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Yes I know a blood ravens list does make me seem a little fanboyish but i've always liked the fact that they are basicly Magnus's "i'm sorry for being a treacherous bastard" gift to the emperor and they have a cool locking paint scheme that is suprisingly harder to duplicate than it looks. Anyway here is one of my proposed lists for an upcoming tournament in january.
Captain (Gabriel) *in command squad
Chaplain *in command squad
Command squad * in landraider crusader
-Telion ( or Cyrus )
Land Raider Crusader
-heavy bolter sponsors
Any help or suggestions you guys can make to turn this list into a right killy one would be awesome.
Peace my brothers.......
first off, remove the camocloaks from the scout squad if you want some extra points, as telion gives the stealth rule to the whole squad. and the combiflamer on the sternguard squad, as the special issue ammunition does the same thing. I would probably replace the chaplain with something else.
I suggest adding some sort of power weapon to the captain, so he can hit at his normal initiative, and the thunder hammer can be kept for your tougher enemies.
You seem to have one very shooty army here, so heres what i would probably do, is have the crusader take point, and the bolter armed tactical combat squads advance with it as moving cover, use the points saved on the camocloaks to buy stormbolters and for your
my only real qualm is this list fields single tanks, so i suggest replacing the predator with another vindicator, and use that to advance with your crusader, the rest of your army can form a gunline to pour fire into enemy threats.
so you have a centrepiece formation, 2 vindicators and a crusader, and the rest of your army provides excellent ranged fire support, and will most likely be ignored by your enemy, who will be desperately trying to stop your spearhead.
But as a blood angels player, im slightly biased towards armoured spearheads, what you should tell us is how you envisage each unit being used, so we can finetune on your equipment and tactics
you basicly nailed it. my plan was to have the awesome filled landraider move up, with the tac squads advancing as fire support. The sternguard would have targeted annoyances such as big bugs while Telion and his group slowed them with pinning and the occasional god-guided missile. the pred and vindicator's roles were to respectivly target massed infantry/light vehicles and powerarmor/termies/heavy vehicles.
Although balancing an army is a great idea, when you field things that are likely to grab someone's attention, like the vindicator and the land raider, always field them in multiples.
The vindicator moves 6, and fires its demolisher cannon
The landraider can move 6, fire its assault cannon and hurricane bolters at enemy infantry, and the multimelta at something bigger, makes it a killer
I would probably replace Telion's missile launcher with a heavy bolter, so you can take advantage of the hellfire shells when fighting infantry, and then have some dedicated anti tank, what I usually do in this instance is field 10 man dev squads, give them 4 heavy weapons and combat squad them, allowing you to concentrate and disperse your hits as you see fit.
The way I see it is, with a vindicator, you will not go far wrong, that pie plate can do something bad to everything, and running in pairs will increase your survivability and if one goes down, you still have another to do the job.
I suggest you have this sort of arrangement:
Land Raider takes point and centre, Vindicators slightly further back and to the sides
2 tactical sergeants with combat squads and the plasmaguns on the flanks of the vindicators, giving you a cover save.
I suggest you try to buy a rhino for your sternguard, you can then keep up with the main advance easily, and move 12" and disembark and then rapidfire into the hapless enemy.
Have the lascannon wielding combat squads deploy in terrain close by, with a good field of fire, so you can support your tank advance all the way
finally get rid of the chaplain as he will be very much a one use fellow, and do one of the following : replace the command squad with something that packs more of a punch in cc, particularly if its a larger squad or buy some devastators for long range, or buy a librarian. these fellow are excellent support, giving inv saves, and gate of infinity is a brilliant power, you can use it to redeploy your slower moving/stationary squads up to any new battle line that might occur, which will have a very good synergy with a large sternguard squad, literally allowing you to be everywhere, and close enough to rapid fire,
using your crusader as a bluff-trojan horse will probably be a bit of a waste, but you need to increase the effectiveness of the command squad, sure it has FNP, but the squad just isnt large enough to fight an assault on its own, if this isn't possible, the crusader is a good enough firing platform.
My only qualm is you havent put down the points cost for each unit, as it would really help me see what sort of things to change, as im too lazy to check the codex
Now telion is an awesome character, so you should use him to pick off any important enemies in squads, preferably after its been softened up, for example putting your wounds on enemy sanguinary priests, sergeants, necrons with resorbs or characters with special equipment, or anti tank infantry models.
Well what do you suggest as a better CC escort for Gab? I was thinking of making him chapter master and letting him lead some honor guard.
that would work nicely, but be careful not to do that to the detriment of your other squads, but a large honour guard squad is an excellent choice, made even better if you have a chapter banner in it, probably funded by the points from the chaplain and the command squad
a 7 man honour guard w. chapter banner would cost 280pts, giving you 36 pw attacks on a charge
(base 2+1 for cc weapons, +1 for charge +1 for banner)
or you could take 'Pedro Kantor' as your chapter master, your sternguard become scoring, and he is quite good, costing only 5pts more than your current chapter master.
if that's the case I suggest a 7 man HG, costing 255, without a chapter banner, as you get an attack bonus from kantor that doesn't stack, with a total cost of the squad and kantor coming to 430, otherwise it would've been 450 with a normal chapter master.
And Dorn's arrow is a brilliant assault weapon, str 4 ap4 assault 4, ought to make up for hitting at init 1 with a powerfist, well, that and your honour guard squad eating through the enemy with their weapons.
if that's the case, your priorities should be enemy anti tank, and enemies with power weapons
if possible, start the game with the chapter master outside the LR, so he can get a shot with his orbital bombardment at the enemy deployment zone,
do you think it would be better to eschew the LR for a bigger HG squad witha a rhino and some Rhinos and razorbacks for the rest of the army?
hmmm, no. I think you've got the balance of shooting and assaulting right at the moment, and giving them a rhino means you'll be hanging around being shot at before you can assault, plus the fact that the armour is really not at all impressive on the rhinos, at the moment you have a spearhead that is very hard to even scratch, and the idea is you send it down the enemy's throat, and watch his teeth break as he tries to bite it.
Razorbacks are VERY useful in fire support, but they are not as effective as a landraider, nor as tough.
the LR+2vindicators should be able to deal with almost anything on the board.
But if you must make changes, it might be a good idea to remove the sternguard and use the points to buy razorbacks with lascannon, and then add that with the tac squad combat squads to advance with your spearhead, giving you one hell of a scary armoured assault group.
So the changes you should make should be to up your numbers on long-ranged anti tank. but try to keep the spearhead unchanged. remember that the rest of the army's only duty should be to target and destroy anything the spearhead can't, or anything that can scratch the spearhead.
One thing I would like to suggest is you have a look at the Blood Angels Codex, as its very beneficial to this style of play. particularly with librarian dreadnoughts and very good psychic powers as well as the ability to take LRs as dedicated transports and assault squads as troops, as well as sanguinary priests giving furious charge and feel no pain.
The increased influx in librarians also works very well with the bloodraven's ability to field larger amounts of psychers.
though due to the points costs I've only succeeded at fielding an exceptional army at the higher points tiers (2-3k) but that holds true for most marine armies.
however the current army has a lot of promise, so I suggest you playtest it at least once, just to see if it works as well on the board as it does on paper
I play Blood Angels, deal with it.