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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ New player here. Decided to run Blood Angels against all advice and have already purchased a couple models (furioso dread and death company). I'm going to be buying more models soon to get a battle forged Baal strike force army together to start playing. <br /> <br /> As you know, <span class="glossaryitem" onmouseover='gp(10);'>BA</span> have only 2 troop choices to choose from to fill the mandatory 2 troops slots...<br /> <br /> My question is what are the advantages and disadvantages of tactical marines vs scouts? What would you choose to fill the 2 troops slots and why?<br /> <br /> Thanks in advance!]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 05:11:05]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Well it depends on what you want them to do. The only real advantage of <span class="glossaryitem" onmouseover='gp(10);'>BA</span> scouts is they are cheap. I've seen some argue using full squads loaded for close combat, but i don't see that as an effective use of points. I prefer two Tact Squads in razorbacks for grabbing objectives after my assault units have cleared them. The razor blocks line of sight to the Tacticals as much as possible and provides supporting fire where needed. The Tacticals try to survive as long as possible. If your Tactical Squads are fighting then you're already losing.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Here are the two squads I use. I know the powerfist is a bad use of points most of the time, but I can't bring myself to completely abandon the <span class="glossaryitem" onmouseover='gp(10);'>BA</span>'s theme.<br /> <br /> Tactical Squad (x5) w/ Veteran Sgt, Powerfist, & Meltagun<br /> 	Razorback w/ Lascannon & Twin-linked Plasma Gun<br /> <br /> Tactical Squad (x5) w/ Combi-Plasma, Melta Bombs, & Plasma Gun<br /> 	Razorback w/ Lascannon & Twin-linked Plasma Gun]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 05:24:54]]> GMT</pubDate>
				<author><![CDATA[ Crimson Devil]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8525408f62422521347512877b2f3b5d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8459264.page"><b>Crimson Devil wrote:</b></a><br/>Well it depends on what you want them to do. The only real advantage of <span class="glossaryitem" onmouseover='gp(10);'>BA</span> scouts is they are cheap. I've seen some argue using full squads loaded for close combat, but i don't see that as an effective use of points. I prefer two Tact Squads in razorbacks for grabbing objectives after my assault units have cleared them.</div></blockquote><br /> <br /> I thought you lose Objective Secured with the Baal Strike Force <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>? I'm planning on running my Blood Angels as fast assault, trying to kill as much of the enemy as possible, as quickly as possible. Would tactical squads still be a better option that <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>/pistol scouts?]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 06:15:17]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Welcome to the Blood, Pilgrim of the dark.  A fellow Son of Sanguinius is always welcome. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Crimson Devil offers some solid advice, and I too prefer my 'core' two troops choices to be Tactical squads for the general durability Power Armor offers.  <br /> <br /> That said, I do plan on fielding a third troops choice in the form of a small 5 man scout squad with <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> & Bolt Pistols + Meltabomb on the Sergeant to serve two roles.  Firstly, counter-infiltrate, and secondly, distraction + early objective claiming.  <br /> <br /> Each troops choice has their own benefits and drawbacks.  <br /> <br /> The question you have to ask is what kind of Blood Angels force do you want to run?  Descent of Angels with emphasis on drop pods and jump packs?  Razorback/Rhino mechanized?  A blend of the two?  <br /> <br /> For me, personally, I am building toward a Descent of Angels style list.  Tactical Marines in drop pods with a small scout squad with minimal upgrades and camo cloaks on them, backed up by lots of jump pack units, Death Company, etc. a Furioso in it's own pod, and a Storm Raven + a Skyshield Landing Pad to get it on the board turn 1.  Might not be the most effective list but it'll be fun to play I expect. <br /> <br /> For my troops, I eventually plan on having twenty tactical marines, each a squad of 10 in a drop pod with a Combi-flamer, flamer (or meltagun, still deciding on that), and heavy flamer in each squad, and locator beacons on each drop pod as well.  <br /> <br /> I can then saturate one area with six objective secured units (Two tactical squads combat-squadded out into four squads of five marines each and a pair of drop pods) and clear most infantry off of an objective or two with lots of flamer templates, bolter fire, and possibly also threaten some armor with limited meltagun shots as well.  <br /> <br /> Of course it won't work versus everything, but again, hopefully <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> works to my advantage here and I can then bring in reserves to support the fray without worry of scatter using the drop pods as a jump-off point. <br /> <br /> One thing that helps <span class="glossaryitem" onmouseover='gp(10);'>BA</span> tactical squads is the ability to have a Heavy Flamer as your heavy weapon in a tactical squad, backed up by a special weapon if you're running a full 10 man squad and the sergeant's combi-weapon.  Makes putting them in a drop pod viable.  <br /> <br /> Just offering my thoughts on that, best of luck to you, Pilgrim, and if you want any help with list building, painting tips, or have questions about Blood Angels in general, feel free to shoot me a <span class="glossaryitem" onmouseover='gp(634);'>PM</span> and I'll do what I can to answer and help you out as much as I'm able. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Take it easy for now, and welcome aboard. <br /> <br /> -Red__Thirst-<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 06:16:58]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Scouts are the more competitive option.<br /> <br /> The reasons are twofold:<br /> <br /> 1:  To get the tacticals to do anything, you need to buy them a transport, or else they will be walking at snail speed from your deployment zone taking long range bolter shots.  Any opponent with any sense of target priority will leave them alive until he's dealt with other threats and is ready to murder them.  If you do go with the transport route, the rest of your army should also be on the board turn 1 to maximize saturation, and not a lot of <span class="glossaryitem" onmouseover='gp(10);'>BA</span> likes starting in your zone at deployment.<br /> <br /> 2:  Scouts are cheaper, and come with infiltrate, scout, and by extension outflank, therefore not needing a transport.  If you're going for a turn 1 threat overload, you can infiltrate while having pods and such arrive.  If going for a beta strike with descent of angels, you can outflank.  Being equipped with knife/pistol, they can put out a lot of furious charge attacks if left alone.]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 07:06:17]]> GMT</pubDate>
				<author><![CDATA[ niv-mizzet]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Well, I don't like min sized units in a world where you have to occupy and hold objectives, say in maelstrom missions.<br /> I'd take two full Tactical Marine squads with flamer, heavy flamer, power fist, melta bombs, mounted in a Rhino. I'd expand from there, such as <span class="glossaryitem" onmouseover='gp(349);'>DC</span> with jump packs, <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> with jump packs, and supporting Dreads and Predators.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 07:59:07]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ I've had decent success running a 5 man tactical squad with combi-grav sgt, gravgun in a barebones Razorback.  Its not too expensive points wise and has a reasonable damage output.<br /> <br /> If I ran another tactical squad, I would go for the heavy flamer in either a drop pod or Razorback with a combi-weapon sgt.<br /> <br /> I would rarely run a full 10 man squad as I think tacticals work better as smaller 5 man units in razorbacks/drop pods.  More units on the table means more for your opponent to deal with and also gives you more objective capturing.<br /> <br /> I do have a scout squad with shotguns if I have a spare 55 points left over or need the bare minimum troops slots used up.]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 10:53:13]]> GMT</pubDate>
				<author><![CDATA[ Slaphead]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/30125247dccad9f70aa9696ae15c51fe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8459367.page"><b>niv-mizzet wrote:</b></a><br/>Scouts are the more competitive option.<br /> <br /> The reasons are twofold:<br /> <br /> 1:  To get the tacticals to do anything, you need to buy them a transport, or else they will be walking at snail speed from your deployment zone taking long range bolter shots.  Any opponent with any sense of target priority will leave them alive until he's dealt with other threats and is ready to murder them.  If you do go with the transport route, the rest of your army should also be on the board turn 1 to maximize saturation, and not a lot of <span class="glossaryitem" onmouseover='gp(10);'>BA</span> likes starting in your zone at deployment.<br /> <br /> 2:  Scouts are cheaper, and come with infiltrate, scout, and by extension outflank, therefore not needing a transport.  If you're going for a turn 1 threat overload, you can infiltrate while having pods and such arrive.  If going for a beta strike with descent of angels, you can outflank.  Being equipped with knife/pistol, they can put out a lot of furious charge attacks if left alone.</div></blockquote><br /> <br /> See, this was my thinking exactly when I was first considering <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> scouts. But, I also see the benefits of tacticals as outlined above by Red_Thirst and Crimson Devil.<br /> <br /> I guess I'm confused on the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> I'm going for (Baal Strike Force); I understand that you lose Objective Secured in exchange for The Red Thirst. However, I'm not sure if this is including your troops choices or if they still maintain objective secured? With the Baal Strike Force, I assumed I'd be playing a non-scoring army and was planning on gearing my <span class="glossaryitem" onmouseover='gp(10);'>BA</span> towards assault and objective denial.<br /> <br /> If I'm completely losing Objective Secured, I think <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> scouts are the way to go for me. They'll be cheap and able to harass while being mobile. If troops keep objective secured regardless, that makes the choice much more difficult.]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 13:07:26]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8459792.page"><b>Pilgrim of the dark wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/30125247dccad9f70aa9696ae15c51fe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8459367.page"><b>niv-mizzet wrote:</b></a><br/>Scouts are the more competitive option.