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Made in au
Fresh-Faced New User




HQ -
Librarian with jump pack

Elites-

5 Sang guard with banner -

1 Sang Priest with jump pack -

5 Stern vets with combi meltas and meltas (3/2) in a drop pod -

Troops -

10 Assault marines -

10 Assault marines -

10 Assault marines -

10 Tactical Marines with Laz cannon -

Heavy support -

3 Vindicators with extra armor pintle storm bolter, hunter killer missile, searchlight, siege shield. -

Ageis Deffence line with Laz -

vets drop in with drop pod near something heavy like a land raider and pop it, vindicators take care of whats inside.

What do you guys think ?
   
Made in us
One Canoptek Scarab in a Swarm




The extra equipment on the vindicators is a waste of points. I don't see the tac squad mixing well with the rest of your army in the sense that they are going either be stuck somewhere (for the lascannon) or way behind the rest of your troops. Consider switching them out for scouts if you're going to have them sit and hold. I'd use the remaining points on getting another sang priest or two in there.
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Sharjah

It would be a really good idea to give those Assault Marines some wargear. At a minimum, 2 Flamers or 2 Meltaguns each, plus a Meltabomb for the Sergeant.

I also agree that the Tactical Squad is a poor choice relative to Scouts. Consider taking Devastators instead of the Vindicators, which are simply giving your opponent an attractive target for Lascannons, etc.

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

In Progress: 500 points
Coming Soon:  
   
Made in ca
Member of the Malleus






I will mirror MrE here, having only 3 armor targets on the table makes them easy pickings. Devestators can do similar (and varied) damage while still giving them no good shots for there anti-tank units.

Assault Marines are what they are in our codex due to there gear, standard kit is 2 meltas per unit.

5 sternguard, 2 melta and 3 combie melta... very very expensive for what you are asking. If you want a suicide deepstriking unit go with a techmarine with a jumppack and combie melta... the melta guns are wasted on this squad, and the size of the squad isnt enough to give them survivability to make there points back.

So in short:
1) Get melta guns on your assault squads
2) put a fist in your SG
3) swap out tactical marines for scouts + ML
4) Swap out the sternguard from the list as they are...

Task Force Rath : 5000
Deathwatch: 4000
6000+ 
   
Made in gb
Tower of Power






Cannock

What powers you taking on the Libby?

The Sanguinary Guard really shold come in pairs (like everything else), so two units. A single unit will fall victim to target priority.

I know the Sternguard are a alpha strike unit, but they will die the next turn and are costing too much. You could do the same with a min unit of Assault Marines with a melta and infernus pistol.

Speaking of Assault Marines; they need some wargear. They aren't that effective atm.

Tacticals aren't that good in B.A armies. Scouts can do a cheaper job for objective scoring and Assault Marines are loads better.

As much as I love Vindies, in this list they do not fit in. See they are the only armoured targets, so guess where all the anti tank is going. You should drop them and get more infantry.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
One Canoptek Scarab in a Swarm




See, I don't have a problem with the vindies in this list, but I agree they will be a priority and Devs may be a better choice. I am guessing that the op really wants to field a bunch of vindies. I say try it and see. There are enough "that needs to die now" units that it may not be a problem. I say try them but proxy them.
   
Made in gb
Tower of Power






Cannock

Well you may not have a problem with it, but you will do when your opponent decides to point all their anti tank in that direction. Shake or stun them and they are shut down for a turn. Target priority will take care of the Vindies.

There's nothing else which 'needs to die', only Sanguinary Guard and Sternguard, and the Sternguard won't be too hard and the Sanguinary Guard just kill a couple as they bounce up to reduce their hard hitting antics.

Like I said stun or shake the Vindies and you do not need to worry about them for a turn.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Longtime Dakkanaut




KefkaZ wrote:The extra equipment on the vindicators is a waste of points.
Not sure I can agree.
Storm bolter so weapon destroy has 50 50 chance of not taking out the cannon.
Hunter killer missile is a waste but a short ranged tank, may like it especially as....
Search lights are needed, or at least useful, no they are needed as they are cheap, might as well light up an av13 tank.
Siege shield for a fast vehicle with short ranged weapon, not getting stuck is useful, it really depends on scenery but is useful.

Enough good advice on this thread, that is me out.
   
Made in au
Fresh-Faced New User




Tac squad stay back and hold any objectives that i may deploy in my deployment area, combat squad 5 can move ahead and re capture any objectives i may need to get after assault marines have cleaned it up, las cannon stays back behind the aegis defense line. vindicators can stay in reserves roll on 12 with a range of 24, possible 36 inch threat range, cant shoot them if they are not on the table. san guard have been replaced with a daka storm raven.
   
Made in se
Been Around the Block





veneratedaniel wrote:
Tac squad stay back and hold any objectives that i may deploy in my deployment area

Seems like a waste of points in an all-agressive like yours.

veneratedaniel wrote:
san guard have been replaced with a storm raven.

Good choice!
   
Made in fi
Warp-Screaming Noise Marine






veneratedaniel wrote:
Tac squad stay back and hold any objectives that i may deploy in my deployment area, combat squad 5 can move ahead and re capture any objectives i may need to get after assault marines have cleaned it up, las cannon stays back behind the aegis defense line. vindicators can stay in reserves roll on 12 with a range of 24, possible 36 inch threat range, cant shoot them if they are not on the table. san guard have been replaced with a daka storm raven.
no point in reserving the vindicators IMO. that means one turn when you don't have them shooting at the enemy. Rather deploy an assault squad in front of tjem to give them cover on turn 1. Then just jump the squad to the side and advance the vindis up the field and start shooting.

White Scars Space marines
Daemons 
   
Made in au
Fresh-Faced New User




I have tried scouts ( 5 snipers and camo cloaks behind ageis) they all die in due time hence the need for something stronger like tactical marines. If i don't reserve the vindicators would deploy behind the deference line giving a 4+ cover save
   
Made in us
Locked in the Tower of Amareo




It looks good, but you need more sanguinary priest coverage. I have only 25 assault marines and a bike squad in my 2K list, and I have two priests and still have some troubles.
   
 
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