Switch Theme:

AM vs Blood Angels. Tips?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User





Pittsburgh, PA

I will be playing a friendly game of my Guard v my brothers Blood Angels this weekend. I think we will be playing with the new missions, the ones with the tactical objectives. I am thinking I will field a highly mobile army to grab up those objectives. Maybe some fast vehicles to zip around the board. Any thoughts or tips on Blood Angels, or perhaps the maelstrom missions in general?

Likely composition of Army:

Valkyries
Vets
Chimeras
Hellhound
Sentinels
Maybe some Ratlings
Most Likley a Tank Commander w/Punisher

Thanks guys.

This message was edited 3 times. Last update was at 2014/07/15 13:21:01


 
   
Made in fi
Homicidal Veteran Blood Angel Assault Marine





Fast moving in the board is precisely what the Blood Angel player will most likely do, so that might not be the ideal way of fighting him.

Vets in Chimeras might be a good idea, but I'd still back it up with a healthy, IG-styled artillery fire.
He will most likely to rely to either tanks or Feel no Pain, so high S weaponry will be your friend either way.
My BA army has melta bombs everywhere (I mean everywhere) so Hellhound is risky. Generally you want to stay away and shoot a lot.
Should be an easy game if you have enough firepower (which AM happens to have).

4000p
1500p

=====Begin Dakka Geek Code=====
DS:90S+G+MB--IPw40k12+D+A++/mWD-R+T(T)DM+
======End Dakka Geek Code====== 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






Putting everything in transports is key. Stay mobile and dont turtle up in a gunline. Youll usually only have 1 solid turn of shooting before he gets up in your grill, at which point the game becomes significantly harder for you.

Also, DEMO CHARGES. Get in close and throw a str8 ap2 large blast at him. It hurts.

5,000
:cficon: 1,500 
   
Made in us
Fresh-Faced New User





Pittsburgh, PA

Thanks for the tips gents!
   
Made in us
Blood-Drenched Death Company Marine




I have both armies.

Pop transports first, make him walk. Anti-tank is secondary, and you can mitigate the danger by controlling your fire lanes. It will give you more time to shoot.

Focus on one unit and destroy it. Don't waste your shooting doing damage all over the place. Focus.

Quantity is better than quality. 20 conscripts with a priest will hold longer than 10 vets in hth. Since you only have Vets listed. Have them walk and screen your tanks.
   
Made in us
Stubborn Dark Angels Veteran Sergeant





Well yeah, but IMO ogryns are a nice anti-CC unit. T5 iirc so theybwont be getting ID from most things. They also hit fairly hard. They would last longer in CC than either and probably do significantly more damage.

 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Blood-Drenched Death Company Marine




Ogryn don't last at all against a dedicated assault unit. ID isn't the problem, it is the large number of attacks an Assault Squad can put out on the charge. Add in a Sanguinary Priest and T5 isn't a problem. I like Ogryn ,but I have yet to find a situation where they scare me.
   
Made in us
Stubborn Dark Angels Veteran Sergeant





They don't have to scare you, I'm not scared of 20 boyz, it doesn't mean they aren't effective persay.

Even if the BA ASM got the charge, the ogryns will be wounded on 4s only. I like the bullgryns. I have seen them used very effectively.

 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Guard Heavy Weapon Crewman





 raiden wrote:
They don't have to scare you, I'm not scared of 20 boyz, it doesn't mean they aren't effective persay.

Even if the BA ASM got the charge, the ogryns will be wounded on 4s only. I like the bullgryns. I have seen them used very effectively.


I like the bullgryns a lot too and I'm looking for more ways to field them. I prefer the power maul/brute shield load out where they serve as my CC counter when opponents get too close to my tanks. Would love to hear how other people are using them if you care to elaborate!

Only the artist, not the fool.. Discovers that which nature hides...  
   
Made in us
Stubborn Dark Angels Veteran Sergeant





Pretty much like you. He plops.them in front of his tanks and when something wanders to close... WHAM.

Though I have seen him use them to decent effect vanguarding an IG CC blob. He lost in the end, but the bullgryns worked amazingly well. His blob just wasn't blobby enough jaha

 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Fresh-Faced New User





Pittsburgh, PA

I like to take bullgryns and plop them on an objective with a valkyrie, they just sit there and soak up shots!

I played a game the other day and 3 bullgryns survived close combat with blood angels for three turns. They are tough, and I think under rated.
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

This is a match up that you can lose in the deployment phase. You have Certain units you want to keep alive. Everything else is a sacrifice. Create speed bumps. Give him targets that you don't mind loosing.

Pop his transports early as possible. If night fighting, remember you spot lights. Chou have no idea how many AM players forget to,use those effectively or not at all.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
 
Forum Index » 40K General Discussion
Go to: