Search the Community
Showing results for tags 'Blood Angels Jumpers Sanguinor Lemartes Sanguinary Guard Death Company'.
-
Recent Games. The Value and Cost of Synergy is High
Drunken Angel posted a topic in + BLOOD ANGELS +
Thought I would try and contribute a little here as I do enjoy reading a lot on here. I have been running BA since 5th Ed almost all of my lists feature fast armies I have been refining a jump pack list over about 10 games. I have been up against Genestelers cults, Death Guard, Harliquins and all variety of Aeldari. I play against a top ranked masters player and our games while friendly are competition list forged I have enjoyed a list similar to sfPanzer's HQ Cpt Ragnarok : hammer, shield, angels wing Lemartes Sanguinary Preist: JP Troops 5 Scouts: bolters 5 Scouts: bolters 5 Intercessors: Sgt power sword Flyers Stormhawk Interceptor: Las Talon Assault cannon skyhammer Stormhawk Interceptor: Las Talon Assault cannon skyhammer Vanguard Detachment Sanguinor 10 Death Company: bolter and chainsword 2 hammers 9 Sanguinary Guard: angelus bolt gun encarmine sword, 1 PF Sanguinary Ancient: power fist, standard of sacrifice, Warlord The list seems hero heavy but that seems to be what it takes to lift the list into the required synergy bubble. Overall my DC are run super aggressive and tend to wreck a lot of whatever they touch. Because of the reserves rule they often start on the board other HQ's/elites can be held back or placed within the Intercessors for protection but DS is the preferred deployment for all the list. Forlorn fury is the go-to if you get 1st turn but wings of fire is also good. I have never had DC last to the end of turn three but thats fine they blow away chaff and hit hard absorbing a lot of shooting. The big lever in the list is the Sanguinary Ancient as warlord with standard of sacrifice. Sanguinary Guard Re-rolling all hit rolls next to this guy raises their combat output massively, re-rolling 1's to wound is icing. Giving SG a 5+ FNP makes them much more resilient. The Sanguinor gives SG or DC that extra attack and can be sent off elsewhere as required in late game. The Sanguinary priest has repaid his points in every game with his ability to restore wounds to the SG or DC squads and HQ's plus 1 strength stacked with red thirst is plain murder on anything. Cpt Ragnarok is a massive distraction carnifex and does good service as a wrecking ball on his own or in a mob of DC. Lemartes does what he does, buffs and bashes. The Interceptors are magnificent at plowing the field and removing chaff for the Jumpers to charge through. They are resilient but seldom last the game but by then their job is done. I have a couple of questions I use wings of fire to relocate any HQ/WL to where they are needed and even break them out of combat with this stratagem, what do others do? Does the Sanguinor benefit from Heirs of Azkaellon? it appears not.