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Made in gb
Regular Dakkanaut




Hi Dakka!
Just returned to looking through the codex and tried to put together what I hope to be a decent list before I start the hobby again after an absence since 5th.
I hope the format is readable:

1850 List:

HQ:
Librarian-
ML2, angel’s wing, Gallian’s Staff
=125pts
Sanguinary Priest-
Bolt Pistol , Jump Pack, Veritas Vitae and Valours Edge
=106pts

Troops:
Tactical Squad- 5 man x2
Heavy Flamer, Sergeant with Chainsword and Combi-Flamer
= 90pts (x2=180)

In drop Pods (70)

Elites:
Death Company-
+3 marines, Jump Packs, 2x Power Fists (and boltguns)
-231pts
Sanguinary Guard-
(5/8 man (+99pts))
Chapter Banner, 2 power fists, 2 axes
=210/309pts
Furioso Dreadnought-
Frag Cannon , Heavy Flamer, Magna Grapple
=140pts
(In a drop pod- 35pts)

Fast Attack:
Assault Squad- 85pts base
(Run in 2 5 man squads, either Jump Packs or Drop Pods)
2 meltaguns , Sergeant with Combi-Melta
=115pts (x2=230pts)

Heavy Support:
Stormraven Gunship-
Assault Cannon, Plasma Cannon or Lascannon , Replace Heavy Bolter with Multi Melta
=200pts (x2=400pts)
Predator-
Lascannon Sponsons, Overcharged Engines
=115pts

The cheapest this list goes is with all flamer tacs in pods and a 5 man sanguinary guard squad.
This brings the list to about 1842pts.
My biggest dilemma is what the best way to run the tacs is, as I have to make sure I have something on the board with the predator at the start of the game.
The main tactic is based around alpha strike and DOA (I had Dante in a couple of previous lists on here), but I also want to have a strong fire base to pick off vehicles before assault.
Any help would be greatly appreciated guys
Thanks

This message was edited 7 times. Last update was at 2016/02/15 14:25:32


 
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

First off, I'm not an expert on the topic or anything, but I've heard that posting exact point values of upgrades is crossing a line the dakka mods would rather us not cross.

Into the list:

Anything that throws a flamer template wants to be in a pod for ideal circumstance. Aside from interceptor, this nearly guarantees a solid use of each flamer you paid for. Tacticals doubly benefit as the pod will be obsec in a CAD, thus it is usable as an objective anchor if you can land on one.

Your DC are slightly heavily armed for just 8 dudes. Consider more bullet catchers and less "nobs." They should still be almost just as threatening with a little less point cost.

Veritas vitae is an amazing relic. Take it on your warlord if you're not using a named set-trait dude. I'm not sure if you're using the Libby or priest as your warlord, but my general advice there is "make it the guy who isn't trying to blow his own brain up with psychic powers."

One of my favorite uses for a raven is deploying some close combat scouts inside. If they crash and die, oh well, they're cheap. If the raven makes it to arrival +1 turn, they can show up and suddenly assault with a whole buncha s5 just about anywhere. Just note per the flyer rules that the raven has to start in reserve, so no reserve manipulation means it might leave you hanging. Karlaen, Dante, Corbulo, or a fort with comms relay are some ways to help this issue. Double strategic with Veritas vitae can also hit the reroll reserves trait a fair amount of times.

Single predator is a little out of place. In 7th you are totally legal to deploy nothing. You don't lose until the end of a game turn where you have nothing out. Starting with just a pred on your deployment seems like a really good way to pay a lot of points for a wrecked vehicle terrain piece in your own zone. You could use the points to get some more meltacide ASM to make sure your vehicle woes are handled.

20000+ points
Tournament reports:
1234567 
   
Made in gb
Regular Dakkanaut




Thanks for the comments.
Thanks for letting me know, I copied it from a document so I will edit it out.
I wasn't aware that you could have no units on the table at the start of turn 1, makes my tactics much easier! which constitutes a conclusion to you fourth point... bye bye predator. That was its main purpose if I'm honest. Although I'm unsure what to replace it with, I could just add three more SG and add some equipment.
Should I just remove 2pw on the dc?
And I have Dante in a few of my lists from last year, just wanted to get some buffs on the sg and psyker support.
What would you recommend putting in the Stormravens? its a difficulty I've been having for a while. Some people recommended cqc scouts.
Thanks for the comments, Il make some edits

This message was edited 1 time. Last update was at 2016/02/15 13:49:15


 
   
