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LO Zealot
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1,173 Posts
Discussion Starter · #1 ·
Ok here is my fluffy blood angel army, trying to use as many blood angel units in the army as possible...

*HQ*
Reclusiarch Chaplain with jump pack
D3+3 Death Company

*ELITES*
Furioso dreadnought, 2x dreadnought ccw, storm bolter, melta gun.

*TROOPS*
9 Tactical Marines 1 with melta gun
Vet serg with powerfist
Rhino, smoke launchers.

5 Blood angel scout unit, ccw, bolt pistols

*FAST ATTACK*
9 Assault marines, bolt pistols, ccw, 2x plasma pistols, melta bombs
1 vet serg with powerfist

*HEAVY SUPPORT*
Baal Predator, twin linked assault cannons, side sponsons heavy bolters.

Right its a very fast mobile marine army (wanted a different army from my space wolves and ultramarines) not bad on numbers, but really poor on anti tank... it won't be until turn 2 or 3 before i can furious charge powerfists in and assault marine meltabombs in... the furioso isn't as good as a normal dread for ranged attack but i want to be fluffy, so i see this unit as a slow objective capturer or baal predator protector shield...

Rhino and tac marines with a melta gun for drive by vehicle shootings, a tactic i've not used before, thought it'd be fun to introduce into this list rather then a small unit of 6 in a razorback with twin linked las... rather then holding back with the lascannon razor, i'll be up on the front line blasting out of the hatch, jumping out the rhino rapid firing etc... sounds really fun unit!!!

Not sure on the scouts, i imagine myself keeping these hidden for 2-3 turns and then lending their weight to an assault, or using them on turn 5-6 to capture an objective... they're not real players in the grand scheme of things, but keeping them safe will stop the enemy scoring easy victory pts against such a weak unit...

the death company and assault marines will just wipe the floor with any enemy unit... i see each of these units on opposite flanks doing a big pincer movement. Crashing through the enemy and backing them into the centre of the board where the pincers meet by which time the furioso has reached the battleline in the centre along with the tac marines in the rhino...
 

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Registered
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400 Posts
Chaplain is crying for Terminator Honours, bolt pistol and frag grenades.
Scouts WAY too small plz at least 8 man if u dont want to have them sit there and either 1.hide for the whole game and do nothing or 2.get killed in 1 turn of shooting.
Assault squad and Baal are good. Furiouso plz drop pod. Tac squad: ppl dont use rhinos they suck nowadays but what u plan to do is fine so long as the vehicle survives...I think drop one vehicle for more bodies will be good.
 

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The Fallen
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7,745 Posts
Gareth said:
Ok here is my fluffy blood angel army, trying to use as many blood angel units in the army as possible...
Aha, the list for the new minis, is this a cunning plan to get your list sorted without nick seeing it mate?????? :)

*HQ*
Reclusiarch Chaplain with jump pack
D3+3 Death Company
as people have said, crying out for termi honours, bolt pistol and frags

*ELITES*
Furioso dreadnought, 2x dreadnought ccw, storm bolter, melta gun.
nice, fluffy, bound to draw fire or rip things asunder! not sure it fits with you fast approach

*TROOPS*
9 Tactical Marines 1 with melta gun
Vet serg with powerfist
Rhino, smoke launchers.
cool, consider adding XA to the rhino

5 Blood angel scout unit, ccw, bolt pistols
kinda low on numbers both in this unit and troops generally mate, be nice to have a vet sgt in here

*FAST ATTACK*
9 Assault marines, bolt pistols, ccw, 2x plasma pistols, melta bombs
1 vet serg with powerfist
ditch the meltas, use the poitns elsewhere, you got plasma pistols and a power fist in this squad

*HEAVY SUPPORT*
Baal Predator, twin linked assault cannons, side sponsons heavy bolters.
be rude not to, needs XA

