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Made in gb
Tower of Power






Cannock

Another game with Justicar Alaric. This time the hammer of the Emperor!

Imperial Guard "Steel Lions" - 2,000 points


HQ

1 x Company Command Squad w/ Chimera - 3 x plasma guns & medi-kit

1 x Company Command Squad w/ Chimera - 3 x plasma guns & medi-kit

Troops

Veterans - 3 x meltaguns

Veterans - 3 x meltaguns

Veterans w/ Chimera - 3 x meltaguns

Veterans w/ Chimera - 3 x flamers

Veterans w/ Chimera - 3 x flamers

Fast Attack

1 x Valkyrie - multiple missile pods

1 x Valkyrie - multiple missile pods

2 x Hellhounds - heavy flamers

Heavy Support

1 x Leman Russ - heavy flamer

1 x Leman Russ Demolisher - heavy flamer

1 x Leman Russ Demolisher - heavy flamer

Total: 1995


Blood Angels - 2,000 points

HQ

Librarian - combi weapon + bloodlance

Honour Guard - jump packs + 4 x plasma guns

Elites

1 x Sanguinary Priest - jump pack

Troops

10 x Assault Marines - 2 x meltguns & power fist

10 x Assault Marines - 2 x meltguns & power fist

10 x Tactical Marines - flamer & heavy bolter

10 x Tactical Marines - unknown weapon & missile launcher

Heavy Support

10 x Devastators - 2 x plasma cannons & 2 x missile launchers

10 x Devastators - 2 x missile launchers & 2 lascannons


Game: Pitched Battle & Seize Ground

Deployment

I won the roll off and I went second which gives me that extra turn to capture objectives if that makes sense.

Objectives were laid down so three my side in the administratum ruin, factorum ruin and shrine ruin while the Angels had place their chosen objectives in the basilica ruin & machine shrine ruins. All ruins where 12" from the board edge and in our own deployment zones.

Angels splits Devastators into combat squads along with the Tacticals. A Dev squad with 2 missiles drop in the basilica ruin with support from a Tact squad with the unknown special split into two combat squads. In a small centre ruin a heavy bolter combat squad from a Tactical Squad takes the upper floor while the plasma Devs take the bottom; the flamer half of the combat squad deplys near a crater in open terrain. All the rest units without jump packs deploy on the machine shrine ruin with Assault Marines and Librarian and Honour Guard deploying by the basilica and the other Assault Squad with the Priest down the flank of the machine shrine ruin.

I deployed putting Veterans in Chimeras by all my objectives, a Valkyrie had deployed by the shrine ruin while the other Valkyrie deployed by the administratum ruin along side the Russ. All other tanks deployed on the left half of the board as I prepared to focus on another objective and the squads on the centre small ruin.




*Tactical Notes

An Assault Squad without the Priest has deployed in direct range of my Russ. If they do not move into cover next turn they hopefully will be blown to pieces. I will move the bulk of my force up towards the basilica objective in a pincer formation with a bulk going head on while the heavy Demolishers flank around with plasma support from a CCS.

Target priority is the melta Assault Marines and the Devs once I get into range with all those missile launchers. I'll have to use my armour wisely to get cover.


Turn 1

The Assault Squad my Russ can see moves in front of the basilica in direct LOS of my entire army more or less in the left side of the board. The Honour Guard move behind the basilica. The Assault Squad on my right flank starts to move down. The flamer combat squad moves a crater for cover.

Shooting a Demolishers gets shot by lascannons but no damage. A single Hellhound suffers crew stunned, which is shaken thanks to squadrons rules. I think that's about it.

In my turn I move the Veterans in a Chimera a bit closer to the administratum objective as they was out of range. I keep the standard Russ where it is and the Valkyrie supporting it. All other tanks besides those taking objectives move forward, though I use one Demolisher to shield another.

