<1000 1000 point tournament Blood Angles need advice 6th ed. - Warhammer 40K Fantasy
 

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  1. #1
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    1000 point tournament Blood Angles need advice 6th ed.

    HQ
    Librarian

    Elites
    Priest
    jump pack
    power weapon

    Troops

    2x10 Assault Marines
    2 mg
    pw
    melta bombs

    9 Assult marines
    mg
    pw
    melta bombs
    drop pod

    Fast
    3 MM attack bikes

    The idea for this list is to be a fast hitting in your face list with a lot of power armor to kill at a 1000 points. The pod will drop in along the line of the assult marines as they advance to keep the 9 man squad from falling too far behind. Any advice is appreciated.


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  3. #2
    Senior Member Intrepid's Avatar
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    638 (x8)

    I think the Drop Pod is to aggressive; that squad will be on its own for the first full turn. Maybe swap it for a Tactical Squad, for defense & cover fire?

    Here's an idea. Why not give the Librarian a bike and attach him to the attack bike squad? Shield of Sanguinius will protect them when they slow down to fire. If his other power is Wings then he can split off and join an assault squad, if needed.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard

  4. #3
    Senior Member TheComedian's Avatar
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    Ya I have to agree with Intrepid. Drop the assault marines and drop,pod, it's not going to help you as much as other choices. I never have run bikes but yours look solid, the should be able to takeout any tank threats to your army. I've used a squad of tacticals in a list similar to this and that will let everybody else charge and put pressure on the enemy, while they hold back objectivses and now that rapid fire is better, that will help you too. Finally, you can use the priest but I have stopped running him in 6th editin every game, now I only run him every once in a while. Everything he helps with got a little bit nerfed in 6th, which is sad, but I don't see where to put your points otherwise so I would use him, but don't expect him to be as amazing anymore

  5. #4
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    Bikes get a 5 plus jinx save just for moving so shield isnt needed on them. I was thinking of droping the pod about 4 inches in front of where the assult marines move and popping sheild on the whole blob for 3+5+,5+ due to the priest. I worry a tact squad would get left behind to do nothing. Maybe a devi squad with lascannons and a jump lib would be better im not sure.

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    Senior Member TheComedian's Avatar
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    You dont need a Dev squad with Lascannons when you have 3 MM on the bikes which should be enough to take out most tanks, plus 4 mg and melta bombs in each squad. What you lack, I think, is some fire support. Don't worry about e TWC squad being left out. At 1k the table can't be that big, AND they can move 6" then shoot once each 24". That's 30" range per turn, and that becomes deadlier when 18" range= 2 shots each.

  7. #6
    Senior Member Intrepid's Avatar
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    638 (x8)

    The real goal of a Tactical squad would be to hold your home objective. Somebody has to do it and what a waste to use a CC unit for the job.

    I see where you're going with the defensively placed Pod idea but they may as well be jump troops in that situation. In fact, a melta-equipped DoA squad would work better because they'd arrive on Turn 2, when your other jump units should be in position to charge whatever they shoot up.

    Pods need to be used aggressively for best effect. Imagine having DeathCo in that Pod. They land, use the improved disembark to inferno-pistol something valuable and then hold until the Assaulters arrive. I don't recommend it over the Tac squad idea but it's an example to inspire you.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard

  8. #7
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    I do worry alittle about a heavy shooting list or a much nastier cc list which list do you think would be better?

    HQ
    Librarian

    Elites
    Priest
    jump pack
    power weapon

    Troops

    2x10 Assault Marines
    2 mg
    pw
    melta bombs

    10 tactical Marines
    plasma gun
    missle launcher
    pw
    melta bombs

    Fast
    3 MM attack bikes


    OR

    HQ
    librarian 100
    Elites
    priest 50
    Troops
    10 tacts 170
    pg 10
    lc 10
    pw 15
    mb 5
    10 tacts 170
    pg 10
    lc 10
    pw 15
    mb 5
    10 tacts 170
    pg 10
    lc 10
    pw 15
    mb 5
    Fast
    2 mm attack bikes 100
    Heavy
    5 devis 90
    2 pc 30
    total 1000

  9. #8
    Senior Member Intrepid's Avatar
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    638 (x8)

    Definitely the first one. Assault squads are great, they just need a little support and somebody to watch their backs. Lists based around Tactical squads need plenty of Rhinos/Razors.

    I forgot about the new jink save. That being the case, you might use a Chaplain instead of Librarian. His buffs stacked with the priest's will make your jumpers superior to almost all other CC units...especially in smaller games.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard

  10. #9
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    I like the chaplain rerolls but now that their weapon is a mace or what ever being ap4 it kinda wrecks them. Theyre also 30 points more and the librarian can cast shield on the assults in the enemys shooting phase.

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