<br /> <br /> The reasons are twofold:<br /> <br /> 1:  To get the tacticals to do anything, you need to buy them a transport, or else they will be walking at snail speed from your deployment zone taking long range bolter shots.  Any opponent with any sense of target priority will leave them alive until he's dealt with other threats and is ready to murder them.  If you do go with the transport route, the rest of your army should also be on the board turn 1 to maximize saturation, and not a lot of <span class="glossaryitem" onmouseover='gp(10);'>BA</span> likes starting in your zone at deployment.<br /> <br /> 2:  Scouts are cheaper, and come with infiltrate, scout, and by extension outflank, therefore not needing a transport.  If you're going for a turn 1 threat overload, you can infiltrate while having pods and such arrive.  If going for a beta strike with descent of angels, you can outflank.  Being equipped with knife/pistol, they can put out a lot of furious charge attacks if left alone.</div></blockquote><br /> <br /> See, this was my thinking exactly when I was first considering <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> scouts. But, I also see the benefits of tacticals as outlined above by Red_Thirst and Crimson Devil.<br /> <br /> I guess I'm confused on the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> I'm going for (Baal Strike Force); I understand that you lose Objective Secured in exchange for The Red Thirst. However, I'm not sure if this is including your troops choices or if they still maintain objective secured? With the Baal Strike Force, I assumed I'd be playing a non-scoring army and was planning on gearing my <span class="glossaryitem" onmouseover='gp(10);'>BA</span> towards assault and objective denial.<br /> <br /> If I'm completely losing Objective Secured, I think <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> scouts are the way to go for me. They'll be cheap and able to harass while being mobile. If troops keep objective secured regardless, that makes the choice much more difficult.</div></blockquote><br /> You can still claim objectives in a Baal Strike Force.  The only thing you lose out on with Obsec,  is that enemy Troops units who might have the rule will override your claim on any objectives you're fighting over.<br /> It might seem like a huge disadvantage at first,  but for the most part,  Troops units are the easiest things in the game to kill.  The only on that could give you serious problems would be Vanilla Marines/<span class="glossaryitem" onmouseover='gp(25);'>DA</span>'s,  as their special detachment is completely gross.<br /> <br /> Overall,  it's not a rule that's really worth fretting over...  Outside of <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>'s,  Eldar,  Codex: Marines & <span class="glossaryitem" onmouseover='gp(25);'>DA</span>'s with their Gladius/Lion's Blade detachments,  almost no one relies on Obsec anymore.]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 13:21:50]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Great info here! Thanks to all!<br /> <br /> I'm starting to see that I was just misinterpreting objective secured. I'm still on the fence about which units to take as my troops choices (maybe a <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> scout squad AND a rhino riding tactical squad?), but this clears things up for me as far as pros and cons.<br /> <br /> I'm still thinking the scouts' cost will allow me to maximize my elites/fast attack/heavy support options in smaller point games. Might be worth it and more fun to play since I'm going for a pure blitz/assault style.<br /> <br /> What about <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>? I know Dante is great for Descent of Angels, but man, he is expensive and my army won't be that large anytime soon!<br /> <br /> I'm thinking either librarian, sanguinary priest, or chaplain for now (remember, I'm going to be running a death company squad (maybe 2) and a furioso dread in addition to the troops.<br /> <br /> I'm still wondering about drop pods... ]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 16:18:56]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Drop pods are high risk/reward. If something goes wrong, your units are stranded where you dropped them. ]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 16:20:08]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/680244/8460219.page"><b>Martel732 wrote:</b></a><br/>Drop pods are high risk/reward. If something goes wrong, your units are stranded where you dropped them. </div></blockquote><br /> <br /> How so? I mean besides being a beacon for more deep striking units, the already dropped unit can't really use the pod again for anything else, right? I also hear storm Ravens are very high risk, as are most vehicles.<br /> <br /> For a &lt;1000 point blitz/assault army, would multiple pods or a storm Raven be better options?]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 16:36:26]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ I'm a fan of 5 man squads in fast Razorbacks.  Combi-weapon sgt, special weapon (or heavy flamer) marine.]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 16:38:14]]> GMT</pubDate>
				<author><![CDATA[ Slaphead]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8460215.page"><b>Pilgrim of the dark wrote:</b></a><br/>Great info here! Thanks to all!<br /> <br /> I'm starting to see that I was just misinterpreting objective secured. I'm still on the fence about which units to take as my troops choices (maybe a <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> scout squad AND a rhino riding tactical squad?), but this clears things up for me as far as pros and cons.<br /> <br /> I'm still thinking the scouts' cost will allow me to maximize my elites/fast attack/heavy support options in smaller point games. Might be worth it and more fun to play since I'm going for a pure blitz/assault style.<br /> <br /> What about <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>? I know Dante is great for Descent of Angels, but man, he is expensive and my army won't be that large anytime soon!<br /> <br /> I'm thinking either librarian, sanguinary priest, or chaplain for now (remember, I'm going to be running a death company squad (maybe 2) and a furioso dread in addition to the troops.<br /> <br /> I'm still wondering about drop pods... </div></blockquote><br /> For <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s:<br /> - Sanguinary Priest is a must-have for your 'main' non-Death Co. assault unit.  Having more <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is like having cake + ice cream!<br /> <br /> - Chaplains likewise are great for creating another close combat beatstick unit outside of the Death Co.  (they're honestly killy enough on their own)  Their Zealot rules is amazaballs,  though has the drawback of <span class="glossaryitem" onmouseover='gp(70);'>iirc</span>,  being unable to make use of the 'Our Weapons are Useless' rule.<br /> <br /> - Librarians for now are a lackluster choice for <span class="glossaryitem" onmouseover='gp(10);'>BA</span>'s,  as your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slots are severely limited,  and you don't have the ability to take a Librarian formation like pretty much every other Marine army bar Chaos Marines now can...<br /> With only 2-4 Mastery levels,  you're going to struggle big time against the likes of Daemons,  Grey Knights,  Eldar,  Chaos Marines (who can take Lv3 Sorcs) + any army running a Librarius Conclave.<br /> <br /> <br /> When it comes to your Furioso,  <b>always</b> take it in a Drop Pod, and make sure to give it the Frag Assault launcher + Heavy flamer under the remaining fist...  That's 3 high powered templates that can & will erase an entire unit that's not itself at least a mini Deathstar!<br /> Without the boost that other Loyalist Dreads have receives,  it's best to only use actual Death Co. Dreads as actual assault units.  The other variants are purely shooty support.<br /> <br /> For Troops,  think about a min sized Scout Squad,  (as mentioned above for Infiltrate counter/table control),  and a small 5 man <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad with either a Heavy flamer OR Meltagun + Combi-melta Serg.<br /> If you take a podded 'Fragioso' (dread w/frag cannon),  then consider taking a second Pod for your Tactical squad.  This way you decide which Pod is the most worthwhile to have drop in 1st turn,  while the other one hangs back in reserves and can follow up as a beta strike and/or once more favourable target(s) present themselves.<br /> Otherwise,  slap the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad in a Razorback for the added fire support.  (Las + <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Plasma gun seems to be the popular choice)]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 16:43:51]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8460272.page"><b>Pilgrim of the dark wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/680244/8460219.page"><b>Martel732 wrote:</b></a><br/>Drop pods are high risk/reward. If something goes wrong, your units are stranded where you dropped them. </div></blockquote><br /> <br /> How so? I mean besides being a beacon for more deep striking units, the already dropped unit can't really use the pod again for anything else, right? I also hear storm Ravens are very high risk, as are most vehicles.<br /> <br /> For a &lt;1000 point blitz/assault army, would multiple pods or a storm Raven be better options?</div></blockquote><br /> <br /> If you are forced to drop your units before your opponent has fully deployed, it can backfire mightily. With a Rhino, you can get back in and go somewhere else. (Fast, in this case)<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/680244/8460287.page"><b>Experiment 626 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8460215.page"><b>Pilgrim of the dark wrote:</b></a><br/>Great info here! Thanks to all!<br /> <br /> I'm starting to see that I was just misinterpreting objective secured. I'm still on the fence about which units to take as my troops choices (maybe a <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> scout squad AND a rhino riding tactical squad?), but this clears things up for me as far as pros and cons.<br /> <br /> I'm still thinking the scouts' cost will allow me to maximize my elites/fast attack/heavy support options in smaller point games. Might be worth it and more fun to play since I'm going for a pure blitz/assault style.<br /> <br /> What about <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>? I know Dante is great for Descent of Angels, but man, he is expensive and my army won't be that large anytime soon!<br /> <br /> I'm thinking either librarian, sanguinary priest, or chaplain for now (remember, I'm going to be running a death company squad (maybe 2) and a furioso dread in addition to the troops.<br /> <br /> I'm still wondering about drop pods... </div></blockquote><br /> For <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s:<br /> - Sanguinary Priest is a must-have for your 'main' non-Death Co. assault unit.  Having more <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is like having cake + ice cream!<br /> <br /> - Chaplains likewise are great for creating another close combat beatstick unit outside of the Death Co.  (they're honestly killy enough on their own)  Their Zealot rules is amazaballs,  though has the drawback of <span class="glossaryitem" onmouseover='gp(70);'>iirc</span>,  being unable to make use of the 'Our Weapons are Useless' rule.<br /> <br /> - Librarians for now are a lackluster choice for <span class="glossaryitem" onmouseover='gp(10);'>BA</span>'s,  as your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slots are severely limited,  and you don't have the ability to take a Librarian formation like pretty much every other Marine army bar Chaos Marines now can...<br /> With only 2-4 Mastery levels,  you're going to struggle big time against the likes of Daemons,  Grey Knights,  Eldar,  Chaos Marines (who can take Lv3 Sorcs) + any army running a Librarius Conclave.<br /> <br /> <br /> When it comes to your Furioso,  <b>always</b> take it in a Drop Pod, and make sure to give it the Frag Assault launcher + Heavy flamer under the remaining fist...  That's 3 high powered templates that can & will erase an entire unit that's not itself at least a mini Deathstar!<br /> Without the boost that other Loyalist Dreads have receives,  it's best to only use actual Death Co. Dreads as actual assault units.  The other variants are purely shooty support.<br /> <br /> For Troops,  think about a min sized Scout Squad,  (as mentioned above for Infiltrate counter/table control),  and a small 5 man <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad with either a Heavy flamer OR Meltagun + Combi-melta Serg.<br /> If you take a podded 'Fragioso' (dread w/frag cannon),  then consider taking a second Pod for your Tactical squad.  This way you decide which Pod is the most worthwhile to have drop in 1st turn,  while the other one hangs back in reserves and can follow up as a beta strike and/or once more favourable target(s) present themselves.<br /> Otherwise,  slap the <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad in a Razorback for the added fire support.  (Las + <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Plasma gun seems to be the popular choice)</div></blockquote><br /> <br /> All of these things. However, if you use the Flesh tearer strike force, you can cut your troop tax down to one per detachment and take 4 libbies with only two troops! One can be Mephiston. ]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 16:46:08]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Unless you can access Telepathy,  I wouldn't recommend going the Psyker heavy route with <span class="glossaryitem" onmouseover='gp(10);'>BA</span>'s,  since Divination is really meant for shooty armies,  and Biomancy is better used by psychic <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s.]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 16:56:03]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ I personally use Cassor the Damned as one of my troops<br /> ITS A GOD DAM DREADNOUGHT <span class="glossaryitem" onmouseover='gp(400);'>AS</span> A TROOP CHOICE]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 19:27:14]]> GMT</pubDate>
				<author><![CDATA[ commander dante]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/680244/8460295.page"><b>Martel732 wrote:</b></a><br/>If you are forced to drop your units before your opponent has fully deployed, it can backfire mightily. With a Rhino, you can get back in and go somewhere else. (Fast, in this case)</div></blockquote><br /> Plus if you get Infiltrate with Veritas Vitae, you can get Outflanking Rhino Tacs with Heavy Flamers or Melta, right?]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 19:30:46]]> GMT</pubDate>
				<author><![CDATA[ Yoyoyo]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Well, I'd take Sang Priests for regular Assault squads with jump packs. Ten men with two special weapons of the same type incl. a Sergeant with melta bombs is a unit not everybody likes. But it has its uses.]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 19:32:08]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ well, I can't even say how much I appreciate all the advice! It's one thing to try and go off the codex, but it helps so much more to hear from those of you who've actually worked this stuff out on the table.<br /> <br /> Like I said, I have a furioso dread and a death company squad right now, both still in the boxes. I think I'll go with a sanguinary priest, a couple drop pods, 2 troops, and another unit I have yet to decide on]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 21:03:57]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ See about picking up Lemtares as an Elites option, he's a chaplain that can only attach to Death Company, but he makes them a lot stronger and leaves your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slots open at the cost of one of your (extra!) elite slots.  <br /> <br /> Just offering the suggestion, that way you can run a Librarian and a Sanguinary High Priest as your 2 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s while still letting a Chaplain run with your <span class="glossaryitem" onmouseover='gp(349);'>DC</span>.  Bonus points in that Lemartes has Rage and Feel no Pain as well along with the <span class="glossaryitem" onmouseover='gp(349);'>DC</span> squad he'll be leading.<br /> <br /> Just food for thought.  Take it easy.<br /> <br /> -Red__Thirst-]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2016 23:21:01]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ In the interest of not clogging the forum, and seeing as how I was scouring the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> codex today after all your suggestions on troop choices, I need help deciding which models to purchase next.<br /> <br /> Objective: battleforged Baal Strike Force <span class="glossaryitem" onmouseover='gp(10);'>BA</span> blitz/overwhelming assault-style army able to play at a few different points levels and be somewhat competitive, but overall just fun to play.<br /> <br /> Already owned:<br /> - Furioso Dreadnought (still new in box)<br /> - Death Company Squad (still new in box)<br /> <br /> I can afford to buy 7 new models during this next shopping trip.<br /> <br /> What would you guys do? (I'm just using your suggestions as a guide to help me figure things out).]]></description>
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				<pubDate><![CDATA[Thu, 18 Feb 2016 02:40:42]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ 7 new models or 7 new kits?  (Lulz)<br /> <br /> Ima assume 7 kits.  I'd grab a <span class="glossaryitem" onmouseover='gp(10);'>BA</span> <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad (has heavy flamer in it) kit, a couple scout kits, a couple pods, a priest, another <span class="glossaryitem" onmouseover='gp(349);'>DC</span>, and a sanguine guard.<br /> <br /> That seems like a reasonable force and reasonable point value vs dollar amount.]]></description>
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				<pubDate><![CDATA[Thu, 18 Feb 2016 03:07:22]]> GMT</pubDate>
				<author><![CDATA[ niv-mizzet]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/30125247dccad9f70aa9696ae15c51fe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8461783.page"><b>niv-mizzet wrote:</b></a><br/>7 new models or 7 new kits?  (Lulz)<br /> <br /> Ima assume 7 kits.</div></blockquote><br /> <br /> Yeah, kits.... <span class="glossaryitem" onmouseover='gp(84);'>Lol</span>! Sorry for the uber-noob stuff, haha!<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 18 Feb 2016 03:17:18]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ With that you could run:<br /> <br /> Baal strike force<br /> <br /> Priest w/ jump pack and Veritas vitae<br /> Sanguine guard with banner and 1 fist<br /> <span class="glossaryitem" onmouseover='gp(349);'>DC</span> with jump packs and 1 fist<br /> <span class="glossaryitem" onmouseover='gp(349);'>DC</span> with jump packs and 1 fist<br /> Fragioso in a pod<br /> Tacticals with heavy flamer and combi flamer in a pod<br /> <span class="glossaryitem" onmouseover='gp(20);'>Ccw</span> scouts with meltabomb sarge<br /> <span class="glossaryitem" onmouseover='gp(20);'>Ccw</span> scouts with meltabomb sarge<br /> <br /> Off the top of my head that's pretty close to 1k points.]]></description>
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				<pubDate><![CDATA[Thu, 18 Feb 2016 03:19:38]]> GMT</pubDate>
				<author><![CDATA[ niv-mizzet]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/30125247dccad9f70aa9696ae15c51fe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8461807.page"><b>niv-mizzet wrote:</b></a><br/>With that you could run:<br /> <br /> Baal strike force<br /> <br /> Priest w/ jump pack and Veritas vitae<br /> Sanguine guard with banner and 1 fist<br /> <span class="glossaryitem" onmouseover='gp(349);'>DC</span> with jump packs and 1 fist<br /> <span class="glossaryitem" onmouseover='gp(349);'>DC</span> with jump packs and 1 fist<br /> Fragioso in a pod<br /> Tacticals with heavy flamer and combi flamer in a pod<br /> <span class="glossaryitem" onmouseover='gp(20);'>Ccw</span> scouts with meltabomb sarge<br /> <span class="glossaryitem" onmouseover='gp(20);'>Ccw</span> scouts with meltabomb sarge<br /> <br /> Off the top of my head that's pretty close to 1k points.</div></blockquote><br /> <br /> That seems like a really cool army. Though, aren't power fists unwieldy? Wouldnt that put the <span class="glossaryitem" onmouseover='gp(349);'>DC</span> sarge at 1 initiative?<br /> <br /> Also, all I ever hear about sanguine guard is that they're no good on their own for how many points they cost. What is your opinion on the unit itself (pros/cons)?]]></description>
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				<pubDate><![CDATA[Thu, 18 Feb 2016 03:37:08]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(215);'>SG</span> are best on their own. Just avoid <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 weaponry the best you can. ]]></description>
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				<pubDate><![CDATA[Thu, 18 Feb 2016 03:48:05]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Yes the fist is unwieldy, although standard <span class="glossaryitem" onmouseover='gp(349);'>DC</span> units don't have a sergeant, so the fist can't be challenged out or anything.  It's important to have that high <span class="glossaryitem" onmouseover='gp(123);'>str</span> low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> threat somewhere in expensive units so you can count on them to be able to bust through good saves and high toughness, or at least do more damage than they receive so they could cause a sweep.<br /> <br /> In short, it's worth losing one dude's worth of normal swings at initiative to make the unit threatening to a much more broad range of targets.  (Monstrous creatures, badassmofo characters that are t4 or less and don't have eternal warrior, multiwound swarms etc etc.)<br /> <br /> Sanguinary guard are pretty stout until they see a few specific units on the opposing board.  The ever-famous ion accelerator riptide is among those.  But as long as they can stay away from the enemy's AP2 shooting (not always possible,) they can do serious work.  With every dude other than the fist having master crafted power weapons, they chop up units quick.  The priest goes with them of course, making them ws5 and <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> 5+.<br /> Also sometimes the ap4 angelus bolter can be shockingly relevant.<br /> <br /> But yes if the enemy has a unit that hard counters them, like say with a long range s8ap2 blast, they're not in for a good time, but that's all part of the game.]]></description>
