2500 Blood Angels - Tournament - Warhammer 40K Fantasy
 

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  1. #1
    Member Ferrel's Avatar
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    2500 Blood Angels - Tournament

    I have revised the list in a later post (for comparison). Please let me know what you think of th enew one.


    As I recently finished my WH army (and it is mostly just for friendly play and fluff) I am starting on a Blood Angels army that will have a more min/max feel. I've been play testing a little bit and I wanted opinions on the list. Feel free to tear it up viciously as I am going for the most effective force I can.

    Head Quarters
    Chaplain
    Jump Pack
    Meltabombs 125

    Honor Guard
    Veteran SM (5)
    Jump Packs
    Power Weapon (2) 180

    Elites
    Death Company
    Death Company (
    Jump Packs 70

    Veteran Assault Squad
    Veteran (9)
    Power Weapon (3) 295

    Veteran Assault Squad
    Veteran (
    Power Weapon (3) 270

    Veteran Assault Squad
    Veteran (
    Power Weapon (3) 270

    Troops

    Tactical Squad
    Veteran Sgt
    Marine (9) 190

    Tactical Squad
    Veteran Sgt
    Marine (9) 190

    Tactical Squad
    Veteran Sgt
    Marine (9) 190

    Fast Attack

    Land Speeder Squadron
    Land Speeder Alpha
    Heavy Bolter
    Assault Canon
    Land Speeder Bravo
    Multi-Melta
    Assault Canon 200

    Land Speeder Squadron
    Land Speeder Alpha
    Heavy Bolter
    Assault Canon
    Land Speeder Bravo
    Multi-Melta
    Assault Canon 200

    Heavy Support

    Baal Predator
    Heavy Bolter Sponsons
    Storm Bolter
    Extra Armor 140

    Whirlwind
    Storm Bolter 90

    Whirlwind
    Storm Bolter 90

    Last edited by Ferrel; November 8th, 2007 at 23:55. Reason: Revised the list in a later post.

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  3. #2
    Member Brother Luctus's Avatar
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    With no powerfist in your army you will be setting yourself up for a big fall.

    The numbers and the list look fine. But I would really try to get some powerfists
    into your vet squads at least. Taking the stormbolters off the whirlwinds in a start.

  4. #3
    Member Hubcap's Avatar
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    Head Quarters
    Chaplain
    Jump Pack
    Meltabombs 125
    Get Lemartes, same points better charecter.

    Honor Guard
    Veteran SM (5)
    Jump Packs
    Power Weapon (2) 180
    Good, Anti Infantry squad that doesn't tie up an elite choice.

    Death Company
    Death Company (
    Jump Packs 70
    Where it says you don't have to use them in the codex, who in thier right mind wouldn't want the DC.

    Veteran Assault Squad
    Veteran (9)
    Power Weapon (3) 295

    Veteran Assault Squad
    Veteran (
    Power Weapon (3) 270

    Veteran Assault Squad
    Veteran (
    Power Weapon (3) 270
    Expensive, but good overall, do drop some guys off the squads if you keep alll the PWs, bring the squads down to 6 man, get a PF for each squad.

    Tactical Squad
    Veteran Sgt
    Marine (9) 190

    Tactical Squad
    Veteran Sgt
    Marine (9) 190

    Tactical Squad
    Veteran Sgt
    Marine (9) 190
    WTF? No weapon upgrades? Why take just a bunch of stock marines in 10 man squads? If you were going to do that leave them at 5 man squads. Get PFs, and heavy/special weapons

    Land Speeder Squadron
    Land Speeder Alpha
    Heavy Bolter
    Assault Canon
    Land Speeder Bravo
    Multi-Melta
    Assault Canon 200

    Land Speeder Squadron
    Land Speeder Alpha
    Heavy Bolter
    Assault Canon
    Land Speeder Bravo
    Multi-Melta
    Assault Canon 200
    Personally I don't use any LSTs, there is nothing wrong with them, but BA players have a better choice, Attack bikes squadrons, enmass. No they dont have assualt cannons, but thats what dual Baal Predators are for.

    Baal Predator
    Heavy Bolter Sponsons
    Storm Bolter
    Extra Armor 140

    Whirlwind
    Storm Bolter 90

    Whirlwind
    Storm Bolter 90
    Kill Whirlys, get another Baal use points elsewhere.
    -Life, Liberty, and the Pursuit Of All Who Threaten It-
    -It is better to die on your feet than to live on your knees-
    [SIGPIC][/SIGPIC]

  5. #4
    Member Ferrel's Avatar
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    Power fists are for anti-vehicle and anti-heavy infantry?

    Yeah, the storm bolters on the whirlwinds are a waste.

    The tactical marines are mostly for a solid center of bodies. I have considered giving them melta guns.

    I don't really believe in giving heavy weapons to those squads though. I can't see stopping 9 marines for a single marine to shoot.
    Last edited by Lost Nemesis; November 6th, 2007 at 18:29.

  6. #5
    Junior Member simoncook's Avatar
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    Ok,

    Things to loose:
    loose all your landspeeders: 400 points.
    loose a whirlwind: 90 points.
    loose the storm bolter on your remaining whirlwind: 5 points.
    loose extra armour on your baal: 5 points.(your listed 140 points is wrong, should have been 150, cost should now be 135 points)
    loose 1 vet (makes them all 8 men squads) and 3 power weapons: 70 points.
    loose Melta Bombs on chaplain: 5 points.
    loose power weapon on homour guard: 15 points.

