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Made in us
Regular Dakkanaut





 p5freak wrote:
In matched play, you are not allowed to cast a psychic power more than once in each psychic phase.


Yeah our group ignores that rule with our casual games, we liked it the way it used to be. Eldar is not Eldar without 2 doom's a turn haha.
   
Made in us
Locked in the Tower of Amareo




That makes your group hard to talk about or discuss.
   
Made in us
Commanding Lordling





Hey all, new to Blood Angels. What is a good 1000-1500 list I can make with what I have? Currently I have the following:

2 Smash Captains
Sang priest plastic with jp
3 Furioso deadnaughts
15 Assault sqaud
20+ Tac sqaud
20 death company
9 sang guard
dante
mephiston
lemartes
chaplain w/Jump pack
3 Scout Bikers
15 sniper scouts

Any help would be appreciated and i would be going up against Death Guard, Eldar, Dark Angels, or Tau. I do have 2 chaos rhinos and 2 chaos land raiders my opponents wouldn’t mind me fielding as BA.

This message was edited 1 time. Last update was at 2019/06/15 04:14:13


 
   
Made in gb
Trigger-Happy Baal Predator Pilot




Scotland

Welcome to the chapter brother. You have a not too bad collection so far but you will want to get some primaris in the future.

I would start with a battalion led by Mephiston and a slam cap, or 2, and using the 15 snipers as the troops. This will give you CP and some board control. Not to mention 2 of our best characters.

Lemartes and 15 JP DC is a good start to a vanguard detachment. Add in 8 SG and use 1 as an ancient and the detachment is full. Your other chaplin could go with the SG in here maybe? I use Asorath with mine.

You could then do another battalion with 3 5 man tactical squad's equipped to your taste. Have this led by the second chaplin and the SP.

I don't think you have enough armour in here with only the 3 dreads (i'm not including the chaos here) so i would suggest taking all or none. Or if any can be used as a librarian or venerable chaplin dread then use them as those instead. You could maybe get a vanguard detachment out of it but only really for fun.

Other thoughts are that Dante is too expensive. Slam>Dante. Assault squads get painted black now and become DC as there just better but not by much. I'm also of the mind that Mephiston is too expensive now but YMMV on that. Alway's use the Scout biker's if you can. By all accounts they are excellent.

I hope this helps in some small way.

Also woohoo the threads back. I'd began to think it was truly dead. Like our competitiveness lol.
   
Made in us
Locked in the Tower of Amareo




People give on dante too easily. He's a bit pricey, but a very powerful piece.
   
Made in nz
Devastating Dark Reaper




People give on dante too easily. He's a bit pricey, but a very powerful piece.


Thing is you have better options then Dante and even Mephiston

Libby Dread > Mephiston
Slam Captain > Dante

Hence why he doesn't get used. Hes not terrible

Same with Mephiston to a lesser extent.
   
Made in us
Locked in the Tower of Amareo




Slam capt is not strictly better. I have both in my list with dante.

Libby dread is not strictly better than mephy.

This message was edited 1 time. Last update was at 2019/06/14 23:05:56


 
   
Made in nz
Devastating Dark Reaper




Slam capt is not strictly better. I have both in my list with dante.


I mean he has more attacks....
Allows you to reroll 2s....


Less strength, less damage, worst save

And 50 points more.

I'm sure you could imagine a scenario such as killing T3 characters he performs slightly better. Again though I cant think of many characters the smash captain couldn't take care of.

In a tournament setting where you are going up against 5-6 random opponents Smash Captains trumps Dante in a big way.

Mephiston Is actually okay. Though LIbby Dread is still better as they are cheaper and more durable and if it's your warlord having 4 damage a piece can make it dumpster big targets making it more versatile.
   
Made in us
Commanding Lordling





kryczek wrote:
Welcome to the chapter brother. You have a not too bad collection so far but you will want to get some primaris in the future.

I would start with a battalion led by Mephiston and a slam cap, or 2, and using the 15 snipers as the troops. This will give you CP and some board control. Not to mention 2 of our best characters.

Lemartes and 15 JP DC is a good start to a vanguard detachment. Add in 8 SG and use 1 as an ancient and the detachment is full. Your other chaplin could go with the SG in here maybe? I use Asorath with mine.