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				<pubDate><![CDATA[Thu, 18 Feb 2016 03:52:36]]> GMT</pubDate>
				<author><![CDATA[ niv-mizzet]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Mind = blown... That makes a lot of sense and I never thought about that.<br /> <br /> I'm really liking the list you came up with. The one thing I'm wondering is whether it'd be better to run a second tactical squad in a pod instead of 2 <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> scout squads? Thoughts? Why or why not?]]></description>
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				<pubDate><![CDATA[Thu, 18 Feb 2016 04:07:44]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ You could, that's sort of a personal call.  I would favor the scouts in that list with meltabomb sarge because it sort of balances out your role spread.<br /> <br /> Flamer pod squad=roast dudes<br /> Fragioso=Really roast dudes<br /> 2x <span class="glossaryitem" onmouseover='gp(349);'>DC</span> and <span class="glossaryitem" onmouseover='gp(215);'>SG</span>= high threat speedy melee that can engage most unit types<br /> Scouts=Cheap moderate threat melee to weak units, melta threatens vehicles.<br /> <br /> With scouts in the list, if you have first turn, you could overwhelm with infiltrate, 1 of the 2 pods, and a mass move-up plus run with the 3 elite jumper units.<br /> <br /> If you go second, you could outflank, jump in with the jump units, and just suicide the first pod to try and snag first blood, before bringing in a heavy beta strike wave.  (You will want to have gotten reroll reserves to make this not so risky.)<br /> <br /> But like I said, it's not a clear "omg this is so much better" choice.  I tend to favor more, smaller units,  so usually I go with scouts over tacticals.  A lot of competitive lists accidentally overkill them massively and waste a lot of their efficiency doing so.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also as your <span class="glossaryitem" onmouseover='gp(10);'>BA</span> collection grows, you'll probably grab more tacticals, pods, AND scouts, so really either route isn't a waste.]]></description>
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				<pubDate><![CDATA[Thu, 18 Feb 2016 04:28:53]]> GMT</pubDate>
				<author><![CDATA[ niv-mizzet]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/30125247dccad9f70aa9696ae15c51fe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8461918.page"><b>niv-mizzet wrote:</b></a><br/>You could, that's sort of a personal call.  I would favor the scouts in that list with meltabomb sarge because it sort of balances out your role spread.<br /> <br /> Flamer pod squad=roast dudes<br /> Fragioso=Really roast dudes<br /> 2x <span class="glossaryitem" onmouseover='gp(349);'>DC</span> and <span class="glossaryitem" onmouseover='gp(215);'>SG</span>= high threat speedy melee that can engage most unit types<br /> Scouts=Cheap moderate threat melee to weak units, melta threatens vehicles.<br /> <br /> With scouts in the list, if you have first turn, you could overwhelm with infiltrate, 1 of the 2 pods, and a mass move-up plus run with the 3 elite jumper units.<br /> <br /> If you go second, you could outflank, jump in with the jump units, and just suicide the first pod to try and snag first blood, before bringing in a heavy beta strike wave.  (You will want to have gotten reroll reserves to make this not so risky.)<br /> <br /> But like I said, it's not a clear "omg this is so much better" choice.  I tend to favor more, smaller units,  so usually I go with scouts over tacticals.  A lot of competitive lists accidentally overkill them massively and waste a lot of their efficiency doing so.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also as your <span class="glossaryitem" onmouseover='gp(10);'>BA</span> collection grows, you'll probably grab more tacticals, pods, AND scouts, so really either route isn't a waste.</div></blockquote><br /> <br /> Makes a lot of sense. Thanks a ton for all the info and advice!]]></description>
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				<pubDate><![CDATA[Thu, 18 Feb 2016 04:41:37]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(634);'>PM</span> sent back to you Pilgrim. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  Hope the info is helpful.<br /> <br /> Take it easy.<br /> <br /> -Red__Thirst-]]></description>
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				<pubDate><![CDATA[Thu, 18 Feb 2016 05:32:24]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Ok, so I went with these models for now:<br /> <br /> - Sanguinary Priest<br /> - Sanguinary Guard<br /> - Death Company<br /> - Tactical Squad<br /> - Tactical Squad<br /> - Drop Pod<br /> - Drop Pod<br /> <br /> In addition to the models I already own:<br /> <br /> - Furioso Dreadnought<br /> - Death Company<br /> <br /> So, I'm going to be running 1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 2 Troops (one in a drop pod), 4 elites (Furioso in a drop pod, death company and sanguinary guard running jump packs, sanguinary priest jump packing with sanguinary guard).<br /> <br /> I got some very, very good advice to run a jump pack equipped command squad instead of the sanguinary guard, but I can't afford that kit PLUS the vanguard veteran kit I'd need for some of the bits to make it work the way I want... Yet.<br /> <br /> I think the sanguinary guard running with the priest is going to do pretty well.<br /> <br /> Thank you to everyone who made suggestions; it's very difficult trying to put your first army together, so I appreciate the help greatly!<br /> <br /> Now... I just need to find an extra jump pack for my priest somewhere...]]></description>
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				<pubDate><![CDATA[Thu, 18 Feb 2016 23:57:16]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8464205.page"><b>Pilgrim of the dark wrote:</b></a><br/>Ok, so I went with these models for now:<br /> <br /> - Sanguinary Priest<br /> - Sanguinary Guard<br /> - Death Company<br /> - Tactical Squad<br /> - Tactical Squad<br /> - Drop Pod<br /> - Drop Pod<br /> <br /> In addition to the models I already own:<br /> <br /> - Furioso Dreadnought<br /> - Death Company<br /> <br /> So, I'm going to be running 1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 2 Troops (one in a drop pod), 4 elites (Furioso in a drop pod, death company and sanguinary guard running jump packs, sanguinary priest jump packing with sanguinary guard).<br /> <br /> I got some very, very good advice to run a jump pack equipped command squad instead of the sanguinary guard, but I can't afford that kit PLUS the vanguard veteran kit I'd need for some of the bits to make it work the way I want... Yet.<br /> <br /> I think the sanguinary guard running with the priest is going to do pretty well.<br /> <br /> Thank you to everyone who made suggestions; it's very difficult trying to put your first army together, so I appreciate the help greatly!<br /> <br /> Now... I just need to find an extra jump pack for my priest somewhere...</div></blockquote><br /> You can still bitz order a pack of 5 basic Jump Packs <span class="glossaryitem" onmouseover='gp(70);'>iirc</span> from the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> webstore.  As long as you have a local <span class="glossaryitem" onmouseover='gp(50);'>GW</span> store,  you can just ship your order there and not have to worry about delivery fees.  Could also grab up a couple sprues of the new <span class="glossaryitem" onmouseover='gp(10);'>BA</span> upgrade frame too,  as it comes with some really juicy looking shoulder pads/heads/torso/grail.<br /> <br /> Eventually,  you might want to consider breaking your 2 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad boxes down into 4x 5-man squads...  Run a pair of them w/Heavy flamer + dual Hand flamer Sergeant in Pods,  then 2x 5-man w/Meltagun + Combi-Meltagun Serg in Razorbacks.<br /> <br /> With <span class="glossaryitem" onmouseover='gp(10);'>BA</span>'s in their current state,  <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> is really the way to go,  especially on your Troops choices.<img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 19 Feb 2016 03:17:41]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Good looking start to your <span class="glossaryitem" onmouseover='gp(10);'>BA</span>!  <br /> <br /> For your Sanguinary Guard, I would keep three of them armed with Encarmine Blades, one armed with an Encarmine Axe, and one armed with a Power Fist. <br /> <br /> Might also consider the death mask upgrade for them as Fear can be a very helpful thing to have versus some opponents.<br /> <br /> Your Sanguinary High Priest I would give a Jump Pack (Or, the Angel's Wing Relic jump pack) and also the Valor's Edge Relic power sword (<span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2 at initiative is very nice.) and do spring for the Bolt Pistol on the Priest as well.  It's worth the extra point to give him an additional attack in melee.  Just be careful of challenges, as your Priest doesn't have an invulnerable save, with a 3+ armor save, and is only T:4 with 2 wounds so if he gets hit hard he may drop.  Be mindful of that.  Other upgrades to consider are Digital Weapons (allowing one re-roll of a single failed to-wound roll) or, if you don't go with the Relic jump pack, the Veritas Vitae relic for an extra warlord trait from the strategic table.  Very handy piece of wargear most games.  <br /> <br /> Just my suggestions on that end.  Take it easy for now. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> -Red__Thirst-<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 19 Feb 2016 04:31:48]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Well, I'd consider a <span class="glossaryitem" onmouseover='gp(184);'>Cmd</span> squad with 4 special weapons of the same type led by a Librarian, all with jump packs. Its a decent unit.]]></description>
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				<pubDate><![CDATA[Fri, 19 Feb 2016 07:52:31]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Can't do 4x special weapon veterans in a <span class="glossaryitem" onmouseover='gp(10);'>BA</span> command squad sadly.  One member is a Sanguinary Novitiate and one member is a Company Champ and both have locked wargear sadly, except for the option to add Jump Packs to them when you buy the squad jump packs..  <br /> <br /> That said you can trow three meltaguns on the remaining three veterans and you're good to go if you want to keep the squad somewhat on the cheaper side.  I prefer running storm shields on my command squad and running one hidden power fist in there as well personally.  <br /> <br /> Just clarifying that.  Take it easy for now, <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> -Red__Thirst-]]></description>
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				<pubDate><![CDATA[Fri, 19 Feb 2016 08:37:56]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Thanks for clarifying. I haven't looked into the actual codex. I played <span class="glossaryitem" onmouseover='gp(10);'>BA</span> death of angels very often in the fifth edition. It was a fun army to play despite the fact that <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> Razorback spam was a little bit stronger. ]]></description>
