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Made in gb
Member of a Lodge? I Can't Say



UK

The start of a Blood angels take all comers army.

Librarian, lvl 1, Jump pack, Melta bombs, Force Sword, Sanguinary,

5x Death Company, Jump Packs, Chain swords and pistols.

10x Tac squad, (Combi-Melta, Melta, 3x Boltguns), (Heavy Flamer, 4x Boltguns) Drop Pod

10x Tac squad, (Combi-Melta, Melta, 3x Boltguns), (Heavy Flamer, 4x Boltguns) Drop Pod

3x Bike Squad, Combi-Grav, 2x Grav.

Drop Pod

748pts

The idea is the Tac Squads can take out any problem tanks with melta first turn while the flamers can cause chaos to 4+ saves. While the opponent reacts the death company and bikes can move in to mop up and deal with monstrous creatures

Let me know what you think and how it could be improved. Thanks


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

Not too knowledgeable about Blood Angels but it looks like a good list. Good Luck!!

 Grey Templar wrote:

The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in au
Road-Raging Blood Angel Biker







I wouldn't use heavy flamers unless you're in a rhino or a static position, as you're opponent can just move away or gun down most of the squad before he can shoot.

I'd recommend dropping them and giving the death company some power weapons and then leaving the two combat squads to hold objectives on your table side. If you're playing purge the alien then go for it, keep them in the pods, I'd just recommend against heavy template weapons in assaulting units.

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Made in gb
Member of a Lodge? I Can't Say



UK

@thetallestgiraffe, contrary to the name, Heavy Flamers aren't heavy, they're assault. So he's able to jump out of his pod and spray AP4 everywhere first turn. Then the next turn move and do it again and even charge if he wants.

At least that's how I believe it is, correct me if I'm wrong.


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Taffy17 wrote:
@thetallestgiraffe, contrary to the name, Heavy Flamers aren't heavy, they're assault. So he's able to jump out of his pod and spray AP4 everywhere first turn. Then the next turn move and do it again and even charge if he wants.

At least that's how I believe it is, correct me if I'm wrong.
That is correct, Heavy Flamers are Assault 1 Template weapons. So yes, you can torch a squad and charge the same turn or move and shoot.

5250 pts
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Deathwatch: 1500 pts
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Made in gb
Member of a Lodge? I Can't Say



UK

Thanks casvalremdeikun. Do you think this is a good way to use Heavy Flamers? What do you think of the list?


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Taffy17 wrote:
Thanks casvalremdeikun. Do you think this is a good way to use Heavy Flamers? What do you think of the list?
Yeah, a lot of people are talking doing full squads with a Combi-Melta and Meltagun paired with a Heavy Flamer. It is pretty effective, since you can deal with most transports you will be seeing at this level. I prefer Rhinos for my Tactical Marines, but Drop Pods are the Gold Standard.

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3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in dk
Been Around the Block





I like it.

Take a second to consider rolling on Divination. Prescience on the Death Company(ie. re-roll hits) isn't half bad.
   
Made in gb
Member of a Lodge? I Can't Say



UK

Thanks for the feed back @casvalremdeikun

@Det Thyge I went Sanguinary cause its fluffy but I am debating finding a better one. I know Biomancy is usually the go to school, you'd recommend looking at Divination as well?

If i was to expand to 1000 would you have any recommendations? i was thinking about throwing teleport homers on the Sergeants and getting some assault terminators cause their models are lovely. That or putting sternguard in the empty pod.


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

If I were to bump it to 1000, I would get those DC a Fist and up their number to 10 or run two 5-man squads with one fist a piece.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in gb
Member of a Lodge? I Can't Say



UK

I kinda wanted to throw in something a bit more interesting than just another death company to throw at my opponent.

Any alternative suggestions?


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in no
Tail-spinning Tomb Blade Pilot






If you're deepstriking assault termies, might as well get sanguinary guard instead imo. Give them a couple of powerfists and a pair of inferno pistols, and you have a versatile 2+ unit. Throw in a chapter banner and you can do a lot of damage against most things.

Another fun unit would be a pair of Baal Predators, which can come with assault cannons or flamestorm anti-meq cannons for a measly 230 points. They can be equiped with great versatility.

A drop podded Furiosio (or a pair of them) is also real murder if you want it, though it messes with the 2/1 drop in first turn that you have going

Let the galaxy burn. 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






NJ, USA

List looks good, also seems like it is becoming a standard core of many recent BA armies. I am still not sold on mixing squads with weapons. I would probably run one squad full on flamers (flamer, heavy flamer, dual pistol flamers). I also am not quite a fan of BA bikes and tend to favor a baal predator over them. If you can though, maybe a podded dread might be more effective, if you can fit it (would be tough to get 5 pods in at 750 points). The only reason I would favor the dread (if it can work) is because you would have two full tactical squads and a dread in your enemies face turn one, while your DC move up basically free of enemy fire.

An open mind is like a fortress with its gates unbarred and unguarded

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Made in us
Been Around the Block




Outside of your melta-guns, you are lacking stopping power for high toughness, multi-wound models. I play Tyranid and you don't have much that would threaten my heavy monsters. Definitely get a power fist in that DC marine squad - I run mine with 3 chainswords, 1 fist, 1 power weapon. The power weapon is great for clearing lighter targets... 5 I5 S5 AP3 attacks will wreck a lot of things.

I would consider a group of terminators to deep strike. They are a good rock and will take some dedicated firepower to bring them down. Give them a flamer and they can cut through most hordes that try to slow them down.

As you expand to 1000+ points, I would highly recommend a Stormraven. It brings a lot of firepower, it is a flyer, AND it is an assault transport that can carry a dreadnaught in addition to infantry. It is so versatile and has never disappointed. I load mine up with DC marines and a DC dreadnaught. If it is able to go to hover, anything nearby is going to be hurting from the assaults.
   
 
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