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2018/04/04 18:50:45
Subject: Blood Angels 8th Tactica - For Sanguinius
It's been like that for me every game. I throw horribly and T7 (with or without miasma or putrescent vitality) make those invuls or DR saves.. And even at 4 wounds they move 8" and can shoot those spitters after advance.. Ok, only at S5, but still..
My dice are jinxed against DG.. It must be! In the gsme before, also in the rep sect DG had 3 bloat-drones and the PBC contesting my lines.
2018/04/04 19:08:32
Subject: Blood Angels 8th Tactica - For Sanguinius
So,
NH gunsmith style BA gunline(ish).. ok single plasma cannons are against 2W (DS) threats, they are imho actually nice to have with the signum in singles.. Still this feel so weird to have so little jump force for aggression, ok Mephy and characters can solo stuff and the captain can move later in the game with upon wings of fire.. but is this what we're at?
Company Ancient [4 PL, 63pts]: Chainsword, Standard of Sacrifice
Death Company [18 PL, 180pts]: Jump Pack
. 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
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
. Death Company Marine: Boltgun, Chainsword
So you need 5 of them with a captain and a lt nearby to drop an average of one drone per turn.
Predators are better. You need 3 tri-las or 4 auto/Las.
I don't think so. Preds are fragile for their points. Stalkers aren't. And have utility vs a lot of other lists. Bloat drones are hard to bring down in general.
This message was edited 1 time. Last update was at 2018/04/04 19:24:26
2018/04/04 19:27:35
Subject: Blood Angels 8th Tactica - For Sanguinius
I like that list. I have been using Mephy as a back field defenseman. He is great for finishing off Drones and Daemon Princes that make their way back to my gunline.
I have been using less aggression units in my army because besides a good turn (or two) of hitting stuff and being annoying, mass Smites and other Mortal Wound spam removes them so quickly along with my opponents shooting.
I just pour all my resources into one good punch with the DC, kill or tie up as much as possible, and consider everything after that a bonus.
2018/04/04 19:33:40
Subject: Blood Angels 8th Tactica - For Sanguinius
So you need 5 of them with a captain and a lt nearby to drop an average of one drone per turn.
Predators are better. You need 3 tri-las or 4 auto/Las.
I don't think so. Preds are fragile for their points. Stalkers aren't. And have utility vs a lot of other lists. Bloat drones are hard to bring down in general.
Yeah that's fair. And those 5 stalkers are slightly cheaper than the 3 predators.
2018/04/04 19:36:29
Subject: Blood Angels 8th Tactica - For Sanguinius
Stalkers are amazing vs Necrons, Tau, Drukhari, some Eldar lists, enemy BAlol, Flyrants, Daemon princes, etc. Their raw damage is not great, but they are frustrating targets for your opponents.
2018/04/05 08:05:22
Subject: Re:Blood Angels 8th Tactica - For Sanguinius
I am totaly new in Blood Angels and I would like to build a little (but competitive) force of 1000 pts to start.
I already know that I wanted these models:
- Captain (hammer + wings combo)
- Some Intercessors
- Scouts
- Land speeder storm
- Sanguinary gaurd and/or Death Company
Would please help me to put all of this in an organized force for competitive play, did I miss something strong?
Thank you very much. This thread is a pleasure to read !
2018/04/05 09:24:56
Subject: Blood Angels 8th Tactica - For Sanguinius
Land Speeder Storm [5 PL, 85pts]: Cerberus launcher, Heavy bolter
+ HQ +
Captain [6 PL, 129pts]: 2. Artisan of War, Jump Pack, Storm shield, The Angel's Wing (replaces jump pack), Thunder hammer, Warlord
Chief Librarian Mephiston [8 PL, 145pts]
Lemartes [7 PL, 129pts]
+ Elites +
Death Company [27 PL, 307pts]: Jump Pack
. Death Company Marine: Chainsword, Inferno pistol
. Death Company Marine: Chainsword, Inferno pistol
. Death Company Marine: Chainsword, Inferno pistol
. Death Company Marine: Boltgun, Power fist
. Death Company Marine: Boltgun, Power fist
. Death Company Marine: Thunder hammer
. 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
I do not recommend the Land Speeder Storm, scouts don't really need a transport and it lacks the firepower to justify the cost. I would replace it with a squad of scout bikers.
2018/04/05 09:56:37
Subject: Blood Angels 8th Tactica - For Sanguinius
I am totaly new in Blood Angels and I would like to build a little (but competitive) force of 1000 pts to start.
