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HQ 271 points total
Master of Sanctity - pfist/crozius, terminator honors, jump pack, frag grenades
4-6 death company - 271 points
ELITE 153 points total
Furioso dreadnought - 2x DCCW, SB/MM, EA + Smoke
Deathwind variant drop pod - 153 points
TROOPS 739 points total
9x scouts - sniper rifles
1x vet sergeant - sniper rifle
9x tactical marines - 7x bolters, lascannon, plasma gun
1x vet sergeant - pfist/bp
mounted in rhino - EA + Smoke
9x tactical marines - 8x bolters, 1x meltagun, frags
1x vet sergeant - pw/bp, frags
mounted in rhino - EA + Smoke
FAST ATTACK 330 points total
2x Land Speeder Tornados - HB/AC
2x Land Speeder Typhoons - MM/TML
HEAVY SUPPORT 356 points total
1x Baal Predator - TLAC, SHB, PMSB, EA + Smoke
1x Vindicator Assault Tank - DC/SB, EA + Smoke
1x Whirlwind - V/CML (variable configuration, mission dependent)
Total: 1849 points
Model count: 46-48
I think I'll get outstanding points on composition (on a non-player judged comp scoring event), because judges love armies that are comprised of non-typical unit choices for tournaments (i.e. vindicator, land speeders, whirlies), but since most of the tournies in my area are player-judged comp scoring I may take a hit. Although, I do have *exactly* 40.0% troops, heh... didn't plan it that way, it just happened.
The plan of attack: The scouts provide pinning fire along with taking down the high-toughness critters (I've even destroyed quite a few vehicles with sniper fire ), and the whirlwind provides pinning cover fire for my rhinos and DC to move up into assault positions. Dreadnought drops in behind enemy armor and/or where it can wreak the most havoc before finally coming down. Las/plas tac squad is the tank-hunters and/or big critter hunter backup (in case the scouts can't take the big critters down), while the other rhino provides mobile cover for the advancing death company.
Vindicator is there because s10 ap2 pie plates make baby jesus cry. That, and because it can also provide mobile cover fire as well as act as a fire magnet.
The speeders (both variants) have the capability to take out just about anything an opponent can field, and with the glancing hit rule it gives them quite a bit of survivability. It's a shame they can't be outfitted with extra armor, though
I think this list has a good mix of anti-horde and anti-armor firepower, and it fits with the background fluff of the Blood Angels quite nicely (the losses due to the black rage would cause a low troop count), and with the fact that almost everything in the army can move + shoot, it's a very mobile list that maximizes the strengths of the blood angels and minimizes their weaknesses (as any good commander would do). My only concern is that I could get a very streaky rage roll going and have the scouts/heavy weapons tac squad rage every turn, which would be pretty much a waste of points spent on those.
Questions, Comments, Concerns?
Overall I think this is a nice list. It has a nice firebase and a moderate assault force. I do have a couple disagreements with this list: don't give your chappy a PF because he, most likely, will be the one with the highest initiative on a charge/combat (6/5) so you should utilize that and have his high WS and on the charge his higher S take out as many men as possible. Use those points somewhere else. Also, I don't like tactical squads in Rhinos as an assault force because of the lack of relaibility rhinos have on us BA players these days . Personally I would take those two squads out and make one an assault squad and the other a scout squad, but thats just my style of playing. I like the list though, so tell us how you do in your tourny!
If a model has 2 close combat weapons that strike at different initiative orders, or as a different method (i.e. power sword vs chainsword) then the player can choose which of those weapons to use. So by taking both the crozius (free) and a power fist (xx points) on my chappy, I can choose to either have my attacks fall at I6 S6 or I1 S9 on the charge.
Scout squads for me generally never make it into combat without getting shot up. If I wanted an army where all my troop choices were 4+ saves, then I wouldn't be playing space marines
I do have an assault squad though, the Death Company + Chappy is my assault squad
Ok then I'm quite new to BA's but through playing against them I have a fair knowledge of them so here goes:
1) As mentioned the chaplain should really be equipped with BP and the free crozius, you should be inducting the odd Vet Sgt into the DC for the legendary hidden power fists of doom :lol: As mentioned his INT6 on the charge should be used at all times.
2) Dread: nice!
3)Scout squad: nice combination even nicer with a cheap HB added In for added punch.
4)Tactical Squads: As mentioned rhino's espeacilly for BA's suck bad high price high risk coffins not good! Taking another assault orientated squad say with 2 x PP's and a hidden PF might take some fire away from your rapidly advancing DC again this takes full advantage of the black rage and furious charge St5 Int5. Making the other squad a static six/eight man Las/plasma squad should do the trick.
