Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Maybe a silly question but to all you BA players out there, what do you do to ensure your anti tank capability?
I was thinking of a devastator squad but what other options do you take without sacrificing your BA close combat characteristics?
Also heavy weapons in tac squads. Yay or nay?
BA really should be taking assault squads over tacticals, either with the cheap transports or jump-packing all over the place. The twin meltaguns they can get in a 10 man unit is a serious advantage over tactical squads.
Otherwise, you're anti-tank options are pretty much the same as the Ultramarines codex. Devastators and Sternguard are both good picks if you're going all infantry, otherwise tanks some Predators or Land Speeders. Even dreadnoughts are good for it (especially the rifleman). A lot of it really depends on what else you're running in your list, if you've got a theme going or something along those lines.
I'm only running one tac squad in a rhino, the rest is very BA my only thing is I'm struggling when I come up against a heavy mech army. I have a few multi meltas but not much. Didn't plan it too well lol :p
lol, ok. I usually run my tactical squads with meltaguns, and either Lascannons or Plasma Cannons. It's pretty hard to go wrong with missile launchers on them though.
A couple multimelta's really aren't enough against mech spam. Missile/Autocannon spam is the most common response, from SW and IG respectively. Devastators, Typhoons, Predators, and Rifle Dreads are all solid picks for killing massed light armour.
In a 1750 point list I have been contimplating I was able to sort out 1 unit of 3 Melta Land Speeders, 2 units of 2 Land Speeder Typhoons, and 4 Lascannon Twin Linked Plasmagun Razorbacks with a 5 man Assault Squad inside with a Meltagun and Combi Melta in two and a Flamer and Combi Flamer in the other two.
All of these units can sort out some kind of anti-tank fire whilst maintaining a move of 12 inches, and put anti tank fire onto 9 different targets. Thanks to my Melta Land Speeders I still have an early game answer to Death Star units that might be coming at me, and through weight of strength 7-9 firepower I can de-mech half an army in a single turn of shooting. It may not keep up the Blood Angel Assault aspect but it shouldn't have any difficulties with armour values.
Ask me about the Black and White Space Marine on the Black and White Bike!!!
How do you cope against infantry and for capturing objectives though?
If it helps anybody I havnt actually played 40k since 3rd edition was released and killed it for me... Quite fancy getting back into it though
I've been very pleased running tac squads with las and meltagun in combat squads with a TLLC RB. Each squad gives you 2 long range rhino/dread killers which is many times more helpful than waiting on a melta shot. I started with the assault squads in RBs but didn't find it nearly as useful. JP assaulters are obviously very good, I just havent been impressed with the footsloggers.
I've thought about running a dev squad deployed the same way with 2 las and a ML in the stationary combat squad and sgt w/combimelta and MM trooper in the RB moving forward. Dev squads are pricey though and I'd rather have the scoring potential of the tac squads.
White Scars: 3500pts painted
Blood Drinkers: in process
Other armies: Chaos Marines, Orks