Kanis Posted November 5, 2010 Share Posted November 5, 2010 Hail battle-brothers, I've recently started up Blood Angels after a tragic accident obliterated my previous chapter a month or so ago. (Giant redneck monster-jeep ran over my case and a few text books in the parking lot!!! Those things should be made illegal! Seriously, it almost hit ME!) Anyway, I love the Astartes too much to not play them, and the Blood Angels have had my eye since I started almost ten years ago, and they've got my favorite Primarch, a grand sight on the table top, plus very powerful fluff, so I started them up as a replacement army. To my point, I've nearly completed my army, I'm just stuck on the tail end of it now. I don't play too competitively, we've got a pretty fluffy, laid back group down here: HQ: Librarian with Blood Lance and Shield of Sanguinius. Elites: Sanguinary Guard with Powerfist, and a Infernus Pistol Elites: Furioso Dreadnought with Blood Talons, Extra Armor and a Drop Pod Elites: 1 Sanguinary Priest with Jump Pack, Powersword Troops: x2 Tactical Squads with Powerfist & Plasma Pistol, Missile Launcher, Plasma Gun, Rhino with Extra Armor Troops: Death Company with Powerfist, x2 Powerswords and a Drop Pod Troops: Assault Squad with Powersword, x2 Melta guns Now, I have around 180 points to use, and I am stuck on my last choice. I'd really like to try some Devastators out, but a few friends said it doesn't fit with my mobile army. I was thinking of a squad of missile marines to hold up in the wings to strike at range, or maybe some other weapons. I'd love to get some other opinions on my army so far, as well as any other unit ideas and/or experiences, as long as it's constructive criticism please :blush: Link to comment Share on other sites More sharing options...
Chapter Master Ignis Domus Posted November 5, 2010 Share Posted November 5, 2010 Congratulations, you're member 555001 I like Devastators and use them a lot. If you know how to use them, they are incredibly deadly, but otherwise, they're a waste of points. Since you do friendly games, I would use them for a while, get used to them and see how you like them. Link to comment Share on other sites More sharing options...
bulley Posted November 5, 2010 Share Posted November 5, 2010 First off I quite like your list, except the DC (grr rage!) but as an all round fun army that can deal with stuff - its nice! I think looking at your setup devs could be a nice compliment to your army that has a bit of every thing. My personal route is the x4 Misile Launchers, which off the top of my head will come in at about 130 points. You could throw in x2 lascannons x2 launchers, if your worried about AV14 - and that gives you plenty of bang for your buck. That will give great fire support to your army, and I am pretty sure the DC, Sang Guard and Furioso will be the attention of your opponents fire initially. Though I do want to suggest some changes (unless ofcourse its modeling issues you'd have) - swap the x2 Plasma Pistols and Plasma Guns in the tacticals to their Melta equivelent, melta is far to powerful to be passed up in this game imo, and plasma is becoming much less feared (rapid fire = great, blowing up in your face, not so much!), with the rhino's they'll get into double pen dice range easy enough, or just sit at 12" and take advantage of the str 8 which can still imob AV14. I'd be tempted to give the DC a rhino over the drop pod - but that's just my inexperience with the drop pods I have to say, but I think it would fit nicely with the x2 tacticals in the rhinos, and could give your assault/sang guard some nice cover later in the game. But as I say I like the feel of your army. Link to comment Share on other sites More sharing options...
Chapter Master Ignis Domus Posted November 5, 2010 Share Posted November 5, 2010 The nice thing about drop pods is that you can tie up your enemy's big shooty units in close combat in the first turn, and not die due to scattering into something. This means that your rhino units don't have to worry about geting shot. I use this with my Space Wolves all the time and it has worked quite well, though Blood Angels may be different. Link to comment Share on other sites More sharing options...
bulley Posted November 5, 2010 Share Posted November 5, 2010 The nice thing about drop pods is that you can tie up your enemy's big shooty units in close combat in the first turn, and not die due to scattering into something. This means that your rhino units don't have to worry about geting shot. I use this with my Space Wolves all the time and it has worked quite well, though Blood Angels may be different. Didnt think you could assault out of a drop pod though? Link to comment Share on other sites More sharing options...
Chapter Master Ignis Domus Posted November 5, 2010 Share Posted November 5, 2010 It's an open-topped vehicle. Link to comment Share on other sites More sharing options...