You could then do another battalion with 3 5 man tactical squad's equipped to your taste. Have this led by the second chaplin and the SP.

I don't think you have enough armour in here with only the 3 dreads (i'm not including the chaos here) so i would suggest taking all or none. Or if any can be used as a librarian or venerable chaplin dread then use them as those instead. You could maybe get a vanguard detachment out of it but only really for fun.

Other thoughts are that Dante is too expensive. Slam>Dante. Assault squads get painted black now and become DC as there just better but not by much. I'm also of the mind that Mephiston is too expensive now but YMMV on that. Alway's use the Scout biker's if you can. By all accounts they are excellent.

I hope this helps in some small way.

Also woohoo the threads back. I'd began to think it was truly dead. Like our competitiveness lol.


Much appreciated! And thanks for the welcome, glad I could restimulate this thread. I’m not too worried about competitive as I only play with friends and we are pretty casual (though we all try to win). I got this lot for a good price, I will expand it gradually. What Primaris should I be looking at? The assault marines don’t have jump packs unfortunately and are red but I can do some modeling and turn them into DC in due time. Looking forward to getting a game in with these guys. Any recommendations on best loadouts? I seem to have a bit of everything but no one will mind if I proxy a few games until I can model the proper loadouts in.
   
Made in gb
Longtime Dakkanaut





UK

 Gangland wrote:
What Primaris should I be looking at?

Intercessors are a pretty decent Troops unit. For 20 points more than a naked Tactical squad, you get twice as many wounds, better, longer-ranged bolters and superior leadership. 2 or 3 5-man squads will give you something to hold objectives that won't die to a stiff breeze and can contribute somewhat at range. The new rule "Bolter Discipline" works well with their bolt rifles.

Inceptors are a unit I have become very fond of with my Blood Angels as they provide a lot of mobile firepower. A 3-man bolter squad only costs 135 points but puts out the equivalent of 18 heavy bolter shots per turn (shorter range but they are Assault so no penalty to moving). Plus they are jump units so can benefit from the "Upon Wings of Fire" stratagem if you need to redeploy them.

Plasma Inceptors bring some serious levels of firepower to bear. They do need a Jump Pack Captain to accompany them though as they need to overcharge on most turns to make their points back so you need to give them a character who allows them to reroll 1s or they will mostly kill themselves with overheats.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Yeah, quick math shows that with 4 shots each, you've got a just over 10% chance of blowing yourself up per firing round WITH a Captain.

Double that with a Chapter Master.

And with neither...

Over 50% chance.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in de
Nihilistic Necron Lord






Germany

The problem with plasma inceptors is they will die very soon after deepstriking, and doing some damage. Those guys rarely make their points back. My smash captain once killed 5 of them in melee They are expensive and not hard to kill.
   
Made in us
Commanding Lordling





So how does this look for 1500pts? (ok its over by 2 but the person I'm going to play wont care or will just go up by 2pts)

Spoiler:
Battalion Detachment +5CP (Imperium - Blood Angels)

HQ
Captain
Selections: Jump Pack, Storm shield, Thunder hammer

Captain
Selections: Jump Pack, Storm shield, Thunder hammer

Chief Librarian Mephiston

Troops
Scout Squad x5
Selections: Sniper rifle

Scout Squad x5
Scout
Selections: Sniper rifle

Tactical Squad
5x Space Marine
Space Marine (Special weapon)
Selections: Plasma gun
Space Marine Sergeant
Bolt pistol and boltgun

Fast Attack
Scout Bike Squad
Scout Biker x2
Selections: Twin boltgun
Scout Biker Sergeant
Selections: Bolt pistol, Twin boltgun

Vanguard Detachment +1CP (Imperium - Blood Angels)

HQ
Lemartes

Elites
Death Company
Selections: Jump Pack
Death Company Marine x4
Selections: Boltgun, Power fist
Death Company Marine x11
Selections: Boltgun, Chainsword

Sanguinary Ancient
Selections: Angelus boltgun, Encarmine sword

Sanguinary Guard
Sanguinary Guard x5
Selections: Angelus boltgun, Encarmine sword
Sanguinary Guard x2
Selections: Angelus boltgun, Power fist
Sanguinary Guard
Selections: Angelus boltgun, Encarmine axe


Not an ideal set up but I tried to keep everything WYSIWYG. I have several other special/heavy marine options as well but I thought plasma would be good for some heavy hitting range.
   