Made in gb
Furious Fire Dragon






Correct me if I'm wrong but it looks to me like you have a 5 man tac squad with a flamer AND a heavy flamer. In order to have a special weapon and a heavy weapon you need to have a full 10 man unit. If i have read your list right then i would suggest dropping the weaker (albeit cheaper) flamers and keeping the heavy flamers. As for the death company I would disagree. I don't know if you have edited this but 8 DC with 2 powerfists is, in my biased opinion, not heavily armed enough. Maybe consider adding some power swords? Personally I would run the assault squads with jump packs. While the drop pod allows safer and more reliable placement, the jump packs allow them to be much more mobile once they have landed. Alternatively, take the drop pods so you can guarantee two squads coming in turn 1 (either tac squads or assault squads) and then place the assault marines (if bringing in the tac squads first) in the raven. Just some ideas.

This message was edited 2 times. Last update was at 2016/02/15 14:08:06


 
   
Made in gb
Road-Raging Blood Angel Biker





I actually think 2 power fists in a unit of 8 Death Company is fine, in 5 it would be too much but for a big unit like that, I think it is ok since there are 6 none special weapon dudes to protect them and get the full initiative attacks in first.

Good to see you are dropping the Predator since it really doesn't go with that list. If you have got enough spare points, I would be inclined to replace it with two landspeeder typhoons. They have decent long range firepower output from the missile launchers, can jink and also move about the table quickly and thus keep up with the rest of your fast moving army. They are one of my favourite supporting fire units in the Blood Angels/marine books.

This message was edited 1 time. Last update was at 2016/02/15 14:18:47


"For The Emperor and Sanguinius!"

My Armies:
Blood Angels, Ultramarines,
Astra Militarum,
Mechanicus 
   
Made in ca
Journeyman Inquisitor with Visions of the Warp




InsTincT_OP wrote:
What would you recommend putting in the Stormravens? its a difficulty I've been having for a while. Some people recommended cqc scouts.

You could also try ASM with Jump Packs to take advantage of Hammer of Wrath, they can ride in a Stormraven. But they won't have Obsec and are more expensive if their ride get blown out of the sky.
   
Made in gb
Road-Raging Blood Angel Biker





I'll add that with the Stormraven transport, the last few times I have used one, I only had a dreadnought variant hanging off the back of it. If I carry any infantry inside, I find that I am forced to put it in hover mode (and thus leave it vulnerable) just to have a unit assault out of it.

It feels a lot better and is a lot more survivable having it as a flying/zooming gunship not transporting anything inside and maybe having a DC dread or furioso assaulting from it towards the end of the game when putting it into hover mode isn't so much of a risk.

If you carry a unit inside to assault, then the earliest that unit would be able to assault something is turn 3. By which point your opponent will drown your hovering Stormraven in heavy firepower and destroy its weapons, or blow it up. At least if it continues to zoom, it has got several turns of laying down some reasonable firepower. If you use the skies of fury to deepstrike your embarked squad onto an area that it flew over, then you might as well have just taken that unit in a drop pod since you scatter with the skies of fury, but with the drop pod that unit will land in a less risky position.

This message was edited 2 times. Last update was at 2016/02/15 14:30:26


"For The Emperor and Sanguinius!"

My Armies:
Blood Angels, Ultramarines,
Astra Militarum,
Mechanicus 
   
Made in gb
Regular Dakkanaut




Thanks for the feedback.
Yes, I did have two power swords with the death company, but removed them.
I will also edit the tacs to heavy flamers, giving me 10 more points to play with. Replacing the preds with landspeeders seems interesting, never really considered them until now
   
Made in gb
Road-Raging Blood Angel Biker





InsTincT_OP wrote:
Thanks for the feedback.
Yes, I did have two power swords with the death company, but removed them.
I will also edit the tacs to heavy flamers, giving me 10 more points to play with. Replacing the preds with landspeeders seems interesting, never really considered them until now


No probs. Best use for those landspeeders is to keep them away from everything, sat right back on your half of the table and shooting things at distance with the missile launchers. That should give some decent supporting firepower for your units that are needing to get in close to the enemy. Make full use of their movement and remember to jink them if they get caught out by some nasty firepower.

This message was edited 1 time. Last update was at 2016/02/15 14:34:02


"For The Emperor and Sanguinius!"