The Russ fires and hits the Assault Squad killing majority of them. One Hellhound fires at the same Assault Squad but they cling in though the Valkyrie bombs them with missiles and they still hold on, they stick around after passing the leadership test - I think they have about 3 left! One demolisher fires at the plasma Devs combat squad and kills all but 2, they fail morale and fall back nearly off the board! The second Demolisher fires at the heavy bolter combat squad but it scatters and misses. The other Valkyrie rains down missiles on the Assault Squad on the right flank but only manages to kill a single Blood Angel.




* Tactical Notes

So a melta Assault Squad totalled but they're not done for :( I'm going to carry on pushing and hold the Valkyries back and then on turn 5 I'll turbo boost them forward and either claim or contest those objectives.


Turn 2

The battered Assault Squad moves behind the tower ruin in the centre. Honour Guard move out towards the pair of Hellhounds. Plasma Dev combat squad auto regroups thanks to ATSKNF. Assault Marines on the right flank press down towards the shrine objective.

Shooting a Hellhound takes another crew shaken result and the Valkyrie on the right flank gets shot by melta but nothing happens. Demolisher gets shot at by lascannons but nothing happens again.

In my movement turn I move a Hellhound into cover, it becomes immobilised the other moves fine. A CCS moves into terrain and gets immobilised too. The other CCS moves from behind the tower and behind the Hellhound squad. A Demolisher flanks around the tower and aims at the battered Assault Squad point blank range. The Russ and supporting Valkyrie hold position while the Valkyrie on the right flank moves back towards my table edge.

Shooting the Demolisher fires as the Assault Squad but scatters and does no damage. The other Demolisher fires at the heavy bolter combat squad but only kills one after lucky cover saves. Russ fires at missile Devs by the basilica objective and kills one after cover saves. Hellhound, CCS and Valkyrie unload at the Honour Guard and Librarian leaving just a wounded Librarian and the Priest alive - the squad passes morale. Valkyrie on the right flank drop more missile blasts but I don't think kills any this time.




*Tactical Notes

Damn! That Assault Squad failed to be destroyed, they have dual meltas and I reckon that Demolisher is toast! Glad the Honour Guard have lost all plasmas as they could be a pain in the arse flanking the weak armour of the Chimeras and Hellhounds.


Turn 3

Assault Squad on the right flank move down and come into range of the Chimera guarding the Shrine objective. Librarian and Priest just stand there I think.

Assault Squad blow up the Chimera with dual melta fire. The battered Assault Squad pops the Demolisher which missed them last turn. The Librarian fires blood lance at the far away Russ ignoring the bunched up armour and it falls short and misses. Missiles fire and score weapon destroyed on the immobilised Hellhound. More shots ring of the Demolishers armour but do nothing.

Assault Marines which popped the Chimera assault the flamer Veterans inside and kill them all after a sweeping advance on the survivors.

In my turn I move the Russ up and the Valkyrie follows. The CCS move up in their Chimera ready to dispense plasma death while the other CCS moves out into terrain no the manufactrum objective. Valkyrie on the right flank moves into the right table corner ready to fire at the Assault Marines now claiming the objective.

The CCS in the Chimera rains down plasma on the Librarian and Priest from the H.G squad killing both of them. The battered Assault Squad gets blown to pieces by the remaining Demolisher revenge from popping it's supporting unit. Hellhound fires at a combat squad on the basilica objective and kills a single Space Marine while the Russ fire at the missile Dev on the ground floor leaving two remaining; they pass morale. The Valkyrie fires at the top squad too but scores no kills after saves.




* Tactical Notes

I'm starting to clear up the Angels but sad to see a Demolisher go, it would have come in use clearing out the squads on the basilica objective and or any supporting units close by. I have lost one objective but I claim two, so I'm now losing but if I clear the basilica objective then job done.


Turn 4

No movement from the Angels this turn, everything holds position.

Shooting the lascannons hit home on the Demolisher and wreck the turret leaving it just to burn things with the heavy flamer. CCS in terrain gets bombed by frag missiles killing two plasma gun Guardsmen after cover and feel no pain saves. Assault Squad on the shrine objective fire meltaguns at the Valkyrie on the right flank and crew shaken it thanks to extra armour. I attempt to tank shock the flamer combat squad out of terrain but they pass morale.

