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Made in fi
Locked in the Tower of Amareo





That would have meant no charges before he advances and with more guns, rerolls to hit and reroll 1's to wound shooting duel was not in my favour at all. He could easily spend like 2-3 turns shooting my stuff, knights and anti tank first, before coming to my charge range.

Edit oh and dred and prea could manouver could manourer to see death company. Maybe land raider. Block was most useful vs devastators

This message was edited 1 time. Last update was at 2018/06/05 17:45:27


2024 painted/bought: 109/109 
   
Made in us
Locked in the Tower of Amareo




Being BA sucks right now. Damned if you do, damned if you don't. If you must charge a LR, just send a token force to keep it from firing. Expending the resources to kill it just seems silly.

This message was edited 1 time. Last update was at 2018/06/05 17:49:38


 
   
Made in fi
Locked in the Tower of Amareo





Goal wasn't kill it(though should have been able to do that. Especially here if i had remembered scenario twist of extra attack) but to give me reach to get to firebase. Without it i can just trade firepower. Captain could deep strike charge 9 pred, land raider or regular bikes on right. Considered that but then death company would be sitting possibly taking wounds.

Didn'' expect to lose that much stuff but saves were abysmal

2024 painted/bought: 109/109 
   
Made in us
Locked in the Tower of Amareo




Rolling cold on one turn of saves is one of the many ways marines can fall apart in 8th. There's not much you can do since we are paying so much for the saves.

This message was edited 1 time. Last update was at 2018/06/05 17:59:09


 
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





@Tneva

You seem to have rolled very poorly (and forgot the red thirst). I assume you had the capt giving rerolls aswell, so even without a red rampage stratagem and no shooting you should have made 18+ damage on average.

To finish stuff up, there's the 3CP stratagem to attack twice.. but I agree, LR isn't really a good target.. from my perspective when I haven't seen the game or the situation it's a tough call. At least they died gloriously!

My mental note is that if I go all in, then I'm all in and try to take all the benefits from the stratagems to get the job done.

Btw, could you have tried to bubble wrap the LR with the DC? That it can't move or things disembark? 10 models might be too lil' for that sized vehicle..
   
Made in fi
Locked in the Tower of Amareo





Only real alternative would have been use captain to solo hunt reqular bikes on far right. I had to do something as otherwise he has zero incentive to move closer so can just shoot with his superior firepower. Guess that would have given less potential firepower leaving just dred with fist as serious threat. From there i still might have made to devastators.

Also not doing anything to lr leaves it free to hurt knights. As it is it fell back and shot with strategem hurting knight big time getting 3 lascannons through. 3+ rerolled, 3+ reroll 1's and no saves worked. Blah

Wrap would have needed better charge or me risk it and prioritize speed over los protection but with +1 to him didn't want to gamble turn 1

2024 painted/bought: 109/109 
   
Made in hu
Fresh-Faced New User





Hi!

I have found something weird in the equipment of scout sergeants. Can I equip him with dual melee weapons?

1. - As a start he has a default equipment - Each model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.

2. - I can give him a combat knife replacing the boltgun - Any model may replace its boltgun with a sniper rifle, an Astartes shotgun or a combat knife.

3. - I can replace his pistol with a chainsword - The Scout Sergeant may replace his bolt pistol with an item from the Melee Weapons or Pistols lists.

Sergeant has 2 attacks and in melee I can choose how to divide them between weapons. I make 1 attack with both that triggers the +1 attack rule for each of them. That results in 4 attacks for the sergeant in close combats (and no option to shoot).

By replacing all boltguns with combat knives in the squad results in 2 attacks / marine + 4 attacks for the sarge = 12 total melee attacks.

Is it legal like that? If yes, it's kinda cool for BA scouts.

This message was edited 1 time. Last update was at 2018/06/07 22:30:04


   
Made in us
Screaming Shining Spear





USA

I want to know if its legal as well. Good catch.

 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
Made in fi
Locked in the Tower of Amareo





Correct. And btw you don't need to attack with those weapons to trigger extra attack. You have a4 guy with fist and chainsword it's 4 fist and 1 sword attack.

2024 painted/bought: 109/109 
   
Made in de
Nihilistic Necron Lord






Germany

admironheart wrote:I want to know if its legal as well. Good catch.


Yes, its legal.

tneva82 wrote:Correct. And btw you don't need to attack with those weapons to trigger extra attack. You have a4 guy with fist and chainsword it's 4 fist and 1 sword attack.


You dont get 5 attacks, 4 is max.
   
Made in fi
Locked in the Tower of Amareo





That was generic example intended to show you don't need to assign any attacks to chainsword to get attack

2024 painted/bought: 109/109 
   
Made in us
Locked in the Tower of Amareo




I thought you had to swing at least once with the sword. Is just being armed with it sufficient?
   
Made in fi
Locked in the Tower of Amareo





Yes. Trigger is when you fight. That is fulfilled even if you fight with bare hands

2024 painted/bought: 109/109 
   
Made in us
Locked in the Tower of Amareo




The extra attack must be with that weapon, though. I see.
   