Made in de
Nihilistic Necron Lord






Germany

 Gangland wrote:
So how does this look for 1500pts? (ok its over by 2 but the person I'm going to play wont care or will just go up by 2pts)

Spoiler:
Battalion Detachment +5CP (Imperium - Blood Angels)

HQ
Captain
Selections: Jump Pack, Storm shield, Thunder hammer

Captain
Selections: Jump Pack, Storm shield, Thunder hammer

Chief Librarian Mephiston

Troops
Scout Squad x5
Selections: Sniper rifle

Scout Squad x5
Scout
Selections: Sniper rifle

Tactical Squad
5x Space Marine
Space Marine (Special weapon)
Selections: Plasma gun
Space Marine Sergeant
Bolt pistol and boltgun

Fast Attack
Scout Bike Squad
Scout Biker x2
Selections: Twin boltgun
Scout Biker Sergeant
Selections: Bolt pistol, Twin boltgun

Vanguard Detachment +1CP (Imperium - Blood Angels)

HQ
Lemartes

Elites
Death Company
Selections: Jump Pack
Death Company Marine x4
Selections: Boltgun, Power fist
Death Company Marine x11
Selections: Boltgun, Chainsword

Sanguinary Ancient
Selections: Angelus boltgun, Encarmine sword

Sanguinary Guard
Sanguinary Guard x5
Selections: Angelus boltgun, Encarmine sword
Sanguinary Guard x2
Selections: Angelus boltgun, Power fist
Sanguinary Guard
Selections: Angelus boltgun, Encarmine axe


Not an ideal set up but I tried to keep everything WYSIWYG. I have several other special/heavy marine options as well but I thought plasma would be good for some heavy hitting range.


Looks ok, but if you want to run everything WYSIWYG its not going to be optimal. Optimal would be : Some anti tank ranged weapons on your troops, like ML or LC. Or a dev squad. Dont run 15 DC, even with lemartes you will lose some models to morale. Go with 10. The sang ancient should be your warlord, with the standard of sacrifice. SG should all have PP and PF. One smash captain should have the angels wings.
   
Made in gb
Trigger-Happy Baal Predator Pilot




Scotland

That's a good start @Gangland. I agree with p5 in that you'll definitely need some ranged AT but that will come in time. Although I would recommend hellblasters instead of devastators I appreciate that YMMV on that.
I disagree with the DC though for me it's go big or go home. Between Forlorn fury and/or DS if you're losing DC to morale before there in assault then i think they may be getting used incorrectly.
Again i disagree with the SG set up. Half swords half fists is best IMHO, even though fists are cheaper, and don't bother with the PP's as the SG are too expensive to be killing yourself.
I don't make my ancient or slam warlord as they tend to die too easily but because of this I've no re-rolls for shooting hence no PP. I pair my 8-10 SG with Astorath + SG ancient and keep my warlord in the core of my army where he's not giving away points. Again YMMV on this and I would recommend experimenting.
Totally agree with p5 on the Angels wing and standard of sacrifice though.
   
Made in us
Locked in the Tower of Amareo




I think hellblasters might be the worst unit in the whole codex from a meta perspective. I can't think of any list where i would use them.

I think giving sg all pf and no weapon upgrades is the way to go. Cheap as possible. This is 8th ed, afterall.

15 dc with lemartes is the best tricorner setup, so i think its worth the risk. If you dont tricorner, your dc will all die anyway.

