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Made in gb
Blood Angel Neophyte Undergoing Surgeries




London, UK


++ Spearhead Detachment +1CP (Imperium - Blood Angels) [38 PL, 774pts] ++

+ HQ +

Sanguinary Priest [5 PL, 90pts]:
Bolt pistol, Jump Pack, Power sword

+ Heavy Support +

Baal Predator [8 PL, 173pts]:
Flamestorm cannon, 2x Heavy flamer, Storm Bolter

Devastator Squad (9) [11 PL, 201pts]:
Armorium Cherub, 4x Heavy flamer, Combi-flamer

Predator [9 PL, 202pts]:
Twin lascannon, 2x Lascannon

+ Dedicated Transport +

Drop Pod [5 PL, 108pts]:
Deathwind launcher

++ Outrider Detachment +1CP (Imperium - Blood Angels) [23 PL, 443pts] ++

+ HQ +

Sanguinary Priest [5 PL, 90pts]:
Bolt pistol, Jump Pack, Power sword

+ Fast Attack +

Assault Squad [6 PL, 107pts]:
Jump Packs, Melta bombs, Power sword, 2x Flamer

Assault Squad [6 PL, 107pts]:
Jump Packs, Melta bombs, Power sword, 2x Flamer

Assault Squad [6 PL, 139pts]:
Jump Packs, Melta bombs, Thunder hammer, 2x Meltagun

++ Vanguard Detachment +1CP (Imperium - Blood Angels) [52 PL, 778pts] ++

+ HQ +

Chaplain [6 PL, 90pts]:
Bolt pistol, Jump Pack

+ Elites +

Death Company (5) [10 PL, 200pts]:
Jump Packs, 5x Thunder hammer

Death Company (10) [20 PL, 200pts]:
Jump Pack

Sanguinary Guard (4) [10 PL, 180pts]
4x Death Mask, 4x Encarmine Sword, 2x Plasma Pistol

Sanguinary Guard Ancient [6 PL, 108pts]:
Death mask, Encarmine sword

++ Total: [113 PL, 1995pts] ++


The idea is that I use Jump pack assault to be right in the enemy's face asap, and the heavy flamer devastators would come down in the drop pod asap to have the same effect. The Baal pred would race up a flank to do some flamer magic and the lascannon pred would stay back at max range to provide heavy fire support to crack anything the melta assault squad or hammer death company can't crack. The large death company unit would go after any hordes and the two flamer assault squads would deal with light infantry. The sanguinary guard can go after heavy infantry.. The chaplain is there to give the death company rerolls to hit , the sanguinary priests will just hover between the units to use their bubble abilites to boost strength and keep things alive. Any advice??


-successor- 12000pts
-Cadia- just starting, based on
'Gunheads'- 1000pts
 
   
Made in ca
Speedy Swiftclaw Biker






I like it overall.
One thing I would tweak is the devastators. For the price of them and a DP you could get 3 more assault squads with flamers or a tac squad with heavy flamer in a razor back with twin heavy flamer and points left over.

With new reserves rules you can only have half the army starting in reserves. This may leave a lot of the infantry out in the open if you don't get a nice Terran setup.

Which is why I love tac squads in Razorbacks. You can kit the tacs out as an anti anything you feel your army may need. The razorback gives great mobility, keeps the unit from dying too quickly, and is a mobile gun platform. With 6 model capacity you can always throw the priest in there for the free ride saving point on the JP.

Plus disembarking and charging? Yes please.

This would still give you the same play style. Mass air drop of infantry into the backlines/front lines while your vehicles can rush forwards and support where needed. Plus depending how you tweak it you can have only your tanks/transports to deploy giving you better odds at the +1 on the roll for first turn.


-3890
-3600
-4400
-3645
painted -3765 
   
Made in au
Irked Blood Angel Scout with Combat Knife




I generally don't recommend deepstriking units to assault in the current rules, it's just too risky for my liking. If you are intent on doing so I definitely wouldn't be running flamers on said units because you will be out of range 100 percent of the time (8inch range weapons 9inch minimum distance to enemies when deepstriking). If you are going to run sanguard as anti heavy infantry give them all plasma pistols, make the priest your warlord and keep him nearby for plus 1 strength, rerolls to hit (for overcharging plasma) and the ability to heal/revive those expensive ass termi slayers. I like to put a axe or two in my squads(or even a fist if you want). When combined with the priest you're wounding t5 on 3s with the axe or t8 on 3s with the fist. Combined with rerolls to hit and overcharged plasma you have a decent chance of killing a lot of characters and mcs in a single turn (which you want because if they hit you back those 2+ saves won't help you).

Good luck with the list, keep us updated on how it plays.
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

How would you combine characters with squads? Maybe spread those thunder hammers between death company squads, because when they start taking casualties, you lose melee Power without ablative wounds.

Wh40k, necromunda, Mordheim 
   
 
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