Guard turn I move the CCS Chimera forward and is at the foot of the basilica ruin. I move the Russ forward and the Valkyrie follows. Valkyrie on the right flank remains in position but the melta Veterans inside bail out ready to unleash lasguns of pain!

Shooting the CCS gun down the Dev missile squad in terrain in a attempt to start clearing the basilica objective. The Russ, Valkyrie and Hellhound fire at the combat squad claiming the objective, the Russ shot scatters and lands on a missile combat squad behind and kills all but one after cover saves - the solo Marine passes cover saves while another Blood Angel from the squad on the objective is killed but they pass morale also. Melta Veterans out the Valkyrie on the right flank managed to melt a Angel with a meltagun possibly kill another.




* Tactical Notes

I'm starting to clear out the objective now so that's going well and I did plan to use plasma guns to kill the Assault Squad but shame I lost so many, at least the melta Veterans killed some. If I gun these down I'll reclaim the objective. Oh, that tank shock was sort of pointless I planned to get them out of terrain and the Russ blow them up but target priority should and was the squad on the objective and the flamer squad wasn't doing me any harm - I should have just turn and burnt them.


Turn 5

Flamer combat squad moves out of terrain in effort to support those on the basilica objective but don't move that far. Assault Squad moves through terrain to make sure they get cover saves.

Shooting Valkyrie supporting the Russ takes a missile shot but is fine. Plasma cannons fires and hit the CCS Chimera making it explode, I lose a plasma gunner in the explosion.

In my movement turn I get the melta Veterans in the Valkyrie and they move 6" and contest the shrine objective. I move the CCS through terrain ready to gun down the combat squad on the basilica objective.

I issue the reroll cover save order and first rank fire to the CCS itself on the basilica objective but I forget to issue orders for the other CCS - doh! CCS on the basilica fire at the combat squad and kill them with plasma shots with support from the Hellhound. Russ fires and hits the flamer combat squad leaving just two remaining, they pass morale ok. Valkyrie fires at the single Space Marine from the other combat squad in the basilica ruin (but not with 3") but it fails to polish him off. CCS in the manufactorum ruin fires at the Assault Marines but only kills 1 leaving a total of 4 remaining now.

At this point we roll to continue and the game ends on a 2+. Guard win by claiming two objectives and contesting two while the Angels hold one objective and contest one.




Summary

A few mistakes I made, one was when I was writing this report is that the immobilised Hellhound should have been destroyed because in a squadron, this could have been different because I put damaged results on the immoblised one but it also held the other Hellhound back - how dumb! I also did that pointless tank shock and I forgot to mention in my report that tank get immobilised in the next turn. Other than that I think it was ok, I had the advantage by claiming three objectives from when the game started and I used my force to move and claim another one albeit I lost one in the process but I managed to contest it so I denied it to the Angels.

A few mistakes by Justicar too. The Assault Squad which I blown to pieces first turn shouldn't have used jump packs and moved into terrain instead, then next turn let my close in and then pop out with meltaguns - those meltas should have been used to destroy Russ variants from then on. The problem in the list as there was a lot of troops but they was static, only two had movement and with one down it only left one to hold a objective in my deployment area and then the squads to hold objectives but if one objective fell others had little movement abilitiy to move in and claim it. I personally would have taken mass Rhinos if taking Tactical Squads, at least no Death Company this time and I think the army did better without them

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Made in us
Longtime Dakkanaut






Louisville, KY

Always fun to see BA lose.

Nah, I kid.

Only comment I got is: that's a lot of meltaguns going up against an army of nothing but infantry...

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Made in gb
Tower of Power






Cannock

Yup my meltas weren't very good and I didn't actually use them very much. I think I fired them once actually. Only bonus is they get passed FnP from the Priest.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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Made in us
Decrepit Dakkanaut





Vallejo, CA

mercer wrote:I issue the reroll cover save order and first rank fire to the CCS itself

A single squad can't receive more than one order. Neither can an officer issue orders if their squad has already received one.

