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Made in nl
Freaky Flayed One






Hey guys, i've come up with a list for my blood angel army, keep in mind that I'm still noobish and I might've made some mistakes. Feedback is welcome as always!


Blood Angels 1500

HQ

Librarian, Jump Pack, Blood Lance, Shield of Sanguinius 125

Elites

Furioso Dreadnought, Magna Grapple 140
Drop pod 35

Troops

Scout Squad, Missile launcher, Camo cloaks 100

Assault Squad, 2x Melta, Power Fist 235

Assault Squad, 2x Melta, Power Fist 235

Fast Attack

Speeder, Multi-Melta, Heavy Flamer 70

Baal Predator, Assault Cannon, Heavy Bolters, Dozer Blade 150

Baal Predator, Assault Cannon, Heavy Bolters, Dozer Blade 150

Heavy Support

Predator, Lascannons, Autocannon 130

Predator, Lascannons, Autocannon 130

"He who makes a beast out of himself, gets rid of the pain of being a man." 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Mixed lists with mech and jump pack units generally do not really work well as they lack synergy. Nevertheless, looks quite solid. Give it a try.

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 
   
Made in us
Irked Necron Immortal




Looks like a good start.

First off, the Predators should be 135 points. To keep the same points, just take the dozer blades off of the Baal Predators.

If I were you, I'd take out the Furioso/Pod, the Land Speeder, and the Scouts. I like all of these units, but I think at 1500 points, lists should have more focus. With those units gone, you have 345 points. I would take a Priest with a Jump Pack and another assault squad with meltaguns+power fist. You have 35 points left to get a power weapon/lightning claw for the priest, a couple infernus pistols/plasma pistols, upgrade fists to thunder hammers, get searchlights, etc. My suggestion turns your force into a three-pronged force: 30 FnP/Furious Charge Marines, medium-range fire support from the Baal Predators, and long-range support from the Predators. Each prong has some overlap in their roles (30 marines can clear out infantry like the Baal Predators or armor/transports like the Predators) so should play off one another pretty well. Also, each prong has pretty good survivability. Armor 13 is pretty good, and 30 toughness 4, FnP, 3+ marines can take a while to chew through.

If you plan on going to tournaments, then you will inevitably encounter Night Fighting. I would get the Baal Predators searchlights so that they can mark targets for your other Predators. I would also substitute a librarian power for Unleash Rage.

/$0.02

This message was edited 1 time. Last update was at 2012/01/06 20:23:55


 
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

Not sure why wuestenfux thinks tanks and jump infantry don't mix; their both just as mobile and you get the added bonus of being able to charge into combat readily.

I agree with Marshal_Gus about the Priest however. The 6" FNP and Furious Charge bubble is a must. You will decimate MEQ in combat by striking at I5 S5. Having the Priest lead one squad and the Librarian the other will also help those respective squads in the decisive combat phase.

I would drop the Dreadnought. Suicide Dreadnoughts have their place but they are a bit of a one trick pony and not always effective. At 1500 points I'd want a more reliable unit and this frees you the points you need for the Priest (probably just give the Priest a Power Weapon and Jump Pack making him 90pts and leaving you 85pts).

I personally would take Power Weapons over Power Fists as well for the Assault Squad sergeants, but that is entirely up to you. But with the mobility you should be charging, and you should have a Priest so you have Furious Charge. S5 I5 with no saves is might versatile, even against T6 critters. Dreadnoughts may be a pain, but again you are mobile. You have two Meltaguns. If you are in charge range, you are in double dice range for the Meltaguns. If you drop the Fists to Weapons you get 20 more points.

Personally at that point I'd spend the 105 points on another Scout squad (you'd have 5 points left over).

(P.S. Don't forget to fix the point cost for your tanks like Marshal_Gus said!)

   
Made in nl
Freaky Flayed One






ok I shall take all that in consideration, thanks a lot!

"He who makes a beast out of himself, gets rid of the pain of being a man." 
   
 
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