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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ Ok so basically I saw betrayal at calth box set and just had to have one after 6-8 years away from <span class="glossaryitem" onmouseover='gp(50);'>Gw</span> products, I've never played a game of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> or 30k and I'm looking to get into it I'm planning on playing <span class="glossaryitem" onmouseover='gp(10);'>BA</span> as I just love the vicious nature well to the point I need help what I have here and in the post on route <br /> <br /> Betrayal at calth box<br /> Drop pod<br /> Rhino<br /> <span class="glossaryitem" onmouseover='gp(10);'>BA</span> forge world shoulder pads <br /> Contemptor left autocannon and missile launcher<br /> 10 jet packs <br /> Codex<br /> <br /> What should I run with these and should I mix pods and rhinos or just go with one or the other?<br /> I'm looking to play both 30k and <span class="glossaryitem" onmouseover='gp(3);'>40k</span> as I'm making the army 30k <span class="glossaryitem" onmouseover='gp(10);'>BA</span> but going to have a few troops like death company for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> games. Any and all help would be greatly appreciated.]]></description>
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				<pubDate><![CDATA[Fri, 11 Dec 2015 23:49:56]]> GMT</pubDate>
				<author><![CDATA[ Christoon]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ Greetings!  Welcome to the fold, fellow Angel. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  <br /> <br /> I personally prefer running either pods or rhinos individually, though you can mix and match to various degrees of success, it generally helps the theme of your force if you try to stick to one exclusively, or at least predominantly. <br /> <br /> As for how you want to build the force, you'll have a solid base force with all the tactical marines.  I would build up two squads of tactical marines (10 strong) that will fill out your troops selections.  The third 10 man squad you can build a few different ways.  <br /> <br /> You could try build up two 'melta-cide' (I hate the term but it is appropriate) assault squads with jump packs, each one five man strong, kitted out with two meltaguns and a sergeant with an inferno pistol (or two, though I personally like to give my assault squad sergeants a melee weapon and a pistol, you can put dual pistols on him which is pretty swanky as well).  The other non meltagun models would get bolt pistols and chainswords.  These squads would fall into your <span class="glossaryitem" onmouseover='gp(3);'>40k</span> list predominantly.   I don't know if you can field a squad built like this in 30k.  <br /> <br /> The other option would be to field them as a single 10 man jump pack assault squad choice, once again with 2x special weapons (Meltaguns preferred) and a Sergeant kitted out as above, with the remaining 7x marines all toting bolt pistols & chainswords.  <br /> <br /> The contemptor can be a regular dread or Furioso if you feel like converting up a frag cannon or getting a right arm dreadnough powerfist for <span class="glossaryitem" onmouseover='gp(3);'>40k</span> games.  <br /> <br /> Do pick up some Death Company, and also consider some Assault Marines as well if you want to roll with larger squads of jump pack marines.<br /> <br /> Hopefully this helps, and do let me know if I can be of any other help for you.  Welcome to the fold once again, as well. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> Take it easy.<br /> <br /> -Red__Thirst-<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 12 Dec 2015 00:52:49]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ To be fair here, I'd avoid both tactical marines and assault marines as much as possible. I can't go into a lot of detail right now, but trust me that you want to avoid these units in general. ]]></description>
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				<pubDate><![CDATA[Sat, 12 Dec 2015 01:20:39]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ Wow thanks for the advice red thirst that's cleared up any doubts I had I think I'll go full pod list as it just seems more blood angely, martley surely avoiding tactical squads is impossible without running scouts which personally I'd never use can you elaborate slightly more thanks ]]></description>
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				<pubDate><![CDATA[Sat, 12 Dec 2015 11:27:45]]> GMT</pubDate>
