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		<title><![CDATA[Latest posts for the thread "Blood Angels 2k all comers list"]]></title>
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				<title>Blood Angels 2k all comers list</title>
				<description><![CDATA[ This is for a league starting in January. There will be quite a few super heavies and those lists everyone hates to play against. I think I have a well rounded list though light on troops and pretty armor heavy with an above average deathstar as far as point cost goes...tell me what you think I am open to changes that make sense.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> Dante - 225pt<br /> <br /> Librarian - 125pt<br /> Jump Pack<br /> Bolt Pistol<br /> Force Axe<br />      Shield of Sanguinius<br />      Blood Lance<br /> <br /> Elite<br /> <br /> Sanguinary Priest - 105pt<br /> Jump Pack<br /> Power Sword<br /> Infernus Pistol<br /> <br /> Troops<br /> <br /> Assault Marines 10man - 235pt<br /> Veteran Sergeant<br />      Power Sword<br /> Plasma Pistol x2<br /> <br /> <br /> Tactical Marines 10man - 235pt<br /> Missile Launcher<br /> Plasma Gun<br /> Rhino<br /> <br /> Sanguinary Guard 5man - 290pt<br /> Glaive Encarmine x4<br /> Power Fist<br /> Infernus Pistol x5<br /> Chapter Banner<br /> <br /> Fast Attack<br /> <br /> Baal Predator - 145pt<br /> Twin Linked Assault Cannon<br /> Heavy Flamer Sponsons<br /> Dozer Blade<br /> <br /> Baal Predator - 145pt<br /> Twin Linked Assault Cannon<br /> Heavy Flamer Sponsons<br /> Dozer Blade<br /> <br /> Heavy Support<br /> <br /> Vindicator - 150pt<br /> Dozer Blade<br /> <br /> Vindicator - 150pt<br /> Dozer Blade<br /> <br /> Stormraven Gunship - 200pt<br /> Twin Linked Lascannon<br /> Twin Linked Multi Melta<br /> <br /> Comes to 2000pt exactly...I tried to find 5pt to give the Vindicators, Predators, and Stormraven Searchlights but just can't seem to come up with anything I can drop. I think I have great anti mech without giving up the anti horde. I also feel that the deathstar of Dante, Librarian, Sang Priest, and Sang Guard can get close to dropping a super heavy the turn they come in...if not I'm in trouble because that squad is 750ish points. I know they will draw a lot of fire but that's the idea and why I made them durable. 2+ Armor, 5+ Cover, and 5+ Feel No Pain. Other then D Weapons they will always get some sort of save. If they are focus fired I have more then enough armor to run rampant through enemy lines. I took on a Deathwing Assault army with this list minus the raven since he had no flying and only 1850 points and completely dismantled him. We'll let me know your thoughts they are appreciated.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 21 Dec 2013 01:30:20]]> GMT</pubDate>
				<author><![CDATA[ AngelusMortis]]></author>
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				<title>Re:Blood Angels 2k all comers list</title>
				<description><![CDATA[ sorry, but sang guard just suck, they get torn to bits by ap2, and many things double out <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>, if thats who sang guard are going with, dc is much better]]></description>
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				<pubDate><![CDATA[Sat, 21 Dec 2013 02:55:11]]> GMT</pubDate>
				<author><![CDATA[ chaplain iktinos]]></author>
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				<title>Blood Angels 2k all comers list</title>
				<description><![CDATA[ First off everything gets torn to bits by ap2 unless it has a stormshield but then I couldn't have the mobility. The point of the sang guard is for all the infernus pistols. <span class="glossaryitem" onmouseover='gp(349);'>DC</span> can only take what one for every 5 models? Plus <span class="glossaryitem" onmouseover='gp(349);'>DC</span> with <span class="glossaryitem" onmouseover='gp(457);'>JPs</span> are just as expensive as sang guard with a 3+ instead of a 2+. I would save the points on my priest but I wouldn't put Dante with <span class="glossaryitem" onmouseover='gp(349);'>DC</span>...I would put a Reclusiarch or Lemartes. Give guard a 5+ cover and they become mobile terminators. I don't think any flame weapon that ignores cover is better then ap3 so I will always get a save of some sort. I've tried the <span class="glossaryitem" onmouseover='gp(349);'>DC</span> route and they are too expensive and don't last long enough for their price.]]></description>
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				<pubDate><![CDATA[Sat, 21 Dec 2013 04:28:03]]> GMT</pubDate>
				<author><![CDATA[ AngelusMortis]]></author>
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				<title>Blood Angels 2k all comers list</title>
				<description><![CDATA[ I wouldnt go for assaut cannon and <span class="glossaryitem" onmouseover='gp(336);'>hfs</span> on the baals. Either take off the dozer blades for the <span class="glossaryitem" onmouseover='gp(51);'>hb</span> upgrade or get a flamestorm.<br /> Vindis - good.<br /> Raven - good (although <span class="glossaryitem" onmouseover='gp(269);'>id</span> go <span class="glossaryitem" onmouseover='gp(5);'>ac</span>)<br /> Guard - 7 infernus pistols and a blood lance, all in melta range due to dante will seriously threaten a superheavy. Dont take the banner though. They are already expensive enough and will practically disappear once they have made his superheavy cry tears of blood. I like how superheavys have made the dante bomb useful once more!<br /> Assault squad - you have lots of anti <span class="glossaryitem" onmouseover='gp(95);'>meq</span> anyway. I would swap the plasma and <span class="glossaryitem" onmouseover='gp(442);'>ps</span> for 2 flamers and 2 hand flamers for some superb anti horde. Also saves 5pts.<br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad - good loadout. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> personally prefer more assault marines but if going tactical thats a nice balance. You also dont need to worry about the rhino giving away 1st blood if playing superheavys, as anything on the board will give away 1st blood!<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 21 Dec 2013 10:54:10]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>Blood Angels 2k all comers list</title>