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				<pubDate><![CDATA[Fri, 19 Feb 2016 08:44:20]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ I'm going to go with <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> Descent of Angels myself as I continue to (re)build my army.  <br /> <br /> Current plan is to have the following:<br /> <br /> One Storm Raven<br /> Command Squad/Honor Guard w/ a Captain and/or Librarian Attached<br /> Dante (Lord of War)<br /> 4x Tactical squads (or, 2x Tactical Squads in 2x Drop Pods that combat Squad once they hit the table)<br /> Death Company + Lemartes<br /> Furioso in a Drop Pod<br /> 2x 5 man Assault Squads (possibly in pods, likely with Jump Packs)<br /> A Skyshield Landing Pad (Fortification) <br /> Possibly some Land Speeders as well for harassing and general trouble making/deep striking fun.<br /> <br /> Should be a lot of fun to play and build.  Not the most competitive thing out there but I'm looking forward to it all the same.<br /> <br /> Hopefully Pilgrim has as much fun building out his Blood Angels as well. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  Speaking of that, Pilgrim, have you decided on what Company you're going to build?  Just curious. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br /> <br /> Take it easy.<br /> <br /> -Red__Thirst-]]></description>
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				<pubDate><![CDATA[Fri, 19 Feb 2016 09:40:29]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8464205.page"><b>Pilgrim of the dark wrote:</b></a><br/><br /> Now... I just need to find an extra jump pack for my priest somewhere...</div></blockquote><br /> <br /> I just now finished up my kitbashed Sanguinary Priest w/ Angel's Wing, and for the relic jump pack, I stole the cool one from the new Blood Angel's Chaplain (with jump pack).  It's not a cheap way to go about it, and I can always just put a normal jump pack (or a sanguinary guard jump pack) on the chaplain, but hey...it's not like I'm going to be running the chaplain all that often, so...<br /> <br /> If I ever get around to it...maybe I'll post a pic.]]></description>
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				<pubDate><![CDATA[Fri, 19 Feb 2016 11:46:11]]> GMT</pubDate>
				<author><![CDATA[ Voidwraith]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ I have been using 2 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> flamer pod squads quite effectively to wipe out enemy troops. It may not be the best choice in a cutthroat competitive meta (but in that case you should not play <span class="glossaryitem" onmouseover='gp(10);'>BA</span> in the first place <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ), but they do just fine in normal games. They have yet to dissapoint me.<br /> The other use for tacticals is to give them stuff like grav weapons and use them as fire support and to camp on objectives. I usually find Scouts to be more cost-effective for that last one though.]]></description>
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				<pubDate><![CDATA[Fri, 19 Feb 2016 13:17:11]]> GMT</pubDate>
				<author><![CDATA[ Iron_Captain]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ I have found the Sangunary Guard must have a Priest with the relic <span class="glossaryitem" onmouseover='gp(457);'>JP</span>.  The dreaded <span class="glossaryitem" onmouseover='gp(60);'>IA</span> pieplate of doom does nothing in intercept (because it can't snap shot a blast) allowing you to run and spread out.  I also feel the <span class="glossaryitem" onmouseover='gp(215);'>SG</span> do best in large groups with a banner because of how good that banner is.  375 pts gets you 10 dudes with 2 fists and a banner and that means they always have 3 attacks, even when they multi-assault.  Dante is also a solid choice if you end up liking how the <span class="glossaryitem" onmouseover='gp(215);'>SG</span> play as it gives them someone with an invul save to take the big hits that would ignore their <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> (from the priest).  <br /> <br /> Heavy flamer <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads in pods as troops are amusing.  Furioso dreads are amazing with the frag cannon.  I would use the meltagun instead of the heavy flamer because of the anti-synergy between two differently named template weapons and the fact that the melta shot lets the furioso threaten more targets effectively.  <br /> <br /> I personally have not used <span class="glossaryitem" onmouseover='gp(349);'>DC</span> with <span class="glossaryitem" onmouseover='gp(457);'>JP</span> because I prefer to take them in a Spartan Assault Tank (from <span class="glossaryitem" onmouseover='gp(39);'>FW</span>).  It's usually pretty bad though because grav exists in the game (although Tau cry when they see that tank and aren't rocking a stormsurge or haywire).  A little trick to get the most out of your <span class="glossaryitem" onmouseover='gp(349);'>DC</span> is to equip the chainsword dudes with bolt pistols for the extra attack in melee, but equip the power fist guys with bolters.  Because <span class="glossaryitem" onmouseover='gp(349);'>DC</span> are relentless, you can rapid fire the bolter and still charge.<br /> <br /> The Baal Strike Force detachment is pretty interesting when you don't need to multi-assault, as the +1 <span class="glossaryitem" onmouseover='gp(74);'>init</span> means a lot when fighting other <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> armies (5th ed <span class="glossaryitem" onmouseover='gp(397);'>FC</span>, how I miss you).  You may want to forgo the <span class="glossaryitem" onmouseover='gp(655);'>BSF</span> for a Combined Arms Detachment, as Objective Secured is usually a better thing to have.  <br /> <br /> You may be tempted to use the fast vehicles the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> has to offer (preds/vindis), but don't.  Because of how easy it is to kill them, you may get one shot before they die, and they will most likely never make their points back or even cause meaningful damage before dying.  The stormraven is not that great but it's an okay choice.  Always buy the extra armor for it though so it's not so easy for your opponents to make it crash.  <br /> <br /> Best of luck with your new Blood Angels <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 19 Feb 2016 13:31:47]]> GMT</pubDate>
				<author><![CDATA[ Mulletdude]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ba3b3ea37635228f2b083f931c0fe95.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8465012.page"><b>Red__Thirst wrote:</b></a><br/>I'm going to go with <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> Descent of Angels myself as I continue to (re)build my army.  <br /> <br /> Current plan is to have the following:<br /> <br /> One Storm Raven<br /> Command Squad/Honor Guard w/ a Captain and/or Librarian Attached<br /> Dante (Lord of War)<br /> 4x Tactical squads (or, 2x Tactical Squads in 2x Drop Pods that combat Squad once they hit the table)<br /> Death Company + Lemartes<br /> Furioso in a Drop Pod<br /> 2x 5 man Assault Squads (possibly in pods, likely with Jump Packs)<br /> A Skyshield Landing Pad (Fortification) <br /> Possibly some Land Speeders as well for harassing and general trouble making/deep striking fun.<br /> <br /> Should be a lot of fun to play and build.  Not the most competitive thing out there but I'm looking forward to it all the same.<br /> <br /> Hopefully Pilgrim has as much fun building out his Blood Angels as well. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  Speaking of that, Pilgrim, have you decided on what Company you're going to build?  Just curious. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br /> <br /> Take it easy.<br /> <br /> -Red__Thirst-</div></blockquote><br /> <br /> I really haven't thought of which company to go with. All the examples I see are yellow drop (2nd company). I might go 5th company as it would give me another use for my Abaddon Black paint! <br /> <br /> We'll see.]]></description>
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				<pubDate><![CDATA[Wed, 24 Feb 2016 02:25:49]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ I run 5th Battle Company myself. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  Good choice! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> 5th Company, best company.  Take it easy.<br /> <br /> -Red__Thirst-]]></description>
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				<pubDate><![CDATA[Wed, 24 Feb 2016 06:14:11]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Well, I have a full Assault Marine <span class="glossaryitem" onmouseover='gp(10);'>BA</span> company. It was fun to play in the 5th ed when <span class="glossaryitem" onmouseover='gp(10);'>BA</span> got a new codex. But these days, I'd consider only a <span class="glossaryitem" onmouseover='gp(349);'>DC</span> with jump packs and some <span class="glossaryitem" onmouseover='gp(682);'>AM</span> for support.]]></description>
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				<pubDate><![CDATA[Wed, 24 Feb 2016 08:38:09]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8478393.page"><b>wuestenfux wrote:</b></a><br/>Well, I have a full Assault Marine <span class="glossaryitem" onmouseover='gp(10);'>BA</span> company. It was fun to play in the 5th ed when <span class="glossaryitem" onmouseover='gp(10);'>BA</span> got a new codex. But these days, I'd consider only a <span class="glossaryitem" onmouseover='gp(349);'>DC</span> with jump packs and some <span class="glossaryitem" onmouseover='gp(682);'>AM</span> for support.</div></blockquote><br /> <br /> I still don't understand why they switched assault marines from troops to elites...<br /> <br /> I mean, I guess it sort of makes sense after reading the codex section about how the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> tries to stay in line with the Codex Astartes as a form of discipline and guidance, especially in the early days when leadership had high turnover.<br /> <br /> BUT, I feel that it's made Assault Marines redundant when you already have jump <span class="glossaryitem" onmouseover='gp(349);'>DC</span> fulfilling the same role (arguably better). I can't remember points off the top of my head, but if <span class="glossaryitem" onmouseover='gp(682);'>AM</span> are cheaper than <span class="glossaryitem" onmouseover='gp(349);'>DC</span> by a large amount, I guess you could take more <span class="glossaryitem" onmouseover='gp(682);'>AM</span> if you were looking at quantity over quality.<br /> <br /> Again, I'm new to all of this, so I may be wrong, but that's the impression I get.]]></description>
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				<pubDate><![CDATA[Wed, 24 Feb 2016 14:52:29]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ There was no reason to switch them out of troops. It's not like ASM are even remotely <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. ]]></description>
