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		<title><![CDATA[Latest posts for the thread "[3000] - Blood Angels - Battle Company Blitzkrieg"]]></title>
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				<title>[3000] - Blood Angels - Battle Company Blitzkrieg</title>
				<description><![CDATA[ I just realised I'm only 30 marines (soon to be fixed by <span class="glossaryitem" onmouseover='gp(715);'>BaC</span>) and a few rhinos short of being able to make this entire list. I have a serious buying problem.<br /> <br />  - Blood Angels Battle Company - <br /> Captain: Artificer Armour, Jump Pack, Digital Weapons, Valour's Edge<br /> Chaplain: The Angel's Wing<br /> Command Squad (3 Veterans): Jump Packs, 3 Grav-guns, 3 Storm Shields<br /> Furioso Dreadnought: Frag Cannon, Heavy Flamer, Drop Pod<br /> Dreadnought: <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span>, Multi-Melta, Drop Pod<br /> Death Company (10 men): Jump Packs, 2 Power Fists<br /> 2x Assault Squad (5 men): Inferno Pistol Sergeant, 2 Meltaguns<br /> Devastator Squad (10 men): 4 Lascannons<br /> Devastator Squad (10 men): 4 Missile Launchers (2 have Flakk)<br /> 6x Tactial Squad (10 men): Hand Flamer, Flamer, Heavy Flamer, Rhino<br />  - 2990 points -<br /> <br /> Tacticals grab objectives, those that aren't covering an objective will just Rhino rush the nearest infantry.<br /> Assault Squads go for tanks and transports<br /> Both Dreadnoughts drop in enemy deployment, regular Dread looks for tanks, but is mostly a bullet sponge, Furioso attacks heavy infantry.<br /> Devastators sit in my deployment and reach out to enemy armour. Missiles are more flexible and can take flyers.<br /> Death Company and Captain run together, maybe deepstrike, but hunt characters and Monstrous Creatures.<br /> Chaplain and Command Squad deepstrike and go looking for <span class="glossaryitem" onmouseover='gp(787);'>LoW</span>, hoping to survive using Storm Shields.<br /> I'm hoping the sheer number of threats will overwhelm most players, even at this point level, by being presented with so many threats.<br /> <br /> I have a few questions though:<br /> Would it be better to take the Relic Blade on the Captain instead of the Valour's Edge?<br /> &gt;I thought with all the Artificer Armour being tossed around AP2 was better than S+2 AP3, but I may be wrong for general character hunting.<br /> Should I mix up the special and heavy weapons for the tacticals?<br /> &gt;I thought to just dedicate all the tacticals to infantry (which I tend to see a fair bit of) and then have everything else in the list worry about everything else. (It took real willpower to subdue my undying love of Plasma and take those flamers <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> )<br /> I have 10 points left over, may as well spend them on something. So what would be a decent 10 point upgrade to throw on anything in this list?<br /> <br /> Thank you for reading this very long post. Any comments, criticism and suggestions are encouraged and greatly appreciated. Thanks, lads.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 23 May 2016 03:14:10]]> GMT</pubDate>
				<author><![CDATA[ TheManWithNoPlan]]></author>
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				<title>[3000] - Blood Angels - Battle Company Blitzkrieg</title>
				<description><![CDATA[ With so many <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, I think 2-3 with flamers is enough, <span class="glossaryitem" onmouseover='gp(84);'>lol</span> . The rest should be something like plasma, grav, or melta for their <span class="glossaryitem" onmouseover='gp(6);'>AP</span> capabilities. You could probably save points on  the assault squad sergeants because inferno pistols usually aren't that effective. If you're ba and you're within 6 inches of it, it should be dead already <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> . I think valours edge is a good idea, because while it'll be harder to wound, it's slicing through armour so only <span class="glossaryitem" onmouseover='gp(162);'>inv</span> or <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> saves, which is better than your enemy having his 2+ while you're easily wounding. Someone could probably math hammer it, but I don't have the patience for that <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> . Why is the chaplain with the command squad? His forte is close combat and you have him with a mostly shooty squad, who don't want to get stuck in when they can be shooting their grav. Put him with an assault squad maybe? Oh, and with your spare points maybe power weapons for sergeants? <br /> <br /> Other than that, fine list (I especially like the podding dreads, just watch out for tau). For sanguinius, or whatever you red marines say, haha <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 23 May 2016 13:55:51]]> GMT</pubDate>
				<author><![CDATA[ ShieldBrother]]></author>
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