BA tactics(i really need em!!! ill even post em on my site) - Warhammer 40K Fantasy
 

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View Poll Results: By the way, what do ya think of my site?(www.geocities.com/kavillion_secondus/index.html)

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  1. #1
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    BA tactics(i really need em!!! ill even post em on my site)

    listen p i'm a rookie BA playa and i need some good BA tactics!
    please post!!! :cry: :!:


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    Senior Member MasterBelial's Avatar
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    What kind of units do you field?
    Master Belial

    'But for corruption thou hast made Belial, an angel of hostility. All his dominions are in darkness, and his purpose is to bring about wickedness and guilt. All the spirits that are associated with him are but angels of destruction.

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    the usual BA units!
    chaplain + dc
    librarian
    terminator squad
    assault squad
    tactical squad
    bike squad
    and sometimes i use a devastator squad!!!
    www.freewebs.com/csov -my site!
    <span style='color:red'>40k 4th ed.</span>
    <span style='color:red'>CSoV 0W/1L/0D</span>

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    Why why why the Dev. Squad? Black Rage will make them quite useless, and you can't really afford a turn wasted, what with their points cost and all. GET A DRED!! Drednoughts are probably the best investment you could make at this point, because they are the best availiable heavy weapons platform the BAs can take. The Black Rage won't effect their ability to shoot, so take one with lascannon and missiles for anti-take support. Take good tac sqauds, not little cheapo ones. That means a Vet. Sarge, a Rhino with over-drive engines, and a melta-gun. If you get the choice, take the Vet sarges into the DC, and give 'em the powerfists. Of course, you should always take your DC with jump packs and not the Rhino, but that pretty much goes without saying. Don't take both Termies and Bikes unless you have, like, a billion and a half points, because they're too expensive to combine in smaller battles. However, even still, I prefer the honor guard with power weapons anyway, but that's really your call, depending on who you play most...the beefy honor guard works well against SMs and Chaos, though you'd want bikes against Orks Guard. I like the Sanguinary High Priest over the Librarian, but either has its uses. The Sanguinary Priest makes a good accompnyment to the DC or the beefy Honor Guard, as the +1 A on the charge is killer. The Librarian is good if you want to take a Force Weapon, recommended against big nasty things like Tyranid monsters and the like. But, and I cannot stress this enough, your Tac squads are key! Vital! A necessity! So don't skimp on 'em, or you'll be an easy kill for more veteran players.

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    Blood Angels Tactics...

    BLOOD ANGELS TACTICS? You mean there are ones besides the "Rhino Rush?" I've never seen a Blood Angels player who didn't use this terrifying manuver...*shudder* The fastest 40k game I ever saw was won by a Blood Angels army. It was over in two turns...

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    Senior Member LRSeriesIII's Avatar
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    But, and I cannot stress this enough, your Tac squads are key! Vital! A necessity! So don't skimp on 'em, or you'll be an easy kill for more veteran players.
    In fact, I'd like to stress that point too! Tac squads make great assault squads. I've actually found a cheap and usefull thing to do is to load a nine mand tac squad (maybe w/ a vet sgt. with power weapon) in to a rhino with a sanguiniary high priest. Sure, doesn't have the punch of a full on command squad or assault squad led by the priest, but it's cheap and flexible.

    This is kind of my standard answer for marine tactics, but it is important: concentrate your forces! Space Marines are shcok troops. Don't use them to take on the other guy's entire army at once. Take your entire force (or most of it) and focus it in one area, preferably a flank (not the center). That allows you to get closer to a one to one ratio in terms of numbers, and the closer to one to one you get the better marines get. Remember, if you attack across a narrow front, then the limiting factor in how many troops can engage is the size of the front and the terrain, and that isn't a problem for you. What you're going for is an overmatch in one area, instead of a fair fight across the entire field.