This message was edited 1 time. Last update was at 2019/06/18 14:38:43


 
   
Made in us
Commanding Lordling





 p5freak wrote:
 Gangland wrote:
So how does this look for 1500pts? (ok its over by 2 but the person I'm going to play wont care or will just go up by 2pts)

Spoiler:
Battalion Detachment +5CP (Imperium - Blood Angels)

HQ
Captain
Selections: Jump Pack, Storm shield, Thunder hammer

Captain
Selections: Jump Pack, Storm shield, Thunder hammer

Chief Librarian Mephiston

Troops
Scout Squad x5
Selections: Sniper rifle

Scout Squad x5
Scout
Selections: Sniper rifle

Tactical Squad
5x Space Marine
Space Marine (Special weapon)
Selections: Plasma gun
Space Marine Sergeant
Bolt pistol and boltgun

Fast Attack
Scout Bike Squad
Scout Biker x2
Selections: Twin boltgun
Scout Biker Sergeant
Selections: Bolt pistol, Twin boltgun

Vanguard Detachment +1CP (Imperium - Blood Angels)

HQ
Lemartes

Elites
Death Company
Selections: Jump Pack
Death Company Marine x4
Selections: Boltgun, Power fist
Death Company Marine x11
Selections: Boltgun, Chainsword

Sanguinary Ancient
Selections: Angelus boltgun, Encarmine sword

Sanguinary Guard
Sanguinary Guard x5
Selections: Angelus boltgun, Encarmine sword
Sanguinary Guard x2
Selections: Angelus boltgun, Power fist
Sanguinary Guard
Selections: Angelus boltgun, Encarmine axe


Not an ideal set up but I tried to keep everything WYSIWYG. I have several other special/heavy marine options as well but I thought plasma would be good for some heavy hitting range.


Looks ok, but if you want to run everything WYSIWYG its not going to be optimal. Optimal would be : Some anti tank ranged weapons on your troops, like ML or LC. Or a dev squad. Dont run 15 DC, even with lemartes you will lose some models to morale. Go with 10. The sang ancient should be your warlord, with the standard of sacrifice. SG should all have PP and PF. One smash captain should have the angels wings.


The SG having plasma pistols is easy enough to model with what they have so I’ll do that but yeah the melee is not as optimal. What you get for buying 2nd hand but I’m not playing tournaments any so meh. I got another box of SG I saw for cheap at a LGS so I’ll build those with PFs (maybe magnetize).

I am proxying the ancient since I have the model just unbuilt but my friend won’t care as what I’m using is distinct enough from the rest. My group rarely plays WYSIWYG anyway but this is my 2nd army and for a twist (I don’t play that way with my chaos) I want to try and keep everything as WYSIWYG. Will I break that rule? Oh yeah, but I’m going to try anyway just to explore that whole etiquette side of the hobby.

I do have a missle launcher Marine so I’ll swap the plasma for him.

This message was edited 2 times. Last update was at 2019/06/18 14:43:02


 
   
Made in ca
Regular Dakkanaut





Hickory NC

Hello everyone. First let me start by saying that I have always liked the Blood Angels.

Currently I play Dark Angels with a somewhat mixed list as far as Deathwing, Ravenwing and the traditional green wing.

I have recently started to think about adding in some Blood Angels as allies for them so I came here to see what you guys might recommend.

I do like the idea of a Supreme Command detachment with 3 Terminator Librarians. Wings of Sanguinius seems incredibly useful.

 
   
Made in de
Nihilistic Necron Lord






Germany

Forget terminator librarians. Get a libby dread instead. Only 30 pts. more and much better. Add two more smash captains and you are done.
   
Made in us
Locked in the Tower of Amareo




There is only one smash captain.
   
Made in de
Nihilistic Necron Lord






Germany

There is only one captn slamguinius, but multiple smash captains.
   
Made in us
Locked in the Tower of Amareo




If it can't ignore ovetwatch, im not nearly as interested.
   
Made in us
Commanding Lordling





What is the ideal set up for Death Company with Lemartes melee weapon wise. Or is there a mix that works well? Let’s call it for around 2500pt games. I know I was talking 1500 earlier but 2500 is what we usually play or around that points range. Just so I know what I need to be looking for going forward.
   
Made in us
Locked in the Tower of Amareo




1 hammer 1 axe 1 sword 2 chainsword per 5.
   
Made in de
Nihilistic Necron Lord






Germany

Ideal setup depends on what they are supposed to kill. Horde killers ? Boltgun and chainsword. Vehicle hunters ? TH, PF, IP.
   
