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![[Post New]](/s/i/i.gif) 2011/12/18 06:47:47
Subject: 1500pts Blood angels
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Regular Dakkanaut
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So in preparation for a 1500pt list of Blood Angels, I look at my 1000pt list which followed the jump pack assault marine and only infantry spirit. Now with an additional 500pts, I wanted to know how can i tackle the vehicles and the massive horde spam trying to keep the blood angels from requiring to use a vehicle,
I'd like to attempt to keep these anti vehicle and anti horde in the spirit of either assault, if not possible then a limited and more specialized unit for them.
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![[Post New]](/s/i/i.gif) 2011/12/18 11:56:12
Subject: 1500pts Blood angels
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Annoyed Blood Angel Devastator
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Don't believe I understand your question, but I think you mean that you want a place to deposit 500 pts that stays versatile and remains infantry correct?
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![[Post New]](/s/i/i.gif) 2011/12/18 12:16:05
Subject: 1500pts Blood angels
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Camouflaged Zero
Where the sun crosses the field of blood.
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Deepstrike BA wrote:Don't believe I understand your question, but I think you mean that you want a place to deposit 500 pts that stays versatile and remains infantry correct?
To me it seems he wants to keep his army infantry-based, but is having a issue doing that and being able to beat Horde and Mech, and is asking how to expand to be able to do this.
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![[Post New]](/s/i/i.gif) 2011/12/18 21:23:04
Subject: 1500pts Blood angels
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Annoyed Blood Angel Devastator
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I tackled mech with attack bikes and horde with baal predators, but if you don't want vehicles get RL devs, frag for horde, krak for mech.
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![[Post New]](/s/i/i.gif) 2011/12/18 21:44:22
Subject: Re:1500pts Blood angels
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Longtime Dakkanaut
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Attack bikes, speeders or dev. squads would be different flavours to try.
But pure DoA you should try honour guard with plasma guns or all 4 models with melta and flamer. Then you should have a hard cc unit, as assault marines can't beat everything in cc and sometimes you can't shoot a unit, so take some tooled up venguard. Also have one assault squad with double flamer and powerweapon, this is good against any army as you can use a melta assault squad to open transports and then the flamers to kill the occupants, but against hordes it becomes vital - though melta assault squads will also be needed.
This will take you up to 1750 to 2000pts, more than asked but since when can you get a balanced marine army at 1500pts?
Much love, Fletch
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![[Post New]](/s/i/i.gif) 2011/12/19 03:00:24
Subject: Re:1500pts Blood angels
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Regular Dakkanaut
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Sounds interesting, And yes "cornerfag" understood what my issue was, I like the idea of taking both flamers and melta of course
but I cant decide weather taking away an assault marines additional attacks for a pure flame gun or melta fun. When the pistol version of a flamer doesnt cut it, I think taking 2 10 man units having 1 flamer and 1 infernus pistol per a squad should do when i run them.
Otherwise, that still leaves what should i run to fill up the points
More decked out Vangaurd are an option but they seem to just a power weapon unit with little durability.
Im considering Terminators in this circumstances if they can even be considered infantry.
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![[Post New]](/s/i/i.gif) 2011/12/19 16:05:24
Subject: Re:1500pts Blood angels
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Longtime Dakkanaut
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I think termies will always be left behind. Though I have seen them used as meat shields before for a jump pack list.
Vanguard chooses who that attack so they can last longer than you might imagine, also landing and entering combat is awesome to tie up back lines, even if they die later stopping any infantry unit from shooting back is a great skill to protect your assault squads.
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![[Post New]](/s/i/i.gif) 2011/12/19 19:14:43
Subject: Re:1500pts Blood angels
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Homicidal Veteran Blood Angel Assault Marine
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It is never a good idea to take Pistol type special weapons (Hand Flamers, Infernus Pistols) when you could take a two-handed version instead (Flamer, Meltagun).
The Pistol versions cost 5 points more, are less effective as shooting weapons, and the only benefit is one extra CC attack which can't be upgraded to a Power Weapon.
In the best case scenario (enemy has WS3, T3, no save, FC bonus), a CC attack kills .56 models. The extra attack simply isn't worth that much. Wounding 1/6th more often, potentially avoiding a save (AP5 vs. AP6) or the extra 6" of range is 100% worth that price, and in both cases you save 5 points too. I wouldn't take the Pistol weapons on regular dudes if they cost as much as the two-handers.
You also shouldn't mix Flamers and Meltaguns in a squad. Give some squads two Meltaguns, the others two Flamers.
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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) 2011/12/21 05:19:49
Subject: Re:1500pts Blood angels
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Regular Dakkanaut
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True true. I've enjoyed your argument. I believe i will write a list out of what I plan on taking with in a couple hours or within a day. Please if anyone has any tactic suggestions when it comes to including new unit types trying to keep to the jump infantry or just infantry line ive set up my goal is primarily no armor values in my list.
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