Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I play Dark Eldar. My brother, tired of getting kicked using tyranids has decided to go with the oh so powerful Blood Angels.
My question is how the hell am i supposed to beat these guys?
Hes going close combat mainly, ofcourse, so I can expect a lot of Sanguine guards, dreadnaughts and assault marines.
Sanguine guard with master crafted power weapons and a 2+ save in close combat? How are you supposed to beat that? Even incubi would get slaughtered unless you outnumber them.
Dreadnaughts are insane. Only hitting them on 12s? I figure I should use a couple of squads of Wyches with haywires to kill these but 5 attacks with dreadnaught weapons where every wound generates an additional attack and ISNT limited to once is going to eat even wyches.
I dont see how i can even shoot them efficiently with 3+ or 2+ armor on everything.
So i need advice.
Welcome to my world, check out my WWP list. This is the primary reason you give your Wyches S&I and HGs. They are there to tarpit the dreadnoughts and slowly glance them to death. While that combat is going on, move your DL carrying units away for returning fire should the wyches fail. My beastmaster units can eat just about anything with flesh in the game alive. 86 attacks on the charge, 4++ invul saves, 45 wounds packed into 21 models and you have to lose 6 to force a save. Against Str 5 or less that's 30 wounds before you have to make a leadership check. My list is tooled to beat IG and SWs, but there's no reason it can't handle BA if played right.
Not to be to callous to your concerns, but you're really overreacting. If there's one army in the game DE should be least worried about facing, it's marines. Blood Angels pay a premium price over vanilla marines to be faster and harder hitting in CC, but we're still faster and generally hit harder in CC (or are able to tarpit the deadlier CC units with Wyches).
Sanguinary guard are not an issue. Honestly, you seem concerned about Incubi but for almost half the cost of Sanguinary Guard, a charging unit of 5 Incubi should kill them to a man. If they get Furious Charge via Red Thirst or by having an attached Sanguinary Priest, and get the charge on the Incubi, then you'll be in trouble. Even in this worst case scenario though, the Incubi will still get to strike at the same time and should kill 3-4 models out of a 5 man unit.
However, Incubi in a Raider are significantly faster than a unit of Sanguinary Guard, and barring some very bad luck or poor planning, there's little reason you shouldn't be the one to get the charge (or at least deny the SG the charge on the Incubi). And if you still really fear for your Incubi against SG, throw a squad of Wyches at them instead and let the Agonizer whittle them down. With a Shardnet or two in there the SG won't be doing a whole lot.
As far as Dreadnoughts, again, why so worried? Especially for DE, BA dreads are no harder to deal with than any other AV12 vehicle. Lancing them to death from a distance shouldn't be all that difficult, and while it's not the best investment of points, Wyches with HWGs and Shardnets can lock even a Furioso down all game. Against that 4+ invuln, a Furioso will likely kill 1 Wyche a round, and the one resulting extra attack is really unlikely to do anything. If you throw in a shardnet or two, a Furioso will struggle to kill even a single Wyche a round.
Innovation suffuses this hobby like a tea bag in the boiling water of play.
3 Ravagers. 2 with 3x Dark Lance, 1 with 3x Disintegrator. All with Nightshields and Flickerfields. Bloodbrydes in Raider with Archoon for a tarpit. GG, you won the game unless your opponent is a tactical genius or if your dice are rebelling.
Last edited by Ridell; February 16th, 2011 at 20:40.
Last edited by Archon Anastari; February 17th, 2011 at 01:53.
The archon + bloodbryde combo is versatile and cheap, though it will lack the truly monstrous marine killing power incubi bring to the table, they are very good at backing up any flavour of archon.Heh, if they weren't a tactical genius they wouldn't be playing blood angels would they?GG, you won the game unless your opponent is a tactical genius or if your dice are rebelling.
Solutions to BA
1) Take 2 Razorwing Jetfighters w SC upgrade & Flickerfields
Hold them in reserve then deploy. This means he wont be able to destroy them until after you get the first shot. You now have 4 Large Templates, 1 SC, & 2 DL per jetfighter. Which ends up killing quite a few infantry
2) Talos- If he wants CC this is a great guy to bring the pain to him. I recommend giving the Talos Chain Flails, extra CC, and Haywire Launcher. 1 on 1 this guys beats the dreadnaught hands down. You get 2D6+1 (keep higher roll only) attacks at S7 +2D6 (Montrous Creature). Just be careful to keep the talos away from squads w/ power weapons.
3) Grotesques- He wants to come into CC. So give it to him. With S/T 5 and multiple wounds your guys will survive. Add in an Archon with a good no armor save weapon and watch his guys dissappear while you only take wounds. Be sure to look at how expensive your archon is sometimes this is a good spot to play the baron since he comes with grenade launcher, shadow field, and stealth for cheaper than the normal build. I highly recommend the Aberration and Liquifier upgrades since you can wound allocate to make this fearsome
4) Wyches- This is your default troops which when equipped with S/I and Haywire are quite versatile. Take them in max squad size and attach a haemonculus for the FnP. He now has to go through a 4+ invuln, 4+ FnP, and 1 less attack. (Also with the haemonculus be sure to take options like Animus Vitae for a free 2nd pain point after 1 round of combat). Meanwhile you have higher I to attack and lots of attacks.
5) Beastmasters- 4 w 8 Razorwings- Hold them in reserve. Then after he gets into CC you come out and watch his unit dissappear since you have significantly higher attacks, rending special rule, and multiple wounds. I recommend these guys versus his squads carrying power weapons.
Last edited by mrvegas; February 17th, 2011 at 11:43.