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Made in gb
Longtime Dakkanaut





UK

Trying to figure out how to build my Tactical squad - refuse to use Scouts at the minute because I'm still mad about the SM update...never let that go.

I definitely want the Heavy Flamer so that my Tactical's aren't outclassed by the vanilla codex too, but I'm unsure on how to go about the rest of the guys. I was thinking Flamer as the special weapon, with a Hand Flamer and Chainsword for the sergeant? Thoughts? Thinking it would be quite neat dropping down 3 templates on a unit (maybe four if I can find two alternative hands of Hand Flamers).

YMDC = nightmare 
   
Made in us
Longtime Dakkanaut





If I were going to run Blood Angels I would run them exactly like you suggested. All the flamers! If I didnt want full on flamers though I would do my usual Combi melta, melta choices and then take a heavy flamer cuz blood angels.

Gives you a versatile and killy squad.

 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

I do three flamers, a Combi-Flamer, Flamer, and Heavy Flamer. Hand Flamers are too weak to be of any use. I have also see people do Combi-Flamer or Combi-Melta, Meltagun, and Heavy Flamer.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in my
Veteran Knight Baron in a Crusader






At my desk

Yup, as many templates as possible preferably loaded into a fast Rhino to get them in flamer template range.

Let your superior Elites and Heavy Supports do the cool stuff.


Automatically Appended Next Post:
 casvalremdeikun wrote:
I do three flamers, a Combi-Flamer, Flamer, and Heavy Flamer. Hand Flamers are too weak to be of any use. I have also see people do Combi-Flamer or Combi-Melta, Meltagun, and Heavy Flamer.


Hand flamers may be weaker, but you can fire them every turn. Taking Meltas and the Heavy Flamer is advisable because it gives some good anti-infantry protection to an anti-tank unit.

This message was edited 1 time. Last update was at 2016/04/25 03:54:39


3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

I concur with flamers a plenty.

I'm going to be running a squad with Heavy Flamer, Flamer, and Sgt w/ Combi-Flamer & Lightning Claw.

The second squad will replace the Flamer & Combi-Flamer with Meltagun & Combi-Melta but will otherwise be identical.

Both squads will be mounted in Drop Pods as well.

Take it easy.

Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Locked in the Tower of Amareo




Five men with just a heavy flamer. Maybe a combi-flamer. But not usually. I never use 10-man tac squads to get more Rhinos on the table. I've been using a lot of scouts lately and just giving up on BA troops doing anything worthwhile, though. They're pretty awful.

This message was edited 3 times. Last update was at 2016/04/25 04:21:40


 
   
Made in gb
Longtime Dakkanaut





UK

All of the Flamers are a go then, lol.

Are Hand Flamers ever worth it, either single or Gungho Cowboy? Or do Combi-Flamers just do more in the course of a battle?

Btw this is for a Drop Pod. I don't have enough for a Rhino, even though I prefer them. But DS three Flamers should be fun at least.

This message was edited 1 time. Last update was at 2016/04/25 09:24:49


YMDC = nightmare 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

I look at it like this.

Hand flamers give you the benefit of having a pistol that's a template weapon, all-be-it a weaker template. It's a decent compromise. I run a Hand Flamer on my captain because I like the way it looks, and it can fire more than once as a flamer.

Combi-flamers hit harder at the same stats as a normal flamer, though only once a game, and of course can be fired as a bolter too normally which works great on a traditionally shooting oriented unit. Also, there's no risk of missing your one combi-shot with a combi-flamer, unlike combi-meltas & other combi-weapons where you can botch the to-hit roll (As I have done so...so often).

Tactical Squads are traditionally shooting units with Blood Angels tacticals excelling at putting an inordinate amount of template weapons down in rapid succession. What you have to look at is maximizing their firepower, however you feel is best, and then go from there.

I know some people prefer gun-slinger (dual pistol) sergeants with 2x hand flamers. This does off-set the lower strength of the weapon by producing more hits and there-fore more chances to wound and force saves.

I personally prefer the combi-flamer option as it gives the Sergeant a bolter to fire at range or double-tap if not in range of the flamer but inside of 12", give him the flamer template he can hold to use for Wall of Death in the event the enemy tries to charge in first, or can fire with the other template weapons in the unit, and also allows him to have something like a Lightning Claw or other melee weapon to swing and hurt similar troops while denying their armor saves.

I've always been a fan of keeping an eye on what the squad is designed to do and still be effective at that role while mixing in utility where I can.

Hope that helps. Take it easy.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Locked in the Tower of Amareo




Gunslinging a sergent makes him cost too much, imo. I never give my sergeants cc weapons, either. Too expensive. I believe in keeping the troops tax as low as possible.

This message was edited 1 time. Last update was at 2016/04/25 21:14:19


 
   
Made in gb
Trigger-Happy Baal Predator Pilot




Scotland

I agree with Martel on this one re the hand flamers. There just too expensive. I also use 10 in a pod but i tend to combat squad them and only have the heavy flamer in 5 and any combi-weapon I fancy really with matching special in the other 5. 10 with all flamers just doesn't cut the mustard somehow even though i loved it.
   
 
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