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![[Post New]](/s/i/i.gif) 2014/02/01 04:41:12
Subject: BA 1500: The Fast and the Dead
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Hardened Veteran Guardsman
Dallas, Texas
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Greetings, Dakkanauts. I come before you today because I have a mighty need to play these overcosted, underpowered guys. Something about dakka Baal predators and ASMs call out to me. Without further ado, here is my list:
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Red = what I currently own and would like to use. Non-red can be changed to form a stronger list if need be.
HQ:
Librarian
-Jump pack
-Divination powers?
=125=
Elites:
Sanquinary Priest
-Jump pack
=75=
Troops:
Assault Squad (ten models)
-Two flamers
-Hand flamer in exchange for bolt pistol on Sergeant
-Power weapon
-Melta bombs
=230=
Assault Squad (ten models)
-Two Meltas
-Power weapon
-Melta bombs
=240=
Fast Attack:
Baal Predator
-Heavy bolter sponsons
=145=
Baal Predator
-Heavy bolter sponsons
=145=
Baal Predator
-Heavy bolter sponsons
=145=
Heavy Support:
Devastator Squad (five models)
-Three missile launchers
-One plasma cannon
=135=
Devastator Squad (five models)
-Three missile launchers
-One plasma cannon
=135=
Predator
-Lascannon sponsons
=135=
-=1500=-
===
I guess my plan would be to deploy my Devs, Pred and ASMs w/ ICs while scouting my Baals forward onto their flank(s) to cause some trouble. Can Baals outflank? I've read they can but their rules don't call for it so it;s up in the air for me. Anyways, the Baals draw fire as my ASMs advance under Dev ML/PC support. I've thought about a couple of podded Fragiosos, podded Sternguards or even SS/TH Termies in a LR, but I can't seem to find a way to fit them in properly.
I pretty much don't know what to expect in 6th edition because I've never played it before, only that I'm already at a steep disadvantage from playing the Blood Angels from the get go. From your collective reservoir of knowledge, how do you think my list would perform on a general level against semi-competitive and competitive lists? I'm open to changes, unit additions/removals and criticism, so don't be afraid to beat some sense into me. Cheers! Automatically Appended Next Post: Bumping for Great Justice. Here's another list with AV13 spam and it comes out to exactly 1500 points. I figure to up it to 1750 or 1850, I just need to add another assault squad and a Sang priest. Anyways, how viable would this list be in the current meta?
===
HQ:
Librarian
-Jump pack
-Divination powers
=125=
Elites:
Sanquinary Priest
-Jump pack
=75=
Troops:
Assault Squad (ten models)
-Two flamers
-Power weapon
-Melta bombs
=220=
Assault Squad (ten models)
-Two Meltas
-Power weapon
-Melta bombs
=240=
Fast Attack:
Baal Predator
-Heavy bolter sponsons
=145=
Baal Predator
-Heavy bolter sponsons
=145=
Baal Predator
-Heavy bolter sponsons
=145=
Heavy Support:
Predator
-Lascannon sponsons
=135=
Predator
-Lascannon sponsons
=135=
Predator
-Lascannon sponsons
=135=
-=1500=-
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This message was edited 1 time. Last update was at 2014/02/01 11:19:08
When is deadly danger,
When beset by doubt,
Run in little circles,
And wave your hands and shout. |
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![[Post New]](/s/i/i.gif) 2014/02/01 12:29:08
Subject: BA 1500: The Fast and the Dead
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Prophetic Blood Angel Librarian
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You've paid 10pts too much for your second assault squad.
It's good that you already know you're playing with an overcosted dex as you will suffer less disappointment when realising you will almost always be at a disadvantage points wise.
I prefer the second list. In your first list you have mixed and matched weapons in the dev squad with no synergy, also in my experience, missile devs are pants. You also have extra mobility, being fast tanks. And yes the Baals can outflank btw as they have scout which grants it. If not outflanking (more devestating for flamestorms) you can instead scout up to try and get turn 1 side armour shots with your assault cannon.
Personally I think all BA preds apart from flamestorms are overpriced but not everybody will share my view. Spamming them can be a good tactic though.
With the 10pts spare, save another 5pts by loosing a melta bomb on the flamer squad, invest the 15pts in a poweraxe for the priest.
