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2020/08/18 08:44:29
Subject: [2000] - Blood angels - Blood for the blood... Angel
Hi guys, hoping for some C&C for my 2k blood angels list. The aim is to overload the board with tough infantry units that are all a threat. Eradicators are ranged anti tank, Sanguinary guard are essentially a death star that can dominate the centre of the board and then push into the opposition line or split off and take objectives. Outriders and inceptors bounce around as anti infantry and can quickly score objectives/help with engage on all fronts. Troops can cap objectives and are pretty multi purpose.
I've got a game coming up against a reasonably competitive player next week and I'm having trouble deciding if I run the above list or running one of these two if people would be able to help?
It's relatively recent (May 2020) so I think it's still very applicable. On your second list I see two tactical squads. The guide cautions against using these because
they don’t especially benefit from anything that Blood Angels bring to the table, and Scouts are better for just filling a Troops slot and taking advantage of the melee buffs the codex brings. If you absolutely must have a cheap unit to sit back on an objective, well, they’re not the worst for that job, and one of the lists featured at the end has a unit doing exactly that.
Reading the guide and comparing it to your list I see that you are using Astorath but not taking any Death Company guys, while I don't think it'll make or break your list it might be something to think about maybe replace Astorath with a Captain with wings:
Spoiler:
Captains
Blood Angels are the source of the OG Smash Captain, a captain armed with a jump pack, thunder hammer, and storm shield. For a long time the absolute best counter to a Knight, the captain starts out at 4 attacks, picks up one additional from Shock Assault, one additional from the 1CP Death Visions of Sanguinius pre-game stratagem, and D3 additional attacks from the 1CP Red Rampage stratagem. While this alone is extremely effective, the Angel’s Wing relic jump pack is typically added to provide a re-roll on the charge and nullify overwatch, and the Artisan of War warlord trait to boost the thunder hammer to 4 damage – and you can even do this twice, by taking a second guy using the Master-crafted Weapon piece of special issue wargear (though there’s so many good relics in Blood Angels following Blood of Baal that you may not want or need to – the Gleaming Pinions offer a great alternative if you’re more concerned with making sure he gets into combat than what hes when he gets there). If all that isn’t enough to kill whatever he’s pointed at, Honour the Chapter and Only In Death Does Duty End stratagems each provide a way to fight a second time.
I recommend you look over the guide, there are even some model lists you can pick apart or study
Death Company [27 PL, 308pts]: Jump Pack [3 PL, 45pts] . Death Company Marine [31pts]: Thunder hammer [16pts] . Death Company Marine [24pts]: Power fist [9pts] x2
. Death Company Marine [19pts]: Power sword [4pts] . Death Company Marine [15pts]: Bolt pistol and chainsword x11
Death Company [18 PL, 218pts]: Jump Pack [2 PL, 30pts] . Death Company Marine [31pts]: Thunder hammer [16pts] . Death Company Marine [24pts]: Power fist [9pts] x2
. Death Company Marine [19pts]: Power sword [4pts] . Death Company Marine [15pts]: Bolt pistol and chainsword x6
It's relatively recent (May 2020) so I think it's still very applicable. On your second list I see two tactical squads. The guide cautions against using these because
they don’t especially benefit from anything that Blood Angels bring to the table, and Scouts are better for just filling a Troops slot and taking advantage of the melee buffs the codex brings. If you absolutely must have a cheap unit to sit back on an objective, well, they’re not the worst for that job, and one of the lists featured at the end has a unit doing exactly that.
Reading the guide and comparing it to your list I see that you are using Astorath but not taking any Death Company guys, while I don't think it'll make or break your list it might be something to think about maybe replace Astorath with a Captain with wings:
Spoiler:
Captains
Blood Angels are the source of the OG Smash Captain, a captain armed with a jump pack, thunder hammer, and storm shield. For a long time the absolute best counter to a Knight, the captain starts out at 4 attacks, picks up one additional from Shock Assault, one additional from the 1CP Death Visions of Sanguinius pre-game stratagem, and D3 additional attacks from the 1CP Red Rampage stratagem. While this alone is extremely effective, the Angel’s Wing relic jump pack is typically added to provide a re-roll on the charge and nullify overwatch, and the Artisan of War warlord trait to boost the thunder hammer to 4 damage – and you can even do this twice, by taking a second guy using the Master-crafted Weapon piece of special issue wargear (though there’s so many good relics in Blood Angels following Blood of Baal that you may not want or need to – the Gleaming Pinions offer a great alternative if you’re more concerned with making sure he gets into combat than what hes when he gets there). If all that isn’t enough to kill whatever he’s pointed at, Honour the Chapter and Only In Death Does Duty End stratagems each provide a way to fight a second time.
I recommend you look over the guide, there are even some model lists you can pick apart or study
Death Company [27 PL, 308pts]: Jump Pack [3 PL, 45pts] . Death Company Marine [31pts]: Thunder hammer [16pts] . Death Company Marine [24pts]: Power fist [9pts] x2
. Death Company Marine [19pts]: Power sword [4pts] . Death Company Marine [15pts]: Bolt pistol and chainsword x11
Death Company [18 PL, 218pts]: Jump Pack [2 PL, 30pts] . Death Company Marine [31pts]: Thunder hammer [16pts] . Death Company Marine [24pts]: Power fist [9pts] x2
. Death Company Marine [19pts]: Power sword [4pts] . Death Company Marine [15pts]: Bolt pistol and chainsword x6
Hey man, thanks for the reply! Regarding Astorath he's actually fairly important to the list because he gives +2 to advance/charge and 6" pile in/consolidate which really makes the Sanguinary guard tick. The smash captain is a very nice beat stick though, I might swap the Librarian dreadnought for him maybe.
Regarding the tacticals, I agree they don't benefit a great deal from being blood angels I mostly included them to go in the rhino's, boost up the board early and sit on objectives than actually kill anything (if I owned impulsors I'd do this with Intersessors instead) .
I don't think I've read that goon hammer article though, I'll give it a read now!
This message was edited 1 time. Last update was at 2020/08/26 22:50:57