				<author><![CDATA[ Christoon]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ Tactical squads are bad. In 7th ed, their offensive output is too low and the defensive prowess of the marine has been eroded too much. There are many <span class="glossaryitem" onmouseover='gp(10);'>BA</span> players who use <span class="glossaryitem" onmouseover='gp(19);'>CC</span> scouts instead of <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads for troops. <br /> <br /> When I say avoid, I really mean minimize. I would never take a full squad of 10. It's better to have minimal squad with special/combi in a cheap transport. <br /> <br /> I also would NEVER do a full drop list with <span class="glossaryitem" onmouseover='gp(10);'>BA</span>. Drop pods turn off our chapter tactic by making it physically impossible to assault. <span class="glossaryitem" onmouseover='gp(10);'>BA</span> are NOT a good drop pod chapter. Meltacide units are highly overrated. If you really want to deploy melta, try <span class="glossaryitem" onmouseover='gp(330);'>MM</span> attack bikes or dual <span class="glossaryitem" onmouseover='gp(330);'>MM</span> speeders. <br /> <br /> The best general idea seems to utilize fast <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> <span class="glossaryitem" onmouseover='gp(10);'>BA</span> units. Some lists include four separate units of five Death Company, for example. ]]></description>
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				<pubDate><![CDATA[Sat, 12 Dec 2015 20:36:51]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ Thanks Martel, so would I be better off running rhinos or Razorbacks with 5 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, purely don't like scouts so won't be using them not looking to win tournaments just put up a solid fight against most opponents and cause some mayhem <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 00:27:36]]> GMT</pubDate>
				<author><![CDATA[ Christoon]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ It's frustratingly difficult for ba to remotely challenge the top codices. On the other end, it's very easy to make a <span class="glossaryitem" onmouseover='gp(10);'>BA</span> list that struggles against basically everyone. There are a lot of trap units in the codex.]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 00:32:39]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ I'm going to play the Devil's Advocate here and disagree with Martel. My <span class="glossaryitem" onmouseover='gp(10);'>BA</span> friend can actually make a very mean list. <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squads with a bunch of flame weapons in drop pods can do a number against most units that aren't vehicles. While <span class="glossaryitem" onmouseover='gp(10);'>BA</span> aren't super competitive, saying they can't even make a list to take on Marines is just false in my eyes.]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 00:34:23]]> GMT</pubDate>
				<author><![CDATA[ War Kitten]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ Good marine lists wipe the floor with ba mercilessly. The grav cannon makes a huge difference, as does the gladius.]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 00:36:40]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ The Grav Cannon isn't that good on a non-relentless model. I'll agree that grav-cents are nasty, but on anything else it's just meh. And Gladius is only really good for maelstrom missions, where you need that many Rhinos, otherwise you just bleed kill points.]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 00:40:51]]> GMT</pubDate>
				<author><![CDATA[ War Kitten]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ So confused <span class="glossaryitem" onmouseover='gp(84);'>lol</span>]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 01:11:18]]> GMT</pubDate>
				<author><![CDATA[ Christoon]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ Sorry about that. I just disagree with some of Martel's positions on <span class="glossaryitem" onmouseover='gp(10);'>BA</span>. The best thing you can do is learn from experience what units will work in your meta. In my area <span class="glossaryitem" onmouseover='gp(10);'>BA</span> does fairly well for itself.]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 01:15:03]]> GMT</pubDate>
				<author><![CDATA[ War Kitten]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ You're taking a huge risk with <span class="glossaryitem" onmouseover='gp(10);'>BA</span> because (A) a few people consider them to be one of if not the worst Codex, partly due to be the last released Coded before 7.5 edition (with Decurions and co) rolled out and (B) they as of yet have no legion rules. But <span class="glossaryitem" onmouseover='gp(39);'>FW</span> is much better at rules than <span class="glossaryitem" onmouseover='gp(50);'>GW</span> (aside some questionable units) and Sanguinius is a boss.<br /> <br /> For <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, Death Company are great. Not <span class="glossaryitem" onmouseover='gp(280);'>OP</span> but still solid. Sanguinary Priests are good too. I quite like Sternguard in Drop Pods. While its not limited to <span class="glossaryitem" onmouseover='gp(10);'>BA</span> only, I find they always pull their weight. Usually five guys or combat squads, all with combi-melta. ]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 01:58:39]]> GMT</pubDate>
