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Made in us
Regular Dakkanaut




Hey all. Revised list for an ITC tournament coming up. The idea is some solid objective jokers with hardly front line troops. Any input will be great. Thank you!


++ Battalion Detachment +3CP (Imperium - Blood Angels) [27 PL, 487pts] ++

+ HQ +

Chief Librarian Mephiston [8 PL, 145pts]: 1. Quickening, 2. Unleash Rage, 6. Wings of Sanguinus

Sanguinary Priest [4 PL, 69pts]: Bolt pistol, Chainsword

+ Troops +

Intercessor Squad [5 PL, 91pts]: Auxiliary grenade launcher, Bolt rifle, 4x Intercessor, Intercessor Sergeant

Intercessor Squad [5 PL, 91pts]: Auxiliary grenade launcher, Bolt rifle, 4x Intercessor, Intercessor Sergeant

Intercessor Squad [5 PL, 91pts]: Auxiliary grenade launcher, Bolt rifle, 4x Intercessor, Intercessor Sergeant

++ Supreme Command Detachment +1CP (Imperium - Adeptus Custodes) [40 PL, 732pts] ++

+ HQ +

Shield-Captain on Dawneagle Jetbike [9 PL, 160pts]: Hurricane Bolter

Shield-Captain on Dawneagle Jetbike [9 PL, 160pts]: Hurricane Bolter

Shield-Captain on Dawneagle Jetbike [9 PL, 160pts]: Hurricane Bolter

+ Elites +

Allarus Custodians [13 PL, 252pts]
. Allarus Custodian: Castellan Axe
. Allarus Custodian: Castellan Axe
. Allarus Custodian: Castellan Axe

++ Battalion Detachment +3CP (Imperium - Blood Angels) [51 PL, 781pts] ++

+ HQ +

Lemartes [7 PL, 129pts]

Lieutenants [5 PL, 97pts]
. Lieutenant: 4. Heroic Bearing, Jump Pack, Master-crafted boltgun, The Angel's Wing (replaces jump pack), Thunder hammer, Warlord

+ Troops +

Scout Squad [4 PL, 55pts]
. Scout: Boltgun
. Scout: Boltgun
. Scout: Boltgun
. Scout: Boltgun
. Scout Sergeant: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]
. Scout: Boltgun
. Scout: Boltgun
. Scout: Boltgun
. Scout: Boltgun
. Scout Sergeant: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]
. Scout: Boltgun
. Scout: Boltgun
. Scout: Boltgun
. Scout: Boltgun
. Scout Sergeant: Bolt pistol, Boltgun

+ Elites +

Death Company [27 PL, 390pts]: Jump Pack
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Power sword
. Death Company Marine: Boltgun, Power sword
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Inferno pistol, Power fist
. Death Company Marine: Inferno pistol, Power fist
. Death Company Marine: Boltgun, Power sword
. Death Company Marine: Boltgun, Power sword
. Death Company Marine: Boltgun, Chainsword

++ Total: [118 PL, 2000pts] ++

Created with BattleScribe

LT/Lamartes will go with the DC. LT will get DC stratagem. That gives all of them re roll charge/hits/ 1s to wound/no moral checks.
The custode termites will drop where needed. The bikes will monster hunt if needed. The priest is there because he’s cheap and can get value being with the interssors.
   
Made in us
Regular Dakkanaut




I wasn't expecting to like this list but I actually like it alot
   
Made in au
Fresh-Faced New User




I like it a lot, but I'll play devils advocate for you

feels like you could have a few too many power weapons in the big DC wrecking ball, if you changed the 15 DC squad to have 2 thunder hammers and 3 powerswords you'll have to points to put the inferno pistol and a jump pack on your sang preist. Little bit more mobility and the power to keep him off the board turn 1 or deploy with the DC if you want them to really really kill a T5 squad of something (puree instead of blend). Also having the pistol with the sang priest and a JP gives him so much more utility.

If your planning on using the cp to make your wrecking ball charge 3d6 why have pistol weapons in it?

Love the angels wings Lieutenant- remember he can re-roll his own charge distance so can be used away from your lemartes/DC wrecking ball

Also depending on how you feel about it you could strip some points to put a heavy bolter or 2 on a scout squad. Not a lot of people run the stratagem but 1cp to do d3 mortal wounds has done wonders for me and your low on mortal wound sources.

That being said i think you've convinced me its time to put the stormravens on a higher shelf and get some custodes
   
Made in de
Nihilistic Necron Lord






Germany

Dolly wrote:

If your planning on using the cp to make your wrecking ball charge 3d6 why have pistol weapons in it?


Because you can shoot pistols in CC. Inferno pistols are 6" meltaguns. If you are within 3" its 2D6 damage, discarding lowest dice.
   
Made in au
Fresh-Faced New User




I was more suggesting that an almost 400 pt wrecking ball of DC is probably going to kill whatever you throw it at or be shot down to 4-5 models after its first turn on the board. If you like all your eggs in one basket sure, its a pretty solid alpha strike. Might even be able to move the 2nd turn your on the board so you hit that 3" 2d6 range

If you do take this list to an ITC can you post up how it plays out? or run a few test games and let us all know? very keen to see some feedback from op.

   
Made in us
Regular Dakkanaut




Hey thanks for all the feed back! The ITC tournament that I was going to play this in got canceled but I will be out this weekend to get some games on with it. I will post for sure.

To answer some of the questions. One large reason all the PWs and such in the DC ball is because that’s what they are modeled unfortunately. I could throw in an assault marine to sub one or two out. I like the idea about the JP on the priest. Adds some great mobility to him. Overall thanks for the tips and ideas. I will post a short battle report for sure.
   
 
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