I already know that I wanted these models:
- Captain (hammer + wings combo)
- Some Intercessors
- Scouts
- Land speeder storm
- Sanguinary gaurd and/or Death Company
Would please help me to put all of this in an organized force for competitive play, did I miss something strong?
Thank you very much. This thread is a pleasure to read !
Welcome to best Marine force out there (in my entirely biased opinion)!
I know you said you wanted to use Intercessors and Captain Slammy, but at 1k points I really don't think he is needed yet. The Death Company (buffed by a Librarian) and Lemartes will tackle almost anything at that points level. I would save him for 1,500 points of more.
p5freak did a fantastic job making a list with the models you said you wanted to use, and there is nothing wrong with it, but I figured I would throw out a list that I would play at 1,000 points and I think could do pretty well.
Even at 1,000 points I don't think you shouldn't neglect to take at least a single squad of Devastators to tackle a tank you may face, or even a small horde of models that could overwhelm a small Blood Angels force. To keep them alive I would take a Company Ancient with the Standard of Sacrifice to make your Devastators a real nuisance to kill, and give you the option of firing with them in your opponents turn. A Sanguinary Novitiate isn't a bad choice either because it is VERY cheap for a Marine character and can revive a dead Devastator in case the unit isn't fully destroyed in your opponent's turn. I put Missile Launchers on the Devs because not only do I love them, they are great in 1,000 points because 4d6 Frag shots at 48" is decent long ranged crowd control to try and clear screens and they are still pretty dang good at popping/weakening tanks.
I went with three units of Scouts because they will be good for protecting your meagre gunline from enemy deep strikers, or can deploy pretty far forward and lay down some close range fire to support the Death Company in sitautions where your opponent doesn't have anything coming in from orbit/the webway/deep strike, and charge in with them to finish off a weakened unit. And... They are cheap.
I went with a generic Librarian with The Angel's Wing, because the buffs he provides the Death Company are fantastic. Unleash Rage for the extra attack on each model (so 12 Powerfist attacks and 35 Chainsword attacks) will help them mulch most things they will face at 1,000 points, and they still provide 20 Bolter shots at 12" to soften up a unit for the Scouts to finish off or force morale checks. I also put Wings of Sanguinius on the Librarian to help him get to where he needs to be to shut off Overwatch and deliver the Death Company safely to their target. I kept the Death Company pretty cheap (see a theme to my thought process haha), but still effective. This exact setup (Death Company, Librarian and Lemartes) allowed me to kill an opponent's Riptide turn 1 and consolidate into their gunline to shut off most of their shooting.
Lemartes is great for the rerolls to the Death Company's 3d6 charge to make sure they get in (you should always be using the 3d6 charge range Strategem on the Death Company when they come in, because if they don't make it they are likely dead), and for the rerolls to hit. However, my Lemartes constantly fails his 9" charge from deep strike, so I would make sure to place a single Death Company model within 6" of Lemartes but still in unit coherency so that if he fails his charge (and rerolled charge range since he is also Death Company) he still allows them to reroll failed to hit rolls. But if he does make it in, just pile in the Death Company model that was hanging back to get more attacks on your target.
I kept the Captain cheap, with just a Power Sword and Storm Bolter, and in this example he has the Soulwarden Warlord Trait since it gives him the ability to deny an enemy Psyker power within 24". But that can be easily traded out for Artisan of War to make his Power Sword 2 Damage. He is there to buff the Devs, and make it hard for your opponent to get Slay the Warlord. He can also act as a decent last ditch defense model against anything that breaks through your Scouts to get to the Devs.
This setup gives you 6 CP after the two relics, so just enough to spend 2 CP to give the Death Company a 3d6 charge range, 3 CP for them to fight again, and 1 CP to make sure you have better chances of getting your 2 Psyker Powers off. If you don't need it for your powers, than use it to spend on getting an extra d3 attacks on the Libby or Lemartes, or to reroll a single charge die for the Librarian or Lemartes if you roll high on one die and not the other and think you would end up with better odds of rerolling say a 1 if the other die was a 6.
Company Ancient [4 PL, 63pts]: Boltgun, Standard of Sacrifice
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, 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
. Death Company Marine: Boltgun, Chainsword
Sanguinary Novitiate [3 PL, 55pts]
++ Total: [64 PL, 1000pts] ++
Sorry for the long post, I thought I would just explain a bit as to why my take on a 1k list deviates from what you wanted and why.
This message was edited 3 times. Last update was at 2018/04/05 11:08:25
2018/04/05 11:53:43
Subject: Blood Angels 8th Tactica - For Sanguinius
HeavenLord wrote:Thank you very much ! The list seems very nice to play, do you have some advice on which character play with which unit, etc. ?