				<description><![CDATA[ I found the assault cannon and flamers make a baal very versatile..Changing them either way makes them more of a 1 trick pony. Most of the time I'm moving it anyway so I won't ever be able to fire everything. Next time you play try a Baal like this. You've got anti horde and anti light armor all in one...it really does work. <br /> <br /> I &lt;3 Vindis<br /> <br /> I've played both ways...I used to take the Raven with <span class="glossaryitem" onmouseover='gp(5);'>AC</span> but found it lacking when I have to drop 2 flyers. I'd rather have too much firepower then not enough.<br /> <br /> Making a chapter master playable again(why would <span class="glossaryitem" onmouseover='gp(50);'>GW</span> do that to us) is one of the best parts of Escalation. Plus the Guard are one of the coolest models in the game.<br /> <br /> I may go this route with the Assault Squad.<br /> <br /> I originally had 2 Assault Squads then realized I couldn't start all of what I had intended to be in reserve as such. Would have left me 6 reserve units counting characters(which is a rule I disagree with it should only count the unit) and 4 tanks starting on the board so I figured rather then lose an assault squad trying to get it across the board I would take a tactical squad in a rhino and the better shooting range. Makes them have to kill the rhino and the squad.]]></description>
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				<pubDate><![CDATA[Sat, 21 Dec 2013 11:29:20]]> GMT</pubDate>
				<author><![CDATA[ AngelusMortis]]></author>
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				<title>Blood Angels 2k all comers list</title>
				<description><![CDATA[ I usually use my baals as outflanking so don't have that issue, but I do see the point you are making. Intresting.<br /> I suppose the assault cannon/ lascannon debate will always end with personal preference. If running at 200pts I can see the benefit both ways, but as soon as hurricane bolters are strapped on, it has to be the <span class="glossaryitem" onmouseover='gp(5);'>ac</span>!<br /> Would you combat squad the assault and tactical squads to go <span class="glossaryitem" onmouseover='gp(308);'>msu</span> if facing superheavys?]]></description>
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				<pubDate><![CDATA[Sat, 21 Dec 2013 13:08:46]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>Re:Blood Angels 2k all comers list</title>
				<description><![CDATA[ ok ok, sorry, i missed that they have a usefulness now with superheavies, and i meant just plain ol dc with a reclusiarch and bolters on ground, but ya, sang guard are expensive to the max, dontn give em the banner]]></description>
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				<pubDate><![CDATA[Sat, 21 Dec 2013 15:33:07]]> GMT</pubDate>
				<author><![CDATA[ chaplain iktinos]]></author>
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				<title>Blood Angels 2k all comers list</title>
				<description><![CDATA[ I'm not a fan of outflanking them. You are losing them for at least a full turn versus scouting with them and being able to shoot from turn 1. Not many armies have an answer to 2 preds and 2 vindis right on top of them turn 1 and knowing what is coming on the board turn 2. If you start them on the board you can hit just about anything turn 1. 12" scout move then 12" move on your turn and <span class="glossaryitem" onmouseover='gp(5);'>ac</span> fires what 24"? I put one on each side of the table try to push everything toward the center of the table where I can pile templates from the vindis on top of them. So essentially I am flanking just staying on the board when I do it.]]></description>
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				<pubDate><![CDATA[Sun, 22 Dec 2013 00:45:57]]> GMT</pubDate>
				<author><![CDATA[ AngelusMortis]]></author>
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				<title>Blood Angels 2k all comers list</title>
				<description><![CDATA[ I find outflanking Baals causes the opponent to worry about losing whole units when the baals arrive. Plus it is awsome at helping get rear armour shots against an opponent who has pushed up the field. I agree that scout is usually better IF you get 1st turn. If not, I will usually outflank.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> It seems we run similar lists though so its all a matter of the fine detail between us ;-).]]></description>
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				<pubDate><![CDATA[Sun, 22 Dec 2013 02:31:18]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>Blood Angels 2k all comers list</title>
				<description><![CDATA[ Awesome thread folks.  I'm still in the building stage with my <span class="glossaryitem" onmouseover='gp(10);'>BA</span>'s.  Good points made by all here.  ]]></description>
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				<pubDate><![CDATA[Sun, 22 Dec 2013 15:16:49]]> GMT</pubDate>
				<author><![CDATA[ hwyhooligan]]></author>
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				<title>Re:Blood Angels 2k all comers list</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d55bf16d6e49035815b93e40c67b6260.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/569307/6362022.page"><b>chaplain iktinos wrote:</b></a><br/>sorry, but sang guard just suck, they get torn to bits by ap2, and many things double out <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>, if thats who sang guard are going with, dc is much better</div></blockquote><br /> <br /> I'm not so sure about this. <span class="glossaryitem" onmouseover='gp(215);'>SG</span> receive charges much better than <span class="glossaryitem" onmouseover='gp(349);'>DC</span>. They both are horribly flawed. Pick your flaws. ]]></description>
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				<pubDate><![CDATA[Mon, 23 Dec 2013 07:33:23]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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