Made in gb
Annoyed Blood Angel Devastator




Has anyone had any thoughts about adding knights to their blood angels lists? I'm tempted to add a free blade gallant for added melee punch and a bid distraction unit at a reasonable price.
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

3 armiger helverins makes for a nice backline. You don't get any CP for the detachment, but they're basically predators with better range, more shots, an invuln, nice speed, some actual (not hitting on 6's) melee attacks, and a house trait. You could take Vulker's reroll 1's against closest target or hawkshroud's extra resistance to degrading, or Tarannis' 6+ fnp vs non-mortal wounds.

20000+ points
Tournament reports:
1234567 
   
Made in us
Longtime Dakkanaut




I think 1 knight by itself, or 1 and two little knights is pretty valid as well, for most armies. Still no CP though, so you'd probably want at least one other battillion around.

1 big knight by itself is definitely going to get focused, but you can reliably get a 3++ vs shooting on it until your CP run out.
   
Made in de
Nihilistic Necron Lord






Germany

 niv-mizzet wrote:
3 armiger helverins makes for a nice backline. You don't get any CP for the detachment, but they're basically predators with better range, more shots, an invuln, nice speed, some actual (not hitting on 6's) melee attacks, and a house trait. You could take Vulker's reroll 1's against closest target or hawkshroud's extra resistance to degrading, or Tarannis' 6+ fnp vs non-mortal wounds.


I prefer contemptor mortis dreads with twin autocannons. Or regular contemptor dreads. Play them as RG and they get chapter tactics, -1 to hit. A techmarine as HQ can repair them. The detachment gives you 1 CP. Predator have become pretty useless, you already explained why.

This message was edited 1 time. Last update was at 2018/06/12 19:28:53


 
   
Made in gb
Longtime Dakkanaut





UK

jcd386 wrote:
I think 1 knight by itself, or 1 and two little knights is pretty valid as well, for most armies. Still no CP though, so you'd probably want at least one other battillion around.

1 big knight by itself is definitely going to get focused, but you can reliably get a 3++ vs shooting on it until your CP run out.

I am quite tempted by a Crusader and a pair of Armiger Warglaives for fire support and anti-tank. Combine with a BA Battalion featuring Captain Smash, some Intercessors for Objective holding, some Scouts for CC and screening and some Death Company with Lemartes to cut through chaff. Seems like an effective combo on paper.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in gb
Combat Jumping Rasyat




East of England

Hi Blood Angel players - I have a quick question regarding BA Scouts. I'm going to try to wean off my IG Battalion crutch, and switch to double smashcap with 3 units of scouts instead.

I'm really on the fence between combat knives or bolters for my 15 guys.

They'll be roadbumps for my DW, and I'll be running a Gallant quite a bit too.

Which would you go for? Thanks for your thoughts.
   
Made in be
Regular Dakkanaut




Hi,

I am new to BA.
So need some advice on how to equip my BA that is part of an IG army.
I use my BA Vanguard detachment as a deepstrike force that come in to aid the IG in their time of need.

I want to use it as an all comers list. But I have no experience with power armor armies and the many equipment choices in a unit ( like every model can have something different) (play guard and necrons)

You can find my army list here: https://www.dakkadakka.com/dakkaforum/posts/list/758673.page

Here is the BA part if you don't want to click through:
Spoiler:

Vanguard Detachment +1CP (Imperium - Blood Angels) [46 PL, 700pts]
HQ [5 PL, 117pts]
Sanguinary Priest [5 PL, 117pts]
Selections: Combi-melta [19pts], Jump Pack [1 PL, 17pts], Power fist [12pts]
Elites [41 PL, 583pts]

Cataphractii Terminator Squad [12 PL, 228pts]
Cataphractii Sergeant [52pts]
Selections: Combi-bolter [2pts], Grenade harness [8pts], Power fist [12pts]
Cataphractii Terminator [44pts]
Selections: Combi-bolter [2pts], Power fist [12pts]
Cataphractii Terminator [44pts]
Selections: Combi-bolter [2pts], Power fist [12pts]
Cataphractii Terminator [44pts]
Selections: Combi-bolter [2pts], Power fist [12pts]
Cataphractii Terminator [44pts]
Selections: Combi-bolter [2pts], Power fist [12pts]

Death Company [9 PL, 158pts]
Selections: Jump Pack [1 PL, 15pts]
Death Company Marine [33pts]
Selections: Thunder hammer [16pts]
Death Company Marine [33pts]
Selections: Thunder hammer [16pts]
Death Company Marine [33pts]
Selections: Thunder hammer [16pts]
Death Company Marine [22pts]
Selections: Boltgun, Power axe [5pts]
Death Company Marine [22pts]
Selections: Boltgun, Power axe [5pts]

Sanguinary Guard [20 PL, 197pts]
Selections: Death mask [10pts]
Sanguinary Guard [39pts]
Selections: Angelus boltgun [3pts], Encarmine axe [16pts]
Sanguinary Guard [39pts]
Selections: Angelus boltgun [3pts], Encarmine axe [16pts]
Sanguinary Guard [39pts]
Selections: Angelus boltgun [3pts], Encarmine axe [16pts]
Sanguinary Guard [35pts]
Selections: Angelus boltgun [3pts], Power fist [12pts]
Sanguinary Guard [35pts]
Selections: Angelus boltgun [3pts], Power fist [12pts]

If i could add an other character in my army, what BA character should i take? Captain, chaplain or something else?
   
