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Made in fi
Homicidal Veteran Blood Angel Assault Marine





I was playing with my friend the other day and after he shot my BA jumper list to pieces he just said: "You know what your army would really need...? Some guns with range longer than 12""

A bit exaggerated, as I field a lot of RB's with either Heavy Bolter or Assault Cannon so I always have something longer than a spear with me.
But he kind of has a point, my army rarely has any long-range fire support which would really work miracles in my list, allowing assault forces to move across the field by removing key units.

How have you solved this problem? I was thinking that a Lascannon Dev team would be great, altough a bit pricey. Opinions?

4000p
1500p

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Made in gb
Prophetic Blood Angel Librarian




It's a tough one with BA. Obviously there is the dakka baal, auto-las pred and turrets on razors for long range. There is also the raven if you don't mind waiting for it to turn up. But personally I also find that our best range to be in is within 12". Whether by drop pod, transport or jump packs.
Not ideal in the current edition (or the previous one).
Maybe take some landraiders? Not that they are exactly points efficient!
I wouldn't take devs though - BA devs are so overcosted for what they achieve.
Multimelta attack bikes may be a shout.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Well here is an article I wrote before the new edition:
Blood Angel Magic

obviously the new edition has changed things and made melee more of a force. So some of what I wrote will work even better. Some will require you to modify a little. but that is a starting point.

Range is an issue only if you're positioning is bad. As they are essentially able to be wherever on the table they need to be, the real question is are you thinking a move ahead. Blood angel players tend to get a little greedy in how they deep strike and deploy and aren't given to fitz of patience but I can tell you that if you're willing to think a move ahead, soemtimes the Deep Strike positioning and such can be used not so much to ENSURE your charges as it can be used to completely LIMIT the enemy and where they can go. SO many of the missions are objective missions that in many cases, the stalling power of Blood angels is a weapon all its own.

For example: If you deep strike BETWEEN two objectives, 19 inches from the enemy, they cannot rapid fire you, you have FnP and you're quite resilient against NORMAL volumes of fire. This forces THEM to shrink back for fear of the charge in which case they may well not get many shots (even better) or they will charge forth to try for an impossible charge or they will come forward and try to take what shots they can. Regardless, you're now easily within range of either objective and need not necessarily engage, have taken less damage and as you are Objective secured, your worried are few if you keep focusing fire on their Objective Secured units.

Measuring distances is such a huge ability in the new editions. it allows you to map out exactly what the enemy can or cant do to you and how many turns before you truly ARE in danger as compared to when you FEEL endangered.

So sometimes the shots you don't take are the most important. What is also cool is that you can buy time for things like Whirlwinds and your other FAST shooters to them come up and unload on the unit you chose not to engage and making them ever less likely to want to approach. And with your speed you already know how long it will take to get where you have to go so it can be wiser simply not to get greedy. Lure theenemy into gettign greedy.

Just because you can charge doesn't mean you should.

This message was edited 1 time. Last update was at 2014/08/28 19:35:28


Hold out bait to entice the enemy. Feign disorder, and then crush him.
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http://www.40kunorthodoxy.blogspot.com

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Made in us
Longtime Dakkanaut





USA

 Jancoran wrote:
Well here is an article I wrote before the new edition:
Blood Angel Magic

obviously the new edition has changed things and made melee more of a force. So some of what I wrote will work even better. Some will require you to modify a little. but that is a starting point.

Range is an issue only if you're positioning is bad. As they are essentially able to be wherever on the table they need to be, the real question is are you thinking a move ahead. Blood angel players tend to get a little greedy in how they deep strike and deploy and aren't given to fitz of patience but I can tell you that if you're willing to think a move ahead, soemtimes the Deep Strike positioning and such can be used not so much to ENSURE your charges as it can be used to completely LIMIT the enemy and where they can go. SO many of the missions are objective missions that in many cases, the stalling power of Blood angels is a weapon all its own.

For example: If you deep strike BETWEEN two objectives, 19 inches from the enemy, they cannot rapid fire you, you have FnP and you're quite resilient against NORMAL volumes of fire. This forces THEM to shrink back for fear of the charge in which case they may well not get many shots (even better) or they will charge forth to try for an impossible charge or they will come forward and try to take what shots they can. Regardless, you're now easily within range of either objective and need not necessarily engage, have taken less damage and as you are Objective secured, your worried are few if you keep focusing fire on their Objective Secured units.

Measuring distances is such a huge ability in the new editions. it allows you to map out exactly what the enemy can or cant do to you and how many turns before you truly ARE in danger as compared to when you FEEL endangered.

So sometimes the shots you don't take are the most important. What is also cool is that you can buy time for things like Whirlwinds and your other FAST shooters to them come up and unload on the unit you chose not to engage and making them ever less likely to want to approach. And with your speed you already know how long it will take to get where you have to go so it can be wiser simply not to get greedy. Lure theenemy into gettign greedy.

Just because you can charge doesn't mean you should.


Basically this.

Your opponent will be afraid of your infantry as they're pretty amazing in CC and have options available to them to kill most, if not all, units they encounter. Using that 'fear' is a good way to help the rest of your army get into position as 1-2 punch over the course of a turn or two; Baals and Razorbacks, or in the rarer cases, Whirlwinds. It's a shame we don't have access to Thunderfire cannons because that would make fire support decisions pretty one sided.

Shadowkeepers (4000 points)
3rd Company (3000 points) 
   
Made in us
Rough Rider with Boomstick





Georgia, US

Maybe some IG allies could help you.

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