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Made in us
Stubborn Dark Angels Veteran Sergeant





Baal strike force-
Dante- 220
Sang guard w/ chapter banner 3 swords, 1 axe, 1 fist- 200
Sang priest w/ valor's edge, angels wings, bolt pistol-101
ASM 2 melta guns dual inferno pistols- 135
ASM 2 melta guns dual inferno pistols- 135
ASM 2 melta guns combi melta- 115
5 man tac squad -70
5 man tac squad -70
7 man DC w/ jump packs 1 TH- 188
7 man DC w/ jump packs 1 TH- 188

Seconday CAD (obj. secured)
ML 2 libby w/ jumppack-105
scout squad w/ camo cloaks sniper rifles-70
scout squad w/ camo cloaks sniper rifles-70

this leaves me 100 points... any ideas? I wanna present a solid list at the tourney, models I have-
5 hammernators 5 LC terms, 10 tac terminators, plethoria of bikes, 3 attack bikes, 1 out of commision storm raven (base, and stand is broken), 1 drop pod, 10 sternguard vets (modeled for rule of cool), plenty of tacticals and special weapons guys, 6 ML marines, 2 LC marines, 2 PC marines, 2 flamers, 2 melta non-assualt marines, 1 libby dread, 1 dread w/ frag cannon/AC, 2 predators (friendly tourney, so I can proxy these as another vehicle of the same size, such as rhinos/whirlwinds/etc), 5 more sang guard, mephiston, Corbulo.

help is appreciated! also, we are running on non-maelstorm missions, so old school count em up at the end. round robin I think.

Idea is- tacs and scouts hide from LOS as much as possible, survive till round 2. Use Dante's rule to hopefully get most of my army in at the same time Deep-striking D6 with rerolls.

Dante goes with sang guard and the priest with valours edge, the lib goes with a DC unit.

I had an idea for another list, but splitting half and half doesn't work very well, I won the games but only due to good dice rolls on my part.

This message was edited 3 times. Last update was at 2015/01/19 03:10:43


 Wyzilla wrote:

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


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Kill the mutant
Purge the Unclean 
   
Made in us
Regular Dakkanaut




Combi on the assault marine sgt?

I would put at least missile launchers or lascannons on the tactical marines so they can contribute at distance.
   
Made in us
Stubborn Dark Angels Veteran Sergeant





partninja wrote:
Combi on the assault marine sgt?

I would put at least missile launchers or lascannons on the tactical marines so they can contribute at distance.


That's what I thought at first as well. But the only things starting on the table are them and the scouts. There only job is too survive until my reserves arrive so will most likely be going to ground.. Although I still wonder.

 Wyzilla wrote:

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


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Kill the mutant
Purge the Unclean 
   
Made in au
Death-Dealing Devastator



Melbourne,Vic

I'd probably use the points to up the model count on your extra squads-maybe throw in a few more DC, or increase the tac squads so they can actually do something once your force is on the board. I get that you're basically just using them to keep you on the board, but there's no reason they can't do a bit more.
   
Made in us
Stubborn Dark Angels Veteran Sergeant





I was considering dropping another Sgt down to just a combi melta and taking another 5 man DC with packs.

 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
Locked in the Tower of Amareo




"ASM 2 melta guns dual inferno pistols- 135
ASM 2 melta guns dual inferno pistols- 135
ASM 2 melta guns combi melta- 115 "

I would change all of these squads to the third squad, myself.
   
Made in us
Stubborn Dark Angels Veteran Sergeant





I'd rather have the extra shot and potiental continuous shots, also gets me the extra CC attack. Ive ran these several times, always seem to be ignores in favor of Dante/terminators/DC , guess the big CC units are scarier in your face than the ASM.

 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
Locked in the Tower of Amareo




I have severe range issues with them. I don't let them drop within melta range of targets, and neither do my opponents.
   
Made in us
Been Around the Block





A potential extra shot and potential reshot is also 20 extra points on a suicide squad.
I ask myself: what is my melta asm squad used for?
It's to drop in and pop a tank or an elite or a monster usually on turn 1. After that, they have made up their point value and i hope they draw enemy fire away from everything else.
   
Made in us
Stubborn Dark Angels Veteran Sergeant





Yeah. But even with the extra points most things they pop earn tgrm the points back, and they never get focused when you have Dante+sang guard and two units of DC in the back field with them for 20 points more they get two extra melta shots a turn and an extra CCA. I've used asm a lot and I rarely feel bad about bringing them if they do draw fire because of The potiental of more melta shots its points well spent on keeping Dante and DC alive.

The only real thing I am worried about is flyers. Namely large amounts of flyers.

 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
Been Around the Block





If you like a 170 point sky fire krak squad you could make it work. I haven't used them with the skyfire rule, but i bet they'd be ok sitting in cover and glancing fliers to death.

You gotta get those points from downgrading or losing squad size.

I would: first of all lose the libby for a priest with jp and save 30 points. You could get a combiMelta on the other 2 asm squads and save 40 points. You could get pfist instead of hammers and save 10 points. You could lose the camp cloak for 20 points. You could lose 2 dc for 46 points. And i would lose valor edge because he's accompanied by dante and sang guard who all have nasty weapons. I think the priest is more useful for the angel wing and the fnp and +1 ws. That's 171 i think
   
Made in us
Locked in the Tower of Amareo




kps wrote:
A potential extra shot and potential reshot is also 20 extra points on a suicide squad.
I ask myself: what is my melta asm squad used for?
It's to drop in and pop a tank or an elite or a monster usually on turn 1. After that, they have made up their point value and i hope they draw enemy fire away from everything else.


You aren't popping any tanks if you can't get within 3" with those infernus pistols. That's really hard to do. It's hard enough with 6" melta range.
   
Made in gb
Regular Dakkanaut




The only things that I dislike about this list is that the points cost for the priest should be 106pts and a lack of armour, but I guess that your going for an exclusively jump pack list with the edition of scouts.
   
Made in us
Locked in the Tower of Amareo




Are you getting infernus pistols to work for you? I can't get them in range.
   
Made in us
Stubborn Dark Angels Veteran Sergeant





Martel732 wrote:
Are you getting infernus pistols to work for you? I can't get them in range.


Its not so hard, specifically coming in T2 drop pods make things easier NP doubt but I don't have the models for the pods plus having too drop two juicy targets down before the rest never ends well. With Dante I normally play a bit ballzy with my asm deep striking them within 3 inches of my target, and by T2 bubble wrap has been worn down a tad or broken off. I haven't mishaped yet, but I've only played 5 games with them so far. But after the DS turn, range doesn't become a problem,

 Wyzilla wrote:

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


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in fi
Homicidal Veteran Blood Angel Assault Marine





Personally I find the 6" range a bit too short. It costs 15 points and basically means that you get a single shot with it in the entire game, maybe two if you're lucky.
And those might still miss, might not wound/glance etc....

On the list itself:
If the Tacticals don't have any transport I would like to buff their sizes. Those small squads are going to be eaten alive in a minute.
The Heavy Weapons are also a nice idea.

4000p
1500p

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Made in hk
Steadfast Ultramarine Sergeant




Caan you squish in a Stormraven? You lack anti air, and defintely at this points level you may run into some list containing multiple heldrake, multiple flying daemons, and multiple flying big bugs, which have the ability to chew through your marines auite quick.
I also think Stormraven paired well with Death Company. Although you need to reduce their number to 6, if you still want the jump pack on them.
   
Made in us
Locked in the Tower of Amareo




A single Stormraven isn't that great. You need 2 or more.
   
 
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