<2000 1500 Blood Angels - Warhammer 40K Fantasy
 

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  1. #1
    Member Ku'gath's Avatar
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    1500 Blood Angels

    This week, after a trip to my FLGS I've come down with a case of "Holy S*** Blood Angels"-itus. I've designed the list to be a bit competitive, but I've avoided some of the harsher elements of the book (Librarian Dreadnoughts, Mephiston, etc).


    Astorath

    2 Sanguinary Priests
    Jump Packs 150

    10 Assault Marines
    Power Fist
    Hand Flamer
    Infernus Pistol 240

    10 Assault Marines
    Power Fist
    Hand Flamer
    Infernus Pistol 240

    5 Death Company
    Jump Packs
    Power Fist
    Hand Flamer 210

    Baal Predator
    Flamestorm Cannon
    Heavy Flamer Sponsons 140

    Baal Predator
    Flamestorm Cannon
    Heavy Flamer Sponsons 140

    5 Devastators
    2 Lascannons
    2 Missile Launchers 160

    Total 1500

    I'm planning to run Astorath in the Death Company and a Sanguinary Priest in each of the Assault Squads. I'm still not sure if I should take 2 Hand Flamers in one squad and 2 Infernus Pistols or one of each in both squads.

    All C&C welcome as always

    "Mount up, grab your enchanted hitty thing and get in there." -40kenthusiast

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  3. #2
    Shrubs for the Blood God Undead Bonzi's Avatar
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    207 (x5)

    #1. Why take Astorath if you are only running 1 unit of DC? Trade him out for a Reclusiarch with JP or bring more DC.

    #2. Your Assault Squad loadouts are weak. Both hand variants are 5pts more expensive and are gimmped in comparison to their 2 hand versions (less str and ap for the hand flamer, half range on the infernus). The only time the hand variants are worth it is if you already have two regular specials and are looking to place a third on the PF Seargent. As a base suggestion run both units with 2 melta guns and if you have points left give the PF a hand flamer as well. The meltas will give your list some much needed mobile tank busting.

    #3. Not a fan of JP DC after I saw them baited into landing in dangerous terrain in a tourney. Mounted DC are fantastic as you can control the first unit they hit but JP guys are really expensive and can be controlled by your opponent from turn 1. Your call, but be aware that these guys are a bit of a liability as they are.

    #4. Not sure your Baal Preds need Heavy Flamer sponsons as well as the cannon. I'd take HB so you can still shoot at things if your not in range of something for your FS Cannon.

    #5. I don't think Devs have a place in this list. Everything else is very fast and manuverable and up close and personal while the Devs are suited to range. They will end up being left exposed an alone when your other units leave them behind. I would trade them out for two or three landspeeders which could fill the same anti-tank role and still retain their mobility.
    The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
    -Undead Bonzi

  4. #3
    Member Ku'gath's Avatar
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    I've taken on some of the advice and made some changes to my list.


    Reclusiarch 130

    2 Sanguinary Priests
    Jump Packs 150

    10 Assault Marines
    Power Fist
    2 Meltaguns 235

    10 Assault Marines
    Power Fist
    2 Flamers 225

    9 Death Company
    Power Fist
    2 Power Weapons
    Rhino 285

    Baal Predator
    Flamestorm Cannon
    Heavy Bolter Sponsons 145

    Baal Predator
    Flamestorm Cannon
    Heavy Bolter Sponsons 145

    Attack Bike
    Multi-Melta 50

    Predator
    Lascannon Sponsons 135


    The Reclusiarch will be in the Rhino with the Death Company and the Preists will be with the Assault squads.

    Also anybody that knows the fluff behind the Lamenters will be helpful here. As the Lamenters don't maintain a Death Company due to having "cured" The Red Thirst, I can't use the usual Death Company colour scheme. Any ideas on how to paint them so they stand out from the rest of the army? I'm thinking about either painting them as Veterans or some other specialist unit.
    "Mount up, grab your enchanted hitty thing and get in there." -40kenthusiast

  5. #4
    Shrubs for the Blood God Undead Bonzi's Avatar
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    207 (x5)

    That list is much better.

    As far as the Lamenters go, the wording of the codex seems to imply that there is a great deal of questionableness as to the Lamenters 'cure', ie their chapter is still dying out even faster than other BA successors. In my mind this implies that perhapse they are killing or hiding the borthers who are falling to the rage -or- that they have messed with their genne seed in such a way as to remove the rage but that doing this has crippled them in other ways or made their genne seed even less viable -or- that they are killing themselves in battle before they fall to the rage when they feel that they are approaching the point where they can't control themselves.

    You could explain the DC for Lamenters as something like a 'Brothers Repentant' squad which is made up of Lamenters who feel that they will soon fall to the black rage -or- (insert new genetic flaw introduced by meddling with original BA genne seed) and seek death before that can happen. This would function similar to rage in that they wish to move into the closest fight and get stuck in as fast as possible so that they can 'die before they fall' so to speak.
    The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
    -Undead Bonzi

  6. #5
    Senior Member Zagman's Avatar
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    109 (x3)

    The only thing that I do no like is the flamestorm cannons on the pred. To fire those sponsons you can only move 6" a turn. Will take forever to get to the enemy at that pace. With the twinlinked assault cannons you will be able to kill infantry from a far while garnishing an anti-armor weapon which surpasesses a lascannon at 24" range.

    If you drop the pred and the bike you nearly have enough pts to put that DC in a landraider instead.

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