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				<pubDate><![CDATA[Wed, 24 Feb 2016 14:53:10]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8459247.page"><b>Pilgrim of the dark wrote:</b></a><br/>New player here. Decided to run Blood Angels against all advice and have already purchased a couple models (furioso dread and death company). I'm going to be buying more models soon to get a battle forged Baal strike force army together to start playing. <br /> <br /> As you know, <span class="glossaryitem" onmouseover='gp(10);'>BA</span> have only 2 troop choices to choose from to fill the mandatory 2 troops slots...<br /> <br /> My question is what are the advantages and disadvantages of tactical marines vs scouts? What would you choose to fill the 2 troops slots and why?<br /> <br /> Thanks in advance!</div></blockquote><br /> <br /> As a long time <span class="glossaryitem" onmouseover='gp(10);'>BA</span> player myself, I just want you to know you are in for a slog.  Now, if you just play with your friends and have a laugh at the tanks blowing up and stuff like that it really doesn't matter what you bring to the table and you will really enjoy the <span class="glossaryitem" onmouseover='gp(10);'>BA</span>.  That being said, avoid going to any kind of competitive event if you can't stomach getting roflstomped.  To answer your original question, Scouts are cheaper but have almost no offensive output so if your plan is to have lots of cheap units that just kind of hide and sit on objectives they are the way to go.  Fully kitted out Tactical Squads in fast Rhinos is a lot better, <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>.  Give them a combi-Melta, Melta Gun, and Heavy Flamer and call it a day.  Maybe take three of them with teleport homers and 3 squads of Assault Terminators?  Blood Angels kind of have to play the game like a regular Space Marine list from 5th edition.]]></description>
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				<pubDate><![CDATA[Wed, 24 Feb 2016 16:01:23]]> GMT</pubDate>
				<author><![CDATA[ Kimchi Gamer]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ I'm running three units of melee scouts in my Archangel Sanguine Wing list. ]]></description>
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				<pubDate><![CDATA[Wed, 24 Feb 2016 16:03:04]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cfc975199c8a4730e1942461c5a86ea4.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8479006.page"><b>Kimchi Gamer wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8459247.page"><b>Pilgrim of the dark wrote:</b></a><br/>New player here. Decided to run Blood Angels against all advice and have already purchased a couple models (furioso dread and death company). I'm going to be buying more models soon to get a battle forged Baal strike force army together to start playing. <br /> <br /> As you know, <span class="glossaryitem" onmouseover='gp(10);'>BA</span> have only 2 troop choices to choose from to fill the mandatory 2 troops slots...<br /> <br /> My question is what are the advantages and disadvantages of tactical marines vs scouts? What would you choose to fill the 2 troops slots and why?<br /> <br /> Thanks in advance!</div></blockquote><br /> <br /> As a long time <span class="glossaryitem" onmouseover='gp(10);'>BA</span> player myself, I just want you to know you are in for a slog.  Now, if you just play with your friends and have a laugh at the tanks blowing up and stuff like that it really doesn't matter what you bring to the table and you will really enjoy the <span class="glossaryitem" onmouseover='gp(10);'>BA</span>.  That being said, avoid going to any kind of competitive event if you can't stomach getting roflstomped.  To answer your original question, Scouts are cheaper but have almost no offensive output so if your plan is to have lots of cheap units that just kind of hide and sit on objectives they are the way to go.  Fully kitted out Tactical Squads in fast Rhinos is a lot better, <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>.  Give them a combi-Melta, Melta Gun, and Heavy Flamer and call it a day.  Maybe take three of them with teleport homers and 3 squads of Assault Terminators?  Blood Angels kind of have to play the game like a regular Space Marine list from 5th edition.</div></blockquote><br /> <br /> Yeah, I get that. Like I said in the beginning, I chose Blood Angels against all advice, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>! I know they were neutered pretty badly when 6th edition dropped. However, they're the chapter that appeals to me the most; I love reading about Sanguinius, and the post-heresy <span class="glossaryitem" onmouseover='gp(10);'>BA</span> stuff. I like the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> models, colors, and tactics as well. <br /> <br /> I'm really not interested in competitive play per se, but want a somewhat competitive army within the scope of what can be done with <span class="glossaryitem" onmouseover='gp(10);'>BA</span>. My main goal is to play the army I most identify with and enjoy... I'm not a fair-weather fan (I'm a lifelong Bears and Cubs fan if that illustrates my point).]]></description>
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				<pubDate><![CDATA[Wed, 24 Feb 2016 16:47:51]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ If you play maelstrom, it helps <span class="glossaryitem" onmouseover='gp(10);'>BA</span> somewhat because of their speed. At least in my experience. And sometimes the enemy will be tempted to move towards you to score points. ]]></description>
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				<pubDate><![CDATA[Wed, 24 Feb 2016 18:42:52]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ In my recent games, I just took two full Tacticals (flamer, heavy flamer) in Rhinos and added <span class="glossaryitem" onmouseover='gp(349);'>DC</span>, Predators, and Dreads.<br /> Nothing fancy, but playable. Fast tanks are a bonus I really like.]]></description>
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				<pubDate><![CDATA[Thu, 25 Feb 2016 08:09:36]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8480986.page"><b>wuestenfux wrote:</b></a><br/>In my recent games, I just took two full Tacticals (flamer, heavy flamer) in Rhinos and added <span class="glossaryitem" onmouseover='gp(349);'>DC</span>, Predators, and Dreads.<br /> Nothing fancy, but playable. Fast tanks are a bonus I really like.</div></blockquote><br /> <br /> My next models are going to be rhinos and some sort of hard hitting tank. I'll eventually add another drop pod, a storm Raven, and an assault terminator squad, and bring in another dread and Dante. Possibly some <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> scouts, but we'll see.<br /> <br /> Red_Thirst is supplying me with some great lists, and brought up a good point: flamer vs melta on the furioso I'm running. I'm thinking of keeping the heavy flamer under the power fist just to keep him uber-killy against infantry, but maybe going heavy flamer, melta, combi-melta in my tactical squads... Or heavy flamer, flamer, and Combi-melta. <br /> <br /> Not sure yet and I'm still new to this, so I'm not sure where a bit of anti-armor will best be utilized without sacrificing the wall O' death I'm going for.]]></description>
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				<pubDate><![CDATA[Thu, 25 Feb 2016 14:38:51]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ It makes sense to give the Dreads heavy flamers under the <span class="glossaryitem" onmouseover='gp(105);'>pf</span> since then he can also deal with (swarm) infantry emerging by infiltrate or outflank.]]></description>
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				<pubDate><![CDATA[Thu, 25 Feb 2016 14:48:49]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8481485.page"><b>wuestenfux wrote:</b></a><br/>It makes sense to give the Dreads heavy flamers under the <span class="glossaryitem" onmouseover='gp(105);'>pf</span> since then he can also deal with (swarm) infantry emerging by infiltrate or outflank.</div></blockquote><br /> <br /> This is what I'm thinking, since the frag cannon is Assault 2, I'd get 2 hits per model under the template (or do I get to use 1 template, then another positioned differently?), then I'd have another template for the heavy flamer, then the power fist. I want to keep my dreads wading into infantry decimating entire, or most of, units.<br /> <br /> This still leaves me the problem of anti-armor. If I'm going to be combat squad-ing my tacticals (basically running 4 5-man squads after they deploy), would it make sense to do a heavy flamer and flamer, then have the sergeant running a combi-melta, or running a heavy flamer, melta, and a combi-melta on the sarge?]]></description>
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				<pubDate><![CDATA[Thu, 25 Feb 2016 16:05:18]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Depends on what you want to do with your Tacticals.<br /> I run my Tacticals in Rhinos, and with the Rhinos the Tacticals are rather flexible. With the Rhinos I can block <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>, provide cover or block charge lanes.<br /> I guess you want to take Pods. If you let them arrive close to the enemy front ranks, the Tacticals are rather vulnerable.<br /> If you play maelstrom missions, you need units that are able to occupy mission objectives especially in (or close to) your deployment zone. Here Pods are not a must have.]]></description>
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				<pubDate><![CDATA[Thu, 25 Feb 2016 18:24:38]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8481685.page"><b>Pilgrim of the dark wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8481485.page"><b>wuestenfux wrote:</b></a><br/>It makes sense to give the Dreads heavy flamers under the <span class="glossaryitem" onmouseover='gp(105);'>pf</span> since then he can also deal with (swarm) infantry emerging by infiltrate or outflank.</div></blockquote><br /> <br /> This is what I'm thinking, since the frag cannon is Assault 2, I'd get 2 hits per model under the template (or do I get to use 1 template, then another positioned differently?), then I'd have another template for the heavy flamer, then the power fist. I want to keep my dreads wading into infantry decimating entire, or most of, units.<br /> <br /> This still leaves me the problem of anti-armor. If I'm going to be combat squad-ing my tacticals (basically running 4 5-man squads after they deploy), would it make sense to do a heavy flamer and flamer, then have the sergeant running a combi-melta, or running a heavy flamer, melta, and a combi-melta on the sarge?</div></blockquote><br /> <br /> The biggest issue with Heavy Flamer/Frag Cannon is that you have to choose a weapon and resolve that weapon first.  Lets say you can get 5 models under the template for the Frag Cannon and you end up killing 4.  Now the Heavy Flamer goes to shoot and only gets 1.  Multiple template weapons with different names means less hits overall as you kill stuff.  The melta-gun instead of heavy flamer lets you threaten vehicles as well as hordes.]]></description>
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				<pubDate><![CDATA[Thu, 25 Feb 2016 20:02:11]]> GMT</pubDate>
