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Made in gb
Twisting Tzeentch Horror





Portsmouth, UK

What setup is best for you?
Dou you like assault Squads?

It's that feely feel that feels... feely.....
I make music under the name Joy Thief
My (Counts-as) Redemptionists
Blood Angels 2000
40K Daemons And Chaos Marines 1270
DA:90S+GM++B++I+Pw40k12+D+A+/sWD400R++T(S)DM+ 
   
Made in gb
Slaanesh Havoc with Blastmaster




treharris

I've only just go my hands on assault squads myself, so I've not managed to run them in a game yet.

Although looking at what else I have (vanguard vets with jump packs, Death Co with jump packs, it should work pretty well).

I see no point to drop pods in a BA army, as most of the useful units can already deep strike/ be transported in a Stormraven

Brotherhood of the Damned 20,580

Nids 1,900

5,800

I am the Beard and I'm..........*whispers* Awesome 
   
Made in us
Pewling Menial




Beard wrote:
I've only just go my hands on assault squads myself, so I've not managed to run them in a game yet.

Although looking at what else I have (vanguard vets with jump packs, Death Co with jump packs, it should work pretty well).

I see no point to drop pods in a BA army, as most of the useful units can already deep strike/ be transported in a Stormraven


Assault squads are alright, but we don't really have a better troop choice atm...

I prefer to shove them in razorbacks for protection against all that AP3 flamer spam out there atm.

Vanguard vets aren't the greatest. Overcosted.

DC with jump packs are terrible for the cost. Naked DC are the way to go. 1-2 PW at most.

Drop pods are actually quite good. Most of the deep striking units SHOULDN'T be deep striking. Drop pod is also the only real decent way to transport DC. Can also put dreads and sternguard+corbulo for some melta and 2+FNP shenanigans.

Nothing should be transported in Stormravens.
   
Made in us
Sneaky Lictor






tman3257 wrote:
Beard wrote:
I've only just go my hands on assault squads myself, so I've not managed to run them in a game yet.

Although looking at what else I have (vanguard vets with jump packs, Death Co with jump packs, it should work pretty well).

I see no point to drop pods in a BA army, as most of the useful units can already deep strike/ be transported in a Stormraven


Assault squads are alright, but we don't really have a better troop choice atm...

I prefer to shove them in razorbacks for protection against all that AP3 flamer spam out there atm.

Vanguard vets aren't the greatest. Overcosted.

DC with jump packs are terrible for the cost. Naked DC are the way to go. 1-2 PW at most.

Drop pods are actually quite good. Most of the deep striking units SHOULDN'T be deep striking. Drop pod is also the only real decent way to transport DC. Can also put dreads and sternguard+corbulo for some melta and 2+FNP shenanigans.


DC are good, but aren't .Losing a scoring unit is crushing, but they can contest which is at least something.

Nothing should be transported in Stormravens.



I've been trying to put a 75 point scout squad in the stormraven, and if she should still be alive drop them on turn 5 to contest an objective. I've not played since skys of fire so i dunno if this will still be a viable tatic or not. its worked ok, but other times its been shot down.

I always run a 10 ASM w/2MG 1PF combat squaded. more scoring units is always good. Keep the jump packs, you can always keep them out of sight.

Run a priest on a bike and zoom him a round the board using him where needed, as long as your withen 2 inches when he stops, you can join that squad so he isn't all alone.

You can use 10 man stern with corb for extra lulz, 5 combi meltas to crack, 5 combi flamers to eat whats inside. very little down side to this, expensive, but corb helps keep them alive until its your turn again.

NEVER TAKE VET VANGUARDS, they are way over priced, you could always just field more bodies. More ASM.

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
Made in us
Blood Angel Terminator with Lightning Claws





New Jersey

I like plasma tactical squads behind an aegis with 2 x 5 man dev squads with ML. Let one of the dev srgs man the quad gun. All baby sat with a Sanguinary priest. Make one hell of a cheap and effective firebase. Then the rest of my army is usually highly mobile in the form of drop pod DC, armed with bolters and one fist, sometimes one pw also. Then between one and three assault squads, one dedicated anti tank armed with MGs and the other two with flamers and dual hand flamers. Drop pod Sternguard are nice also.

   
Made in us
Locked in the Tower of Amareo




MLs are demonstrably not effective in 6th in a TAC list. I would never waste a heavy slot on 4 MLs.

The stormraven fails as a transport for valuable models because if it goes down, all inside die and it must start in reserves. The 5 scout thing is not terrible, but in my meta with Vendetta spam, they will just die.

Assault squads are meh. They score, but their killing power is very suspect now.

The best advantage the BA really have left, to me, is fast vehicles. Of course, its arguable how good even this is. The people who don't like the fast vehicles usually end up running jumper lists. I prefer hybrid mech, but I have had problems with this as well.

I am coming to the conclusion that there are no good TAC configurations for BA at all in 6th edition. At least no compared to what the vanilla and Space Wolves can do. Our stuff is too expensive, ergo our model count it too low. You can't always hide, and many lists have mass firepower.

