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Made in us
Fresh-Faced New User




Lost, but i'll soon find myself!

HQ

Chaplain Master of Sanctity with Death mask, artificer , termi honors, bolt pistol, Death company, jump pack

Librarian Epistolary with thunder hammer, artificer and halo, termi honors, jump pack, special powers of fear and might of heroes

Troops

2x 6 man tactical squads with heavy bolters and termi honors

2x Rhinos with smoke, extra armor and dozer blades

Fast Attack

3x 7 man Assault squads with plasma pistols, and a sarge with  termi honors, purity seals and a fist

two of the assault squads also have melta bombs

This is a blood angels army so i'm gonna get some Death company and i'll be packing lots of power weapons in that squad.  Since the Chaplain's got a pack, you can assume that all my Death Company has them too.

Oh, AND this is my first post on this site.  so y'know common abbreviations or suggestions would be nice.


2000 Tau (No Kroot)
2500+ Marines (Blood Angels)
2000+ IG (...plain i guess...) 
   
Made in us
Fresh-Faced New User




Lost, but i'll soon find myself!

does anybody have any suggestions?

2000 Tau (No Kroot)
2500+ Marines (Blood Angels)
2000+ IG (...plain i guess...) 
   
Made in us
Dakka Veteran



Culver City, CA

How do you plan on getting power weapons/fist to your death company?
Death mask is rather overcosted.
Giving your librarian a thunder hammer seems a bit of a waste since he already has a force weapon, and I'm assuming he'll be running with one of the squads with a fist.
I would give the tac squads a lascannon instead of a heavy bolter, your choppy units should do fine against infantry.
Consider changing one of the assault squads from plasma pistols to flamers.



"There is no such thing as a cheesy space marine army, but any army that can beat space marines is cheesy. " -- Blackmoor

 
   
Made in us
Fresh-Faced New User




Lost, but i'll soon find myself!

when you pick a sergeant from a squad and make him Death Company, you may upgrade his ccw for a fist or power weapon for no extra cost
Thunder Hammer is for Big Tyranid Monstrous Creatures, Dreadnoughts, Deamon Princes, Wraithlords, and the like. He's an independent character, and will run alongside another squad, but i use him to seek out commanders and monsters.
Will giving Tac squads rocketlaunchers work the same? They cost plenty less and are more versitile.

2000 Tau (No Kroot)
2500+ Marines (Blood Angels)
2000+ IG (...plain i guess...) 
   
Made in us
Regular Dakkanaut



Alpharetta, GA

You are going to have some serious problems with a vehicle heavy army. The HBs are only going to hurt light transports and some flyers.

HQ
Chaplain - death mask and artificer armor are a waste - you already have a 3/4+ armor save, the points are better spent somewhere else (like more troops)
Librarian - drop the thunder hammer, he already has a force weapon and this is using up too many points, again drop the artificer armor, he also has a 3/4+ save. I also want to question using two tooled up HQs at this point size. You would be better off dropping the Librarian and spending the points on a Twin-Linked Lascannon Dreadnaught to give you some anti-armor.

TROOPS
This whole section is a mess. You have HB's and Rhino's. If they move they can't fire the HBs. If they are in the Rhino and move they can't fire the HBs. When they get out of the Rhino they can't fire the HB's that turn. I'd drop the HB's, increase the squad to 10, tool them up for CC and send them after objectives and table quarters. The other option is to drop them to 5 Marines each, ditch the Rhino, and use the extra points from the HQ changes to buy a Predator for some anti-armor.

FAST
I love Assault Marines, but I think 3 squads is a bit much in 1500 points. Considering you don't have much anti-armor and almost bare minimun on Troops, you may want to drop one squad. I'd use the points for more Troops.
   
Made in us
Dakka Veteran



Culver City, CA

Well, the thing is, that you only have 5 vet sgts. 3 of them you bought power fist for. So that leaves 2 as choices to get power weapons from.

I would stick with las over missle launcher. You will be surprised how often 1 str matters.
If you trim points from your rhinos, that lets you get 2 more squads.

"There is no such thing as a cheesy space marine army, but any army that can beat space marines is cheesy. " -- Blackmoor

 
   
Made in us
Fresh-Faced New User




Lost, but i'll soon find myself!

Okay, so here's my new list for these guys. Remember cause they're Blood Angels that they've got Furious Assault for Free and the Transports have Over-Charged engines

246 Chaplain with bolt pistol, terminator honors, jump pack, and death company

184 Infiltrating 8 man Veteran squad with Terminator Honors, Plasma Pistol, Plasma Gun, and Heavy Bolter

140 8 man Tactical Squad with Terminator Honors, Power Weapon, and Melta gun

78 Blood Angels Rhino with Extra Armor, smoke launchers, and dozer blades

140 8 man Tactical Squad with Terminator Honors, Power Weapon, and Melta gun

78 Blood Angels Rhino with Extra Armor, smoke launchers, and dozer blades

235 8 man Assault squad with Plasma Pistols, Terminator Honors, Power Fist, Purity Seals, and Melta bombs

235 8 man Assault squad with Plasma Pistols, Terminator Honors, Power Fist, Purity Seals, and Melta bombs

150 Predator Annihilator with Sponson Lascannons and Extra armor

1500 total

So i'm thinking it'll need more tweaking. Any more suggestions? I added the Veteran Squad to tie up the enemy before the rest of my army gets there. This way the Assault Squads won't be completely destroyed when they are vulnurable.

2000 Tau (No Kroot)
2500+ Marines (Blood Angels)
2000+ IG (...plain i guess...) 
   
Made in us
Dakka Veteran



Culver City, CA

According to the Faq you can't give Blood angel any more skills since they all have furious charge, so no infiltrating vets. You'll have to use Scouts for that role.

http://us.games-workshop.com/errata/errata.htm

I usually run 3 throw away vets (at most a power weapon) to get power fists in the DC, so I would suggest not taking a plasma pistol on any of yours.

The 3 squads of infantry, I would be better off used to shoot with than running them up and assaulting if they do end up losing their sgt to the DC.

Assuming the sgt is gone.
If you charge, it's 14 hit on 4, wound on 3. 1 5/9 MEQ kills.
If you shoot it's 12 hit on 3 wound on 4 + the melta gun. 1 8/9 MEQ kills, and they don't get to hit you back.
If you buy them a heavy weapon, it goes down to 1 2/3, but you'll still do better than assaulting, and you'll probalby have 2+ turns of shooting your heavy weapon.

So, my suggestions.
Change vet squad to a regular squad.
Drop that guys plasma pistol.
Add heavy weapons to the 3 8 man squads.

BTW, you're math is off. 8 marines 120 + power weapon 10 + melta gun 10 = 140. You're missing the points for the honors.

"There is no such thing as a cheesy space marine army, but any army that can beat space marines is cheesy. " -- Blackmoor

 
   
 
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