				<author><![CDATA[ Mulletdude]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/837d024810af212fc5f2e1e8d1cd300e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8482386.page"><b>Mulletdude wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8481685.page"><b>Pilgrim of the dark wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8481485.page"><b>wuestenfux wrote:</b></a><br/>It makes sense to give the Dreads heavy flamers under the <span class="glossaryitem" onmouseover='gp(105);'>pf</span> since then he can also deal with (swarm) infantry emerging by infiltrate or outflank.</div></blockquote><br /> <br /> This is what I'm thinking, since the frag cannon is Assault 2, I'd get 2 hits per model under the template (or do I get to use 1 template, then another positioned differently?), then I'd have another template for the heavy flamer, then the power fist. I want to keep my dreads wading into infantry decimating entire, or most of, units.<br /> <br /> This still leaves me the problem of anti-armor. If I'm going to be combat squad-ing my tacticals (basically running 4 5-man squads after they deploy), would it make sense to do a heavy flamer and flamer, then have the sergeant running a combi-melta, or running a heavy flamer, melta, and a combi-melta on the sarge?</div></blockquote><br /> <br /> The biggest issue with Heavy Flamer/Frag Cannon is that you have to choose a weapon and resolve that weapon first.  Lets say you can get 5 models under the template for the Frag Cannon and you end up killing 4.  Now the Heavy Flamer goes to shoot and only gets 1.  Multiple template weapons with different names means less hits overall as you kill stuff.  The melta-gun instead of heavy flamer lets you threaten vehicles as well as hordes.</div></blockquote><br /> If you're shooting a squad of just 5 guys with a Fragioso,  you're doing something very wrong. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> Outside of course of playing against an extreme <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> spam,  any unit that's carrying multiple templates should always be aiming for nice,  juicy units of 10+ guys.<br /> The bonus with the Fragioso however,  is that small elite units such as Termies which normally ignore most templates,  can instead be taken down by the fact the Frag cannon's shots are,  <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>,  also Rending.<br /> <br /> By giving the Fragioso a meltagun,  you simply make it much easier to neutralise with any 'Weapon Destroyed' results,  since knocking out the cannon means it's down to an all but ignorable single shot Meltagun.  (and anything it really wants to threaten is easily capable of outpacing the Dreadnought)]]></description>
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				<pubDate><![CDATA[Thu, 25 Feb 2016 20:36:14]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/837d024810af212fc5f2e1e8d1cd300e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8482386.page"><b>Mulletdude wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8481685.page"><b>Pilgrim of the dark wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8481485.page"><b>wuestenfux wrote:</b></a><br/>It makes sense to give the Dreads heavy flamers under the <span class="glossaryitem" onmouseover='gp(105);'>pf</span> since then he can also deal with (swarm) infantry emerging by infiltrate or outflank.</div></blockquote><br /> <br /> This is what I'm thinking, since the frag cannon is Assault 2, I'd get 2 hits per model under the template (or do I get to use 1 template, then another positioned differently?), then I'd have another template for the heavy flamer, then the power fist. I want to keep my dreads wading into infantry decimating entire, or most of, units.<br /> <br /> This still leaves me the problem of anti-armor. If I'm going to be combat squad-ing my tacticals (basically running 4 5-man squads after they deploy), would it make sense to do a heavy flamer and flamer, then have the sergeant running a combi-melta, or running a heavy flamer, melta, and a combi-melta on the sarge?</div></blockquote><br /> <br /> The biggest issue with Heavy Flamer/Frag Cannon is that you have to choose a weapon and resolve that weapon first.  Lets say you can get 5 models under the template for the Frag Cannon and you end up killing 4.  Now the Heavy Flamer goes to shoot and only gets 1.  Multiple template weapons with different names means less hits overall as you kill stuff.  The melta-gun instead of heavy flamer lets you threaten vehicles as well as hordes.</div></blockquote><br /> <br /> Template weapons are all resolved together. Because 7th ed makes no sense. ]]></description>
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				<pubDate><![CDATA[Thu, 25 Feb 2016 21:25:26]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/680244/8482621.page"><b>Martel732 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/837d024810af212fc5f2e1e8d1cd300e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8482386.page"><b>Mulletdude wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8481685.page"><b>Pilgrim of the dark wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8481485.page"><b>wuestenfux wrote:</b></a><br/>It makes sense to give the Dreads heavy flamers under the <span class="glossaryitem" onmouseover='gp(105);'>pf</span> since then he can also deal with (swarm) infantry emerging by infiltrate or outflank.</div></blockquote><br /> <br /> This is what I'm thinking, since the frag cannon is Assault 2, I'd get 2 hits per model under the template (or do I get to use 1 template, then another positioned differently?), then I'd have another template for the heavy flamer, then the power fist. I want to keep my dreads wading into infantry decimating entire, or most of, units.<br /> <br /> This still leaves me the problem of anti-armor. If I'm going to be combat squad-ing my tacticals (basically running 4 5-man squads after they deploy), would it make sense to do a heavy flamer and flamer, then have the sergeant running a combi-melta, or running a heavy flamer, melta, and a combi-melta on the sarge?</div></blockquote><br /> <br /> The biggest issue with Heavy Flamer/Frag Cannon is that you have to choose a weapon and resolve that weapon first.  Lets say you can get 5 models under the template for the Frag Cannon and you end up killing 4.  Now the Heavy Flamer goes to shoot and only gets 1.  Multiple template weapons with different names means less hits overall as you kill stuff.  The melta-gun instead of heavy flamer lets you threaten vehicles as well as hordes.</div></blockquote><br /> <br /> Template weapons are all resolved together. Because 7th ed makes no sense. </div></blockquote><br /> <br /> No, they're not.  Read how to resolve multiple weapons.  Select a weapon, roll to hit, roll to wound, take saves, select another weapon, roll to hit, roll to wound, take saves.  The frag cannon will reduce the number of models that can be hit by the heavy flamer, or the heavy flamer is going to reduce the number of hits for the frag cannon.  Unless you can show me a rules quote that says <i>different</i> template weapons are resolved simultaneously, that's how it works.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/680244/8482480.page"><b>Experiment 626 wrote:</b></a><br/>If you're shooting a squad of just 5 guys with a Fragioso,  you're doing something very wrong. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> Outside of course of playing against an extreme <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> spam,  any unit that's carrying multiple templates should always be aiming for nice,  juicy units of 10+ guys.<br /> The bonus with the Fragioso however,  is that small elite units such as Termies which normally ignore most templates,  can instead be taken down by the fact the Frag cannon's shots are,  <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>,  also Rending.<br /> <br /> By giving the Fragioso a meltagun,  you simply make it much easier to neutralise with any 'Weapon Destroyed' results,  since knocking out the cannon means it's down to an all but ignorable single shot Meltagun.  (and anything it really wants to threaten is easily capable of outpacing the Dreadnought)</div></blockquote><br /> <br /> My dreadnoughts are always neutralized by death or grav, so a weapon destroyed result doesn't matter much.  Plus, if they ignore the dread with a <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> and melta, he can still run amok and tie something up in combat.  AV13 means immunity to krak grenades.]]></description>
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				<pubDate><![CDATA[Thu, 25 Feb 2016 22:15:53]]> GMT</pubDate>
				<author><![CDATA[ Mulletdude]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ It's under special rules for template weapons:<br /> <br /> "Multiple Templates<br /> If a unit is firing more than one shot with the Template type, resolve each shot, one at a<br /> time, as described above, determining and recording how many hits are scored by each<br /> template. Once the number of hits from all templates has been determined, roll To<br /> Wound as normal."<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 25 Feb 2016 22:40:09]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/680244/8482823.page"><b>Martel732 wrote:</b></a><br/>It's under special rules for template weapons:<br /> <br /> "Multiple Templates<br /> If a unit is firing more than one shot with the Template type, resolve each shot, one at a<br /> time, as described above, determining and recording how many hits are scored by each<br /> template. Once the number of hits from all templates has been determined, roll To<br /> Wound as normal."<br /> <br /> </div></blockquote><br /> <br /> So, in noob terms (which means terms I can easily understand, <span class="glossaryitem" onmouseover='gp(84);'>lol</span>), doesnt a template weapon (flamer template) automatically hit? I was under the impression that you don't roll to hit with templates. So, I guess what I don't understand is would you lay the template over the models and just roll wounds, then do it again after wounds/saves are resolved? OR, would you lay the template, resolve wounds/saves, then lay another template and resolve wounds/saves? I mean, Assault 2 means 2 separate attacks with the weapon, correct? Not just double the wounds inflicted, right?]]></description>
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				<pubDate><![CDATA[Fri, 26 Feb 2016 19:48:13]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Lay each template, record hits, then resolve wounds at the end. ]]></description>
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				<pubDate><![CDATA[Fri, 26 Feb 2016 22:32:51]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Martel has it correct. <br /> <br /> Fire Frag Cannon first, lay template to check for hits.  Let's say you get a solid 5 touches with the template, so 5 hits.  Then, you repeat that with the second frag cannon shot and get 5 more hits, so 10 hits total.  <br /> <br /> Then you switch to the other arm and place the template for the heavy flamer.  Because it's coming from the other arm and the angle is different, let's say you can only get 4 hits on the enemy squad.  <br /> <br /> So that gives you a pool of 10 Frag Cannon hits, and 4 Heavy Flamer hits.  You then roll to-wound with those 14 total hits in a bank of 10 for the Frag Cannon, and a bank of 4 separately for the Heavy Flamer, to ensure that any rending wounds can be noted on the Frag Cannon if you roll a 6 to wound.  <br /> <br /> Your opponent then removes casualties closest to your Furioso.  <br /> <br /> It can be a pretty withering amount of firepower to line troops and even makes elite troops sit up and take notice.  <br /> <br /> Hope that helps.  Take it easy for now. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> -Red__Thirst-]]></description>
