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Made in au
Road-Raging Blood Angel Biker





Hey all, doing up a new list to celebrate my return to the hobby after a brief hiatus. Set myself up with the Start Collecting box for the base and expanding from there.

Captain in Terminator Armour with Thunder Hammer
5 Assault Terminators with Thunder Hammers and Storm Shields

10 Tactical Marines with Heavy Flamer in Rhino

10 Tactical Marines with Heavy Flamer in Rhino

5 Assault Marines with 2 Melta Guns and Melta Bombs in Rhino

Baal Predator with Assault Cannon, Heavy Bolters and Storm Bolter

So my idea is that the Terminators are all held in reserve, while the Rhinos charge forward and the Baal Predator sprays bullets every which way. Hopefully on turn two the Termies drop in , at which point all troops disembark in the opponent's face. Focus would go on the largest threat, the Termies, who with their 3++ should mostly weather the hailfire. Turn three is the charge, hopefully. Should the termies not arrive then I suppose it will be up to the Marines to do the heavy lifting.

Just looking for general feedback on this list and thoughts on how it could be any better. So far I've only invested money in the Captain, one Tactical team with Rhino and Baal Predator, so there's plenty of leeway for changes
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

It's an okay starting army. It's not competitive but it should be fine in casual games.

I'd recommend a more versatile layout for the Tactical Marines. Meltabombs on the Sergeant would be a good start. Does the Heavy Flamer take up the special or the heavy weapon slot? I would take a Meltagun or Multi-Melta to fill in the other choice. This list would definitely benefit from more anti-armor.

"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in us
Terrifying Wraith






That many Tactical marines isn't going to be very useful at that point level. I'd recommend d splitting the two squads up into 5 mans give one a heavy bolter and one a grav or melta. Then take Death Company.

Use the Baal pred as a Rhino for the tactical squad instead of as a baal predator. And that would give you 2 5 man squads in Rhinos.

Assault Marines with melta in a pod instead of a Rhino drop them and kill enemy armor.

Terminators aren't bad for an anvil but in my opinion you need something like DC for the hammer.


 
   
Made in gb
Longtime Dakkanaut





UK

I would recommend Death Company over 10 Tactical Marines. 5 with 1 Power Fist and Bolter, rest with BP/CCW, all with Jump Packs.

I would personally either Drop Pod or Jump Pack the Assault Marines too.

Finally, if you can get your hands on the datasheet, I would change the Terminator Captain for Captain Karlean (you have the model from the start collecting box. What he does is provide you with a Master Crafted Thunder hammer (so not missing out on strength) but also the Warlord Trait that lets you re-roll reserves (vital for Terminators if you're deepstriking them).

To fit in point, I dropped 3 TH/SS to Lightning Claw Terminators. Does reduce your ability to damage tanks, but Furious charge helps mitigate that, as well as Karlean having a Master Crafted TH. Just make sure the Terminators and Assault Marines go after the heavy armour.

YMDC = nightmare 
   
Made in au
Road-Raging Blood Angel Biker





What would be the advantage to putting jump packs on the Assault Squad? My main reason for having then in the Rhino was to keep them stowed away until the Termies could drop in
   
Made in gb
Longtime Dakkanaut





UK

1) Fluffy for Blood Angels if you ever wanted to go down that route.
2) They have double the movement of footslogging Assault Marines, which makes achieving range of Melta guns, particularly Melta range much more achievable, as well as making use of CC and Melta Bombs better.
3) Can Deep Strike, which keeps them safe from harm and let's them Deep Strike into the thick of battle.

Rhino Melta Assault Marines just don't have the range necessary for Meltaguns, especially if the Rhino gets destroyed. If it was Plasma Assault Marines, I would put in a Rhino without a doubt, because their range is more than capable of doing damage at a distance.

YMDC = nightmare 
   
Made in au
Road-Raging Blood Angel Biker





Fair enough, the other option I've come across is replacing the Assault Marines with a 3 man bike squad, with 2 Grav Guns and a Combi Grav. This would be just as fast as the Rhino, a little less assaulty but a lot better at killing mcs and tanks. Thoughts?
   
Made in us
Locked in the Tower of Amareo




Keep the Rhino to add to armor saturation. You only need the Rhino for one turn. Jump troops are awful in 7th.

This message was edited 1 time. Last update was at 2016/07/13 17:51:02


 
   
Made in us
Terrifying Wraith






If you run a bike squad I would run a captain on a bike kitted out for combat and a sanguinary priest to give them FnP.

Would make a pretty strong squad.

 
   
 
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