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Made in us
Bounding Dark Angels Assault Marine





I'm trying to come up with a good way to play my Blood Angels. I've always been a big fan of the Death Company and want to find a solid competitive list for them.

Brigade

Captain - inferno pistol, jp, th (Angel's Wings or Hammer of Baal and Artisan of War warlord trait (+1 dmg to weapon) - 123 pts
Lemartes - 129 pts
The Sanguinor - 170

3 x Scouts with ccw - 165 pts
3 x Scouts with Boltguns - 165 pts

15 x DC - JP, 3 PF -336 pts
15 x DC - JP, 3 PF - 336 pts
2 x Company Vets - 1 power sword, JP -61 pts

3 x Scout Bikes - 100 pts
3 x Scout Bikes - 100 pts
3 x Scout Bikes - 75 pts

Devastators - 2 x HB - 85 pts
Devastators - 2 x ML - 90 pts
Devastators - 1 x ML - 90 pts

2000 pts/ 12 CP

Plan is to keep Lemartes, The Sanguinor, and Novitiate with the DC Blobs. Scouts on foot will help with board control and keeping stuff out of my deployment zone. Bikers will grab objectives and help thin hordes for the DC. Devastators camp my backfield objectives. I brought HB/ML to help throw some mortal wounds across the board using strategems. Depending on the game and likelihood of going first, I'd start 1 DC blob on the board with the other in DS or both in DS. If this is the case I'll use the strategems to hopefully get them both into CC turn 1. If they are both in DS then It'll be an alpha/beta strike I think. All the HQs and Novitiate will start in DS. I'm gonna give the captain the DC ability, point him at something and let him go to work. If the novitiate has a chance to heal him up I definitely will.

C&C welcome

This message was edited 2 times. Last update was at 2018/01/03 18:23:00


Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Regular Dakkanaut




I like this alot. The only things I would do different is make the captain a jump chaplain with the angels wing, make lemartes a jump lib for unleash range and shield and if you've got points give stormbolters to the bikes sgt. Oh and maybe make the apothecary jump company vets to protect and have, namely Sanguinor for hits warlord trait with the dc

This message was edited 1 time. Last update was at 2018/01/03 17:58:53


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Nice to see a BA brigade.
But what your army needs is anti-tank/-monster.
For this, I'd take Devs with several missile launcher or lascannons, and Scouts with missile launchers. They give you the very much needed multiple damage.

This message was edited 1 time. Last update was at 2018/01/03 18:09:34


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Bounding Dark Angels Assault Marine





Thanks man. I didn't consider jump vets. I made some changes to the list.

I'm hard pressed to give up the captain for a chaplain just because he can do so much damage but I really want a librarian. If I give up lemartes i'm also loosing rerolling charges for DC and to hit rolls which would bump the captains up to rerolling everything instead of just 1's. I'm gonna keep playing around with it to see if I can't get a librarian in. I might could if I made 1 of the DC units smaller maybe.



Automatically Appended Next Post:
 wuestenfux wrote:
Nice to see a BA brigade.
But what your army needs is anti-tank/-monster.
For this, I'd take Devs with several missile launcher or lascannons, and Scouts with missile launchers. They give you the very much needed multiple damage.


I'm banking on the DC Captain and DC with PF being able to handle most AT/Monsters. Granted things like Mortarion/Magnus could be an issue. And I don't have any psychic defense either. I can drop 1 of the scout bike units down to 3 and that would give me the points to add in 1 more ML though.


This message was edited 5 times. Last update was at 2018/01/03 18:24:12


Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Locked in the Tower of Amareo




Not enough staying power, imo. DC are fragile for their points.
   
Made in be
Regular Dakkanaut




Okay, get servitors instead of 2 random vets.
1 Cl in all your devas.
Maybe as other said a couple ml in some scouts.

Squad of 15 will loose on moral and overkill big time, maybe a bit smaller and swap some bikes for inceptor to clear chaff.

TH instead of PF.

You could go for some other changes but it will be more taste related.
   
Made in us
Bounding Dark Angels Assault Marine





Martel732 wrote:
Not enough staying power, imo. DC are fragile for their points.