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				<pubDate><![CDATA[Fri, 26 Feb 2016 23:04:41]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>Re:Blood Angels troops help please</title>
				<description><![CDATA[ Most people seem to always underestimate the power of the humble flame template...<br /> <br /> I love using for example a unit of 9 Tzeentch Flamers in my typical Daemon lists.  That's 9 templates/turn potentially!  My record thus far was a friend's poor Ork Boyz mob (20 strong), amounting to something crazy like 52 auto-hits!<br /> Suffice to say,  with the amount of outright hits that unit can get,  even things like 10 man Marine squads just evaporate on the spot.<br /> <br /> Blood Angels can do similar levels of template spamming,  as for example,  you can get 4 templates from just a 5-man Assault Marine squad!  Take 2 Flamers on the squad,  then kit out the Sergeant with double Hand flamers.<br /> Add in a Drop Pod,  and lay some serious hurt on most ground pounders!]]></description>
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				<pubDate><![CDATA[Sat, 27 Feb 2016 00:41:13]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ How do you know how many weapons a model can equip? For example: if I have a model that has access to special weapons and melee weapons, can I just choose as many as I'm willing to pay the points for? Or can I just choose one ranged and one melee?]]></description>
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				<pubDate><![CDATA[Sat, 27 Feb 2016 16:21:56]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Usually you have to swap something out. ]]></description>
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				<pubDate><![CDATA[Sat, 27 Feb 2016 16:43:51]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8486842.page"><b>Pilgrim of the dark wrote:</b></a><br/>How do you know how many weapons a model can equip? For example: if I have a model that has access to special weapons and melee weapons, can I just choose as many as I'm willing to pay the points for? Or can I just choose one ranged and one melee?</div></blockquote><br /> The text is usually pretty clear...<br /> <br /> Unit upgrades for example pretty much universally state along the lines of,  "one model way exchange their bolter for a single weapon from the Special Weapons list",  etc...<br /> <br /> Characters/Sergeants who get access to the armoury page,  simply need to look under the relevant section.<br /> So if for example you're wanting to upgrade your ranged weapon(s),  then you look under the 'Ranged Weapons' header,  which will typically say that,  "a model may replace their bolt pistol and/or chainsword with 1 of the following"<br /> Thus,  you can exchange your bolt pistol for a single upgrade,  AND,  if you so choose,  your chainsword as well,  thus allowing for you to dual wield pistols!  (or else just swap out the chainsword and have say an Inferno pistol + Bolt pistol,  if that's what you really want...)<br /> <br /> Unless you're a Chaos Marine,  because well,  we're "special,"  apparently... <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 27 Feb 2016 21:03:45]]> GMT</pubDate>
				<author><![CDATA[ Experiment 626]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/680244/8487452.page"><b>Experiment 626 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8486842.page"><b>Pilgrim of the dark wrote:</b></a><br/>How do you know how many weapons a model can equip? For example: if I have a model that has access to special weapons and melee weapons, can I just choose as many as I'm willing to pay the points for? Or can I just choose one ranged and one melee?</div></blockquote><br /> The text is usually pretty clear...<br /> <br /> Unit upgrades for example pretty much universally state along the lines of,  "one model way exchange their bolter for a single weapon from the Special Weapons list",  etc...<br /> <br /> Characters/Sergeants who get access to the armoury page,  simply need to look under the relevant section.<br /> So if for example you're wanting to upgrade your ranged weapon(s),  then you look under the 'Ranged Weapons' header,  which will typically say that,  "a model may replace their bolt pistol and/or chainsword with 1 of the following"<br /> Thus,  you can exchange your bolt pistol for a single upgrade,  AND,  if you so choose,  your chainsword as well,  thus allowing for you to dual wield pistols!  (or else just swap out the chainsword and have say an Inferno pistol + Bolt pistol,  if that's what you really want...)<br /> <br /> Unless you're a Chaos Marine,  because well,  we're "special,"  apparently... <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> </div></blockquote><br /> <br /> I agree, it is pretty clear.... Most of the time.<br /> <br /> I was looking at tacticals and saw "sergeant may take weapons from the special weapons and melee weapons", or something along those lines. That's a bit vague; I mean, can you upgrade your bolter to a combi weapon AND take a melee weapon? It doesn't really ever say the weapon limit on a model. ]]></description>
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				<pubDate><![CDATA[Sat, 27 Feb 2016 22:40:38]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ This is a bit tricky, but just takes careful reading.<br /> <br /> First, look at the wargear of the Sergeants and his options will become more clear on the Melee Weapons and Ranged weapons list.  <br /> <br /> The sergeant, like all other members of the squad, is by default armed with a Bolter, and a Bolt Pistol.  <br /> <br /> So, let's look at the Melee and Ranged weapons entries next. <br /> <br /> The Melee Weapons list states: <br /> "A model may replace its bolt pistol, boltgun and/or Melee weapon with one of the following:" <br /> <br /> And the Ranged Weapons list states: <br /> "A model may replace its bolt pistol and/or Melee weapon with one of the following:"<br /> <br /> So since the Sergeant has a Bolter, and a Bolt Pistol, you can do things such as replace the Bolter with a Power weapon, or, a chainsword (for free) which gives the sergeant a bolt pistol and chainsword.  Now you can go to the ranged weapon list and give him a pair of inferno pistols, or a plasma pistol and a hand flamer (Replacing both the melee weapon and bolt pistol).  <br /> <br /> I personally just replace the bolter with a combi-flamer (Ranged list) and the bolt pistol with a Lightning Claw (Melee list) on the sergeant I'm going to be working on shortly. <br /> <br /> But that said, that's how it works.  Look at the default wargear on a character (sergeant) model, then look at what weapons can replace that default wargear.  It's a little bas-ackwards as far as functionality goes, but does let you get some pretty unique wargear combos if you're willing to spend the points. <br /> <br /> Take it easy for now.<br /> <br /> -Red__Thirst-]]></description>
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				<pubDate><![CDATA[Sat, 27 Feb 2016 23:10:10]]> GMT</pubDate>
				<author><![CDATA[ Red__Thirst]]></author>
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				<title>Re:Blood Angels troops help please</title>
				<description><![CDATA[ i run a 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad and a 5 man sniper scout squad for the long range firepower]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2016 12:24:27]]> GMT</pubDate>
				<author><![CDATA[ matty78943]]></author>
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				<title>Re:Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a0ce6ba9dc3b6a2adddb516ad052f995.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8488607.page"><b>matty78943 wrote:</b></a><br/>i run a 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad and a 5 man sniper scout squad for the long range firepower</div></blockquote><br /> Looks not very much. What's the rest of your army, say at the 1850 pt <span class="glossaryitem" onmouseover='gp(347);'>lvl</span>?]]></description>
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				<pubDate><![CDATA[Mon, 29 Feb 2016 15:44:48]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ Where do you find weapon points costs? <br /> <br /> For example, the sergeant can take weapons from the melee and ranged lists, but when I was flipping through the lists, I don't recall seeing points, only the weapon profile.<br /> <br /> For most units, I see the points costs of upgrades listed in the options list, but some units don't have this info listed for their upgrades.]]></description>
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				<pubDate><![CDATA[Wed, 2 Mar 2016 12:49:20]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8496099.page"><b>Pilgrim of the dark wrote:</b></a><br/>Where do you find weapon points costs? <br /> <br /> For example, the sergeant can take weapons from the melee and ranged lists, but when I was flipping through the lists, I don't recall seeing points, only the weapon profile.<br /> <br /> For most units, I see the points costs of upgrades listed in the options list, but some units don't have this info listed for their upgrades.</div></blockquote><br /> <br /> There's a list of weapons somewhere in the book.  I believe it's before the unit entries start.]]></description>
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				<pubDate><![CDATA[Wed, 2 Mar 2016 12:51:52]]> GMT</pubDate>
				<author><![CDATA[ Mulletdude]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8496099.page"><b>Pilgrim of the dark wrote:</b></a><br/>Where do you find weapon points costs? <br /> <br /> For example, the sergeant can take weapons from the melee and ranged lists, but when I was flipping through the lists, I don't recall seeing points, only the weapon profile.<br /> <br /> For most units, I see the points costs of upgrades listed in the options list, but some units don't have this info listed for their upgrades.</div></blockquote><br /> <br /> <br /> Page 51]]></description>
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				<pubDate><![CDATA[Wed, 2 Mar 2016 15:43:29]]> GMT</pubDate>
				<author><![CDATA[ Crimson Devil]]></author>
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				<title>Blood Angels troops help please</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8525408f62422521347512877b2f3b5d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8496408.page"><b>Crimson Devil wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3e2de87f4d1ace7839dc7a78f7d2d425.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/680244/8496099.page"><b>Pilgrim of the dark wrote:</b></a><br/>Where do you find weapon points costs? <br /> <br /> For example, the sergeant can take weapons from the melee and ranged lists, but when I was flipping through the lists, I don't recall seeing points, only the weapon profile.<br /> <br /> For most units, I see the points costs of upgrades listed in the options list, but some units don't have this info listed for their upgrades.</div></blockquote><br /> <br /> <br /> Page 51</div></blockquote><br /> <br /> Thank you so much! I swear, I've thumbed through countless times looking for it and must've skipped over it every time! The <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> is somewhat poorly organized  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 2 Mar 2016 16:06:04]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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