    Total left to spend: 590 points.

    Things to add:
    1 power fist on your honour guard: 25 points. (565 points remaining)
    4 attack bikes with Multi Meltas in 2 squads of 2: 200 points. (365 points remaining)
    3 power fists for your vets, 1 in each squad: 75 points. (290 points remaining)
    1 baal pred with heavy bolters and storm bolter: 135 points. (155 points remaining)
    2 plasma guns and 1 melta gun for you tact squads: 40 points. (115 points remaining)
    3 power fists for your tact vet sargents: 75 points. (40 points remaining)

    Total points left to spend: 40

    With this remaing 40 points I would get a rhino for the tact squad with melta gun, gives them a better chance of doing something fun like blowing up a tank or taking out heavy infantry etc.

    OR.... you could go for some unit upgrades like lasscannons on your tact squads or put the extra armour back on the baals, or give your chaplain a power fist aswell as his power weapon (can then choose which to use in combat), or get another vet or loose the last whirlwind and use the 130 points on something else (another baal comes to mind).

    Any way I hope that was some food for thought

  7. #6
    Member Ferrel's Avatar
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    Quote Originally Posted by simoncook View Post
    Ok,

    Things to loose:
    loose all your landspeeders: 400 points.
    loose a whirlwind: 90 points.
    loose the storm bolter on your remaining whirlwind: 5 points.
    loose extra armour on your baal: 5 points.(your listed 140 points is wrong, should have been 150, cost should now be 135 points)
    loose 1 vet (makes them all 8 men squads) and 3 power weapons: 70 points.
    loose Melta Bombs on chaplain: 5 points.
    loose power weapon on homour guard: 15 points.

    Total left to spend: 590 points.

    Things to add:
    1 power fist on your honour guard: 25 points. (565 points remaining)
    4 attack bikes with Multi Meltas in 2 squads of 2: 200 points. (365 points remaining)
    3 power fists for your vets, 1 in each squad: 75 points. (290 points remaining)
    1 baal pred with heavy bolters and storm bolter: 135 points. (155 points remaining)
    2 plasma guns and 1 melta gun for you tact squads: 40 points. (115 points remaining)
    3 power fists for your tact vet sargents: 75 points. (40 points remaining)

    Total points left to spend: 40

    With this remaing 40 points I would get a rhino for the tact squad with melta gun, gives them a better chance of doing something fun like blowing up a tank or taking out heavy infantry etc.

    OR.... you could go for some unit upgrades like lasscannons on your tact squads or put the extra armour back on the baals, or give your chaplain a power fist aswell as his power weapon (can then choose which to use in combat), or get another vet or loose the last whirlwind and use the 130 points on something else (another baal comes to mind).

    Any way I hope that was some food for thought
    Great catch on the Predator points. I totally messed that up. I'd hate to be disqualified over that!

    That can be fixed by taking off the wasted storm bolters.

    Again though, everyone seems big on power fists. Could anyone elaborate why? Also, why bikes over land speeders?

  8. #7
    Junior Member simoncook's Avatar
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    Power Fists to take out T8 things, like wraith lords, MC's, instant kill charecters, kill tanks, take out dreadnoughts.

    If you can't take these out, and your squad gets caught by one of these, then its going to be there all game, and will eventually get squished and be wasted.

    Bikes are cheeper, and can turbo boost and thier save then becomes invunrable, and also imo are tougher. Also in squads of two, you loose one and the unit is still scoring so your opponent has to take both out which can be quite hard if your clever with them.

  9. #8
    Member Ferrel's Avatar
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    Okay, the power fist thing makes a lot of sense when you put it into the perspective of instant kills and what not. I suppose the rest of the group takes the brunt of the wounds while the veteran finishes the job.

    Wouldn't a land speeder squadron follow the same when it comes to scoring? I do have to admit that they are obviously more squishy than attack bikes. 10 armor vs a 5 toughness. I'm rather partial to assault canons though. I suppose this is one of those things I'll have to learn the hard way.

    I also noted a few people advocated removing the power weapons from my assault squads. Any reason for that?

  10. #9
    Member Brother Luctus's Avatar
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    I also noted a few people advocated removing the power weapons from my assault squads. Any reason for that?
    Honestly, I would leave at one Powerweapon in your Vet squads. ALSO...I'm not
    going to go all mathhammer on you, but statisticly powerfists produce more kills than
    power weapons! Yes, they do hit last but are more powerfull.

    Space marines are about average Int. but every army out there has some unit faster
    or slows you down(slannesh). IMO if you have to hit at a lower Int. than your opponent
    I want more powerfists. Hitting last isn't so bad when it's 1 to 3 marines out of 10. With
    the chances of killing more it's worth putting those "fist" on your units.

    Follow some of these Ideas we have shared with you and you'll be on your way to
    greatness. :party:

  11. #10
    Junior Member simoncook's Avatar
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    You could drop the rest of the power weapons in your vets (the 2 power weapons in addition to what I stated in my first post) and replace them with 1 power fist (giving you 2 power fists per squad) and you would be left with 15 points to spend on other stuff.

    While power fists are great weapons, I still like to put in a power weapon here and there. Mainly beacause you can make them look cool. A power weapon could be a spear, sword, axe, mace, and you can change them a little and make them look quite ornate. Power fists on the other hand tend to be, well, just fists.

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