Right its a very fast mobile marine army (wanted a different army from my space wolves and ultramarines) not bad on numbers, but really poor on anti tank... it won't be until turn 2 or 3 before i can furious charge powerfists in and assault marine meltabombs in... the furioso isn't as good as a normal dread for ranged attack but i want to be fluffy, so i see this unit as a slow objective capturer or baal predator protector shield...
OK mate, as you are aware, I have put up a flesh tearers army recently, conventional wisdom says for BA you need more troops, with this few you will have a DC numbering about 6, and no power fists. I think the problem is the furiosos, baal and assault squad are a bit much to fit into a single 1000 point list. personnaly I went mechanised, first pass at 1000 points had the jump pack chappy,the furioso and baal and 2 troop squads in razors

laterly I removed the furioso as he was too slow and added a screen of bikes

I also, rather unconventionaly, considered rhinoing the chappy and DC, result woudl be 2 razors and a rhino zooming up the field to unload with a bike screen and support from the baal, but never got round to trying it as have been working on the sisters

I gues my issues are 2 fold:
1, the scout squad isnt achieving much in its current format
2. you are presenting 3 armoured and 2 -3 inf targets on turn 1, this is a nice target set for most armies, possibly they can not cope with all 3 armoured components (rhino, furioso and baal) but then they dont need to look at the furioso until turn 2, every anti infantry gun in his army cna pretty much be focussed on a 7 man DC and a 10 man assault squad, which wont take long to down, indeed some armies will eat in urn 1 (think star cannon)

Rhino and tac marines with a melta gun for drive by vehicle shootings, a tactic i've not used before, thought it'd be fun to introduce into this list rather then a small unit of 6 in a razorback with twin linked las... rather then holding back with the lascannon razor, i'll be up on the front line blasting out of the hatch, jumping out the rhino rapid firing etc... sounds really fun unit!!!
Indeed, although my FT razors had TL heavy Bs, they didnt hang back, but acted as rhinos, then unloaded with the heavy bolters, admitedly I had vet sgts with xcombi meltas so close up I got 8 bolter and 2 melta shots, 2 of these acted as a screen for the advancing DC, at the point of unload I then got razors either side fo 2 of these squads, with DC just behind, the opponent has to deal with the shootign then decide what to do and unless he runs, whatever he does allows DC to charge him next turn, anyway I am babbling

Not sure on the scouts, i imagine myself keeping these hidden for 2-3 turns and then lending their weight to an assault, or using them on turn 5-6 to capture an objective... they're not real players in the grand scheme of things, but keeping them safe will stop the enemy scoring easy victory pts against such a weak unit...
lets be fair they are a points filler, by ditching either the assautl squad or the furioso, you can re use these points more effectively

the death company and assault marines will just wipe the floor with any enemy unit... i see each of these units on opposite flanks doing a big pincer movement. Crashing through the enemy and backing them into the centre of the board where the pincers meet by which time the furioso has reached the battleline in the centre along with the tac marines in the rhino...
LMAO, I see them getting shot to shreds with not other infantry targets visible.

Conventional wisdom on BA at the moment, since 4th ed and codex sm- goes for deep striking, loads of drop pods (which has made Furioso dreads more appealing)

The mechanised approach is probably th second most popular, butt he key in both these approaches is to use your transports to shield your jump pack troops

The third most popular approach is probably the inf heavy foto squad, which always has the baal issue (either I take none :( or if I take one+ then they are the onyl vehicles in my army so get shot to bits quickly
 

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LO Zealot
Joined
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1,173 Posts
Discussion Starter · #4 ·
Na don't need to hide it from Nick, he sees all my lists and i still beat him... must have won the last 5 out of 6, withone of them being a draw...

Beat him in my final winter war game to become store champ and take his title... go ultramarines!!! Plus 2 sundays ago 2500pts of my nids wiped out his word bearers in a 9 turn random game length recon game.. Playing his deathguard tonight with my space wolves... 1500pts... should be a laugh...

