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Made in us
Regular Dakkanaut




Hey all,

I've been posting list here over the last couple of weeks for the escalation league I've been in. After 4 weeks I did well enough to make it to the tournament round. It's going to be a 3 game tournament. I've never actually played in any sort of tournament so don't really have much experience building a list for it. The games will be at 1500 points. Any feedback/tactical advice will be a big help! Now onto the list.

HQ
• Mephiston
o Total 250

Elites
• Sanguinary Priest (with JAS)
o Jump pack
o Power axe
• Total 90

Troops
• JAS x 10
o Melta x 2
o Power axe
• Total 225

• Tactical squad x 10
o MM
o Flamer
• Total 170

DC x 10
o Bolters
o Drop pod
• Total 235

• Scouts
o Snipers
• Total 75

DC Dread (in raven)
o Blood Talons
o Total 125

Heavy support
• Storm Raven
• Plasma cannon, Multi Melta
• Total 200

•Devastators x 5
•4 ML
oTotal 130

• Total 1500

The other models I have to use are as follows: 1 librarian, 5 sanguinary guard, 5 assault marines w/JP, 1 rhino, 1 Chaplain and a land raider. I'm not entirely opposed to buying something else if it would make a big difference.

Thanks for taking a look!
   
Made in gb
Guard Heavy Weapon Crewman



england

storm raven?
just take guard allies and take two vendettas 50x better

 
   
Made in us
Servoarm Flailing Magos





Alaska

Yeah, because everybody has 150 dollars worth of models from every codex just waiting to be used as allies... right?

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Made in us
Regular Dakkanaut




Haha yeah I definitely don't have the money to go out and do that.
   
Made in ca
Despised Traitorous Cultist



Canada

I would only say to switch MM from tactical squad to ML or Lascannon and replace flamer by plasma gun or melta( your going to stay on objectives so have a weapon to destroy incoming ennemies!) In my opinion i'll switch power axe for power sword for the sanguinary priest. Maybe take out the drop pod ,put the dc in the storm raven and give a rhino to the tac squad?

3500pts of footslogging guardmens!
3500 pts of word bearers and deathguard
5000pts of flesh tearers 
   
Made in gr
Fresh-Faced New User




Terra

Why isn't the Chaplain with the DC? The fact that he let's them reroll both failed to hit and to wound misses is invaluable.

Also why the scouts? I mean, yes I do love them as well but their usefulness depends on what you're up against, no?
Well that would be true of all lists. I try to tailor my list to my opponent's army, doesn't always work

God does not play dice with the universe; he plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players, to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time. 
   
Made in gb
Tower of Power






Cannock

Mephiston isn't a too bad HQ, but is expensive and really wants to avoid anything nasty. You really need to use Meph well.

The Sanguinary Priest is costing you way too many points. Ditch the power axe and invest in another Priest.

The other problems you have is you have single units. In 40k everything at least needs to come in pairs for target saturation and redunancy. See you have a single fast moving melta unit, a single Drop Pod coming in unsupport, a single Dreadnought and single Devastator unit. A smart opponent will just prioritise what is easier to kill and what needs to be taken out first.

I would ditch the Drop Pod for the Death Co. As I said, they will be unsupported and cannot do a fat lot with bolters anyway. Consider taking a small unit with jump packs and also a Chaplain.

Speaking of a Chaplain, HQ wise a Librarian with shield would be a massive benefit for you.

Then I would ditch the Tacticals and Death Co Dreadnought and replace both with a small units of Scouts (hold objectives) and another unit of Assault Marines. Any points left get another unit of Devs.