Deus_Sanguinius Posted November 5, 2010 Share Posted November 5, 2010 Well that is correct, but nevertheless you cannot aussault out of a Pod. Arriving with a Pod is like Deep striking so you will not be able to assault. Cheers Sang Link to comment Share on other sites More sharing options...
Kanis Posted November 5, 2010 Author Share Posted November 5, 2010 Chapter Master Ignis: Sorry to say, but the Drop Pods rules state that one cannot assault from it on the turn it arrives, even if it is open-topped, sadly! Bulley: Thanks kindly for the positive response, I'm glad the list looks fun and hopefully somewhat fluffy. I'd really like to try the Devastators as you mentioned with four missile launchers, or even two with two lascannons. Also, do you keep yours in one large place, or do you Combat Squad them apart? I'm afraid I never got to use this rule before, so I'm itching to see it's uses and/or gains. Link to comment Share on other sites More sharing options...
Chapter Master Ignis Domus Posted November 5, 2010 Share Posted November 5, 2010 Of all sentences to miss in a codex, I miss that one. Anyways, I recommend combat squading them with the sergeant, two MLs and two marines in one, and two MLs and three marines in the other. This way you have more versatility in picking targets and more ablative wounds. Unfortunately, 180 points won't get you 10 marines and four MLs. Link to comment Share on other sites More sharing options...
jbarket Posted November 5, 2010 Share Posted November 5, 2010 Your friends are only partially right about Devastators. I run a very, very mobile BA army... all jumpers besides the Devs and occasionally some bikes... and I run 2x Devastator squads with 4x MLs each every game. They don't need to be mobile. With a 48" range, you should be able to deploy them somewhere they can be effective throughout the game. I played a scenario last night where one player had to split their army in two, and the other deployed in the middle and had to attempt to run off the short table edges. That meant I had to put one Dev squad on either side of the table. Even with a significant amount of terrain, I didn't have a single turn where I couldn't hit him. If you're a foot or so in from the board edge in your deployment, 4 feet is all the range in the world. It's also an effective way to measure distances you normally couldn't. If I have an RAS ready to assault my opponents squad, but they might be slightly more than 6" out, I can shoot at something directly past htem... or the same squad if I'm not too worried about him being able to pull off bodies to prevent me from assaulting... and get a better estimate. Link to comment Share on other sites More sharing options...
bulley Posted November 5, 2010 Share Posted November 5, 2010 Chapter Master Ignis: Sorry to say, but the Drop Pods rules state that one cannot assault from it on the turn it arrives, even if it is open-topped, sadly! Bulley: Thanks kindly for the positive response, I'm glad the list looks fun and hopefully somewhat fluffy. I'd really like to try the Devastators as you mentioned with four missile launchers, or even two with two lascannons. Also, do you keep yours in one large place, or do you Combat Squad them apart? I'm afraid I never got to use this rule before, so I'm itching to see it's uses and/or gains. If you go up to 10 marines, combat squading is actually quite nice, x2 LC and x3 normal guys, and x2 ML's and x3 normal guys - sat at the back, 1 goes heavy tank hunting, other goes light tank/infantry (really versatile), and you have 3 wounds to give up before you get to the heavies. Again, if I rock devs, I keep em cheap and mean, x5 w/ 4 heavys - but this really is personal preference really. I'd probably opt with x2 squads of devs rather than combat squading though - its a bit more pricey, but x8 ML's (which is cheap and effective) is just so brutal - light transports go bye bye! Link to comment Share on other sites More sharing options...
Kanis Posted November 5, 2010 Author Share Posted November 5, 2010 It's great to hear some positive views on the Combat Squading, I'll really consider that if/when I can take a ten-man unit of Devastators, or even two as that sounds like a relatively cheap way to have anti-armor power, and scare some foes. Missiles seem to be really popular this edition, even more so for Astartes armies. Not sure I'll take that many just yet, but it looks like Devastators are at least a well liked and used unit with other Blood Angels players. I'm not really sure what else I could use for the points, and I'm not really looking to use tanks, as I've never been a fan of Land Raiders or Predators. Link to comment Share on other sites More sharing options...