Where on earth were those objectives? I can't tell one ruin apart from any other.

You played against an assault-heavy army which seems to have not once gotten into close combat with any part of your army. Whoops a daisy there on your opponent. He was probably too scared of your armored wall in order to play his army properly. Nice job

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Buffalo NY, USA

@ Ailaros: The reason the Assault Heavy army didn't get into CC with him isn't because of the armored wall, they all have Krak Grenades against rear armor 10. It's because the BA player didn't have enough Troops for a game with SIX objectives so the only chance he had realistically was to hold out for a draw, or hope for a big mistake to make an opening. Three squads to secure his objectives and only one to capture your opponents in their deployment zone isn't enough for a game like this. I agree that I can't tell the ruins apart but this was written well enough for me to ignore that.

@ OP: Nice Bat Rep. but I have to ask how did you guys decide on this type of game?

EDIT: The BA player might have wanted to hold his objectives and simply shoot the IG player off of theirs but he had too much preassure from the armor wall to accomplish this.

This message was edited 1 time. Last update was at 2010/07/27 01:04:57


ComputerGeek01 is more then just a name 
   
Made in gb
Tower of Power






Cannock

Ailaros wrote:
mercer wrote:I issue the reroll cover save order and first rank fire to the CCS itself

A single squad can't receive more than one order. Neither can an officer issue orders if their squad has already received one.

Where on earth were those objectives? I can't tell one ruin apart from any other.

You played against an assault-heavy army which seems to have not once gotten into close combat with any part of your army. Whoops a daisy there on your opponent. He was probably too scared of your armored wall in order to play his army properly. Nice job


Thanks for the info though I'm starting to think I didn't do that anyway and I'm just lying

The objectives are all hidden in the buildings; you cannot see them. So if you know what model building is which you'll be ok.

ComputerGeek01 wrote:@ Ailaros: The reason the Assault Heavy army didn't get into CC with him isn't because of the armored wall, they all have Krak Grenades against rear armor 10. It's because the BA player didn't have enough Troops for a game with SIX objectives so the only chance he had realistically was to hold out for a draw, or hope for a big mistake to make an opening. Three squads to secure his objectives and only one to capture your opponents in their deployment zone isn't enough for a game like this. I agree that I can't tell the ruins apart but this was written well enough for me to ignore that.

@ OP: Nice Bat Rep. but I have to ask how did you guys decide on this type of game?

EDIT: The BA player might have wanted to hold his objectives and simply shoot the IG player off of theirs but he had too much preassure from the armor wall to accomplish this.


We just rolled for it, why?

The B.A player didn't have enough fire power to shoot me of my objectives and all units were out of sight of long range fire power.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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Rotting Sorcerer of Nurgle






Jacksonville, NC

BA dude really needs to work on his list...

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Regular Dakkanaut





Zid wrote:BA dude really needs to work on his list...


...And his tactics.

My armies:
, , , and a little and now VC

 
   
Made in gb
Tower of Power






Cannock

Zid wrote:BA dude really needs to work on his list...


He's been out the game sometime. I'm doing new lists for him often, though obivously up to him if he takes them. Perhaps some better constructive feedback like what is exactly wrong with his list instead of just saying it needs work...

Wraithlordmechanic wrote:
Zid wrote:BA dude really needs to work on his list...


...And his tactics.


As I said he's been out the game, perhaps some more constructive feedback? Exactly what would you do in his position?

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Regular Dakkanaut





mercer wrote:
Wraithlordmechanic wrote:
Zid wrote:BA dude really needs to work on his list...


...And his tactics.


As I said he's been out the game, perhaps some more constructive feedback? Exactly what would you do in his position?


Sorry just getting in my jerk quota for the day..
I'ts hard to tell but it seems as though his assault squads were either out of position or exposed. Also you don't shoot lascannons at russ's unless they are the only target. It seemed like that's all they shot at when he could have been popping transports which would have made your vets vulnerable. the russes should have been left to the assault marines or another unit to kill (which goes back to the needing to work on his list part). Lastly the plasma vets squad could have deep struck and caused more damage.