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![[Post New]](/s/i/i.gif) 2014/02/01 16:46:29
Subject: BA 1500: The Fast and the Dead
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Longtime Dakkanaut
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Funnily enough, whenever I shoot before assaulting with my assault BA, I end up being out of range for the charge. I'm not sold on flamers, I just don't seem to get them work.
When you move up from 1500 points, try to fit in fragnoughts in pods. They are absolutely the best, most disruptive unit BA have. Otherwise I love the AV13 vehicles, the wall of death is sucky in this edition, but nevertheless fun.
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![[Post New]](/s/i/i.gif) 2014/02/01 19:08:29
Subject: BA 1500: The Fast and the Dead
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Hardened Veteran Guardsman
Dallas, Texas
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Thanks for you input, guys. I just snagged up a few tanks on Ebay so I'll be sure to press them into service soonish. Hopefuly with the new 'dex, whenever that is, will make Preds cheaper.
@Naw: I thought about it, but Fragiosos seems to be too fragile for what they can do. Would you recommend them over another assault squad/sternguards?
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When is deadly danger,
When beset by doubt,
Run in little circles,
And wave your hands and shout. |
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![[Post New]](/s/i/i.gif) 2014/02/01 20:57:14
Subject: BA 1500: The Fast and the Dead
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Prophetic Blood Angel Librarian
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I agree with Naw on that one. One of the better units in the dex when podded. But you will need to use at least 2 comimg down on the first turn for full effectiveness. So will need 3 pods.
I suggest magna grapple, melta gun and frag cannon so it can be dangerous to tanks, infantry and light squadrons.
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![[Post New]](/s/i/i.gif) 2014/02/01 23:32:18
Subject: BA 1500: The Fast and the Dead
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Hardened Veteran Guardsman
Dallas, Texas
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I suppose I could add in two Magnagrapple Fragiosos to get to 1850. I was thinking about dropping a Pred and Libby to grab Mephiston, but I reckon I'd need a LR or Stormraven which I really don't want to go for.
Regardless, thanks for your input! Hopefully I won't get stormed too hard by Necron flyer spam and Taudar.
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This message was edited 1 time. Last update was at 2014/02/01 23:33:51
When is deadly danger,
When beset by doubt,
Run in little circles,
And wave your hands and shout. |
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![[Post New]](/s/i/i.gif) 2014/02/03 14:08:50
Subject: BA 1500: The Fast and the Dead
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Raging-on-the-Inside Blood Angel Sergeant
Texas
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I like the second list but if you are going mech I would put the ASM into razorbacks with las/plas.
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4000+ Points
Tau: 1500ish
[GENERATION 14: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2014/02/03 15:19:24
Subject: BA 1500: The Fast and the Dead
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Locked in the Tower of Amareo
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If you use flamers, but not bolt pistols, you can carve out flamer-shaped holes out of the unit, but leave models to assault.
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![[Post New]](/s/i/i.gif) 2014/02/03 17:51:49
Subject: BA 1500: The Fast and the Dead
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Raging-on-the-Inside Blood Angel Sergeant
Texas
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Even if you use flamers, you still take our the closest models, right?
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4000+ Points
Tau: 1500ish
[GENERATION 14: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2014/02/03 18:59:51
Subject: BA 1500: The Fast and the Dead
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Hardened Veteran Guardsman
Dallas, Texas
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Glorywarrior wrote:I like the second list but if you are going mech I would put the ASM into razorbacks with las/ plas.
While I considered it, I heard from multiple sources that AV11 is quite easy to kill in 6th edition whereas AV13 gives them a run for their money. That and apparently units can't assault when exiting a transport? I don't know too much about the subject but only mechanized troops were nerfed in this edition.
I'd say I'm undecided on that subject because it'd half the number of my infantry.
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When is deadly danger,
When beset by doubt,
Run in little circles,
And wave your hands and shout. |
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![[Post New]](/s/i/i.gif) 2014/02/03 19:27:42
Subject: BA 1500: The Fast and the Dead
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Prophetic Blood Angel Librarian
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![[Post New]](/s/i/i.gif) 2014/02/03 23:12:34
Subject: BA 1500: The Fast and the Dead
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Frothing Warhound of Chaos
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Blood Angel dreadnaughts should only be Furiosos, imho. FA 13 makes them very hard to hurt in CC, and even with a standard loadout of DCCW with SB/MM gives them a lot of versatility right out of the pod.
As for Sanguinary Priests: 3 or 0. Just having one can get a Precision Shot taking it down. Also they affect all units within 6" of the model, not just who you attach them to.
