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What do you think is the best jump infantry option for Blood Angels?
Standard Assault Squad
Honor Guard
Sanguinary Guard
Vanguard Veterans
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Made in us
Annoyed Blood Angel Devastator





Westminister CA

I am relatively new to DoA tactics but I am building an army composed of 27 jump infantry and 23 infantry.

Here is the list

http://www.dakkadakka.com/dakkaforum/posts/list/478934.page

My Idea is obviously using the backfield and jump squads to force my opponent on the defensive but should I be bested by certain pesky, elite, assault thriving units my backfield should be enough to guarantee my objectives in my deployment are maintained.

Deepstriking both assault squads alongside my vets distributing my sanguinary priest bubble and using my attack bikes for hit and run whilst constantly firing rockets into the enemy seems like an interesting concept. I am yet to test it out with the veterans.
I would like to hear some peoples successes and failures with DoA lists and if you wouldn't mind giving me a few pointers on how you would run the list I ended up deciding on I would be greatly appreciative.

Also Ill tie on a poll for some added effect.

This message was edited 2 times. Last update was at 2012/10/04 07:05:02


 
   
Made in us
Annoyed Blood Angel Devastator





Westminister CA

nobody?
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

...where the hell are all the BA players?

Don't play BA. Can't give too much advice. But doesn't dante make you only scatter 1d6? I think that's pretty damn worth it. I can't say I'm too scared of the deepstriking marines though, to be honest. Naked vanguard vets I would ignore, and the ass marines would get plasma'd/rapid fired into the dirt pretty much in a single turn. Then you can assault my Grey hunters that fight just as well as you, and counter attack after overwatching

   
Made in us
Annoyed Blood Angel Devastator





Westminister CA

 Jihallah wrote:
...where the hell are all the BA players?

Don't play BA. Can't give too much advice. But doesn't dante make you only scatter 1d6? I think that's pretty damn worth it. I can't say I'm too scared of the deepstriking marines though, to be honest. Naked vanguard vets I would ignore, and the ass marines would get plasma'd/rapid fired into the dirt pretty much in a single turn. Then you can assault my Grey hunters that fight just as well as you, and counter attack after overwatching



Dante and his unit dont scatter at all, DoA, our special rule, makes all BA jump inf scatter 1d6. The vets do however come standard with a PS in their loadout, I cant afford to upgrade them much past that. Their sheer amount of attacks tie up any combat usually. I could see falling into a hellstorm of plasma but I don't think I'd readily take the risk without my vanguards tying up the plasma unit before dropping my AS anywhere near their 24 in/12 in rapidfire

This message was edited 1 time. Last update was at 2012/10/04 23:05:54


 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

But are the vet's tougher than any other marine? How long does it take you to kill 5 marines? SFA, especially if they are deepstriking down close.

Although DoA is a pretty neat rule for your army! Although as far as deepstriking, I'll quote Flavius from another thread-

 Flavius Infernus wrote:
I played a lot of games with an army that had 3 fullsized units of assault marines (vanilla marines) and I never found it desirable to deepstrike the jumppack marines. If you deploy on the table, you can jump forward and nearly always reach assault with enemy targets by turn 2. But if you drop in, you don't have any control over when you arrive and have no chance of reaching assault before turn 3 at the earliest.

Yes, BA get the DoA bonuses, but I've played against really good players with all-jumppack BA forces who still just deployed and then moved up across the table, because it gives you more control and lets you coordinate your attack.

Krak is better than meltaguns against anything except land raiders. If you're not dropping, you don't really need meltaguns.

Jumppack marines are mobile, therefore they can pick their targets, therefore they don't need to be versatile. The advantage of flamers is that, because you're mobile, you can pick the target that's most vulnerable to flamers and go kill them. You're proactive, not reacting to what your opponent does and suddenly needing a meltagun and wishing you'd brought one.

   
Made in us
Annoyed Blood Angel Devastator





Westminister CA

@jihallah
Well assuming your PG units are a single wound unit with mild CC upgrades heroic intervention should get me at minimum 1-2 turns and even still forcing you to attack them is a victory in my mind. Further still reducing the fire put into my assault squads who get fnp anyway, I dont see the issue

This message was edited 2 times. Last update was at 2012/10/04 23:14:09


 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

Nah, GH in RB's/rhino's.

So what I'm saying is, if you deepstriking within 12" of my 4 Lasplasbacks, I'm going to put-
8 rapid fire plasma shots
4 snap fire lascannon shots
and 32 bolter rounds and 4 flamers
into 5 marine+sang priest/libby

Even if you assault a squad, I'm confident in overwatch+counter attack+weight of GH to drag you down. It's a headbutting contest I've had before, and it's a headbutting contest I'm happy to have again and again. If your in my gunline, hell I'd even charge a rifleman into 5 venguard to tie them up and get another squad to assault from behind. I'm just saying, It's nothing that worries me too much at all.

And the assault squads aren't scary- I shoot better than your troops, I assault just as well, especially since assaulting for me means sit 1" away, rapid fire, and say "come at me bro so i can overwatch and counterassault"

2 squads of vanguard and a bunch of assault marines jumping upfield, now that I'm more worried about. The double whammy of assaulted in front, deepstrike+assault in the back is scary!

   
Made in us
Annoyed Blood Angel Devastator





Westminister CA

Who in their right mind would do that to begin with? That is maximizing your damage potential when I could rely on my devs/ML bikes to pop your transports. Also my sanguinary + libby I put in a SS MG assault sq to stay alive longer and provide a better buffer. I am beginning to doubt you even looked at my list >.>
   
 
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