				<author><![CDATA[ Frozocrone]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/673099/8315795.page"><b>Christoon wrote:</b></a><br/>So confused <span class="glossaryitem" onmouseover='gp(84);'>lol</span></div></blockquote><br /> <br /> The bottom line is that the vanilla marines, ie Ultramarines, Salamander, White Scars, etc get access to a lot of nasty equipment that <span class="glossaryitem" onmouseover='gp(10);'>BA</span> don't get access to. And <span class="glossaryitem" onmouseover='gp(10);'>BA</span> receive precious little in return. ]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 03:12:43]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ There's a couple things I'm seeing that are missing here so I'm going to mention them.  In 30k there is a Rite of War (which is almost like how Detachments work in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> in that it restricts some choices and gives benefits to the army but it's purchased via an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice) that is full Drop Pod/Drop Ship and another that is just full Deep Strike.  Both are very interesting ideas for a fluffy Blood Angel army in 30k but there's no telling what the actual Blood Angel rules are going to help with when their rules come out.  While full drop pod might not be ideal in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, though I will always be a fan of 2 Melta ASM and a Fragioso, you might have to work with that downside as you get going if you choose that Rite of War.  But that's making a forced concession just to keep your gaming balanced between the two very different games until you build out your collection more.<br /> <br /> You can run Blood Angels with a big focus on Jump Packs in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> but it is very difficult to pull out the win.  Some armies just do movement better than Blood Angels, and Blood Angels HAVE to have the upper hand in positioning and deciding when the charge is going to happen.  It's hard, but it's fun.  I wouldn't consider bringing it to tournaments though.<br /> <br /> Something to consider picking up is a Sicaran tank.  In both 30 and <span class="glossaryitem" onmouseover='gp(3);'>40k</span> they are damn good tanks and they are pretty tailor made to kill the toughest things that most traditional Jump Pack <span class="glossaryitem" onmouseover='gp(10);'>BA</span> can't handle.  Bikes and jetbikes.  The things that outmaneuver Blood Angels and ruin that charge bonus.  Throw in a Fast Vindicator or two and you have your Heavy Support.]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 03:32:20]]> GMT</pubDate>
				<author><![CDATA[ SharkoutofWata]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ Sicarans are good. Not as good as in 6th ed, but still solid. I'm not a fan of Vindicators myself. ]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 07:55:24]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ Honestly, while some feel the tactical squad is a bad place to go troops wise, I actually disagree.  Scouts are a solid choice too, and obviously a cheaper one, but they fulfill a different role in the army.  <br /> <br /> Drop pod tactical marines can be quite effective, but you need to overwhelm with numbers in a concentrated area in my experience, preferably where you can get a lot of damage-on-target quickly and hit their weaker spots with focused firepower. <br /> <br /> An example I'll offer for the list I'm currently building (<span class="glossaryitem" onmouseover='gp(3);'>40k</span>, as 30k hasn't really taken off here as yet): <br /> <br /> I intend to field multiple drop pods and try to drop at least twenty to thirty (depending on list size) tactical marines in two to three drop pods.  Each tactical squad will be armed with a Heavy Flamer, a Sergeant w/ a combi-weapon (Flamer or Melta, depending on the squad) and a Grav or Melta gun (again, depending on the squad).  <br /> <br /> The goal is to land all three pods as closely together as possible so that the squads disembark and combat squad (breaking into four to six individual five man combat squads upon deployment from the pod) and then focusing as much firepower as possible on one to two near-by enemy units.  In theory, between the template weapons, and massed small-arms fire, whatever infantry target I land near will be either weakened to the point of being combat ineffective for the remainder of the game, or outright destroyed ideally.  <br /> <br /> That's one way to play Drop Pods, and make no mistake, there are other armies that do drop pod assault style tactics 'better' than Blood Angels.  I would say that Salamanders and to a lesser extent, Imperial/Crimson Fists are likely two of the best in regard to that kind of tactic, but that doesn't mean that Blood Angels aren't able to do it well enough to warrant trying it out.  Also, unlike the two chapters above, Blood Angels get Heavy Flamers in their tactical squads as a 'heavy' weapon, which is excellent, as the Heavy Flamer is an Assault weapon versus a Heavy Weapon, meaning we retain our mobility, and can also fire our heavy weapon in addition to any other assault weapons in the squad and still charge in afterward (obviously, not on the turn we disembark from the drop pod, but on subsequent turns).  <br /> <br /> Just offering some tactical advice to give you ideas on how to play and use your army moving forward.  Take it easy for now and if you have any other questions or want to talk more in-depth do please send me a <span class="glossaryitem" onmouseover='gp(634);'>PM</span> if you'd like. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Take it easy for now.