
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This message was edited 3 times. Last update was at 2011/05/13 22:46:01
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![[Post New]](/s/i/i.gif) 2011/05/13 22:42:03
Subject: Thoughts on Blood Angel Dev Squads
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Stealthy Grot Snipa
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First off anyone with amy shred of tactics knowledge will shoot the SRs not the LR. The LRs usually dont get popped because they're not that great at killing much.
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![[Post New]](/s/i/i.gif) 2011/05/13 22:45:05
Subject: Thoughts on Blood Angel Dev Squads
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Death-Dealing Ultramarine Devastator
Bay Point CA
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InquisitorVaron wrote:First off anyone with amy shred of tactics knowledge will shoot the SRs not the LR. The LRs usually dont get popped because they're not that great at killing much.
Unless the LR is filled to the brim with a super savage unit of veterans or a nasty ten man death co squad.
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This message was edited 1 time. Last update was at 2011/05/13 22:45:44
1850 Points NovaMarines
200 Point Kill Team
200 Point Possessed Kill Team |
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![[Post New]](/s/i/i.gif) 2011/05/14 04:10:50
Subject: Thoughts on Blood Angel Dev Squads
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Dakka Veteran
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unityvybe wrote:InquisitorVaron wrote:First off anyone with amy shred of tactics knowledge will shoot the SRs not the LR. The LRs usually dont get popped because they're not that great at killing much.
Unless the LR is filled to the brim with a super savage unit of veterans or a nasty ten man death co squad.
Which is exactly what the OP said was NOT going to be in them.
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![[Post New]](/s/i/i.gif) 2011/05/14 05:32:18
Subject: Thoughts on Blood Angel Dev Squads
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Pyromaniac Hellhound Pilot
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I have seen this trend on the up at my LGS. The main reason is that the devs seem to be a good anti storm raven unit. The more shots you have that can hit one, the more chance that cover save wont happen.
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javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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![[Post New]](/s/i/i.gif) 2011/05/14 06:03:08
Subject: Re:Thoughts on Blood Angel Dev Squads
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Perfect Shot Ultramarine Predator Pilot
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I would look at the autolas predator harder, honestly. Devastators lack of mobility versus 2 LC and an autocannon firing on the move, for the same cost...AND it saturates with armor even further.
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![[Post New]](/s/i/i.gif) 2011/05/14 06:08:01
Subject: Thoughts on Blood Angel Dev Squads
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Hellacious Havoc
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^^ predators are the way to go imo, I love my tllc hb and my ac lc predators. they are consistent imo.
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![[Post New]](/s/i/i.gif) 2011/05/14 06:10:43
Subject: Re:Thoughts on Blood Angel Dev Squads
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Tail-spinning Tomb Blade Pilot
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The guys who won the team tourney at Adepticon used them well. They ran 3 missiles, 1 lascannon, and sarge. Signum used for the lascannon shot, its an effective unit at 145, wounds go to missile launchers. I fought against it and it was a tough unit to deal with, Rhinos to create cover if needed.
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![[Post New]](/s/i/i.gif) 2011/05/14 07:40:00
Subject: Thoughts on Blood Angel Dev Squads
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Trigger-Happy Baal Predator Pilot
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Thanks all for the feedback! I really appreciate it.
If I were to run the 3x Dev Squad, in all of your opinions, what would be the best list to use to "support" them? DoA or Mech?
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![[Post New]](/s/i/i.gif) 2011/05/26 07:51:22
Subject: Re:Thoughts on Blood Angel Dev Squads
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Irked Blood Angel Scout with Combat Knife
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SOFDC wrote:I would look at the autolas predator harder, honestly. Devastators lack of mobility versus 2 LC and an autocannon firing on the move, for the same cost...AND it saturates with armor even further.
Falco wrote:Thanks all for the feedback! I really appreciate it.
If I were to run the 3x Dev Squad, in all of your opinions, what would be the best list to use to "support" them? DoA or Mech?
I'm with the guy above. 3x Dev lacks manouvreability, I have seen them deployed in transports but that means they don't get a shot off til turn 2-3 at best and you want them wrecking targets.
for the sake of argument I would run them as pure anti armour and the rest of the list is to flush out enemies in cover. 10man gives them ablative wounds for survival if no alpha strike.
2x Libby w/ JP, Shield MOH = 250
3x 10 Dev squads with 3ML+Las = 705
4x 10 RAS w/ Flamers = 800
3x Baals w/ Flamestorm = 345
that's 2100pts and no priests in a DoA. that's what I would do though and that's a lot of marines.
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I wanted to shoot a lot of plasma weapons, then I realised I like blood better so I have a lot of Power Weapons. |
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![[Post New]](/s/i/i.gif) 2011/05/26 14:07:15
Subject: Re:Thoughts on Blood Angel Dev Squads
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Trigger-Happy Baal Predator Pilot
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lukemcd wrote:SOFDC wrote:I would look at the autolas predator harder, honestly. Devastators lack of mobility versus 2 LC and an autocannon firing on the move, for the same cost...AND it saturates with armor even further.