Made in us
Longtime Dakkanaut




 grouchoben wrote:
Hi Blood Angel players - I have a quick question regarding BA Scouts. I'm going to try to wean off my IG Battalion crutch, and switch to double smashcap with 3 units of scouts instead.

I'm really on the fence between combat knives or bolters for my 15 guys.

They'll be roadbumps for my DW, and I'll be running a Gallant quite a bit too.

Which would you go for? Thanks for your thoughts.


Ultimately the scouts loadout doesn't matter a ton, it just depends on how much you think they'll see combat, since BA are sightly better at it than normal SM. I find my scouts usually just die pretty quickly so I'm not sure it's ever really mattered what weapon they have.
   
Made in ca
Regular Dakkanaut





Removed due to me being dumb

This message was edited 1 time. Last update was at 2018/06/14 16:57:51


 
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





I'm assuming you don't own the actual codex... If you would you would know that the stratagems final sentence is "..You can only use this stratagem once."

   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





Hey what do you guys think, do we have time to entertain ourselves now that this thread is bit dead after all the new codex releases?

I'm suggesting that let's make a collective competitive all comers list together. While doing this we could share our personal insights why certain unit with exact composition is the way to go. Me as a BA at heart would like this.. if you gun down this idea fine, I'll just stop suggesting.

For starters I would suggest the following base for the list. Disagree and let's just change the concept. Should the list be 1500 or 2000 I'm all open for ideas..

Back to the topic for the base:

Spoiler:

This is my insight that I've found worthy. AssRazor with plasma tacticals is nice to have. That dev composition with 2 unit saturation to have (signum for PC, flakk/hellfire for other) I've done 4d3 MW on my 1st turn with cherubs and 2 CP.

Scouts for screens.

Capt Smash has been 1-2 turns my reroll to hit buffer before UWoF, yet I have felt that I need a static reroll to hit capt..

Mephy has been sitting in the razor upfront T1, before disembarking and flying (hopefully) against enemy lines. I've always had enough interesting targets at hand.

EDIT:

(Lemmy and DC are there for fluffyness and that's been my best kit so far, although I actually prefer SG over DC, but let's keep/add SG together if we want..)


The list

Batallion (for starters)
HQ

Captain + Angel's wing + thunder hammer + storm shield
Lord Mephiston > quickening > wings of sanguinius > unleash rage
Lieutenant + chainsword & master-crafted boltgun

5x scouts > bolters
5x scouts > bolters
5x tacticals > plasma gun > combi-plasma & chainsword

Razorback > twin assault cannon > storm bolter

5x devastators + HB + ML + PC + cherub
5x devastators + HB + ML + PC + cherub

908 points.



This message was edited 3 times. Last update was at 2018/06/16 06:46:23


 
   
Made in us
Locked in the Tower of Amareo




Take out the DC. They no longer serve any purpose.
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





Martel732 wrote:
Take out the DC. They no longer serve any purpose.


Your quite right, took them and Lemartes away and added a stock lieutenant which I actually forgot.. Should we add a jump pack assault threat? Sanguinary guard along with SG ancient? What size the SG blob should be, I've run 7man..

8man Sanguinary guard + 6x swords & A. boltguns + 2x fist & inferno pistols
Sanguinary ancient + relic banner

Were at 1299pts

The list needs more dakka/anti-tank to fill a spearhead..

This message was edited 1 time. Last update was at 2018/06/16 06:45:18


 
   
Made in de
Nihilistic Necron Lord






Germany

Martel732 wrote:
Take out the DC. They no longer serve any purpose.


Why ??
   
Made in de
Blood Angel Neophyte Undergoing Surgeries



Bonn

I think it is a meta-thing. Both squads work really well in my games.

Fluff for the fluff-gods! 
   
Made in us
Locked in the Tower of Amareo




The SG with FNP banner have an actual (although small) chance of living through a Xeno shooting phase. DC have no chance at all, and the game is no longer about clearing chaff.

I usually run 9 SG for maximum tankiness. I've been using all fists.

DC were about clearing screens on turn 1. Now, they can't do that, so I don't see what function they serve anymore. They just die because they are 1 W spankers. Also, needing a babysitter is quite annoying at this stage.

This message was edited 3 times. Last update was at 2018/06/16 15:06:12


 
   
 
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