My Armies:
Blood Angels, Ultramarines,
Astra Militarum,
Mechanicus 
   
Made in gb
Regular Dakkanaut




 Slaphead wrote:
InsTincT_OP wrote:
Thanks for the feedback.
Yes, I did have two power swords with the death company, but removed them.
I will also edit the tacs to heavy flamers, giving me 10 more points to play with. Replacing the preds with landspeeders seems interesting, never really considered them until now


No probs. Best use for those landspeeders is to keep them away from everything, sat right back on your half of the table and shooting things at distance with the missile launchers. That should give some decent supporting firepower for your units that are needing to get in close to the enemy. Make full use of their movement and remember to jink them if they get caught out by some nasty firepower.


Thanks for the advice, will definitely have to try it out when I buy more models and get playing again
   
Made in gb
Regular Dakkanaut




Updated 1850 List:
HQ:
Librarian-
ML2, angel’s wing, Gallian’s Staff
=125pts
Sanguinary Priest-
Bolt Pistol , Jump Pack, Veritas Vitae and Valours Edge (or relic blade+5pts), Warlord
=116pts

Troops:
Tactical Squad- 5 man x2
Heavy Flamer, Flamer, Sergeant with Chainsword and Combi-Flamer
= 95pts (x2=190pts)

In drop Pods (70)

Elites:
Death Company-
+3 marines, Jump Packs, 2x Power Fists (and boltguns)
-234pts
Sanguinary Guard-
(5/8 man (+99pts))
Chapter Banner, 2 power fists, 2 axes
=210/309pts
Furioso Dreadnought-
Frag Cannon , Heavy Flamer, Magna Grapple
=140pts
(In a drop pod- 35pts)

Fast Attack:
Assault Squad- 85pts base
(Run in 2 5 man squads, either Jump Packs or Drop Pods)
2 meltaguns , Sergeant with Combi-Melta
=115pts (x2=230pts)
Land Speeder Squadron (x3)
Typhoon missile launchers (25pts), Heavy Bolters
=75pts (x3=225pts)
Heavy Support:
Stormraven Gunship-
Assault Cannon, Plasma Cannon or Lascannon , Replace Heavy Bolter with Multi Melta
=200pts (x2=400pts)

=1975pts
Any advice on how to get this to 1850 ish? and would this list be competitive enough?
The veritas vitae would definitely be a good shout as I have a 2 in 6 chance of getting DoA without Dante, which would help out a tonne. I could also cast quickening on the priest (who is also my warlord) and if I have speed of the primarch, he could be up to strength 7, initiative 8 with 6 attacks on the charge if I use a relic blade rather than the valours edge. Obviously, this is a best case scenario. Are there any ways to manipulate warlord trait rolls other than Corbulo's re-roll?
Thanks

This message was edited 3 times. Last update was at 2016/02/18 22:10:05


 
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

Well for cutting points, the raven kind of sticks out. Additionally, when being escorted by sanguinary guard, the warlord's special weapons are significantly less important. I usually have a naked priest (with jump pack) if they're going along with the golden boys. They're plenty Killy as is.

Note that Veritas only gets you a roll on the strategic table out of the core book, not on the BA table, so it won't help you get DoA any more often, although you might still snag reroll reserves from strategic should you miss it. Aka it's still very good even if you aren't doubling up on that table.

I don't think you can take heavy flamer and flamer in a tac squad without going to 10 men, unlike the ASM squads.

ASM with the meltacide loadout should always pod in. That gives you the option of choosing to come in first turn, mishap protection, and a 6 inch adjustment after landing before shooting with weapons that very much care about whether they're in 6" or not.

20000+ points
Tournament reports:
1234567 
   
Made in gb
Regular Dakkanaut




 niv-mizzet wrote:


Note that Veritas only gets you a roll on the strategic table out of the core book, not on the BA table, so it won't help you get DoA any more often, although you might still snag reroll reserves from strategic should you miss it. Aka it's still very good even if you aren't doubling up on that table.

Ah, that's interesting to know, thanks
   
Made in gb
Regular Dakkanaut




Just realised that I miscalculated the points cost. It is 1975.
How would you guys recommend cutting down the 125pts?

This message was edited 2 times. Last update was at 2016/02/18 22:10:29


 
   
Made in gb
Furious Fire Dragon






 niv-mizzet wrote:


I don't think you can take heavy flamer and flamer in a tac squad without going to 10 men, unlike the ASM squads.


The heavy flamer is a heavy weapon, just like a missile launcher, etc. You can take either one heavy weapon or one special weapon in a 5 man squad and one of each in a 10 man squad. Unlike in the space marines codex, they are not limited on having heavy flamers in a tac squad.

For Khaela Mensha Khaine
For the Emperor and Sanguinius!
DS:90+S++G+++MB--IPw40k15#+D+A+/mWD-R+T(T)DM+ 
   
 
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