This is definitely an issue. When the DC come it they need to make their charge and get into the guts of whatever they are charging, gunline wise. I really think It'd have to play this as a 1, 2 punch of DC on multiple turns unless i'm fairly certain I'll get first turn.

Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Regular Dakkanaut




 ILegion wrote:
Thanks man. I didn't consider jump vets. I made some changes to the list.

I'm hard pressed to give up the captain for a chaplain just because he can do so much damage but I really want a librarian. If I give up lemartes i'm also loosing rerolling charges for DC and to hit rolls which would bump the captains up to rerolling everything instead of just 1's. I'm gonna keep playing around with it to see if I can't get a librarian in. I might could if I made 1 of the DC units smaller maybe.


If you take the chaplain you still get the full rerolls, while it doesn't allow reroll charges it does affect all other units you have. You should still be able to make charges with forlorn fury and the 3d6 charge strat and CP rerolls. If you make Sanguinor you're warlord he makes the dc fearless which is massive. It would be nice to get more ranged power but I don't know where you would get the points except from cheaper generic hqs. Don't reduce your dc
   
Made in us
Bounding Dark Angels Assault Marine





Oh wow. I'm not sure how I missed that but I didn't know the Sanguinor made them fearless. Thanks man.


Automatically Appended Next Post:
I think I'm going to try the list as is and try it with a libby/chaplain with Sanguinor being the warlord. 2 fearless blobs of DC would be huge.

This message was edited 1 time. Last update was at 2018/01/03 21:18:53


Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Locked in the Tower of Amareo




Honestly, I prefer to shoot chaff units and then drop in heavy CC units after they are cleared. I don't like clearing chaff with DC.
   
Made in us
Regular Dakkanaut




Martel732 wrote:
Honestly, I prefer to shoot chaff units and then drop in heavy CC units after they are cleared. I don't like clearing chaff with DC.


The bikes and scouts clear chaff. The bikes get their twin Bolters plus shotguns and in combat they have pistols if they are there for a full round of combat and combat knives for more attacks. They also move 16" so should have no issues getting there. The scouts already start 9" away so they can rapid fire/ shoot pistols and charge.

   
Made in be
Regular Dakkanaut




The bikes as the only valuable target for high dmg weapons, won't live to 1 turn of ennemy fire. If you actually need to blow a hole, it's gonna be very hard.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Clearing chaff units is an issue. Whirlwinds with their castellan launchers can contribute well here. The DC should target juicier units.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in de
Nihilistic Necron Lord






Germany

ML is inferior to LC for anti tank/monster. 1 or 2 ML are ok for flakk missiles, but most anti tank/monster should be LC. Why not use one DC as anti chaff ? They are perfect for it with boltguns and chainswords.

This message was edited 1 time. Last update was at 2018/01/04 09:15:34


 
   
Made in us
Bounding Dark Angels Assault Marine





@pandathewarrior - didn't consider this. I plan was to keep them out of LoS if possible and in cover. I know things that don't need los would be an issue.

@wuestenfux - I don't have any WW unfortunetly but my original plan was to have the DC target the valuable stuff.

@p5freak - I'm mainly taking the ML for mortal wounds and to help out a little bit with clearing hordes. I opted for them over the LC because my plan was to use the DC/captain as the real AT. Primarchs are going to be an issue but I was hoping that the MW from the HB/ML could help with that a little bit. I've thought about using DC for anti chaff but it'd be an expensive unit to clear chaff. 15 with just jp is 300 points and a good layered screen will see them dead I feel before they could get through the bulk of it.

This message was edited 1 time. Last update was at 2018/01/04 14:51:24


Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Locked in the Tower of Amareo




p5freak wrote:
ML is inferior to LC for anti tank/monster. 1 or 2 ML are ok for flakk missiles, but most anti tank/monster should be LC. Why not use one DC as anti chaff ? They are perfect for it with boltguns and chainswords.


I'm finding this is easier to talk about than to execute.
   
Made in us
Bounding Dark Angels Assault Marine





Using DC for chaff clearing?

Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Locked in the Tower of Amareo




Yeah. Especially because I play against a lot of 10 man infantry squads.
   
