VanHallan wrote:Hey all,
So I've gotten a few games under my belt and am going back for more punishment on Thursday to play against Dark Angels. No idea what he will have.
So here's my list.
Blood Angels -1000 pts.
HQ
Reclusiarch -175
JP, Melta bombs, Powerfist
Good choice for
HQ, synergises well with Death co.
Elite-
Sanguinary Guard(5) 255 pts
Death masks(assaulted units must pass ld test or be reduced to ws 1 for combat.)
Chapter Banner(all units have +1 attack in CC while model is alive)
Not sure about these, they are a very expensive unit in an army that struggles from low body count. Personally I would drop these for more assault marines if you have the models available. If not, the best way to use these guys is to target a non-
CC orientated unit and go for the kill as soon as you can. If facing an army without interceptor fire, you can
DS them, but make sure you do so somewhere they won't get the living daylights shot out of them. Keep away from anything fighty like Deathwing, and AP2 like Black knights ect.
Troops
Assault Squad(5) - 105
Sgt w/ Melta Bombs
Again, I would increase the squad size to the full 10 men, you can always combat-squad if you need smaller squads and more target saturation. Consider getting them a couple of Flamers or meltas.
Death Company(9) 315
JP, BP+CC,
Good unit, fairly simple application: point them at something you want dead and charge! Attach the Reclusiarch for maximum damage.
Fast Attack
Baal Predator - 150
Heavy Flamer sponsons
Storm bolter
I would swap the
HF for Heavy Bolters, as if the tank is in
HF range, it will be assaulted and die next turn. You can also fire the
HBs on the move, although one will need to snap-fire, whereas the
HF cannot.
Imperial Guard - 501 pts
HQ
CCS- 125
vox unit, LCT, 2 Plasma Guns
Carapace armor
I would drop the Plasma and bring a Regimental Standard, far more effective use of points, as the Plasma makes them more of a target, and need you to get close, when
CCS really want to be hanging back without a transport.
Troops
Platoon
PCS - 52
Sgt w/ BP
vox unit
3 Sniper Rifle
The big thing here is the sniper rifles, of all the weapons the guard can bring they are possibly the worst. Swap them for flamers, and the
PCS becomes a lethal defensive unit, able to drop a ton of wounds on whatever killed the guardsmen infront of it. Also, drop the vox, they are useless, and the Standard in the
CCS does the same thing but better.
PIS x2 - 144
Sgt w/ BP, Grenade Launcher, HBT, vox unit
Again, drop the vox, other than that, they are good to go.
Veteran Squad- 180 pts
3 Melta
Sgt w/ PP
Transport- Chimera w/ extra armor and HB
Good unit, can't go wrong here, although I would drop the Extra armour, with glances only doing
HP and not damage, it became far less useful.
Basically the goal of this gam is to get the hang of what I want each of my armies to do. I want Blood Angels to hustle across the table and all out assault, while my IG force just rains bullets on the opponent from afar.
The Chimera and Baal Pred are going to hustle across the board right along with the jump packs so I figure there will just be a ridiculous amount of stuff to shoot at. What do you all think?
The overall plan is ok, but really, you need most of the killing power on the
BA, more ASM is the best start. The guard avre best defensively, camping a objective with the platoon, and using the meltavets to target the most threatening vehicles. If you want the
IG to do more killing, then you should invest in a Leman Russ or some artillery.
Hope that helps.