Made in gb
Longtime Dakkanaut





UK

 Gangland wrote:
What is the ideal set up for Death Company with Lemartes melee weapon wise. Or is there a mix that works well? Let’s call it for around 2500pt games. I know I was talking 1500 earlier but 2500 is what we usually play or around that points range. Just so I know what I need to be looking for going forward.

I normally run a squad of 10 with bolters, 5 chainswords, 3 power swords and 2 hammers which works pretty well and can tackle most targets without being excessively expensive. In part it depends on what else you have in your army and what you think you will struggle to deal with. I have dedicated anti-horde and anti-tank in my army so I want my DC to pose a credible threat to the widest range of targets. This is because I tend to play them aggressively and a hammer unit. I throw them at a key part of the enemy line and rely on them to cause enough damage to create a hole the rest of my forces can exploit.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Locked in the Tower of Amareo




 p5freak wrote:
Ideal setup depends on what they are supposed to kill. Horde killers ? Boltgun and chainsword. Vehicle hunters ? TH, PF, IP.


You never know what you have to charge.
   
Made in us
Commanding Lordling





So I played my first game with my Blood Angels yesterday and managed to pull off a win! 1500pts and I played against Dark Angels. My list was as follows:

Spoiler:
Battalion Detachment +5CP (Imperium - Blood Angels)

HQ
Captain
Selections: Angel's Wings, Storm shield, Thunder hammer

Captain
Selections: Jump Pack, Storm shield, Hammer of Baal

Chief Librarian Mephiston

Troops
Scout Squad x5
Selections: Sniper rifle

Scout Squad x5
Scout
Selections: Sniper rifle

Tactical Squad
3x Space Marine
Space Marine Heavyl weapon)
Selections: Missile Launcher
Space Marine Sergeant
Bolt pistol and boltgun

Fast Attack
Scout Bike Squad
Scout Biker x2
Selections: Twin boltgun
Scout Biker Sergeant
Selections: Bolt pistol, Twin boltgun

Vanguard Detachment +1CP (Imperium - Blood Angels)

HQ
Lemartes

Elites
Death Company
Selections: Jump Pack
Death Company Marine x4
Selections: Boltgun, Power fist
Death Company Marine x11
Selections: Boltgun, Chainsword

Sanguinary Ancient
Warlord: Heroic Bearing
Relic:Standard of Sacrifice
Selections: Angelus boltgun, Encarmine sword

Sanguinary Guard
Sanguinary Guard x5
Selections: Angelus boltgun, Encarmine sword
Sanguinary Guard x2
Selections: Angelus boltgun, Power fist
Sanguinary Guard
Selections: Angelus boltgun, Encarmine axe


Dark Angels were along the lines of:

Spoiler:
Belial (Warlord)
Primaris Librarian

Sniper Scout Squad
2x 5 Man Tactical Squads
10 Man Intercessor Squad
Infiltrator Squad
3x 5 Man Deathwing Terminator Squads
Supressor Squad


We played the Ascension scenario from CA 2017. Basically I pushed up the board with Sanguinary Guard, Ancient, and captains while my snipers ant tactical shot from the back.Death Company and Lemartes were in Deepstrike as well as 10 of my opponents Terminators and Belial. I had first turn and was able to tie up the intercessors, a unit of termies, and a tactical squad receiving minimal losses. Turn 2 I took out the termie unit with one of the captains, and the Guard took out intercessors, suppressors, and Librarian. opponent turn 2 saw a termie + belial deep strike my Guards rear (hot cha cha chaaa). My Guard unit was hurting but still in the game along with the captains but the Ancient was dead turn 3 I think. I Deep Striked the Death Company along with Lemartes turn 3 to counter the termie drop and before turn 5 I had wiped out the termies and Belial causing my opponent to GG as he had 1 scout, 5 tacticals engaged with one of the captains with support on the way, 2 Infiltrators, and 1 lone termie who got the f- out of dodge.

I had 4 DC w/ powerfists, Guard with power ax, 2 captains, Lemartes, 2x 4 man scout units, and my tactical squad left.

Fun game. I definitely had some beginners luck with my rolls though. I made a good few 6+ saves. It was pretty neck and neck the entire game. The SG were a great tankie unit and were able to push into his deployment zone. I really enjoyed the 12" move, that made the game right there as I covered a lot of ground quickly. Anyway this is shaping up to be a fun army to collect and play with.
   
