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				<title>[1850] - Blood Angels - Anti Tyranid</title>
				<description><![CDATA[ Hey all, I'd just like to start by saying that I am by no means a tactical guru and that I have only recently gotten into <span class="glossaryitem" onmouseover='gp(3);'>40K</span> again after a 3-year hiatus so I'm sorry if I come across as abit of a noob.<br /> I decided to create an anti tyranid list because I can remember them noming on my terminators with alarming regularity back in 5th edition, so I thought it would be good to have some sort of counter for them should I have to play against them. <br /> <br /> <br /> Baal Strike Force - 1345pts<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Brother Corbulo - 120pts<br /> <br /> <br /> Troops<br /> 5x Scout Squad (shotguns) - 55pts<br /> Cassor the Damned - 140pts<br /> <br /> <br /> Elites<br /> 5x Assault Terminators (Lightning Claws) - 200pts<br /> 10x Death Company (on foot w/ boltguns) - 200pts<br /> 10 xSternguard Veteran Squad - 220pts<br /> <br /> <br /> Fast Attack<br /> 10x Assault Marines (on foot w/ 2 flamers) - 150pts<br /> <br /> <br /> Heavy Support<br /> Devastator Squad (4 missile launchers) -130pts<br /> Devastator Squad (4 missile launchers) 130pts<br /> <br /> <br /> <br /> <br /> Chapter Ancients - 465pts<br /> Librarian Dreadnought (Masterly Level 2, w/ meltagun) - 185pts<br /> Furioso Dreadnought (w/ frag cannon + heavy flamer) - 140pts<br /> Furioso Dreadnought (w/frag cannon + heavy flamer) - 140pts<br /> <br /> <br /> <br /> <br /> <br /> <br /> The idea is for the devastators to get a high vantage point and then use krak missiles vs Monstrous Creatures and frag missiles vs horde units. Each Furioso Dreadnought should take a flank each and lay down some fire on the weaker save units with frag cannon and eventually heavy flamer. The good thing about the chapter ancients formation is that it should essentially allow them to fire 4 frag shots and 2 flamers each for one of the turns. The Librarian Dreadnought should hunt down monstrous creatures with his s10 force weapon and quickening to kill them. Cassor should be used as either a horde blender or monstrous creature hunter. I’ve given the scouts shotguns because I think it will be useful to double tap and then charge, but would value an opinion on this. The assault marines should torch and charge whoever comes close. Corbulo should be in the centre of the board with his terminators and the death company to his right and assault marines to his left. He will give both unites <span class="glossaryitem" onmouseover='gp(149);'>ws</span> 5 and initiative 5. The terminators are a deathstar with the following stats on the charge. WS5   S5   I6  A4  and rerolls to wound because of shred. You could also give them the archangels banner to give them preferred enemy tyranids for extra fun. Sternguard special ammo to target at will. All units should just form a long line and move just far enought forward as to not sacrifice any ranged firepower before hey all charge at the last second.<br /> <br /> 40pts left to spend, any suggestions?<br /> <br /> Looking forward to your feedback, <br /> Cassor<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 7 Nov 2016 11:37:50]]> GMT</pubDate>
				<author><![CDATA[ Cassor the Damned]]></author>
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				<title>Re:[1850] - Blood Angels - Anti Tyranid</title>
				<description><![CDATA[ Welcome back to the game. You should be glad to know that 'nids are no longer that great a threat anymore due to them having one of the weakest codex's right now. However, the BAngels aren't that strong either. Terminators are not that strong as they struggle to get their points back and they don't have enough mobility. If you do keep them (and as a BAngels player, I do like mine) you should put two or three storm shields to tank Ap2 hits and to deal with 2+ saves. Also, with 3 S9 attacks each on the charge, they can easily drop any vehicles you face. The assault squads and dc need jump packs. With the assault squads its better to keep them to min squads with 2 flamers or meltas. The dc should all be chainsword and bolt pistol, with 1 in 5 carrying a power fist and boltgun. Sternguard should ideally be in a drop pod, either combat squadded or as two separate units in separate pods, and given combi-weapons. <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> melta is best, but a good case can be made for plasma or grav as well. The dreadnoughts could do with drop pods too. <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> Corbulo is ok, but a little expensive for what he does. I personally think his best use is to buff a big character like dante or seth. When I use him, it's as part of a deathstar with AssTermies, Seth, a Libby and a Chaplain.]]></description>
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				<pubDate><![CDATA[Mon, 7 Nov 2016 12:03:19]]> GMT</pubDate>