5) Speeders: Tornados are probably the current power unit for marines along with the Baal predator for us BA's. If the typhoons can shoot krak missiles not sure? they'll do good If not I'd try for another two tornados there just as good as anything against high armour
6) Whirlwinds usually stay away from them (black rage!) but at the price they should make their points espeacilly against horde armies.
Also as for scout squads for BA's there probably one of our best units hitting at Str5 Int5 a squad of ten with PF for 158pts, with the ability to pick on dangerous units from the start blocking firing lanes and taking fire from your DC they should'nt be overlooked they DO work.
love your list man i think ill try to mod it for 1500 points. im on a time crunch so i cant post alot.
Any model armed with a close combat weapon (power weapon or not) and an initiative altering close combat weapon (power fist etc etc..) can choose which of those weapons to use in close combat. Not applicable if using a pistol.
example: Chaplain armed with power fist and crozius arcanum can choose to use the crozius at normal initiative order, or the power fist at initiative 1, while still getting the +1A for having 2 close combat weapons. Chaplain armed with crozius arcanum and bolt pistol can choose to *not* use the crozius arcanum, in which case he loses the +1A for having pistol/ccw equipped and no longer ignores armor saves. The strength of his attacks remains the same as on his statline as opposed to being replaced with the strength of the pistol he's using.
First of all I have to say I disagree with the rest on the rhino issue. Yes, they are more expensive for BA's for an ability you will probably never use but on the other hand youâ€™re giving your guys good movement and since you can pop smoke first turn your probably going to live past the initial barrage. I personally use three such squads and have had great success either forming a rhino wall and creeping forward or keeping them in for drive by rapid firing or objective grabbing.
While I disagree with taking a power fist on an independent character (if your opponent is smart he will take out the guy in base to base contact with chaplain from death company kills leaving you with no attacks back which means your probably never going to want to use a power fist) it could come in handy having all those power fist attacks incase you get assaulted by a dread or you just want to instant kill a character. Also thatâ€™s an awfully big scout squad that I would probably split it in two as it would be better for missions like cleanse when you want to grab objectives at the start and force your opponent to come at you. Also the whirlwind is pretty hit or miss since it blood rages and can do nothing and then thereâ€™s the fact that it's a guess weapon without the positives of good AP or strength. Oh and whatâ€™s up with the Typhoons... I think LST are better in just about every way.
This is just my personal opinion and not necessarily the best thing to do. One thing I can say is you have a lot of stuff to deal with horde armies but I feel youâ€™re lacking a bit against 3+ save armies. However a good list all in all, good luck with your tournament.
High Elves (BloodBowl)
Warseer Blood Bowl League
I'd love to be able to split the scouts into 2 squads of 5, unfortunately the BA FOC only allows you 0-1 "normal" scout squads (Blood Angel scouts can't be equipped with sniper rifles or heavy weapons).
The typhoons are there to deal with vehicles first (multi-melta), but as most people bring more infantry troops than vehicles, I don't want to just have a couple useless speeders floating around, and s5 is plenty for wounding most everything. Especially twin-linked s5.
Whirlwinds are dirt cheap, and an s5 weapon will wound almost anything in the game on a 2 or 3 (excluding bikes and certain chaos armies, most of which aren't played. Iron Warriors are the "in" chaos army now-a-days).
As far as power armor, I've got:
2 assault cannons
twin-linked assault cannon
2 power weapons
3 power fists
I had to modify the list a little bit (needed another troop choice), and I'll post that in it's own thread shortly. Basically, I'm relying on sheer rate of fire to force saves, which will fail occasionally. The pie plate 'o doomÂ© will also kill quite a few gribblies and troopers, since it can insta-kill almost anything.
no offense but i've noticed that ls draw fire. especially the typhoons with there multimeltas
Thats why i include one in my army. Just one with multimelta's and heavy flamers is nice for my amry considering if i dont get the first turn shot it takes the fire and if i get the first turn shot i can move up my ls 24 inches behind cover (i love the cant shoot through six inches stuff!) then next turn move it out 12 inches and pop a vhehicle witht he multi melta and then it draws fire.
If it doesnt die i hunt tanks with it and let my troops focus on harder things.
Phoenix that is quite the nifty little set up you found there with the pf on the chappy, I will have to try that. Whether it is worth that many points for the extra versitilty in CC is questionable but I'll still give it a try.