Made in us
Charging Dragon Prince





Sticksville, Texas

If it helps at all, this is pretty much what I have been running, modified since the last Chapter Approved. Had fairly good luck with it when I still playing weekly:

Spoiler:


++ Brigade Detachment +12CP (Imperium - Blood Angels) [129 PL, -1CP, 1,998pts] ++

+ No Force Org Slot +

Armoury of Baal [-1CP]: 1 additional Relic of Baal

+ HQ +

Captain [6 PL, 104pts]: 2. Artisan of War, Jump Pack, Relic blade, Storm bolter, Warlord

Lemartes [7 PL, 100pts]

Librarian [7 PL, 120pts]: 2. Unleash Rage, 6. Wings of Sanguinus, Bolt pistol, Force sword, Jump Pack, The Angel's Wing (replaces jump pack)

Lieutenants [4 PL, 63pts]
. Lieutenant: Chainsword, Master-crafted boltgun

Sanguinary Priest [4 PL, 69pts]: Bolt pistol, Chainsword

+ Troops +

Scout Squad [4 PL, 65pts]
. Scout: Heavy bolter
. Scout: Boltgun
. Scout: Boltgun
. Scout: Boltgun
. Scout Sergeant: Boltgun, Chainsword

Scout Squad [4 PL, 65pts]
. Scout: Heavy bolter
. Scout: Boltgun
. Scout: Boltgun
. Scout: Boltgun
. Scout Sergeant: Boltgun, Chainsword

Scout Squad [4 PL, 65pts]
. Scout: Heavy bolter
. Scout: Boltgun
. Scout: Boltgun
. Scout: Boltgun
. Scout Sergeant: Boltgun, Chainsword

Tactical Squad [5 PL, 87pts]
. 3x Space Marine
. Space Marine (Special weapon): Plasma gun
. Space Marine Sergeant: Chainsword, Combi-plasma

Tactical Squad [5 PL, 87pts]
. 3x Space Marine
. Space Marine (Special weapon): Plasma gun
. Space Marine Sergeant: Chainsword, Combi-plasma

Tactical Squad [5 PL, 87pts]
. 3x Space Marine
. Space Marine (Special weapon): Plasma gun
. Space Marine Sergeant: Chainsword, Combi-plasma

+ Elites +

Company Ancient [4 PL, 63pts]: Boltgun, Standard of Sacrifice

Company Veterans [8 PL, 80pts]
. Space Marine Veteran: Chainsword, Storm bolter
. Space Marine Veteran: Chainsword, Storm bolter
. Space Marine Veteran: Chainsword, Storm bolter
. Space Marine Veteran: Chainsword, Storm bolter
. Veteran Sergeant: Chainsword, Storm bolter

Death Company [18 PL, 236pts]: Jump Pack
. Death Company Marine: Boltgun, Power fist
. Death Company Marine: Boltgun, Power fist
. Death Company Marine: Boltgun, Power fist
. Death Company Marine: Boltgun, Power fist
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword

Dreadnought [7 PL, 132pts]: Twin lascannon
. Dreadnought combat weapon with ranged weapon: Dreadnought combat weapon, Storm bolter

+ Fast Attack +

Attack Bike Squad [3 PL, 37pts]
. Attack Bike: Heavy bolter, Twin boltgun

Attack Bike Squad [3 PL, 37pts]
. Attack Bike: Heavy bolter, Twin boltgun

Attack Bike Squad [3 PL, 37pts]
. Attack Bike: Heavy bolter, Twin boltgun

+ Heavy Support +

Devastator Squad [8 PL, 130pts]: Armorium Cherub
. Space Marine: Missile launcher
. Space Marine: Missile launcher
. Space Marine: Missile launcher
. Space Marine: Boltgun
. Space Marine Sergeant: Boltgun

Devastator Squad [8 PL, 130pts]: Armorium Cherub
. Space Marine: Missile launcher
. Space Marine: Missile launcher
. Space Marine: Missile launcher
. Space Marine: Boltgun
. Space Marine Sergeant: Boltgun

