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Made in gb
Fresh-Faced New User




Hi, this is my first time posting.
I am a player who does not get to play much, but I would like to have a semi-competitive list for when I do get to play.
If I could get your feedback on this list that would be awesome!


Imperial guard Brigade (to farm CPs): 12CP
Regimental doctrine:
-Valhallan: halve amount of models who run away + double the number of wounds to determine characteristics of vehicles

HQ:
-Company Commander 30pts
-Company Commander 30pts
-Lord Commissar 35pts

Troops:
-10 man Infantry Squad 40pts
-10 man Infantry Squad 40pts
-10 man Infantry Squad 40pts
-10 man Infantry Squad 40pts
-10 man Infantry Squad 40pts
-10 man Infantry Squad 40pts
(6x)

Elites:
-Commissar 16pts
-Commissar 16pts
-Commissar 16pts

Fast Attack
-Scout Sentinels 45pts
-Scout Sentinels 45pts
-Scout Sentinels 45pts

Heavy Support
-Basilisk 108pts
-3 man Heavy Weapons Squad w/ Autocannons 54pts
-Leaman Russ Battle Tank w/ Battle cannon, heavy bolder hull weapon and Plasma cannon sponsons 182pts


Blood angels Battalion: +5CP
HQ:
-Captain Smash (warlord) aka captain w/ Thunder hammer Storm shield and angels wing relic + artisan of war warlord trait 129pts
-The Sanguinor 170pts

Troops:
-8 man Scout squad w/ Close Combat weapons 88pts
-7 man Scout squad w/ Close Combat weapons 77pts
-5 man Scout squad w/ bolt guns 55pts


Blood Angels Vanguard det: +1CP
HQ:
-Lemartes 129ts

Elites:
-10 man Death company squad all w/ jump packs + Power axes + Boltguns 250pts
-Sanguinary Ancient w/power fist + angelus bolt gun and relic banner 99pts
-4 man Sanguinary Guard w/ power fist + angelus bolt gun 140pts


Total of 1999pts
Total of 21 CP because +3 for being battle forged.

I am going to have all of the Blood Angels except the scouts in deep strike while the Imperial Guard hold the line (fitting really) and they will come in turn 2 if I am playing with the Beta rules. If not they will probably come in 1st turn.
The aim is to have the Captain run around w/ the Sanguinary Guard and Ancient so that the SG get the re roll all to hit rolls, with the Sanguinor piping in to give the + 1 attack when needed.
Lemartes will be with the Death Company, and the Scouts w/ Combat weapons will back them up if there are any left, as their objective is to have them charge first turn and clear out a screen or distract the enemy.

The IG Infantry Squads will attempt to screen for the tanks and/or capture objectives.
The Leman russ and Basilisk will obviously hold back and shoot the hell out of the enemy, and the Heavy weapons squad will fit that role as well.
The Scout Sentinels will move up the table first turn to secure a foot hold on the board and support the charging Scouts.

The Commissars will back up the Infantry squads and make it so that their robust moral is even more robust.
One of the Company Commanders will stay with the Heavy Weapons squad to give them what ever order is best (I have not played IG before so I do not know the different orders) and the other one will just hang around.

The Captain will become DC with one CP
The Captain may also use red rampage to make sure he kills a key enemy monster/vehicle
One of the Imperial Guard Company Commanders will have the relic that allows them to steal CPs, so -1 more CP
Decent of angels will be used at least once
Upon wings of fire may be used to capture a tactical objective or get closer to a key target.

I have no idea what stratagems are good for the Imperial Guard, so some advice on that would be greatly appreciated!



Thank you for reading and/or answering, as I may of said, I do not have any Imperial Guard models yet, so I want to get the list just right before I buy a ton of them and they turn out bad.
Again, thanks for your feedback and advice.

This message was edited 1 time. Last update was at 2018/07/01 18:55:22


 
   
Made in us
Angry Blood Angel Assault marine






In your thread, trolling.

Looks like a delicious meat grinder for my Tyranids to rip apart. I think it would be fairly decent at winning some games. I think generally, if you haven't out scored your opponent by a lot by end of round 3, you're in for some trouble. Your tactic for using your BA as a shock charge can be easily countered with proper deployment. You'll probably find yourself using them more to rescue your IG than actually pressing the attack.

I like the idea and the fluff of this army... but why not just go with a full BA army?