				<author><![CDATA[ snykyninja]]></author>
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				<title>Re:[1850] - Blood Angels - Anti Tyranid</title>
				<description><![CDATA[ Thank you for the fast reply and the honest feedback, I agree with you about what you say about the blood angels codex being weak, I was pretty upset when I saw what Gdubs did to my beloved space vampires xD. I definetly think your right about sprinkling terminators with <span class="glossaryitem" onmouseover='gp(221);'>ss</span>/<span class="glossaryitem" onmouseover='gp(224);'>th</span> to tank ap2 and deal with vehicles. I was torn on whether to do so, but i decided that seing as the point of the red thirst and corbulo being to buff initiative, i wanted to get my points worth and not offset it with an unwieldy weapon. However, i notice that alot of tyranids have rending claws so the 3++ might be useful, it's definetly somthing I will consider. <br /> <br /> I decided on dc bolters because I thought the ap5 at range would be more useful against tyranids then an extra attack. But I have read lots of articles that stress mobility is key when dealind with nids so maybe the jump packs could also have a use, so once again it's definetly something I will play test to see which I prefer. <br /> <br /> The thing about giving the assault marines jump packs is that I don't want them to venture out from corbulos 6" buff to <span class="glossaryitem" onmouseover='gp(149);'>ws</span> and initiative, but once again mobility is important so maybe a razorback or rhino to carry them to objectives if needed?<br /> <br /> As for sternguard, I was actually really torn on whether to pod them in just for a more <span class="glossaryitem" onmouseover='gp(10);'>BA</span> feel and also just to get up close and guarentee killing a <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, but I'm worried that combat squadding them or putting them out their on their own will result in them being overrun my horde units. <br /> <br /> <br /> Again, thank you for your reply, I have lots to think about now  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 7 Nov 2016 12:29:55]]> GMT</pubDate>
				<author><![CDATA[ Cassor the Damned]]></author>
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				<title>[1850] - Blood Angels - Anti Tyranid</title>
				<description><![CDATA[ Rule #1 of 7th ed. Don't ever, ever ever use missile launchers. Assume you don't actually know your opponent when making your list. ]]></description>
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				<pubDate><![CDATA[Mon, 7 Nov 2016 14:50:53]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>[1850] - Blood Angels - Anti Tyranid</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/707627/9005531.page"><b>Martel732 wrote:</b></a><br/>Rule #1 of 7th ed. Don't ever, ever ever use missile launchers. Assume you don't actually know your opponent when making your list. </div></blockquote><br /> Before Angels Blade I had good success running Missile Launchers on my BAngels <span class="glossaryitem" onmouseover='gp(29);'>devs</span>. Now that we have access to grav, I'll likely be using that more often. What would you suggest instead of <span class="glossaryitem" onmouseover='gp(328);'>MLs</span>?]]></description>
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				<pubDate><![CDATA[Mon, 7 Nov 2016 15:49:18]]> GMT</pubDate>
				<author><![CDATA[ snykyninja]]></author>
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				<title>[1850] - Blood Angels - Anti Tyranid</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8e6a4a87692333c5a9e51f46263f41c1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/707627/9005614.page"><b>snykyninja wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/707627/9005531.page"><b>Martel732 wrote:</b></a><br/>Rule #1 of 7th ed. Don't ever, ever ever use missile launchers. Assume you don't actually know your opponent when making your list. </div></blockquote><br /> Before Angels Blade I had good success running Missile Launchers on my BAngels <span class="glossaryitem" onmouseover='gp(29);'>devs</span>. Now that we have access to grav, I'll likely be using that more often. What would you suggest instead of <span class="glossaryitem" onmouseover='gp(328);'>MLs</span>?</div></blockquote><br /> <br /> Well, before angel's blade, I never used <span class="glossaryitem" onmouseover='gp(29);'>devs</span>. Because most Imperial heavy weapons are pretty garbage. For my demi-company, I find that <span class="glossaryitem" onmouseover='gp(29);'>devs</span> with two grav cannons and two heavy bolters in a rhino are pretty good. The heavy bolters are there for demons. ]]></description>
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				<pubDate><![CDATA[Mon, 7 Nov 2016 15:53:09]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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