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So after a few tournaments back in 5th edition, my DOA blood angels were a pretty strong and fun to play army. They had their weaknesses, like MC heavy armies, but when played well they always gave my opponent a run for their money.
Since 6th came out I've only played a couple games, mostly with my orks and tau, both which are relatively smaller forces (1250 and under). To get back into the game, with the new rule set out, I'd like to bring my DOA back, even tho they seem to be a lot weaker now, with the addition of flying MC and fliers in general.
This is my list I plan to bring out, and even tho Im not to big on allies (heresy), it may be the only way to not get completely destroyed by any list with fliers or flying mc.
here goes:
HQ:
Chaplain w Jump pack
ELITES:
1 Priest w Jump pack
TROOPS:
8 Death Company w Jump packs
2xThunder Hammers, 2x PWs
10xAssault Marines
JPs, 2x Flamers, Sergeant w PW&melta bomb
10xAssault Marines
JPs, 2x Flamers, Sergeant w PW&melta bomb
10xAssault Marines
JPs, 2x Meltas, Sergeant w PF
Allied Attachment:
Farsight Enclave
Commander
PR, CIB
3xCrisis Suits
PR, MP
2x Broadsides
EWO, Skyfire system?
Comes out to around 1710 (room for upgrades on the commander and suits). It really depends on the new rage rule and if DC no longer need to run at the closest target, not being able to score isn't that big a deal. The tau are just to add long range fire power and some AA, softening up hard targets before the marines get stuck in. Any better ideas on AA or Anti MC without needing allies would be appreciated as well (without tanks tho...)
I could always replace the death company and chappy with a captain or librarian, or sanguinor, and take a 10xman squad of vanguard cause thats jump themed right..
Anyway all the C&C would be great, some suggestions on what to take to counter new/popular units that will be on the table top.
I do want to stay away from tanks tho.. not big on the boxes, but land speeders could work although they are very fragile..
Cheers and thanks
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