I do not find in my codex the storm bolter option for scout seargent, is it correct?
Thanks again!
Yes, its correct. You can use equipment from the index if its not in the codex.
NH Gunsmith wrote:
Even at 1,000 points I don't think you shouldn't neglect to take at least a single squad of Devastators to tackle a tank you may face, or even a small horde of models that could overwhelm a small Blood Angels force. To keep them alive I would take a Company Ancient with the Standard of Sacrifice to make your Devastators a real nuisance to kill, and give you the option of firing with them in your opponents turn. A Sanguinary Novitiate isn't a bad choice either because it is VERY cheap for a Marine character and can revive a dead Devastator in case the unit isn't fully destroyed in your opponent's turn. I put Missile Launchers on the Devs because not only do I love them, they are great in 1,000 points because 4d6 Frag shots at 48" is decent long ranged crowd control to try and clear screens and they are still pretty dang good at popping/weakening tanks.
Nothing wrong with these suggestions, but the sang novi is questionable at 1k. He is 55 pts. and for that you can get three more marines for the dev squad, which can be used as ablative wounds. I think its better not to lose any heavy weapons in the first place. Reviving killed models only works on 4+, and only one can be revived. If you fail the revival roll the sang novi cant do anything the entire turn.
2018/04/05 12:06:01
Subject: Blood Angels 8th Tactica - For Sanguinius
True, but he is also there for the additional CP, which at 1k can be worth it for the single reroll it gives you for a Psyker power or to try and get Lemartes into combat.
Yeah, it is a bummer losing Devs, but with only 3 Missile Launchers they have 3 ablative wounds in the squad (Sergeant, Bolter Dev, Cherub).
This message was edited 2 times. Last update was at 2018/04/05 12:08:06
2018/04/05 12:27:51
Subject: Blood Angels 8th Tactica - For Sanguinius
For a new player I would advise sticking to the Codex options and not using index leftovers.
Just to reduce the chance of your models becoming illegal in the future.
2018/04/05 15:26:38
Subject: Blood Angels 8th Tactica - For Sanguinius
Ordana wrote:For a new player I would advise sticking to the Codex options and not using index leftovers.
Just to reduce the chance of your models becoming illegal in the future.
Magnets is the answer.
Martel732 wrote:Also, inceptors are tremendous for ba.
Unfortunately they are fast attack. BA is mostly about elite. Its not easy making an outrider detachment. Scout bikers are the second best choice i guess. Three 3 model units of inceptors are 405 pts. Thats a lot of dakka, but they somewhat lack in the melee department.
2018/04/06 14:45:02
Subject: Blood Angels 8th Tactica - For Sanguinius
But... with an additional HQ you can pay a big tax for a single extra CP Martel! 1 CP!
I’m tempted to use some Inceptors and some plasma loadout assault squads to provide some firepower to my deep striking contingent.
My devastators put in tremendous work last night, killing a PBC, bloat drone, Daemon Prince, chaos lord, and 2-3 Blightlords. They put in the work that secured a tie after I played my deepstrikers poorly and the DP and some Deathshroud killed my captain and sanguinary Guard, and then death Company after taking no damage. Mistakes were made lol. Grave mistakes.
2018/04/06 18:55:06
Subject: Re:Blood Angels 8th Tactica - For Sanguinius
Got a 1.5kish (1550pts) game in last night my 2nd vs DG. Solid result. I had a battalion, spearhead and a vanguard detachment's for 8 CP. I won the roll-off and got first turn even though i had more unit's. We played Maelstrom of war: Sealed order's mission from CA with search and destroy deployment zones. This is a good mission and I recommend it as I now do recommend Maelstrom mission's before any other's. Without it I believe the game is skewd worse somehow and leans too much towards the same type of list's being seen too often. I would've laughed if I had typed those word's 5/6 month's ago but I now genuinely believe that if you're not playing Maelstrom you should be and that is my tuppence worth on that. My list:
Point's of note/post game ramble:
I took my 3 dev squad's to try and they rocked. PBC and FBD do not like missile launcher's and they proved a massive thorn in my opponents side all game as he couldn't reach my 3rd squad which was too far back for him. Grav didn't really do much except kill 4 deathshroud over 3 turns, one of which they moved in and another they fell back in, which is ok'ish I suppose really.
I had castled up in a ruin at the beginning and it caused me serious issue's as it was too close to the front and he managed to assault me in his first turn with his DP and a FBD. This led to him tying up 3 important unit's and me having to fall them back. This wouldn't have happened if I wasn't so greedy for the cover save AND the banner save. Once they did fall back though I cleared my line's with my captain smash and vanguard.
