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BA 1750 pts. I need some opinions people

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361 views 9 replies 5 participants last post by  juggulator 
#1 ·
My friend -who has not had much great success with his army- has dared me to try and make a working list with his Blood Angels. His usual strategy of using lots and lots of jump packing marines hasn't worked at all, so I'm going to do a little different thing here and I need y'alls' opinions on whether or not this list has any chance. Mainly, I will be facing Eldar (of the mech variety) and with that in mind I came up with this:

HQ
Reclusiarch
- P. Fist

HQ
Reclusiarch
- P. Fist

Elite
1x Sanguinary Priest

Troops
10x Assault Marines
- 2x Plasma Pistol
- P. Fist
- Dedicated Land Raider Redeemer

Troops
10x Assault Marines
- 2x Meltagun
- P. Fist
- Dedicated Rhino

Troops
9x Death Company
- 2x P. Weapon
- 1x P. Fist
- Dedicated Rhino

Hvy Support
7x Devastator Marines
- 4x Rocket Launcher

Hvy Support
6x Devastator Marines
- 4x Rocket Launchers

Hvy Support
"Rifleman" Dreadnought
- 2x TL-Autocannons

The Reclusiarchs will join the Death Company and the assault Squad in Land Raider and the Sanguinary Priest will also go into the Land Raider. If viable, the Priest will sit in the Land Raider and provides his 6" bubble whilst the other boys play whack-a-mole outside with the enemies' heads.

Plan is simple and fairly standard: blow up their transports, blow up their Prisms/Spinners and beat everything else to submission in close combat.
 
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#2 ·
The reclusicarchs do not need the power fists . They will lose the I bonus and they already have the power weapon.
The first assault squad should also have meltaguns. Also they should swap the redeemer with the death company. They ar your death star unit so they should assault quicker.
Rocket launcher devs are good and so is the rifleman dread.
Hope that helps
 
#3 ·
Ah, input, very good, very good. Thank you!

The Reclusiarchs have got the Fists in case they run into something nasty -like an Avatar- or if they need to open up a vehicle for some reason. Having two special weapons I get to choose which one I use: Fist for tough baddies, Crozius for the rest.

I opted to go for Plasma Pistols on the first Assault Squad because that way they don't lose attacks in assault and the pistols still pack enough punch to do terrible things to transports if such is needed; melta is woefuly inefficient against some Eldar vehicles and their Energy Fields =/

I'm aware that the DC would be better served in the Land Raider, however I don't have the points for that. The whole point of the Assault Squad in a Landraider is to get one for dirt-cheap.

Now that I've explained the reasoning behind my choices, does it change your opinion or am I just talking out of my... errr...hat?

Thank you for the input, I appreciate it =)
 
#5 ·
I'm not a huge fan of mixed mech and stationary shooting lists. With Devs taking up heavy support you have that many less vehicles/dreads for your opponent's anti-tank to target. This leaves your transports very vulnerable. I don't think 4 is enough in 1750. I suppose you could find a way to give the devs rhinos or razorbacks, but I'd rather have vindis or predators.
 
#7 ·
I was basing this setup on my experiences with Space Wolves, and it has always worked really well with them. I had no idea BA vehicles are that much different from those of the Space Wolves. I would love to have two Vindies or more Rhinos/Razorbacks, but alas I don't have the models for it, nor do I have too many oher models to play around with, which limits my options a bit.

I agree with guthbrand, with only one landraider its going to take all the lance weapons, or any melta type weapons the opposing list may have. And one dread? why not another dev squad instead, the dread also is just acting as a long range transport killer right? why not a 10 man dev squad with 4 missiles that you can combat squad so that you can split the firepower and take out multiple transports.
Once again I am limited by the number of models I have available for me. Thus far a single Land Raider has worked admirably in any list I play since the local meta is full of missile launchers (even the Eldar spam them!). The Dreadnought is there to provide volume of fire; whether it be against transports or disembarked squads depending on the tactical situation. I do most certainly like your idea about filling up the Devastators to combat squad them; I hadn't even thought of that.

Thanks for the input, both of you! I'll tinker around with the list based on what I've been suggested and see what I can come up with.
 
#6 ·
I agree with guthbrand, with only one landraider its going to take all the lance weapons, or any melta type weapons the opposing list may have. And one dread? why not another dev squad instead, the dread also is just acting as a long range transport killer right? why not a 10 man dev squad with 4 missiles that you can combat squad so that you can split the firepower and take out multiple transports.
 
#8 ·
I've heard Space wolves can do good purely on foot. You could drop all mech from the list and try it out that way. Counter attack makes it alot easier to not rely on transports.

If you are limited in models then just do the best you can and have fun as always. Our suggestions will probably not change much but at least you will have ideas of what to get in the future.
 
#9 ·
Space Puppies do indeed work even on foot; tried and true fact. :p

Like I mentioned in the original post, I took up a dare from my BA-playing friend to test the codex since he's had no luck with a jumppack-heavy army. Part of the dare was to maintain a close combat feel to the army (thus the DC and Assault Marines in vehicles) and not resort to a gunline. Since I'm not too fond of jumppacks -probably due to playing Space Wolves so much- I opted for mechanised assault infantry with some static fire support. My friend has also been complaining about how lackluster the DC is, so I decided to throw that in too. Since none of the people here have given them a bad rap, I take it it's a good unit, then?

I think I'll give my original list a spin or two and then see how it did. At least I have plenty of suggestions on what to change if that fails! Thank you to each and every one of you who took the time to post here. I'll do a writeup either here or in the Battle Reports section on how the list fared.
 
#10 ·
yeah, the new blood angels codex is powerful, but you need to focus on its main strengths. Assault squads with meltas that can deep strike accurately, assault squads as troops who can get get cheap razorbacks, fast transports, and of course cheap, cheap devastator squads. So really as long as you build your blood angels army around some of these key components you'll win games. i would defiantly be interested in seeing a battle report though, as ive seen a 10 man DC squad with chaplain kill a 40 man ork squad dead to the last man, as i recall they were near a chapter banner but that's beside the point.
 
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