Cheers for the comments, much appreciated. I won't be dropping any of the units but i will drop wargear to fit in more scouts... XA is an option, but really struggling to fit in what i want... to me its a collection of Blood angel units... and i'm only building 1000pts, same as the ultramarines i did... and it'll be the same for the deathwing i'm doing after BA and 13th Company...

So my criteria is'nt game winning, but to own all the major chapters at 1000pts. Each chapter has got to fight different from one another, so if i want an all round army list i take ultras, if i want assault i take BA, etc etc...

the 2nd criteria, is to fit in as many army specific units into the 1000pts as possible...

3rd criteria is to be as fluffy and true to the background as possible in modelling and army composition. So the 13th company got the the MK'd armour to show squad age... the ultramarines took full codex sized units to represent their regimantal strict adherence to the codex and the blood angels are going for speed and assault with lots of jump packers...

i may split the 10 man assault squad into 2, to get that extra death company roll...this is my first draft i'm taking in eveyones advice and fitting it round my criteria... the extra scouts would be cool so i'll look into getting a unit of 7-8... a really want a drop podding furioso so thats something else i'll look into...

cheers for the help...
 

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LO Zealot
Joined
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1,173 Posts
Discussion Starter · #7 ·
sorry to keep harping on about this collection over gaming point... but i imagine when it comes to doing my darkangels chapter, i feel i might do a 1000pt death wing only army and wack a landraider in there, maybe a dreadnought too then it will probabaly only be 2 units 5 termies and a single HQ in termie armour... it will be absolutely awful to play with and i doubt it will ever see a turn 6... but its just getting in as many deathwing type minis as possible...
 

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The Fallen
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7,745 Posts
Re deathwing mate, Zeuss has an exceptionally good site for his gods of war, under orange consulting, I know he has now sold his army, but I would point out if you are doing DW, then 1500 points may be viable, but either way, consider dropping land raider and taking 2 or so dreads
 

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LO Zealot
Joined
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1,173 Posts
Discussion Starter · #10 ·
yeah although the raider would be nice addition to the collection, i feel the dreads would do me more favours.

Trying not to think about deathwing at the moment... want to get on 13th company and BA... Deathwing will be late this year i think... then its tau lol
 

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135 Posts
After the babling, i thought I might give some advice.

*HQ*
Reclusiarch Chaplain with jump pack
D3+3 Death Company

Again, honours, pistol, frags

*ELITES*
Furioso dreadnought, 2x dreadnought ccw, storm bolter, melta gun

I suggest giving it a drop-pod. It will get in closer faster and you can move out and use the melta right away.

*TROOPS*
9 Tactical Marines 1 with melta gun
Vet serg with powerfist
Rhino, smoke launchers.

The marines are good but the rhino is crying for extra armor. Being able to move and not shoot for heavy weapon tanks but it is key to move for transports. Give the rhino extra armor.

5 Blood angel scout unit, ccw, bolt pistols

If you are keeping this unit back for 2-3 turns then it might be helpful to give it bolters. If you intend to chrage quickly and tie something up I suggest bolt pistols, cc, and a VS w/ a power fist. Also this unit probably needs more members.

*FAST ATTACK*
9 Assault marines, bolt pistols, ccw, 2x plasma pistols, melta bombs
1 vet serg with powerfist

I don't think the meltabombs will do much if you intend to wipe the floor with infantry units. Maybe one plasma pistol because they might blow up in your face. You dont want to waste a 22 point model because of a 5 point weapon. I also don't think you should split the units in two. I think they will be stronger as one unit. That's just my opinion.

*HEAVY SUPPORT*
Baal Predator, twin linked assault cannons, side sponsons heavy bolters.

I think this needs extra armor. It will be nice to move out of another round of fire if you were shaken from the first one. Maybe smoke launchers too. If its shaken you may also want to send smoke to decrease their chances of killing you.
 
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