<br /> <br /> -Red__Thirst-]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 14:43:18]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/b82287922503fc3b4d9e222eec4c079c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/673099/8315746.page"><b>War Kitten wrote:</b></a><br/>I'm going to play the Devil's Advocate here and disagree with Martel. My <span class="glossaryitem" onmouseover='gp(10);'>BA</span> friend can actually make a very mean list. <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squads with a bunch of flame weapons in drop pods can do a number against most units that aren't vehicles. While <span class="glossaryitem" onmouseover='gp(10);'>BA</span> aren't super competitive, saying they can't even make a list to take on Marines is just false in my eyes.</div></blockquote><br /> <br /> Absolutely agree. It depends on the match-up. Don't listen to Martel. He is clearly a hypothetical wargamer. <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 15:35:46]]> GMT</pubDate>
				<author><![CDATA[ Clan Lykos]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ Yeah, I'm totally hypothetical. I just imagine all that grav damage and all those invisible cent stars. <br /> <br /> A list with 30 tactical marines is a disaster waiting to happen. Putting them in pods is even worse, because then they are stranded on foot (ie, dead) after they drop and fail to do enough damage. Good players will recognize a drop attack and give you very few soft spots to hit and on top of this, set up kill zones for all the dropping units. I know I do. I could probably beat the described list 80% of the time to due alpha strike mitigation techniques. <br /> <br /> Everybody faps off to the heavy flamer in the tactical squad, but it's really not that big of a revelation, and almost always fails to do enough damage to make the squad worthwhile. <br /> <br /> For the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, many posters on here don't want to acknowledge just how poor the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> are at the moment. The situation is bad enough without a bunch of people in denial trying to explain it all away. ]]></description>
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				<pubDate><![CDATA[Sun, 13 Dec 2015 16:11:10]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ I hate to admit it, but they seem to do better when not being played as an assault army which is such a crying shame.<br /> <br /> Tacticals I think are a valid option for Blood Angels, but I agree that 10 man squads are just a waste of points.  5 man squads with combi-weapon sgt and special weapon in a razorback I think are the least worse troop option for them - e.g. comb-grav sgt and grav gun marine.  I don't think heavy weapons in the squad really work.  The fast razorbacks help with getting across the table quicker and provide a layer of protection before getting blown to smithereens.  They also carry the heavy weapon that your tactical marines aren't carrying.<br /> <br /> My stormraven generally does alright (nothing to shout about mind).  So yes, if you play tactical marines in a Blood Angel army you are probably better off with 5 man squads in Razorbacks with combi and special weapons.<br /> <br /> It is such a shame really.  If you are going down the above route then you might as well just play normal marines.  I only stick with Blood Angels because I am a huge fan of them in terms of fluff and appearance and the fact that I don't continuously play against Eldar! ha ha]]></description>
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				<pubDate><![CDATA[Wed, 16 Dec 2015 14:12:09]]> GMT</pubDate>
				<author><![CDATA[ Slaphead]]></author>
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				<title>Blood Angels back after years!</title>
				<description><![CDATA[ Tacticals of any flavour are terrible. <br /> Boltguns don't really do much, and T4 3+ isn't very survivable any more.<br /> They're also slow outside of a transport, with Razorbacks being too expensive to field for a AV11/11/10 Vehicle.<br /> It's no wonder Vanilla players generally don't use Tacticals outside of Gladius.<br /> <br /> <span class="glossaryitem" onmouseover='gp(10);'>BA</span> Tacticals are worse than the already terrible <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Tacticals as they don't have a chapter tactic that benefits them., and no access to a Gladius for the free stuff.<br /> The Heavy Flamer option also encourages people to use drop pods which are a terrible option for them, essentially turning them into an expensive suicide unit with limited damage potential<br /> <br /> Apocalypse <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has moved away from infantry unless you're on a Bike/Thunderwolf (or a Warp Spider). Most people run min squads to fill out mandatory requirements.<br /> Gladius tried to change this by throwing free stuff at you but even then it's not making the top tables at tournaments. ]]></description>
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				<pubDate><![CDATA[Thu, 17 Dec 2015 12:34:08]]> GMT</pubDate>
				<author><![CDATA[ Bartali]]></author>
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