My armies:
, , , and a little and now VC

 
   
Made in gb
Tower of Power






Cannock

The Assault units were exposed all game. Ones on my left flank exposed from delpoyment and then moved straight towards me, Russ landed on target with them. Assault Squad on right flank just come straight down the board as well at me.

Most of my transports were in cover holding objectives and all my armour was across the other side of the table and hidden thanks to terrain again. I had deployed this way which forces the heavy weaps to only go for the big tanks which they won't have much luck on, which they didn't. Only one Chimera got shot at and due to facing arc it got a 3+ cover which it didn't need because the heavy weaps missed anyway lol.

I've got no plasma Veterans....got CCS plasma.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
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Bonkers Buggy Driver with Rockets





Alexandria

In there when you issued the cover reroll order then FRFSRF, frfsrf only works on lasguns, it seems to read that you used it to make 3 shot plasma guns?

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on board Terminus Est

Zid wrote:BA dude really needs to work on his list...


He did better this time around. But yeah the list stands to be improved upon.

G

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Guard Heavy Weapon Crewman






Congrats on the win.I just beat my brothers BA army for the first time yesterday.Its a good feeling

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Louisville, KY

cadianguard wrote:Congrats on the win.I just beat my brothers BA army for the first time yesterday.Its a good feeling

What, beating Nipplemarines? Yes, yes it is.

But we won't go there.

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Made in us
Fixture of Dakka






on board Terminus Est

Here is some constructive feedback for the Blood Angels army list:

HQ
• Librarian - combi weapon + bloodlance
Personally I am not crazy about the generic Librarian. Sure they will do well in close combat versus IG but that's not really saying much. They have no invulnerable save unless you kit them with terminator armor (option for stormshield) but then the cost starts to really climb and you might just be better off taking a special character such as Mephiston. I think the Recluisarch is a better choice since he makes any squad joins fearless, which is very helpful versus psykers battle squads. Rerolling hits on the turn he charges plus the 4++ is also very nice for the points, plus he has an extra wound, extra attack and higher initiative.

• Honor Guard - jump packs + 4 x plasma guns
Wouldn't four meltaguns be a better choice? This is especially true versus mechanized IG. This squad is pricey just to fly around and rapid fire their plasmaguns. I would take some melta pistols, power fist and meltabombs so they are a good tank hunting unit. The Blood Champion upgrade is nice if you want to add some close combat punch.

Elites
• 1 x Sanguinary Priest - jump pack 
Since you are paying the points give him a melta pistol so he can pop armor. Melta pistols are one of the best things in the new codex. Use them.

Troops
• 10 x Assault Marines - 2 x meltguns & power fist
This is a fantastic unit and will probably become a standard build.

• 10 x Assault Marines - 2 x meltguns & power fist 

•10 x Tactical Marines - flamer & heavy bolter
I'm not that crazy about tactical squads for Blood Angels but if you are going to field them then this is a great place to take a lascannon and a plasmagun or meltagun. They should have a rhino as well. The plasmagun is the best choice if you plan to sit back and shoot, the meltagun is the best choice if you plan to move forward. To me tactical squads are best used to sit on objectives and shoot. Stick them in the rhino for protection and you can shoot both the heavy weapon and special weapon.

• 10 x Tactical Marines - unknown weapon & missile launcher
Same comments as above.

Heavy Support
• 10 x Devastators - 2 x plasma cannons & 2 x missile launchers
I think Devastators are a solid unit and works well with this type of list. Mixing plasma cannons and missile launchers is bad though as one gun is better suited for anti troop and the other for tanks. Four missile launchers are cheap and effective versus light armor including dreadnaughts. If you want cheap anti troop then take four heavy bolters... 12 S5 shots are nasty and will even score some wounds versus Thunderwolves. I take one squad with four missile launchers and one squad with four heavy bolters when I field Devs - cheap and very effective.

