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Here's my newbie Blood Angels offering.
Troops: 5 Man Assault Squad: Sergeant and 4 Marines, 2 Plasma Pistols, 3 Bolt Pistols, 5 Chainswords *And They Shall Know No Fear, Combat Squads, Deep Strike* (170 Pts)
Troops: 5 Man Tactical Squad: Sergeant and 4 Marines, 5 Bolters, in a Razorback with TL Heavy Bolter *And They Shall Know No Fear, Combat Squads* (165 Pts)
Fast Attack: Land Speeder Squadron: Heavy Bolter *Fast, Skimmer* (65 Pts)
10 men, a tank, and a skimmer - designed to hit fast. As they're not regular BA color scheme / symbols, I could play them vanilla and add another Tactical Squad. Whad'ya think?
Well beside the fact theres no HQ there only one tactical squad it's okay. not much i can see really because it's only 400pts just keep adding to it and don't forget your Death Company
hope this helps8Y:rofl (smilies are fun)
Never broken, Never fallen, Courage out of fear.
"Those who give up often do not realize just how close they are to success when they give up."
it's been a while since I last engaged in 40k army building, but I am starting to get into it again and have also had a look into the new Blood Angels' codex, which does not raise any cheers from me.
I like the idea behind your list but would like to deal out some suggestions nonetheless.
Your Assault Marines' place is close combat. The Plasma Pistols won't be of much use there, but close combat weaponry that ignores armor definitely will. Plasma Pistols are very expensive in the BA army list and they still carry the risk of frying your own men.
I recommend dropping them and equipping the Veteran Sergeant with a Power Fist (which has unfortunately also become ridiculously expensive) instead.
So far, the Plasma Pistols had been the most powerful weapons in your list, but with the Power Fist (and the Krak grenades) your squad should still be able to cope with any vehicle or high-T creature in a Combat Patrol game. The Power Fist saves points and enhances the effectiveness of your squad.
If you can free the same amount of points somewhere else, then that would already suffice to upgrade your squad to a Veteran Assault squad, as your obligatory Troop selection is already met with the Tactical squad, thus boosting your combat effectiveness further.
I am not a fan of transport vehicles, nor of the very expensive BA speeders. But if you like to keep them - go ahead! A speeder is a very good option in a Combat Patrol game, if it only were less expensive.
About the Tactical squad in the transport: You probably want it to speed ahead together with your Assault squad. Still I do not see its role quite clearly. It is neither geared up for long-range firing support, nor for close quarters combat. So all that's left for them is walk up pretty close but not too close and shake their bolters. Maybe you could specialize them a little bit further.
As your list is Blood Angels, you still get two Death Company Marines as a third infantry squad in that list. But without transport or Jump Packs they will be too slow to keep up with your army and probably, because of the small unit size, wouldn't be of much help even if they could.
If you are still thinking about making them vanilla Marines I'd advise you to go for it. The list you posted (without the Death Company but with all Veteran Sergeants and vehicle equipment and grenades upgrades) would only be 369 points with the SM army list and you would have by far the better options of tuning your force (including the option of abandoning some of the less useful upgrades and freeing even more points to spend elsewhere).
Hope this is a little helpful. Good luck, but more importantly: have fun!
As Red Archer pointed out, your assault squads should always contain a power fist. Yes it is more expensive now, but it is still well worth it. I also agree with the plasma pistol removal - they are okay in some circumstances, but are fairly costly and I think there are better uses for the points here. Removing them will give you enough points to equip the sergeant with a power fist. With the left over points, you could buy a jump pack for one of your death company marines (which you already paid for, may as well take them - plus they are badasses ).
Now you need some points to buy a jump pack for the other death company marine. I would suggest using an attack bike instead of the land speeder. It will be more durable than the land speeder, cheaper, can assault, gets an extra twin linked bolter, and has the option to take a multi melta instead of a heavy bolter at no additional cost. Those are some pretty compelling reasons to me. With the extra points, you could purchase a jump pack for the other death company marine, and either stick a melta gun in your tactical squad, or upgrade your assault squad to a veteran assault squad.
grimaldus53: HQ choices are not compulsory in combat patrol, and you are only required to take one troops choice (although the assault squad is also a troops choice).
I would suggest you do that as outlined, PTS, and use the spare points for the Death Company Jump Packs and the upgrade to a Veteran Assault squad. (I prefer those four extra attacks ont the jump infantry to a one-shot, short-ranged weapon in a Combat Patrol game, where you will most likely rather face light infantry than tanks, even though your Tactical squad will then remain unspecialized - but don't worry: it sounds worse than it is. Bolter squads are forgiving and they will be good enough for any purpose in the end, you'll see...)
The Death Company with Jump Packs CAN wreck havoc, but remember that there is no Chaplain (or Brother Corbulo) in the force. So from turn 1 on those two cursed will move towards the enemy in a straight line and as far as they possibly can. So they will be first to reach the enemy's guns and will most likely end their move somewhere out in the open right in front of those gunpoints. And since there's only two of them chances are they won't ever do anything else (since they aren't as durable as they once were)...
BUT at least they keep one round of shooting off your remaining force, and there is the possibility of a naive enemy underestimating or even entirely ignoring them. So now you see why I thought they probably wouldn't make much difference, yet insisted on remembering them!
Ah yes, I am still not quite used to the Blood Angels getting the multi melta upgrade for free on the land speeder either (probably because I never use them).
As far as the death company models go, when I play combat patrol (we usually play 500 points around here) and I have a tiny death company with no chaplain, I find they almost always see combat. Your opponent has so few things to fire usually that they have to pick between either harming the assault squad coming straight at them, or trying to take down one or two death company marines before the assault squad inevitably hits intact. Most people usually opt not to bother with the unit that contains one or two guys.
Shooting the two Death Company Marines is as easy (or as hard) as shooting two Assault Marines. But it definitely pays off to point your fire at the first, even if you thereby waste half your unit's potential, because they pose by far the greater threat.
If we check statistics for example against a WS4, T4, 3+ armor save (standard MEQ) opponent, then 2 Assault Marines would kill 0.50 of them on average, while 2 members of the Death Company would kill 1.93 - almost four times as much! Even if you have Veteran Assault Marines (killing 0.33 each), you would have to kill 5 of them to eleminate a threat as big as that posed by 2 Death Company members.
[This has been calculated concerning close combat only and not taking into account Bolt Pistol fire. More Marines can shoot more pistols, of course, but in our case one Bolt Pistol shot would result in only 0.11 kills, so the fact that 2 Death Company members are more dangerous than 4 Veteran Assault Marines (Plasma Pistols aside) against this opponent remains.]
What's more is that the two Death Company Marines deal their kills at a higher level of initiative than do the Assault Marines!
So anyone out there who would let the Death Company survive in order to inflict some casualties onto an Assault squad: NOOOOO!
Unless you can wipe out the whole squad including the Veteran Sergeant (probably with his Power Fist) or you would be able to get rid of some other tooled up squad members (Plasma Pistols or more Power Fists in a Veteran squad) just shoot those crazy Black Raged killing machines!!
[If you have WS3, T3, I4-, 5+ armor save infantry then 3 Veteran Assault Marines, or 4 standard Assault Marines, are already very slightly more dangerous than 2 Death Company Marines, pistol fire taken into account.]
[Note: all calculations have been made under the - very realistic - assumption that the Blood Angel player is the one charging into combat.]
In combat patrol when my death company is not led by a chaplain, most players assault the death company before they get assaulted (unless I set them up for a counter assault - ie stick my assault squad in front of them to make sure that the unit the death company is going to engage is already locked in combat).