Something no one mentioned here were bikes. BA bikers are one of the few things in the codex that got better in 6th. A lot better. Attack bikes and regular bikers are both pretty brutal backed up by FNP. Unfortunately, a motocross rally does not a codex make.

This message was edited 2 times. Last update was at 2013/02/23 17:17:18


 
   
Made in us
Trigger-Happy Baal Predator Pilot






Looking at the original poster's signature, it appears he's running Dante. I'd suggest fielding at least one unit of Sanguinary Guard, as mobile 2+ armor save, power weapon wielding angels of death that can benefit from FnP and score (see Dante) seem like a pretty good unit to run your HQ and a jetpack sanguinary priest with.

He's also running 3 units of tactical marines, something I doubt I'd ever do with Blood Angels. If one wants to run tac squads and rhinos, he should just stick with Codex Space Marines.

To the OP, what made you want to play Blood Angels? If it's Death Company and Furioso's dropping down via Drop pod, do that. Baal Preds scouting forward while fast vindicators rain death from mid field? Go for that. I guess what I'm saying is, figure out what you think is cool about your codex, play it for awhile, and tweak what seems to not be working afterward.
   
Made in us
Locked in the Tower of Amareo




Yeah, if you're going to use Dante, I'd recommend sanguinary guard. 2+ armor save scoring units can be pretty nice. Just watch out for plasma.
   
Made in us
Dakka Veteran





Bay Area, CA

 Voidwraith wrote:

To the OP, what made you want to play Blood Angels? If it's Death Company and Furioso's dropping down via Drop pod, do that. Baal Preds scouting forward while fast vindicators rain death from mid field? Go for that. I guess what I'm saying is, figure out what you think is cool about your codex, play it for awhile, and tweak what seems to not be working afterward.


This is 100% correct, and having friends who don't mind some proxying is huge here. I played what I liked at first and I'm slowly seeing that Martel, pretty much, is right. But figuring that out for myself was key to being happy with my army. Having to go buy and assemble minis every time I had a new idea to try would have been unfeasible.
   
Made in us
Locked in the Tower of Amareo




The BA are awesomely fluffy. Which is good enough for a while. But as the losses pile up, you realize that 6th has made it so the BA can't live up to the fluff. They are being ground down in HTH by changes to furious charge and FNP. And there aren't enough BA models on the table to be able to handle the increased losses. Since everything costs so damn much in the book.
   
Made in gb
Twisting Tzeentch Horror





Portsmouth, UK

 Voidwraith wrote:
Looking at the original poster's signature, it appears he's running Dante. I'd suggest fielding at least one unit of Sanguinary Guard, as mobile 2+ armor save, power weapon wielding angels of death that can benefit from FnP and score (see Dante) seem like a pretty good unit to run your HQ and a jetpack sanguinary priest with.

He's also running 3 units of tactical marines, something I doubt I'd ever do with Blood Angels. If one wants to run tac squads and rhinos, he should just stick with Codex Space Marines.

To the OP, what made you want to play Blood Angels? If it's Death Company and Furioso's dropping down via Drop pod, do that. Baal Preds scouting forward while fast vindicators rain death from mid field? Go for that. I guess what I'm saying is, figure out what you think is cool about your codex, play it for awhile, and tweak what seems to not be working afterward.


Yeah i think i might get some Sanguinary Guard, I've heard they're like flying terminators, sounds good to me.

It's that feely feel that feels... feely.....
I make music under the name Joy Thief
My (Counts-as) Redemptionists
Blood Angels 2000
40K Daemons And Chaos Marines 1270
DA:90S+GM++B++I+Pw40k12+D+A+/sWD400R++T(S)DM+ 
   
Made in us
Locked in the Tower of Amareo




Well not exactly. The don't have the back up 5++ save and they don't come packing powerfists standard. They are really good against things specialized against 3+ armor. Unfortunately, plasma kills them real good.

I've often wondered if the game would be better if plasma were AP 3 and krak missiles were AP 2. Makes more sense to me, honestly.
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Martel732 wrote:
Well not exactly. The don't have the back up 5++ save and they don't come packing powerfists standard. They are really good against things specialized against 3+ armor. Unfortunately, plasma kills them real good.

I've often wondered if the game would be better if plasma were AP 3 and krak missiles were AP 2. Makes more sense to me, honestly.

As I Space Wolves player, this would make my day (that said, it should not be).

   
Made in us
Locked in the Tower of Amareo




Nah, I think it makes a lot more sense. Krak missiles used to be as good as lascannons at popping terminators in 2nd edition. I'm not sure how they got stuck at AP3. Also, AP 2 krak missiles would be worth a damn as anti tank. Plasma, on the other hand, I feel is a bit crazy good against terminators at AP 2. The two AP ratings should be switched.
   
Made in nl
Blood Angel Neophyte Undergoing Surgeries




Groningen

I'm a BA player for a while now and I speak from experience that 6th edition has took a large impact on HTH style from the army.
Recently I added 2 TAC squads for the firepower, Assault Squads are much vulnerable now.
   
 
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