Here's a list:

Librarian - juimp pack, shield of sanguinus & unleash rage

2 x Sanguinary Priests - jump packs
Chaplain - jump pack

5 x Death Company - jump packs
10 x Assault Marines - 2 x meltaguns & power axe
10 x Assault Marines - 2 x meltaguns & power axe
5 x Scouts - sniper rifles

5 x Devastators - 4 x missile launchers
5 x Devastators - 4 x missile launchers

I haven't checked points, but it should be around 1,500. Hope that helps

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Regular Dakkanaut




Jump packs are not worth the points. That makes DC 35 points a model. With bolters they can do a lot of damage. They have relentless so can rapid fire and charge in the same turn.
The SP w/axe gives you 5 WS5 STRG 6 ap 2 attacks on the charge. Personally I think this is well worth the points. DC W/ chaplain are only marginally better and not worth the extra 100 points.

There's some math hammer on the subject
http://www.bolterandchainsword.com/index.php?showtopic=257434
   
Made in gr
Fresh-Faced New User




Terra

Interesting math. But I do have to tell you that on the table them Jump packs pay for themselves every time. And the Chaplain has turned more than one times a hand of extraordinary misses into a hand of 100% hits. But ,hey, That may just be my hand.
In a battle against Tau, I remember, my opponent pivoted his Vehicle and shot at me, probably thinking "Ha. Let's see you penetrate my Front Armour" only to have me move over his vehicle to the back of it with my jumppacks and then assault it from behind. The look on his face was worth any extra points the jumppacks cost.
But again, that is just me. I remember reading a lot of people's opinions saying it is cheaper to take Assault squads without jump packs and load them on a Rhino or whatever and going all like "NEVER!!!!" in front of my screen
I like playing for the fluff. And the fluff rewards me. Most of the time.

God does not play dice with the universe; he plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players, to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time. 
   
Made in us
Regular Dakkanaut




I agree on the fluff, I really don't like BA list that don't use assault marines. I'd rather take another squad then the Tac marines but I only have 5 more and thats not enough for the squad. Have you tried Drop pod dc? If not give them a go with bolters they do great.

I agree with the lack of redundancy I just don't have the models to go other ways. I might consider testing some JP DC but not now because I've had too much success playing them as they are in my list.
   
Made in gr
Fresh-Faced New User




Terra

Drop pod is my next buy I think. I can see how DC w/bolters and Drop pod can work but I haven't gone around to it yet. But I will.

God does not play dice with the universe; he plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players, to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time. 
   
Made in gb
Tower of Power






Cannock

 Malik wrote:
I
In a battle against Tau, I remember, my opponent pivoted his Vehicle and shot at me, probably thinking "Ha. Let's see you penetrate my Front Armour" only to have me move over his vehicle to the back of it with my jumppacks and then assault it from behind. The look on his face was worth any extra points the jumppacks cost.


When you assault a vehicle, all attacks are counted against the rear anyway. So it wouldn't make any difference for you jumping over in this case . HOwever, your point about mobility still remains.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Fresh-Faced New User





DexterAtWarhammerWorld wrote:
storm raven?
just take guard allies and take two vendettas 50x better


You can only take one vendetta using the allies rules.

Fairly nice list though, I like the stormraven. If you "just take" a vendetta, you can't transport your space marines in it and you also have to take a lot of points in IG.

Armored Company since White Dwarf 296 and don't you forget it.  
   
Made in gr
Fresh-Faced New User




Terra

 mercer wrote:
 Malik wrote:
I
In a battle against Tau, I remember, my opponent pivoted his Vehicle and shot at me, probably thinking "Ha. Let's see you penetrate my Front Armour" only to have me move over his vehicle to the back of it with my jumppacks and then assault it from behind. The look on his face was worth any extra points the jumppacks cost.


When you assault a vehicle, all attacks are counted against the rear anyway. So it wouldn't make any difference for you jumping over in this case . HOwever, your point about mobility still remains.




Now that's good info. Thanks.
My opponent would have argued with it and then we'd have to go over the rules again, so at least I put that argument to death before it even started.

God does not play dice with the universe; he plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players, to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time. 
   
Made in us
Regular Dakkanaut




Vendettas don't fly in squadrons?
   
 
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