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Made in au
Irked Blood Angel Scout with Combat Knife




2000pts

Spearhead Detachment +1CP 1040pts

HQ
Commander Dante 215pts

Fast Attack

Land Speeder, 140pts
Heavy bolter, Typhoon missile launcher

Heavy Support

Baal Predator 164pts
Twin assault cannon
Heavy bolter sponsons
Storm bolter

Devastator Squad 165pts
2x Lascannon 2x missile launchers

Land Raider 356pts
Twin heavy bolter, 2x Twin lascannon

Vanguard Detachment +1CP, 960pts

HQ
Librarian 130pts
Bolt pistol, Force stave, Jump Pack.

Elites 610pts

Death Company 105pts
Death Company Marine x5
1xBolt pistol, Power fist.
4xBolt pistol and chainsword

Death Company 105pts
Death Company Marine x5
1xBolt pistol, Power fist.
4xBolt pistol and chainsword

Sanguinary Guard 168pts
4x emcarmine swords and plasma pistols

Terminator Assault Squad [232pts]
Teleport homer
Terminator Sergeant, Thunder hammer and storm shield
4xTerminator Lightning Claws

Dedicated Transport

Razorback [110pts]
Lascannon and twin plasma gun

Razorback [110pts]
Lascannon and twin plasma gun


Created with BattleScribe

I'll be playing in my first tournament on Sunday, this is the list that I've come up with.

The plan is to build a firebase around Dante with the landraider, razorbacks and the devs utilising his rerolls to hit on the ranged weapons, with the termis and death co. In the landraider and razorbacks respectively for some counter offensive power.

The baal predator and the landspeeder will be used to harass the enemy infrantry and try to draw some fire away from the bulk of the force.

The librarian (warlord) and the sanguard squad will most likely be kept in reserve and will be targeting enemy mcs, psykers and hqs. Using the libby to buff the squad with rerolls to hit, invulns and extra attacks. As well as throwing some dice to deny the witch.

That's all I have for now, I'm just looking for some feedback. I am willing to change a few things around but I'm not going to be able to change the entire list at short notice.
   
Made in au
Irked Blood Angel Scout with Combat Knife




Changes made: death co have jump packs, dev squad no longer have missile launchers and another marine (6man unit) , sanguard have a power fist replacing one sword.
   
Made in us
Longtime Dakkanaut





How are you taking twin plasmaguns and a lascannon on your Razorbacks? I only see 5 options, Twin linked lascannon, assault cannon, plasma cannon, heavy flamer, and heavy bolter. It doesn't say you can mix them.

Give those death company some power weapons they are cheap as chips

This message was edited 2 times. Last update was at 2017/07/03 03:09:38


 
   
Made in au
Irked Blood Angel Scout with Combat Knife




Pg 48 index imperium 1 "This model may replace it's twin heavy bolter with a twin lascannon, twin assault cannon, twin heavy flamer or a lascannon and twin plasma gun"

Power weapons for the dc are in the works, though I have a lot of painting to complete before Sunday and I don't know if I'll have time to get to the death co conversions.
   
Made in au
Annoyed Blood Angel Devastator





I like the list!

My only questions would be about libby/baal. Would Mephiston in an assault cannon razor do the same job? It'd free up some points so you could give a squad of DC jump packs, and cutting a few storm bolters here and there you could probably give another squad a similar treatment. Plus you'd get Mephiston, which is pretty neat. If you want to keep spearhead, you could trade the speeder for the baal and keep the DC grounded, but I reckon letting them chill with sanguinary guard would be nice.

You do give up those sweet re-rolls, so maybe not. Another option would Lemartes, but he isn't the psyker you want I gather. Just some thoughts

   
Made in au
Irked Blood Angel Scout with Combat Knife




Thanks for your input! The speeder at this point is just there to test out their effectiveness in the new edition, they're hella expensive compared to last edition but I think having the mobility and range of the missiles could make it a pain in the ass for enemies to deal with without wasting valuable long ranged shots to kill it (if it works out I'll probably drop something to fit in another one!). Mephiston would be a nice addition, but the fact that he can't take a jump pack really hurts his flexibility in deployment and movement. I have a choice between a priest, chaplain or libby to fill the roll and I chose the libby because I feel that he will be the best fit to buff the sanguard. Storm bolters are an absolute steal for 2 points with their new profile and I only have one in the list atm so I don't see much benefit in dropping it. The dc have jump packs now after a little points shuffling.
   
Made in fr
Regular Dakkanaut





I just want to know how well did you do with this list, and if you found the Speeder useful. I am also worried about your termies having to play cat and mouse with something all game, but perhaps it can pay out as some sort of counter charge unit to hold your line.

This message was edited 1 time. Last update was at 2017/07/04 01:04:43


 
   
Made in au
Annoyed Blood Angel Devastator





JonnySee4 wrote:
Thanks for your input! ... The dc have jump packs now after a little points shuffling.


Best of luck! I'm a fan of the jump-packs, should really help out getting them around and should keep in line with the zoomie feel of the other half of the list. Let us know how you go, and how well that speeeder performs
   
Made in au
Irked Blood Angel Scout with Combat Knife




The tournament was a great day! I only won 1 of 3 games mainly because I am a noob and made some terrible tactical decisions. Though I learned a lot and had a lot of fun. The next round is in about 3 weeks

The speeder was awesome, 10/10 would bring 3 in a squad.
I'm dropping the devs for another speeder, the devs just don't have the mobility to have good synergy with the rest of the list.

I'm also going to try swapping out the lasplas turrets for twin lascannons.

The sanguard didn't really get much work done, they got targeted hard every game and I failed psychic tests trying to cast an 4+invul on them leaving them vulnerable to anything ap-2 or better.

The death co will be getting a change of loadout and combined into a 10 man squad to make a much more threatening unit and to reduce the number of units to deploy.

The baal predator was a solid performer each game, except against a tau player who focused and destroyed it on his first turn.

Dante is good, though I will definitely be changing the way I use him in future games.

The termis were a bit of a mixed bag as far as their performance was concerned. The tau were able to leave combat and shoot them off the table fairly easily. But they did well against the eldar and imperial guard 3 knight armies. If I run assault termis again I'll try to squeeze in a few more th/ss in the squad, probably 3 th/ss and 2 LC or even a full 5 th/ss for a durable high damage unit.

The landraider was good for drawing a lot of enemy fire (the eldar player destroyed it on the first turn and sadly it didn't even get to move) and the lascannons did some work but I think that a stormraven will be a much better option for mobility, survivability, deployment minimisation and flexibility.
Probably won't be able to run it in round 2 but hopefully I'll have it ready by round 3.

I want to try running a few more psykers in my lists. I'm thinking a Libby dreadnought and a storm shield termi librarian (or two) will be very handy. I really like the sangunary psychic discipline particularly the 4+ invul only needing a 6 to successfully cast. I think this will be great to cast on the speeders and stormraven as well as having a little smite spamability for those sweet sweet mortal wounds.

I will post my next list as soon as I get it finalised.
   
 
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