• 10 x Devastators - 2 x missile launchers & 2 lascannons
This is a good build as all the heavy weapons are tank busters. I still think that tactical squads are the best place to take lascannons as you get the reduction in cost.

G

This message was edited 2 times. Last update was at 2010/07/29 00:32:48


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Tower of Power






Cannock

kill dem stunties wrote:In there when you issued the cover reroll order then FRFSRF, frfsrf only works on lasguns, it seems to read that you used it to make 3 shot plasma guns?


FRFSRF only works on lasguns so I cannot use it on plasma can I? Plus I don't think I did issue that order anyway, I just did the re-roll cover saves one.

Black Blow Fly wrote:Here is some constructive feedback for the Blood Angels army list:

HQ
• Librarian - combi weapon + bloodlance
Personally I am not crazy about the generic Librarian. Sure they will do well in close combat versus IG but that's not really saying much. They have no invulnerable save unless you kit them with terminator armor (option for stormshield) but then the cost starts to really climb and you might just be better off taking a special character such as Mephiston. I think the Recluisarch is a better choice since he makes any squad joins fearless, which is very helpful versus psykers battle squads. Rerolling hits on the turn he charges plus the 4++ is also very nice for the points, plus he has an extra wound, extra attack and higher initiative.

• Honor Guard - jump packs + 4 x plasma guns
Wouldn't four meltaguns be a better choice? This is especially true versus mechanized IG. This squad is pricey just to fly around and rapid fire their plasmaguns. I would take some melta pistols, power fist and meltabombs so they are a good tank hunting unit. The Blood Champion upgrade is nice if you want to add some close combat punch.

Elites
• 1 x Sanguinary Priest - jump pack 
Since you are paying the points give him a melta pistol so he can pop armor. Melta pistols are one of the best things in the new codex. Use them.

Troops
• 10 x Assault Marines - 2 x meltguns & power fist
This is a fantastic unit and will probably become a standard build.

• 10 x Assault Marines - 2 x meltguns & power fist 

•10 x Tactical Marines - flamer & heavy bolter
I'm not that crazy about tactical squads for Blood Angels but if you are going to field them then this is a great place to take a lascannon and a plasmagun or meltagun. They should have a rhino as well. The plasmagun is the best choice if you plan to sit back and shoot, the meltagun is the best choice if you plan to move forward. To me tactical squads are best used to sit on objectives and shoot. Stick them in the rhino for protection and you can shoot both the heavy weapon and special weapon.

• 10 x Tactical Marines - unknown weapon & missile launcher
Same comments as above.

Heavy Support
• 10 x Devastators - 2 x plasma cannons & 2 x missile launchers
I think Devastators are a solid unit and works well with this type of list. Mixing plasma cannons and missile launchers is bad though as one gun is better suited for anti troop and the other for tanks. Four missile launchers are cheap and effective versus light armor including dreadnaughts. If you want cheap anti troop then take four heavy bolters... 12 S5 shots are nasty and will even score some wounds versus Thunderwolves. I take one squad with four missile launchers and one squad with four heavy bolters when I field Devs - cheap and very effective.

• 10 x Devastators - 2 x missile launchers & 2 lascannons
This is a good build as all the heavy weapons are tank busters. I still think that tactical squads are the best place to take lascannons as you get the reduction in cost.

G


I think the Librarian is a ok HQ choice TBH. Sure lacks invulnerable which can be a issue.

I agree on Honour Guard with meltaguns. I wouldn't use them for combat though.

15 points for a melta pistol is a lot, especially the range. I'd keep Priests cheap and just use them as FnP and F.C bubbles.

Rhinos def required on Tacticals. I probably would have taken full Assault Marines TBH.

Doesn't matter on Devs as he combat squads them so two plasmas and two lascannons together.

Here's a Angels list I wrote today. It's not for Justicar but I have sent it to him, who knows maybe he'll try it: http://www.imperiusdominatus.com/2010/07/army-lists-blood-angels-all-packs-2000.html

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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