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I play tau but for me its time for something different. I like space wolfs,black templars and blood angels. And for me i think blood angels would be great to play with because they have nice CC skills and they are also mobile. ( jumppacks ) I dont wonna lose the mobility that i have with my tau army.
Can someone give some advice in what is verry usefull in a blood angels list.
Gonna collect 1500 pts and i will start with a space marine battleforce.
Mmm, Ba I don't know them that well but here goes.
I'd say don't go all Jp'ed out. Use tactical squads in Rhinos as well. * man DC squads with Lemartes are always good, so take one if you can. Thats about all the advice I can give for now.
a bal predator is a must the ability 2 move 12 inchs and still fire a twin linked assult cannon is invaluable to an assault also rhinos can move up to 18 inches skimmers and attack bikes are also useful on the assult i gtg to work but i will post a 1500 ba army when i get home
blood angels 5000 pts
imperial guard 500 pts
orks 1000 pts
For blood angels you almost need a chaplain for the death company. Tacticals are excellent and a couple of jump pack squads add to the flavour.
I think the key is not to go overboard with the jump packs and try and keep a balanced force.
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The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
SO i dont play 1500... only 2000+pts... but i'll let you know how I play BA.
Anti-tank... Attack bikes with m/meltas are a treat and go with the speed of the army
Tacticals can split and give you good antitank / back board objective holders
Death Company are a must (literally ) they will drill almost anything on the charge and take a whole army aiming at them and laugh.
Lemartes is good and cheap and at 1500 could be your best bet, though now with the 5th edition rulebook I've been playing Dante and Corbolo as the combination is down right nasty (on the point of cheating) it makes all your assault troops hit hard and make them hard to hit.
Rhinos are great, if playing all assault (no tact) style I would drop a couple of squads jet packs for rhinos as they make great moving cover and with the new rules, it gives you something to hide behind.
Razorbacks, lately I've been playing with Razorbacks and find three of them lend quite a great amount of firepower to army that has none.
Baal preds, as said above.. they are fast a keep up with your army, again they give firepower to an army that doesnt shot much.
Vet squads are great for points but aren't scoring units so not as popular as they were in 4th edition, though a unit of these can give you a strong close combat unit.
Assault units... now I play these as 5 man squads which means they can die quick but are used to tactically take out certain units with their power fists (wraithlords, tanks etc) or protect my main assaults flanks.
There is soooo much that can be said about every unit but I'm out of juice
Basically there is two ways main ways I see a BA army being played, with tacticals or without tacticals. 10man Tacts are great as a solid objective holding unit that gives you a bit of firepower BUT they slow down your army, an army with only jumppacks can move across the feild faster than any other army and be assaulting the enemy in the 2nd turn in numbers. Leaving noone behind also means you can hit one flank rendering the enemies other flank nearly useless.
Hope this helps
Luke Harvey gave great advice, and mine will sound very similar.
Death Company in jump packs rock hard!! Get them and put Lemartes with them to keep them going where you want them to go.
Assault squads are troops so they count as scoring units. I like to make 10 man squads, with 2 plasma pistols and a power fist. I never give the power fisted sergeant a plasma because he has SOOO many points in that fist that if his own gun got hot and killed him I would cry right there. You can break this squad into 2 combat squads but run them together so they still fight with 10, but they can't all be targeted by the same shooting.
Take at least 2 ten man squads or barring that 3-4 five man squads. Break them up for more scoring units when you need to.
I run one or 2 ten man tactical squads, breaking into combat squads and leaving the heavy behind and racing the other 5 in a BA rhino which can turbo boost and out-run the jump packs if necessary.
I run 2 attack bikes with multi-melta to hunt tanks and dreads. I run them as separate squads.
I run a Baal predator (pronounced "bale" by the way) and it is awesome.
I run a 10 man dev squad, 2 lascannons and 2 plasma cannons, split up into combat squads so that 2 LC can shoot at tanks and 2 PC can shoot at terminators, or groups of infantry, and tanks in a pinch.
Dante and Corbulo are super-nasty together. I ran them in Ard Boyz, but not in other games...yet!
Once a Marine, always a Marine.
Tx for help so far i have also some questions here.
Wich codex i use the one that is on the warhammer 40 k site ? i downloaded it , and do u use the space marine codex as backup?
I bought 5 assault space marines today and i am gonna see what upgrades i will give them.
Its time for a good close combat army because tau is not always fun and i wonna play aggresive.
chaplin with storm bolter
4 death company
vet assault squad 9 man 2 powerfists 2 meltaguns 5 combat shields in a rhino(extra amour)
1o man assault in rhinos (extra amour) sarge with powerfist
1o man assault in rhinos (extra amour)
5 man tac squad with flamer in a razorback
bal preditor side hevey bolters or a vindicator
brother corbulo with the 5 man tac squad
chaplin with the vets
i have personaly have found this list very effective the bal offers beter figepower on the move where the vindicator distracts fire away from ur squads and if it servives packs one hell of a punch
drop all the hevey and the storm bolter on the chaplin and take
3 attack bikes with mulitmeltas or hevey bolters
1 land speader with mulitmeltas or hevey bolters
as for the codex the Blood Angels codex is a stand alone codex u do not need to buy the vanilla marine codex at all however u may want to 2 give u the option of using a basic marine force with some different rules
the assult marines come with the bits for 2 powerwepons 1 powerfist and a storm sheild unless ur makeing them up as vets i would go with the powerfist only
Last edited by ROLLO86; September 25th, 2008 at 19:18. Reason: forgot death company
blood angels 5000 pts
imperial guard 500 pts
orks 1000 pts
Max out on Death Company.... YES they are that friggin rediculous, they are the chuck norris of Warhammer 40k. You will single handedly take down whole armies with your Death Company... ehh need I say more?