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Made in us
Regular Dakkanaut




Nevada

HQ
captain termy armor powerfist combi wep -155-

-honour guard 115
chapter banner
5 power swords
5 storm bolters 235
-In a transport-
Storm raven gun ship 200
Sponsoon hurricane bolters

Squad total- -620-
----------------------------------------------------------------------------------
Librarian Epistolary in Termy armor with
storm bolter 180

tactical squad 10 models 200
1 melta
1 power weapon
-In a transport-
Storm raven gun ship 230
Sponsoon hurricane bolters

Squad total -610-


---------------------------------------------------------------------------------
Death company 15 models 570
15 power weapons
3 infernus pistols-
-In a transport-
Land raider crusader 250
multi melta 10

total -830-
---------------------------------------
Death dread 135
heavy flamer blood talons (rides with 1 hq on the back of a storm raven)
Death dread 135
heavy flamer blood talons (rides with 1 hq on the back of a storm raven)
--------------------------------
Assault squad 10 models -245-
1 meltagun 1 flamer and a power weapon
rhino storm bolter addition -35pts
-------------------------
Assault squad 10 models -245-
1 meltagun 1 flamer and a power weapon
rhino storm bolter addition -35pts
===========================================
Predator 180
TL Lascannon top
Lascannon sponsoons
================================================================================
Nothing enters the battle without armor
nothing deep strikes
basic blits formation

land raide rin the middle
2 rhinos at its sides
the gunships either move forward or holds the sides.
predator stalks one side or stays in the back middle offering lascannon cover where possible.

plenty of armor punching and troop shredding

LACK of blast templates :(
all must be pretty close to be effective


Any ideas? good list ro bad list?



Automatically Appended Next Post:
Any tips info suggestions?

This message was edited 1 time. Last update was at 2012/04/05 21:04:36


Anything will die if you can stab it enough. 
   
Made in gb
Bloodthirsty Bloodletter





NE England

I would definately recommend getting a chaplain to lead the death company. Perhaps drop four of their power weapons, 1 pistol and change the pred to an autocannon turret to find the points for one?
A power weapon-packed death company with re-rolls to hit and wound on the charge is utterly devastating in my experience

1500
1500
Harlequins: 1500
AoS
HH AL: 2500

Assorted painting blog:
http://www.dakkadakka.com/dakkaforum/posts/list/495003.page
 
   
Made in us
Regular Dakkanaut




Nevada

Ok i will most definitely look into that, sounds pretty crazy.

Anything will die if you can stab it enough. 
   
Made in us
Nurgle Predator Driver with an Infestation



Reno NV

Lookin at BA huh man?

"Sir, intelligence reports the enemy can't swim."
"GOOD, DROWN THEM IN BODIES!"

DO:80S++G++MB++IPw40k99+++D++A++/eWD350R+++++T(D)DM++ 
   
Made in us
Road-Raging Blood Angel Biker




Hi there, glad to see another Son of Sanguinius here! First, please take a moment to skim over the rules regarding how you're supposed to format lists that include unit-by-unit points costs here: http://www.dakkadakka.com/dakkaforum/posts/list/281186.page

Ok, point by point:

Captains are kinda horribad choices for a Blood Angels army. It's not that they're bad, per se, it's just that they're rather selfish and have zero synergy with the rest of the list. Librarians and Reclusiarchs both outperform Captains in every way possible, thanks in great part to the benefits they confer onto the army as a whole (libby with shield, chappies with rerolls to hit).

Storm Bolters also aren't worth it. You give up the +1A for having 2 CCWs or a pistol, for relatively weak shots. It's not worth it in a unit that you want to be charging into combat. The chapter banner is a good pick though - definitely keep that. I'd stick a libby or chappy with the HG, again for the benefits (they already get FNP and FC from the sanguinary novitiate).

Hurricane Bolters are kinda crap weapons, especially for the cost. If you really want to kit out your 'raven, pick up the Typhoon Missile Launcher, since frag missiles count as defensive weapons, so you can move 12 and launch a pretty decent salvo (4 TL Assault Cannon shots, and 2 frag missiles). Also, you're only giving up the Heavy Bolters, so it's a good trade-off. Hurricane Bolters, though? Stay away from them like the plague. Unless you're taking them on a Land Raider Crusader where you don't have another option.

On the Librarian:

Epistolary is generally a waste of points. It's rare (unless you're putting it in a tankhunting squad and want to take sanguine sword + might of heroes or something - and even then it still doesn't justify the cost) that you'll ever need to use two powers in a single turn. Generally, you want any librarian you use to have Shield of Sanguinius + some other power (blood lance for shooty units and unleash rage or might for choppy units).

