Hey all,
Got a list I've been tinkering with for a while, wanna see what y'all think.
++ Battalion Detachment +5CP (Imperium - Blood Angels) [26 PL, 7CP, 411pts] ++
+ No Force Org Slot +
Armoury of Baal [-1CP]: 1 additional Relic of Baal
Battle-forged CP [3CP]
Detachment CP [5CP]
+ HQ +
Captain [6 PL, 124pts]: Jump Pack, Storm shield, The Angel's Wing (replaces jump pack), Thunder hammer
Librarian in Terminator Armour [8 PL, 122pts]: 1. Quickening, 6. Wings of Sanguinus, Force axe, Storm shield
+ 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
++ Super-Heavy Detachment +6CP (Imperium - Imperial Knights) [70 PL, 4CP, 1,308pts] ++
+ No Force Org Slot +
Detachment CP [6CP]
Exalted Court [-1CP]: Exalted Court: 1 Extra Warlord Trait
Heirlooms of the Household [-1CP]: Heirlooms of the Household: 1 Extra Heirloom
Household Choice: Questor Mechanicus
. House Krast
+ Lord of War +
Knight Crusader [25 PL, 478pts]: Character (Knight Lance), Heavy Stubber, Heirloom (Krast): The Headsman's Mark, Warlord, Warlord Trait: Ion Bulwark
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer
. Rapid-Fire Battle Cannon w/ Heavy Stubber: Heavy Stubber, Rapid-Fire Battle Cannon
Knight Crusader [25 PL, 478pts]: Heavy Stubber
. Avenger Gatling Cannon w/ Heavy Flamer: Avenger Gatling Cannon, Heavy Flamer
. Rapid-Fire Battle Cannon w/ Heavy Stubber: Heavy Stubber, Rapid-Fire Battle Cannon
Knight Gallant [20 PL, 352pts]: Character (Exalted Court), Character (Heirloom of the House), Heavy Stubber, Heirloom: Armour of the Sainted Ion, Reaper Chainsword, Thunderstrike gauntlet, Warlord Trait: Landstrider
++ Battalion Detachment +5CP (Imperium - Astra Militarum) [22 PL, 5CP, 279pts] ++
+ No Force Org Slot +
Detachment CP [5CP]
Regimental Doctrine: Regiment: Cadian
+ HQ +
Company Commander [2 PL, 30pts]: Chainsword, Laspistol
Company Commander [2 PL, 30pts]: Chainsword, Laspistol
+ Troops +
Infantry Squad [3 PL, 40pts]
. 9x Guardsman
. Sergeant: Laspistol
Infantry Squad [3 PL, 40pts]
. 9x Guardsman
. Sergeant: Laspistol
Infantry Squad [3 PL, 40pts]
. 9x Guardsman
. Sergeant: Laspistol
+ Heavy Support +
Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
++ Total: [118 PL, 16CP, 1,998pts] ++
Created with
BattleScribe
Starts with 19
CP, spends 3 on angel relic+2x visions then 2 more on exalted court and knight relic, leaving 14 for the game.
Scouts deploy conservatively, their job is to stay alive, hold ground and objectives, and get value over multiple turns.
Infantry screen forward or hold objectives. I will frequently send a unit with double move to hold a forward unit in their deployment zone. This works especially well if I can get multiple distractions going at once.
Mortars always hidden, with secondary job of taking up deep strike space.
The slam captain usually starts on the field, Wings+Descent (down to 10 command points) into first turn assault if something worthwhile is open. In this list I usually save the command points and only use Honor or Duty in Death if it's a game changer. It is VITAL to keep command points around until end game for Machine Spirit. Discipline with the blood Angel's is key to this list.
The land strider gallant also threatens a first turn assault. I like the 2+ armor relic on her, throw psalmshroud cover on him if she gets caught out and it makes sense, save rotate for the crusaders. Shes basically always a better option for Duty in Death than the slam cap.
The 2 crusaders both have 4++ with relic and strat. They (especially the headsman) take care of the big stuff. If you get first turn it often makes sense to use canticles to get reroll 1's on the headsman. I play forward with them vs most armies (especially those with limited anti tank melee like Tau or
AM) and get them into combat as much as possible. I've seen some people play them far back and try to out range Tau... nah I get em up there and kicking people whenever possible.
The librarian comes in turn 2, uses wings and very reliably assaults something. If you need to kill that thing, give him red rampage on top of quicken. If you roll hot... well 10 attacks can make Honor the Chapter attractive. His other job is to deny a key power. 2+/3++ with 5 wounds keeps him alive longer than your average librarian.
This list comes at you from multiple angles. It forces mistakes in deployment and threatens to tie up any exposed unit. It has a fair amount of infantry holding ground while the knights play aggressively. The toughness is fairly optimized. It can clear hordes reliably with incidental fire and has quite a few big guns on mobile platforms. It has significant command point resources to get the most out of the mean units.
Weaknesses include limited indirect fire weapons (only mortars), lack of specific anti flyer weapons, lack of an assassin or redundant anti-psyker. I'd love to find room for ironstorms or an assassin but I just dont know what I'd give up (especially with the
CP costs).
Any opinions? Ideas? What do yall think.