Falco wrote:Thanks all for the feedback! I really appreciate it.
If I were to run the 3x Dev Squad, in all of your opinions, what would be the best list to use to "support" them? DoA or Mech?
I'm with the guy above. 3x Dev lacks manouvreability, I have seen them deployed in transports but that means they don't get a shot off til turn 2-3 at best and you want them wrecking targets.
for the sake of argument I would run them as pure anti armour and the rest of the list is to flush out enemies in cover. 10man gives them ablative wounds for survival if no alpha strike.
2x Libby w/ JP, Shield MOH = 250
3x 10 Dev squads with 3ML+Las = 705
4x 10 RAS w/ Flamers = 800
3x Baals w/ Flamestorm = 345
that's 2100pts and no priests in a DoA. that's what I would do though and that's a lot of marines.
I like this list overall, what do you think of something like this:
2x Libby w/ JP
2x Sang Priests w/ JP and LC
2x RAS w/ 2x Melta and PF's
2x RAS w/ 2x Flamers and PW's
2x Baal Preds w/ AC/ HB
3x 5 Dev Sqads w/ 4x ML
comes out to 2010, i could shave the points on the priests or drop a dev squad for a something like a dakka pred.
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![[Post New]](/s/i/i.gif) 2011/05/26 15:04:36
Subject: Re:Thoughts on Blood Angel Dev Squads
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Longtime Dakkanaut
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My rule of thumb, personally, is Devs go with Jump Packs, Predators go with Mech.
Devs are better in a DoA/ Jump Pack army, because they are not an easy target to put down with long range anti-tank.
In a Mech list, however, the Predator is superior because it can move around your tanks and keep it's firing lanes open.
Both cost roughly the same, but in over a year of Blood Angels playtest, that is what I have found works best. Automatically Appended Next Post: 2x Libby w/JP
2x Sang Priests w/JP and LC
2x RAS w/ 2x Melta and PF's
2x RAS w/ 2x Flamers and PW's
2x Baal Preds w/ AC/HB
3x 5 Dev Sqads w/ 4x ML
I would drop the Predators and take some Honor Guard to give you better assault potential. What is stopping better assault armies from just walking over you.
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This message was edited 1 time. Last update was at 2011/05/26 15:06:55
Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)
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![[Post New]](/s/i/i.gif) 2011/05/27 09:38:20
Subject: Re:Thoughts on Blood Angel Dev Squads
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Irked Blood Angel Scout with Combat Knife
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Falco wrote:lukemcd wrote:SOFDC wrote:I would look at the autolas predator harder, honestly. Devastators lack of mobility versus 2 LC and an autocannon firing on the move, for the same cost...AND it saturates with armor even further.
Falco wrote:Thanks all for the feedback! I really appreciate it.
If I were to run the 3x Dev Squad, in all of your opinions, what would be the best list to use to "support" them? DoA or Mech?
I'm with the guy above. 3x Dev lacks manouvreability, I have seen them deployed in transports but that means they don't get a shot off til turn 2-3 at best and you want them wrecking targets.
for the sake of argument I would run them as pure anti armour and the rest of the list is to flush out enemies in cover. 10man gives them ablative wounds for survival if no alpha strike.
2x Libby w/ JP, Shield MOH = 250
3x 10 Dev squads with 3ML+Las = 705
4x 10 RAS w/ Flamers = 800
3x Baals w/ Flamestorm = 345
that's 2100pts and no priests in a DoA. that's what I would do though and that's a lot of marines.
I like this list overall, what do you think of something like this:
2x Libby w/ JP
2x Sang Priests w/ JP and LC
2x RAS w/ 2x Melta and PF's
2x RAS w/ 2x Flamers and PW's
2x Baal Preds w/ AC/ HB
3x 5 Dev Sqads w/ 4x ML
comes out to 2010, i could shave the points on the priests or drop a dev squad for a something like a dakka pred.
I would take extra wounds on your devs. even in cover they will lose wounds per shooting turn and if they are taking moral tests that newters your strategy. Even if you take a 6 man squad it's an improvement. Losing the HB on the Baals covers it easily. If you want HB just take attack bikes. Also you are locking yourslef into a scout move with the Baals to make them an alternative threat to the Devs, you may as well give them EA and Flamestorm, nothing scares Marines like AP3 Flamers. Unless it's AP2 demolisher shells mwahaha.
Otherwise i like it. as the others have said you'll struggle with manouvreability and LOS and CC specialists. Those are pretty big hurdles for 12ML.
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This message was edited 1 time. Last update was at 2011/05/27 09:52:51
I wanted to shoot a lot of plasma weapons, then I realised I like blood better so I have a lot of Power Weapons. |
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