Erasmus of Baal Posted November 5, 2010 Share Posted November 5, 2010 If you go up to 10 marines, combat squading is actually quite nice, x2 LC and x3 normal guys, and x2 ML's and x3 normal guys - sat at the back, 1 goes heavy tank hunting, other goes light tank/infantry (really versatile), and you have 3 wounds to give up before you get to the heavies. Again, if I rock devs, I keep em cheap and mean, x5 w/ 4 heavys - but this really is personal preference really. I'd probably opt with x2 squads of devs rather than combat squading though - its a bit more pricey, but x8 ML's (which is cheap and effective) is just so brutal - light transports go bye bye! Just out of my own curiosity--is there one half of the 2LCs/2MLs squad that you normally put the Sergeant in? Link to comment Share on other sites More sharing options...
bulley Posted November 5, 2010 Share Posted November 5, 2010 If I was combat squaring I'd probably put it in the one I'd feel was on the flank most likely to get assaulted just so you have that 2 attacks near by. If you combat squad but keep them close to each other (thus creating a way to target multiple targets) then it's a moot point really. Tbh half the time I am tempted to take a bolter on the Sargent just for range purposes. Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted November 5, 2010 Share Posted November 5, 2010 Hey bulley knows what he's talking about so pay attention. :( 0b ^_^ Link to comment Share on other sites More sharing options...
Kanis Posted November 5, 2010 Author Share Posted November 5, 2010 Sounds solid to me so far. Also, on the sergeant note, does anyone bother upgrading him with anything? I noticed they now have that Signum thing that allows another marine to fire at ballistic skill 5 instead of him shooting, but for combat or something, any additions, or perhaps it's best to leave him bare bones? Thanks for the feedback so far, it's not an easy choice for me right now...*returns to scouring the codex* Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted November 6, 2010 Share Posted November 6, 2010 Always take the signum. It can save your bacon. Link to comment Share on other sites More sharing options...
Chapter Master Ignis Domus Posted November 6, 2010 Share Posted November 6, 2010 Does the signum not come with the sergeant in the BA codex? I play vanilla and wolves so I wouldn't know. Link to comment Share on other sites More sharing options...
Erasmus of Baal Posted November 6, 2010 Share Posted November 6, 2010 Does the signum not come with the sergeant in the BA codex? I play vanilla and wolves so I wouldn't know. In the BA codex, the signum is automatically in the Sergeant's wargear. Link to comment Share on other sites More sharing options...
SamaNagol Posted November 6, 2010 Share Posted November 6, 2010 I'd probably look at 2 AC/LC Predators over a full Dev squad personally. Although the 4 missile launcher squad does have it's merits. Link to comment Share on other sites More sharing options...
tahrikmili Posted November 6, 2010 Share Posted November 6, 2010 A very big YES to devastators from me. I run two squads, one with 3 MLs, one with 2 PCs. They don't present a high priority target like AV13 armor, usually go unnoticed, and often do A LOT OF damage before the enemy realizes how dangerous they are. Link to comment Share on other sites More sharing options...
BigBaals Posted November 6, 2010 Share Posted November 6, 2010 I use mine in a Mech/Jump list. 5 man squad, 4x ML. It's 130 points that sits in cover with a 3+ and 4+ cover. My AC/LC preads kept getting popped or silenced, my Baals did too. With my list the 3x Razors, Mephiston, Attack Bikes, JP Assault Squad, and Honor Gaurd are in the opponents face quickly. My devastators have never been shot at because of that. Every game they pop transports, blow away marines, etc. I never use the template, I always go ST8 vs. MEQ. I tabled my Devastators a couple years ago, but I'm glad I brought them back. Link to comment Share on other sites More sharing options...
Kanis Posted November 6, 2010 Author Share Posted November 6, 2010 I really appreciate all this feedback comrades. I've shifted around my list some, so I can fit in some Devastators at full strength, with 2 of the best anti-tank weapons they can get for mixed power. I'll shift it around some after a few test games, but I think this will do pretty well for starters. I'll probably try Combat Squading them to make it harder to kill them at once, and split fire at what I need, heavy/light armor mostly. HQ: Librarian with Blood Lance and Shield of Sanguinius. Elites: Sanguinary Guard with Powerfist, and a Infernus Pistol Elites: Furioso Dreadnought with Blood Talons, Extra Armor Elites: 1 Sanguinary Priest with Jump Pack, Powersword Troops: x2 Tactical Squads with Powerfist & Plasma Pistol, Missile Launcher, Plasma Gun, Rhino Troops: Death Company with Powerfist, x2 Powerswords and a Drop Pod Troops: Assault Squad with Powersword, x2 Melta guns Heavy Support: Devastator Squad with x2 Missile Launchers, x2 Lascannons Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.