Devastator Squad [8 PL, 130pts]: Armorium Cherub
. Space Marine: Missile launcher
. Space Marine: Missile launcher
. Space Marine: Missile launcher
. Space Marine: Boltgun
. Space Marine Sergeant: Boltgun

+ Dedicated Transport +

Rhino [4 PL, 74pts]: 2x Storm bolter

++ Total: [129 PL, -1CP, 1,998pts] ++



Those three Devastator squads have put out solid work for me when they are camped within 6" of the Company Ancient, Captain, and LT. The price drop to Missile Launchers has made them even more attractive to me, as Frag Missiles had saved my butt many times if there is a lack of hard targets.

This isn't the most competitive list, but was tons of fun to play, and avoids use of Index or Forge World options. The changes to Marine bolters has made the humble Rhino a decent gun platform, and I would run it with filled with 1 Tac Squad and the Company Vets (who are a pretty solid budget option to deal with hordes).

The other 2 Tac Squads would be on foot, or drop the Dreadnought to take a Razorback (with a few other options) to be able to put two Tac Squads in the Rhino, and the Vets in the Razorback to put out a decent volume of firepower. The vets are also great for keeping your support characters alive if the enemy has a decent volume of snipers.

For delivering the Death Company safely, I found a generic Librarian with The Angel's Wing to be great, since they can cast Wings of Sanguinius to get closer to the enemy to ensure they get the charge to shut down Overwatch. I personally prefer Power Fists on my Death Company, mainly due to a love of Power Fists, but they are also cheaper than Hammers, and allows them to make use of the free Boltgun they get. I found more than 10 Death Company to generally be a waste, as they will overkill most things they charge and likely lose models to morale in your opponent's (even with Lemartes hanging around them).

I tried keeping the assault element of my army pretty condensed, as you can only support so many assault units/models, and even with a Brigade you can really only fuel an assault by the Death Company once if you plan to use rerolls at all during the game or Honour the Chapter more than once on Lemartes or a Captain Slam variant. Plus, while Blood Angels excel in assaults, they still are able to shoot like other Marines, and I saw no reason to pass up using their good 3+ BS.

I used my Captain Slam-lite as a backfield defender to deal with models that are pushing near my Devastators, and with the Sanguinary Priest nearby, he becomes pretty capable of dealing with anything that is T7 or below when using Honour the Chapter, Red Rampage, and Death Visions of Sanguinius.

Hopefully this helped some. And it is great to hear that your game against Dark Angels was a success.

This message was edited 1 time. Last update was at 2019/06/26 03:29:10


 
   
Made in de
Nihilistic Necron Lord






Germany

 NH Gunsmith wrote:

This isn't the most competitive list, but was tons of fun to play, and avoids use of Index or Forge World options. The changes to Marine bolters has made the humble Rhino a decent gun platform, and I would run it with filled with 1 Tac Squad and the Company Vets (who are a pretty solid budget option to deal with hordes).


Vehicles dont benefit from the bolter discipline rule anymore. This was changed in the april FAQ 2019.

 NH Gunsmith wrote:

For delivering the Death Company safely, I found a generic Librarian with The Angel's Wing to be great, since they can cast Wings of Sanguinius to get closer to the enemy to ensure they get the charge to shut down Overwatch.


This is illegal. Units that arrive as reinforcements (after deepstriking) cannot move any further this turn. This includes wings of sanguinius. This FAQ came out a long time ago, in the BRB update 1.2, which was 2018.

Q. The rules for reinforcements say that when a unit is set up
on the battlefield as reinforcements, it cannot move or Advance
further that turn, but can otherwise act normally (shoot,
charge, etc.).
Can such a unit make a charge move? Can it pile in
and consolidate?
A: Yes to both questions – the unit can declare a charge
and make a charge move, and if it is chosen to fight, it
can pile in and consolidate.
Can such a unit move or Advance for any other reason e.g.
because of an ability such as The Swarmlord’s Hive Commander
ability, or because of a psychic power such as Warptime from
the Dark Hereticus discipline, or because of a Stratagem like
Metabolic Overdrive from Codex: Tyranids, etc.?
A: No.
   
 
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