Also, why are you mixing unit armor types? If you're going to stick an HQ in terminator armor, put that unit with terminators. Keep the same armor type among the entire unit as a whole - so drop the termie armor, drop the epistolary, and again - drop the storm bolters. If you want shootiness in a BA list, take shooty vehicles (barring hurricane bolters - overcosted pieces of crap!).

Why the tactical squad? They kind of, well, really, really suck for Blood Angels. You can get 2 special weapons in an assault squad, and if you want heavy weapons on marines, take devastators. They're far better equipped for the job than a tac squad heavy weapon marine. Just pretend that you don't have access to tactical marines in the Blood Angels codex, and you'll do alright in your troops choices.

You're dumping a lot of points into a 15man Death Company, all armed with power weapons. That's .. mildly unnecessary, and as much as I hate to say this, the Death Company in 5th edition really sucks. You've essentially just paid 830 points (27.66~% of your entire list) for a one-shot weapon that will kill whatever you aim it at first, but then become completely useless against even a moderately skilled player.

Also, infernus pistols. They're complete wastes of points. If you want melta, take meltaguns - infernus pistols have half the range, and at the max range you can get a 1d6 hit from an infernus pistol, you'd be getting a 2d6 hit with a cheaper meltagun.

If you want to take 2 Death Company Dreadnoughts, I'd recommend running 10 DC marines in one squad with 2 fists and 3 PW. You could probably afford hammers instead of fists at 3k points - and it wouldn't be a bad idea at that; hammers are moderately better than fists, and for a fairly cheap "upgrade cost".

Death Company Dreadnoughts are amazing choices, but you should find the points (drop power weapons in the DC) to equip both of them with Magna-grapples. The way people deal with units that have the Rage USR is they "kite" them - keeping the closest unit just barely outside charge range, and to do this they generally use a cheap vehicle. Magna-grapples make it that much harder for them to use that tactic, since you can essentially go fishing for their "kites" and reel them in like so much trout.

As far as the assault squads are concerned:

Razorbacks trump Rhinos in just about everything but troop transport capacity. You can take a Razorback in a 10man assault squad, even though the capacity is only 6 models. What I would do is combat squad the assaulters, stick 5 of them in the Razorback (with the meltas and fist/meltabombs), then leave the other 5 marines babysitting objectives.

Also, use the las/plas Razorbacks - it gives you the best versatility as far as being able to kill just about anything you want to shoot it at; lascannons for armor, plasmaguns for transports and infantry models. Then if they pop the Razor, you can get a bit of shooting in with instakill meltas and have enough models to (generally) get another splortch or two with the fist.

Las/las predators are generally more expensive than they're worth. With the high amount of anti-vehicle weaponry floating around in just about every list there is, the more expensive you make your preds, the more it hurts when the unit is popped.

Overall, your armor saturation and body counts are both REALLY low for a game in the 3k point range - you're looking at 60 models in a 3k point game, and only 8 of those are vehicles. You're spending way too much on wargear, to the point where every model in your army averages out to 50 points per model. That's ... really, really high, and there's little or no return from that.

Hope this helps some!

DT:70-S+++G++MB-IPw40k93#+++D++A+++/wWD001R+++T(T)DM+
10k 5k
- A sergeant in motion outranks an officer who doesn't know what the is going on.
- An ordnance specialist at a flat run outranks everybody.
- I'm not Jesus, but I can turn water into Kool-Aid. 
   
Made in us
Regular Dakkanaut




Nevada

What about dropping my land raider for an 11 man death squad in a stormraven led by a chaplain in a storm raven, and drop my 10 man squad led by a librarian in the other and fielded something else with the remaining points?

Anything will die if you can stab it enough. 
   
Made in us
Road-Raging Blood Angel Biker




Why would you drop a scoring unit for a unit that can never score?

The Death Company are wastes of points with the Rage USR as it is now.

Look at it this way:

You're spending 220 points for 11 naked DC marines
Another 130 points for 1 chaplain
Another 200 points for 1 Stormraven

That's 550 points for a single unit that doesn't even make an effective death star. Sure, it'll (probably) obliterate the first thing it hits, but then nothing after that - and unless the first thing it hits is as, if not more, valuable than the 550 point DC Bomb, then it's wasted points.

Think of the Death Company like a hunter-killer missile. It's a one-shot weapon. Would you pay 550 points for a hunter-killer missile?

DT:70-S+++G++MB-IPw40k93#+++D++A+++/wWD001R+++T(T)DM+
10k 5k
- A sergeant in motion outranks an officer who doesn't know what the is going on.
- An ordnance specialist at a flat run outranks everybody.
- I'm not Jesus, but I can turn water into Kool-Aid. 
   
 
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