Baal Preds are amazing, just because its a pred in fast attack. However you load them out, just use those weapons as appropriate. They will soak up a lot of shots early on, so try to only give your opponent FA13. SA11 is easy to wreck, and RA10 is paper.
Consider also Vindicators for heavy support, only 10 points more than your predators, same AV, and still Fast. Just make sure to toss on a 10 point pintle, so a weapon destroyed will only have a 50% chance of neutering it. Demolisher Cannon can still be fired up to 12" movement, so they are more useful to Blood Angels than to any other flavor of space marine.
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![[Post New]](/s/i/i.gif) 2014/02/04 08:23:04
Subject: BA 1500: The Fast and the Dead
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Hardened Veteran Guardsman
Dallas, Texas
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JokersBottomBeach wrote:Blood Angel dreadnaughts should only be Furiosos, imho. FA 13 makes them very hard to hurt in CC, and even with a standard loadout of DCCW with SB/ MM gives them a lot of versatility right out of the pod.
As for Sanguinary Priests: 3 or 0. Just having one can get a Precision Shot taking it down. Also they affect all units within 6" of the model, not just who you attach them to.
Baal Preds are amazing, just because its a pred in fast attack. However you load them out, just use those weapons as appropriate. They will soak up a lot of shots early on, so try to only give your opponent FA13. SA11 is easy to wreck, and RA10 is paper.
Consider also Vindicators for heavy support, only 10 points more than your predators, same AV, and still Fast. Just make sure to toss on a 10 point pintle, so a weapon destroyed will only have a 50% chance of neutering it. Demolisher Cannon can still be fired up to 12" movement, so they are more useful to Blood Angels than to any other flavor of space marine.
I could meet you halfway and drop a heavy Predator in favor of an additional JP Priest and a podded Fragioso. Would that work?
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When is deadly danger,
When beset by doubt,
Run in little circles,
And wave your hands and shout. |
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![[Post New]](/s/i/i.gif) 2014/02/04 14:05:02
Subject: BA 1500: The Fast and the Dead
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Raging-on-the-Inside Blood Angel Sergeant
Texas
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If you get enough razorbacks they can pop a few and you will still have enough to kill stuff, imho.
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4000+ Points
Tau: 1500ish
[GENERATION 14: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2014/02/04 14:55:06
Subject: BA 1500: The Fast and the Dead
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Frothing Warhound of Chaos
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The Airman wrote:JokersBottomBeach wrote:Blood Angel dreadnaughts should only be Furiosos, imho. FA 13 makes them very hard to hurt in CC, and even with a standard loadout of DCCW with SB/ MM gives them a lot of versatility right out of the pod.
As for Sanguinary Priests: 3 or 0. Just having one can get a Precision Shot taking it down. Also they affect all units within 6" of the model, not just who you attach them to.
Baal Preds are amazing, just because its a pred in fast attack. However you load them out, just use those weapons as appropriate. They will soak up a lot of shots early on, so try to only give your opponent FA13. SA11 is easy to wreck, and RA10 is paper.
Consider also Vindicators for heavy support, only 10 points more than your predators, same AV, and still Fast. Just make sure to toss on a 10 point pintle, so a weapon destroyed will only have a 50% chance of neutering it. Demolisher Cannon can still be fired up to 12" movement, so they are more useful to Blood Angels than to any other flavor of space marine.
I could meet you halfway and drop a heavy Predator in favor of an additional JP Priest and a podded Fragioso. Would that work?
Having 2 means you can put each one further apart to cover more units, and then keep the mobility to quickly compensate for one going down. Fragiosos are awesome in pods, but they'll probably be a one-hit wonder before they become fireworks, podding close makes it easier for your opponent to get side or rear armor after you disembark. still, can make your opponent switch from active play to passive play, possibly giving you a strategic initiative which is always a good thing
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![[Post New]](/s/i/i.gif) 2014/02/04 18:03:29
Subject: BA 1500: The Fast and the Dead
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Raging-on-the-Inside Blood Angel Sergeant
Texas
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Maybe so, but with Fragioso's, they can blow up almost a whole squad, so if it's a melta squad, just kill it. Devs? no prob. if there is more than one, then probably don't drop there, unless you really want something dead, even if it sacrifices your dread.
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4000+ Points
Tau: 1500ish
[GENERATION 14: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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