    The SAS have a motto, "Who Dares Wins," it applies to Marines, and especially to Blood Angels. Don't be afraid to move in and move in fast. Remember, cleaning out every last vestige of resistance is the job of Gaurdsman, not Marines.

  8. #7
    Senior Member LRSeriesIII's Avatar
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    Just looked at your site and took another look at what you listed, and I guess I'd recomend a few modifications to the list.

    First of all, tactical squads, tactical squads, tacticals squads. I'm a big tactical squad fan, mainly because they really are, in my opinion, a pretty good bargain. Think about it, 15 points for a marine. So for 450 point you get 30 marines. Also, there's the issue of background, since there are 60 tac marines in each company plus 2 tac reserve companies, while there are only 20 per battle company each of devastator and assault marines and one reserve company each. They're also, especially in the case of BA, good at assault, as I already said, and they're good at fire fights, and everything else!

    Second, I'm a huge terminator fan, mainly because they look cool. In fact, in the days of 2nd edition I wanted to put together a purely 1st company army with primarily terminators, just because it would look cool. That said they're pretty specialized, and if you don't have a specific use for them, they can be bit of a waste of points. They're kind of slow by BA standards (without a very expensive Land Raider) and their numbers aren't great (well, not without spending a lot of points on a 8-10 man squad) and so if you run into a really nasty shooty heavy weapons squad or just some bad luck the squad size and effectiveness can go down real fast. For each casualty, you lose a lot of combat power, much more than a single tac marine casualty. Now terminators are very good at some stuff, and really can be useful in just about any battle if you have a worthwhile role for them. Holding down an entire flank, teleporting in just at the right moment behind enemy lines just as your assault troops reach the enemy's lines, close in firefights in dense cover places like towns.

    I completely agree about the dreadnought, Dreadnoughts can provide a mobile firebase which you can fall back on and which can really help drive your assault forward. If the tac and assault squads stumble a little, they've got their big brother right there to pitch in, and it can move and still do a lot of shooting. This is doubly true if you are concentrating your attack because it makes it easier for the dreadnought to reinforce more to all of your assault instead of just one sector.

    If you want some additional firepower, I would go with a predator instead of the devastators. It isn't quite as shooty, but it can move and fire one weapon so it can back up your assault with some firepower while moving with the assault, or even moving in front of the transports to draw some fire away from your precious transports. It can also act independently on the opposite flank from your main assault, forcing your opponent to divide his heavy firepower not only between a bunch of different targets (dreadnought, transports, and the pred), but also different sides of the table. It can also, like all tanks, make a high speed no shooting sprint to redeploy or get itself out of trouble if needed.

    Hope this helps you out some. Any questions, comments, etc., please feel free to ask. Good luck!

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    chaplain + dc = almost a must, but have 2, so u get a full company, and for GODS sake use jump packs!

    terminator squad : not very neccessary, too expensive IMO, so pump tacs, and use assault marines!

    and sometimes i use a devastator squad!!! : useless because of black rage... unless ur facing a IG, but use STORM SHIELD AND THUNDER HAMMER instead! far more effective...

  10. #9
    Senior Member LRSeriesIII's Avatar
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    Storm shields and thunder hammers against IG? I'm not a big fan of hth terminator squads because of how slow they are and how capable in hth regular terminator squads are. For the devastator squad I think the black rage really is the problem. The predator can move and shoot. The devastators can't.

    I agree with Digimon whole heartedly about jump packs on the Death Company...after all, they are free!
    &quot;Don&#39;t Delay-The best is the enemy of the good. By this I mean that a good plan violently executed now is better than a perfect plan next week. War is a very simple thing, and the determining characteristics are self-confidence, speed, and audacity. None of these things can ever be perfect, but they can be good.&quot;
    -General George S. Patton, Jr.

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    yay! finally someone with the same thoughts... thx LRSeriesIII

    anyway.. terminator squads are pretty useful, especially against armies with high AP wpns and no power wpns, like the orcs?

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