Captain with the hammer was a smash again and everybody hates him already, also didn't bother with the relic jump pack.
The banner is now my only auto-take relic. It proved it's worth in this battle alone especially if you remember to use it Which muggins here forgot about last game I only lost my 2 plasma tac squad's and the spare bolter dudes from my dev squads. This was pretty much solely down to the banner.
Thing's for me to take away from this game are that I really need to watch how I move thing's in order to keep in aura's etc. Also moving heavy weapon's really hurt's you. I didn't think it would be too bad but when I had to move my grav devs and land speeder it really hit their effectiveness. I also need to screen better and watch out for the follow-up in assault more. It cost me by making me have to fall back 2 dev squad's for a turn which hurt at the time but actually helped me out massively as it allowed me to re-arrange my gun-line for the following turn. I need to remember to stop letting bloat drone's into my line's. When they blow up it's nasty
Over all i'm really beginning to think we are actually, in the future really, going to be a SM army with great counter assault element's and not this all-out assault thing I keep seeing people trying. Yes we can do that well but we can do other thing's even better than normal SM when properly co-ordinated.
2018/04/06 19:54:37
Subject: Re:Blood Angels 8th Tactica - For Sanguinius
Over all i'm really beginning to think we are actually, in the future really, going to be a SM army with great counter assault element's and not this all-out assault thing I keep seeing people trying. Yes we can do that well but we can do other thing's even better than normal SM when properly co-ordinated.
That is how I have been playing them this whole edition with very good results. It took some trial and error since it didn't seem to be the way that most BA players went with their armies, but I am glad I kept working on it.
Our counter assault has put the fear of Sanguinius and The Emperor into my opponents. I haven't needed more than a little bit of assult elements in my army, a single unit of Death Company with an Angel's Wing Librarian and Lemartes is more than enough to smash what I need to in my opponents lists to buy time for my Devs to do their job.
Have you thought of taking Scouts to protect your gunline?
2018/04/06 20:12:20
Subject: Blood Angels 8th Tactica - For Sanguinius
@NH GunsmithI have but to be honest i just can't stand those model's and don't want to get them. I do have some Catachan's that are looking mighty tempting though.
Everyone may malign the humble tactical squad but i still think they do a job. Never spectacular but usually solid enough. I will get some primaris but that's way in the future.
That's actually our trick really. Everything can be a potential counter assault unit due to red thirst. it's great.
It was seeing your post's that convinced me to try it. Cheer's.
2018/04/06 20:22:16
Subject: Blood Angels 8th Tactica - For Sanguinius
kryczek wrote: @NH GunsmithI have but to be honest i just can't stand those model's and don't want to get them. I do have some Catachan's that are looking mighty tempting though.
Everyone may malign the humble tactical squad but i still think they do a job. Never spectacular but usually solid enough. I will get some primaris but that's way in the future.
That's actually our trick really. Everything can be a potential counter assault unit due to red thirst. it's great.
It was seeing your post's that convinced me to try it. Cheer's.
Fair enough. I have a great amount of dislike for the mush face plastic Scouts. I have tracked down the old metals for my Scouts, and have been super happy with them.
Glad I was able to help!
This message was edited 1 time. Last update was at 2018/04/06 20:22:55
2018/04/06 23:07:03
Subject: Blood Angels 8th Tactica - For Sanguinius
Got two more boxes of DC and a third box of Devastators. Blue helmets have become invaluable for me. So glad they don’t randomly run forward anymore like 3rd lol.
2018/04/07 00:08:06
Subject: Blood Angels 8th Tactica - For Sanguinius
Bremon wrote: Got two more boxes of DC and a third box of Devastators. Blue helmets have become invaluable for me. So glad they don’t randomly run forward anymore like 3rd lol.
I like what I am reading!
More Devs = Happiness.
2018/04/07 03:17:35
Subject: Blood Angels 8th Tactica - For Sanguinius
The blue helmets on the Devs and yellow on assault marines was something that drew me to BA initially in third. Gold on veterans. Made for a striking aesthetic. Losing control of them 1/6 chance every turn made them less appealing though. Split fire has definitely been a major benefit for devastators as well.
2018/04/07 20:42:56
Subject: Blood Angels 8th Tactica - For Sanguinius
Yup, adequate firepower is vital in 8th and Devastators are decent value for points in that department.
I have had quite a lot of success running my BAs as all-infantry so Devastators and Inceptors are my primary sources of fire support. Depriving my opponent of any decent targets for his anti-tank weapons seems to pay dividends.
I stand between the darkness and the light. Between the candle and the star.