Made in de
Nihilistic Necron Lord






Germany

 ILegion wrote:

@p5freak - I'm mainly taking the ML for mortal wounds and to help out a little bit with clearing hordes. I opted for them over the LC because my plan was to use the DC/captain as the real AT. Primarchs are going to be an issue but I was hoping that the MW from the HB/ML could help with that a little bit. I've thought about using DC for anti chaff but it'd be an expensive unit to clear chaff. 15 with just jp is 300 points and a good layered screen will see them dead I feel before they could get through the bulk of it.


You can only deal MW with ML to units with the FLY keyword with flakk missile. HB is used with hellfire shells to deal MW to any unit.
   
Made in us
Bounding Dark Angels Assault Marine





Right. The ML is more to help with Mortarian and Magnus than anything else as far as dealing MW. The helfireshells are just to help out anything.

Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Regular Dakkanaut





First I'll mention that the warlord trait you mention selecting doesn't work if you take the hammer of baal as your relic.

Second I'll suggest using the stratagem that makes your Captain Death company and making use of the fantastic feels no pain warlord trait.

Below is the list I've been having reasonable success with.

JP.Capt
Lemartes
Mephiston

Banner-bearer
15 DC
8 sternguard

6x5 scouts

3x5 HB Devs

3x5 JP.Assault Marines

drop pod

this leaves around 130~ points to sprinkle upgrades as you like. I usually put 2 special weapons on the assault squads and sprinkle power swords / axe on things.

Use the DC stratagem on the Captain at the start and the +1 relic strat to upgrade the banner.

Put Mephiston, the banner, and the sternguard in the pod. Land your ASM within banner range if you chose to give them special weapons like plasma.








   
Made in be
Regular Dakkanaut




From wrote:
First I'll mention that the warlord trait you mention selecting doesn't work if you take the hammer of baal as your relic.

Second I'll suggest using the stratagem that makes your Captain Death company and making use of the fantastic feels no pain warlord trait.

Below is the list I've been having reasonable success with.

JP.Capt
Lemartes
Mephiston

Banner-bearer
15 DC
8 sternguard

6x5 scouts

3x5 HB Devs

3x5 JP.Assault Marines

drop pod

this leaves around 130~ points to sprinkle upgrades as you like. I usually put 2 special weapons on the assault squads and sprinkle power swords / axe on things.

Use the DC stratagem on the Captain at the start and the +1 relic strat to upgrade the banner.

Put Mephiston, the banner, and the sternguard in the pod. Land your ASM within banner range if you chose to give them special weapons like plasma.










What's the point of giving your own list +from no chaff removals, we went to no tank removals.
   
Made in us
Regular Dakkanaut





PandatheWarrior wrote:


What's the point of giving your own list +from no chaff removals, we went to no tank removals.


What's the point of posting snarky comments? There's more to my post than the list, the person who made the post wanted advice, suggestions, options... You know -- options to think about. I gave that.

The list I offered is similar to what the posts creator was working with, as such it's relevant... additionally a chunk of points are available for choosing what is carrying special weapons.

Such as Anti-Tank...

This message was edited 1 time. Last update was at 2018/01/04 18:51:34


 
   
Made in us
Bounding Dark Angels Assault Marine





Martel732 wrote:
Yeah. Especially because I play against a lot of 10 man infantry squads.


I have an AM army and run several 10 man squads for a screen. This is why I don't want to use them to kill chaff. You could maybe get through a couple squads but not enough to do any real damage to the important stuff. My plan is to have the bikes/scouts move up and unload into them. Maybe a ML if necessary and no other good targets. Hopefully that would then out enough that when the DC come in their bolters can finish off what is left if needs be then charge into the more important stuff.


Automatically Appended Next Post:
@From - thanks man. I definitely plan on giving the captain the DC trait. I like that list but I don't have enough assault marines. or a drop pod to play it haha. Or devs for that matter. I mainly have DC.

I guess I should say I do have 2 stormravens I could use to clear chaff as well. I would have to do a completely different list though and would end up losing CP.

This message was edited 1 time. Last update was at 2018/01/04 19:55:28


Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Regular Dakkanaut




Any results?
   
Made in us
Bounding Dark Angels Assault Marine





Not yet. I'm still working on getting some of the models together.

Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
 
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