goodriddans2 wrote:okay guys this is my third attempt to make this a good list so lets get to it
Hq
commander dante 225 ( i know most of you still don't like dante but I'm keeping him anyway)
Hq
Honor guard 225
w/ 4 melta guns and one upgraded to blood champion and jump packs
Elites
Furioso dred W/ blood talons 115
Furioso dred w/ blood talons 115
2 sanguine Priests w/ jump packs and power weapons 180
Troops
10 Assault marine w/ 2 meltas Sgt.
pw 225
10 Assault marines w/ 2 meltas Sgt.
pw 225
10 Assault marines w/ 2 meltas Sgt.
pw 225
Sanguine guard with banner and death masks 255
Fast
BAAL predator
w/
ac and heavy bolters 155
BAAL predator
w/
ac and heavy bolters 155
Heavy
StormRaven gunships w/ hurricane bolters 230
StormRaven gunships w/ Hurricane bolters 230
the plan:
the gunships drop the dreds into hordes to tear up infantry or other targets then the gunships go off to take out tanks/ flyers or whatever the threat is greatest.
Dante and sanguine guard use his rule to drop in without scatter to an enemies
hq or objective holding units
Honor guard deep strike behind an tank to take out ( ik a little risky but not impossible)
Assault troop line tries to get into combat as soon as possible while if needed combat squad to let meltas go tank hunt
2 priests go with assault marines to provide them some more survival rate
the two Baals predator tanks go right along the Assault marines to soften up infantry for the marines or provide cover and take out flyers and light armored tanks and transports
wells guys hopefully iv covered all areas and made a decent if anything list
all comments and advice are greatly welcomed thanks everyone!
I have been playing blood angles a long time, and I have had to make adjustments to 6th edition. I have been steadily improving my results in games, so I feel I have some idea of what I am doing. I will give
honest analysis based on my play experiences.
HQ:
Dante: He's okay, in my book, regardless of what others say. He turns an elite into a scoring unit, and if you put him in a unit that has an ablative character to absorb challenges, he does quite a bit of damage.
His real trick is the 100% precise deep strike. Give his sanguinary guards some inferno pistols, throw in Dante, and you torch one target with precision when you arrive.
Honor Guard: That's a lot of points for 5 dudes with a 3+ save. I think there are better options for mobile melta.
Elites:
Furioso Dreadnought: I didn't like blood talons in 5th, and I like them even less now that they are AP3. The dreadnought's job,
imo is to deal S10 hits on it's initiative, not now schmuckos. S10
AP 2 instagibs all kinds of characters and puts
the hurt on vehicles. S6
AP 3? Not so much. Plus, other dreadnoughts and wraithlords will make you look dumb. Also, at 2500, dreadnoughts on foot are deadnoughts. Consider mobilizing them with drop pods and using frag cannon/heavy flamer or meltagun/heavy flamer to have a serious impact the turn it shows up. Most anything you were going to maul with blood talons can't stand up to frag cannon/heavy flamer anyway. And you can do it the turn you arrive via drop pod. It's nasty, trust me.
Sanguinary Priests: Jump packs and power axes? Sounds good to me.
Troops:
Assault marines: Pretty standard fare for the Blood Angels. No issues with these squads.
Sanguinary guard: Dump the masks for inferno pistols. Deep strike with Dante for lulz. Seriously, if a unit has a good chance of blowing the
LD test for masks, you are hitting them on 3+ already.
Fast:
Baal Predators: Standard dakka config. Consider adding storm bolters and search lights. Looks good in a vacuum, but this list is already very strong vs infantry.
Heavy:
Stormraven gunships: I have mixed feelings about these things. I have been involved in several games where the game was decided by the end of turn 2. That means if you blow the first 3+, in these games, your flyers are useless.
This list contains no comm uplink nor a librarian with a chance to get the psyker power to roll multiple reserve dice. I would be very hesistant to start with all my heavy support in reserve.
Overall:
Unfortunately, we lost a lot of oomph in 6th edition. 6th edition has slanted the balance of power in favor of shooting, and we lost our ability to attack at
init 5. This makes me very nervous about a 40 jumper list with very little ranged anti-tank firepower. At 2500 points, you could face a cornucopia of armor that need to die sooner, rather than later. If it is armor that can shoot up your assault marines, you really don't have time to wait for the storm ravens. Points:
1) No multi meltas. In practice, this is a much better weapon than the meltagun. Having to get within 6' of a land raider sucks. Plus, it can put the hurt on light vehicles and terminators from 24" I'd consider attack bikes, because they get
FNP on anything short of S10 hits.
2) Poor armor saturation for 2500 pts. Your two tanks and two dreads are going to be toast at 2500 pts before they can do anything useful. Consider putting the dreads in drop pods and maybe using attack bikes with multi meltas instead of Baals. To completely eliminate this problem, get rid of the dreads and go with no
AV in the army at all.
3) I don't think the Blood Angels are that efficient at close combat anymore. I have had a lot of success pumping heavy firepower into squadsand then using assault teams as clean up crews, not the actual damag dealers. The lists where I try to take on other hand to hand armies straight up have resulted in failure, especially with so many terminators running around. Plus, we lose to grey hunters, berserkers, genestealers, etc. And assaulting things like Flamers of Tzeetch is harsh too. Unfortunately for the fluff, I think the Blood Angels are now more about mobile firing platforms than kicking around the Emperor's foes in hand to hand.
My personal story is that I quit using jump lists in 5th edition after a couple of run in with shoota boy lists in battle wagons. I went to razor spam in 5th and had a lot more success. Unfortunately, razor spam is now hit with the nerf bat too. I'm thinking right now that hybrid lists that aim for the lowest acceptable armor saturation might be the best. The assaults squads in such a list are used to score, clean up, and counter attack. They often don't move for the first couple turns even. If you can out gun your opponent in *effective* firepower, often they must come to you.