Angels Of Vengeance - Warhammer 40K Fantasy
 

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  1. #1
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    I'm trying to think of ways to modify my current blood angels army to be a more codex army. I love the fluff and the paint scheme of Blood Angels, but I'm getting pretty tired of assault/death company/black rage rules.

    So, I'm thinking of using the new abilities to make a more shooty army with parts of the blood angel history. I'm thinking the Furious charge ability coupled with see but don't be seen.

    What do you think?

    Jack of all trades, master of none.

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  3. #2
    Master of the Ravenwing Anacron's Avatar
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    Angels of Vengeance are already a Dark Angel successor chapter, so you might want to change the name to avoid confusion...

    Apart from that, looks a good idea. Go for it. (Y)
    All the old Specialist Games resources are currently being uploaded at the Tactical Command forums, and you can find them here: http://www.sg.tacticalwargames.net/fanatic/.

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    I stayed up late last night pounding out a 1850 pt list to test against my friends' GT armies.

    1. HQ - Chaplain + Term Hon + Bolt Pistol + Frag grenades + meltabombs
    - HQ squad (10) + Company champion + 2 flamers + vet serg w/ PW
    - Land Raider Crusader

    2. Troops - 2 * Tactical squads (10) + flamer + heavy bolter + infiltrate
    - 2 * Tactical squads (10) + meltagun + missile launcher + infiltrate
    - 2 * Tactical squads ( + heavy bolter + infiltrate

    3. Heavy - 2 * Whirlwinds

    I've written this from memory and I think I've missed something or other, but that's the gist. I plan on using the infiltrate ability to take out any anti-armor threats.
    Jack of all trades, master of none.

  5. #4
    Favored of Tzeentch Viktor's Avatar
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    People who change chapter traits in order to gain advantage over their current opponent really deserve to lose. Oh, and that list seems fairly unbalanced. <_<

    Maybe add another space marine squad, give them a melta gun and rhino.
    Take away 1 whirlwind.
    Warhammer Fantasy: Warriors of Chaos, High Elves
    Warhammer 40k: Eldar, Space Marines, Orks

  6. #5
    Master of the Ravenwing Anacron's Avatar
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    People who change chapter traits in order to gain advantage over their current opponent really deserve to lose.
    Not quite sure what Viktor is on about here... :huh:

    Anyway, list looks ok, but some of your tactical squads are a bit wacky (re: Viktor&#39;s suggestion; you can&#39;t add another tac squad as you&#39;ve already used up 6 Troop choices). With infiltrating them, the best plan is probably the Cleanse & Purify trait, giving you extra special weapons. That way you can have a couple of squads with plasma guns and VSs with storm bolters who excel at anti-infantry, and a couple of squads with melta-guns and VSs with combi-meltas who excel at anti-tank, and finally a couple with flamers and VSs with power fists, who excel at anti-horde & charging.

    That way you can still move around and fire to (nearly) full effect. Swapping one of these tac squads for an infiltrating dev squad could also work. The LR is going to be a major bullet-magnet, and the whirlies could work well.
    All the old Specialist Games resources are currently being uploaded at the Tactical Command forums, and you can find them here: http://www.sg.tacticalwargames.net/fanatic/.

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    Good suggestions. I seriously thought about the cleanse and purify trait instead of the no mercy no respite one. But, with the fluff of being from BA I thought the no mercy one would be better.

    I&#39;m not sure how I could make this a more balanced army. I&#39;ve got three heavies, 6 troops, and an HQ choice. Only the HQ is assault oriented. What&#39;s more balanced than a standard troop choice? Sure, my troops all infiltrate, but so do scouts, rangers, pathfinders, etc...

    And how have I changed my traits for a specific foe? I&#39;m planning to take this army against many differing armies. Infiltrate will allow me to setup in cover and take away those "unbalanced" anti-marine armies&#39; AP 3 shooting advantage.
    Jack of all trades, master of none.

  8. #7
    Favored of Tzeentch Viktor's Avatar
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    Oh, i didn&#39;t see those "*" signs. My bad.

    Then i might say it&#39;s a rather good list, Land Raiders to the people&#33;

    Maybe you should go easier on the troops then and add an Assault Squad?
    Warhammer Fantasy: Warriors of Chaos, High Elves
    Warhammer 40k: Eldar, Space Marines, Orks

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    Well, I played this army last night, using a toned down 1000 pt version without the land raider and hq squad and only one whirlwind. It went pretty well and was a lot of fun. I love being able to actually use my bolters for once.

    I&#39;ve been playing blood angels for around 6 years and never get to use my bolters. So, I&#39;m loving this army.

    I used 4 10-man squads with infiltrate, a chaplain (pretty much a waste of points), and a whirlwind.

    We played dusk-or-dawn with escalation so it was pretty fun. I got to setup everything except for the hq after he setup his three troops.

    I think the only thing I might do different is to use cleanse and purify to replace the heavy weapons with assault weapons. Also, I&#39;ll probably give them veteran sergeants with storm bolters.
    Jack of all trades, master of none.

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    Master of the Ravenwing Anacron's Avatar
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    Originally posted by Brother Zebadiah+Feb 3 2005, 152--><div class='quotetop'>QUOTE(Brother Zebadiah &#064; Feb 3 2005, 152)</div><div class='quotemain'>I think the only thing I might do different is to use cleanse and purify to replace the heavy weapons with assault weapons. Also, I&#39;ll probably give them veteran sergeants with storm bolters.
    [/b]

    See, I told you so. Storm bolters and lightning claws (if you have the points), just in case they get charged.

    <!--QuoteBegin-Brother Zebadiah

    those "unbalanced" anti-marine armies&#39; AP 3 shooting[/quote]
    :shifty: What? I like starcannons. :blush:
    All the old Specialist Games resources are currently being uploaded at the Tactical Command forums, and you can find them here: http://www.sg.tacticalwargames.net/fanatic/.

  11. #10
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    Well, I still haven&#39;t played my eldar friend who prompted me to build this army. I played a pretty good Sisters of Battle (aka Witch Hunters) army and it did fairly well. I need to refine my tactics a bit since I let his flagellants tie up two of my squads for two turns.

    I think with the game&#39;s general trend towards more shooting armies, the ability to infiltrate, move through cover, and ignore cover saves will be a huge benefit in future battles. I&#39;m thinking of adding some scout squads and getting rid of the land raider.

    One problem I&#39;ve seen. If I go with an HQ without a command squad, there&#39;s no way to give him infiltrate. So, I&#39;ll have to either set him up as a decoy or deepstrike him.

    One idea I&#39;ve had is to set up a whirlwind in each corner and the HQ in the center, that way the enemy will most likely spread out his forces to cover those threats. Then, I&#39;ll setup all my infiltrators together very heavily on one side and therefore overpower that side of the board.

    On a lighter note, I still haven&#39;t found a suitable name.... perhaps Zeb&#39;s Raiders...
    Jack of all trades, master of none.

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