Also, I usually always take at least two TH for my death company (3 max). They kinda need that smashy smashness in case they get tied up with some big nasty that charged them.

 
   
Made in gb
Fresh-Faced New User




First of all, thanks for replying.
The reason I do not want to go for a full BA army is the lack of command points.
With BA I run out of CP very quickly, with about 10 CP only lasting me the first 2 and 1/2 battle rounds.

I am taking my DC with just axes so that they can just rip through infantry, and they will be wounding on 4s against all targets under toughness 10 on the turn they charged or got charged, so with AP -2 for all the attacks I think that that is better than 2 or 3 hammers, and they can always use the "Upon Wings of Fire" stratagem to get them away from big targets. Especially considering the power of the Sang guard and Slamguinius (the captain) + the Sanguinor against big targets.

For the IG I am just hopping the Vehicles and the Heavy Weapons squad can stay alive and kill a few things on turn 1 so as to allow the BA to get to their targets, and then the rest of the IG are just there to get the CP.

   
Made in us
Angry Blood Angel Assault marine






In your thread, trolling.

No, I get the CP thing. I just think that a lot of BA players rely too heavily on them, instead of playing the army more tactically. I'm suggesting that you consider an alternative, learn a different way of playing your BA without relying heavily on CP.

 
   
Made in us
Been Around the Block




 Cake Farts wrote:
No, I get the CP thing. I just think that a lot of BA players rely too heavily on them, instead of playing the army more tactically. I'm suggesting that you consider an alternative, learn a different way of playing your BA without relying heavily on CP.


This is amazing advice. Stratagems are meant to be clutch, used to sway the battle, not be what you solely rely on.
   
Made in gb
Fresh-Faced New User




Ok, but if I can I think I still want to keep a brigade of IG, because I like the artillery and the fluff and all that.

But maybe I could take out the battalion and invest in some other things?
I don't know what though. any suggestions? I would keep the captain, but maybe not the Sanguinor.
Should I go for a tank? A storm talon gunship? I already have the gunship, and it could be fun to take one.

I don't really know.


Automatically Appended Next Post:
Also I wouldn't say that I rely on CP too much, but I would like to interrupt a round of combat a few more times than once, and re-roll a few more dice.

Up until my last game, I usually forgot to use my CP, so maybe I just went a bit overboard with my use of them.

This message was edited 1 time. Last update was at 2018/07/02 17:20:20


 
   
Made in us
Locked in the Tower of Amareo




BA can't compete tactically, because most of the codex is pretty overcosted at this point.
   
Made in us
Regular Dakkanaut





I think you would be better off making your brigade into 2 batallions. The points saved for the elite and fast attack tax could be spent on a nother tank or more BA. It would be better to take 4 separate scout squads than having some at 8 and 7 man strength.

If you are really concerned about CP usage, then use kurovs aquila and grand strategist.

Stratagems are force multipliers. Example: librarian dreadnought; uses quickening for an additional d3 attacks, then red rampage for another d3 attacks. Now you have 3+2D3 attacks hitting on 2 and wounding on 2 causing -3 ap wounds at 3 damage each... So a possible 27 wounds. Or the one that lets terminators Re roll all failed hits, pair that with lightning claws and BA +1 to wound on the charge and you can chew through units, then play honour the chapter and rinse and repeat.

I usually burn through 10 CP during turn 2 on stratagems like that. If you play BA and you don't use the stratagems, then you aren't playing BA right. Thats like playing dark angels and not using weapons of the dark ages...

   
Made in pt
Prophetic Blood Angel Librarian




The Basilisk can hide, but that Leman Russ as the only armour will get foccussed down and destroyed pretty quickly at that points level. At 2k points, if I'm taking armour that is not a superheavy, I take 3 minimum to spread the threat.
If you hide the Basilisk behind LoS blocking terrain, get rid of the tank and the Sentinels (Rough Riders with full plasma/flame are only a bit more if you still want FA and they are more effective), then you will have pretty much neutered the opponents anti-tank firepower. Then you could afford to put some decent weapons into those guard squads and make them something more than Xenos punching bags. Or go the other way and take that stormtalon you mentioned with another piece or two of armour.
I agree with the above suggestion of 4 scout squads. Give the sergeants powerswords, BA sarges LOVE powerswords.
   
 
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