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Please help me glue my Blood Angels


Parcival

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Hello everyone,

 

One year ago I started on Warmachine and because of job and family I am still not done painting those models, but I am on the finishing stretch. :rolleyes: In other words, I expect to return to my true love in 2011 and continue to expand my BA army. I already have a BA army counting 6000+ points, so in the next step it's really about expanding that army. Ever since the new Codex arrived I haven't been working on my army but buying like crazy in anticipation of what I could do next. However, the closer I actually get to start gluing my Marines together, the more anxious I also get and decided to ask for your advice.

 

Goal: Building some WYSIWYG units that are quite tough in the new Codex.

 

Your input: Based on your experience, please tell me how I should equip my infantry models and also what Land Speeder options work for you.

 

Either way, this is what I have currently in reserve:

 

6 Plain legs

 

1 Blister Chaplain (you know, the really really old DC Chaplain)

1 Blister Librarian (with staff and book)

1 Blister Apothecary

 

1 Box Scouts

1 Box Sanguinary Guard

3 Box Assault Squads

2 Box Tactical Squad

7 Box Death Company

 

8 Meltaguns

4 Grails

2 Full set of Apothecary bits from SM Command squad Box

 

3 Box Ball Predator (1x old, 2x new)

1 Box Vindicator

1 Box Whirlwind

4 Box Land Speeder

 

Ideas on what to build so far:

 

  • 2 Sanguinary Priests with winged Jump Packs and Grails
  • 2 Honor Guard Marines with Powerfist and Meltapistol (in replacement for the Techmarine who's not in the HG anymore)
  • 2 Ten men Assault Squads (magnetized backpacks) with Flamerpistol/Powerfist for the Sergeant and 2 Meltaguns
  • 5 Vanguard Veterans with 4 Meltaguns and Powersword (I already have plenty VV with Twin Lightning Claws and Thunderhammer/Combat Shield, but I still need something to crack those tanks open)
  • 10 men Death Company with Bolters (to be dropped behind enemy lines by means of a black painted Drop Pod)
  • 5 men Death Company with 1 Powerfist (to stock up my existing/old 10 men DC Squad up to 15, they may ride in a Land Raider Crusader later - or shall I keep them at 10 and have them ride in a standard Land Raider?)

 

Thank you for you advice. :D

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Give your honour guard marines Power Fists and Meltaguns. 1: it is cheaper. 2: you have better range 3: you dont get a bonus attack for a pistol with a power fist anyway.

 

Vanguard Veterans cannot have special weapons like flamers and meltaguns however.

 

Give your Death Company units 1 power fist and 1 power weapon each

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Nice to see ol' buddies return to the best 40k army :rolleyes:

I am currently in similar situation, after almost 1 year of absence I returned to the hobby and started my acquaintance with the new C:BA.

So, judging by your proposed build you want to go with DoA list, which is cool IMHO, I'm also building DoA army now.

 

The Vanguards can't take any special weapons, so they are meant to fight elite or HG units in HtH. Along with the regular weapon upgrades I'd suggest you take storm shields and a free Glaive encarmine for the Sarge.

 

If you want something that cracks tanks, take HG with 4 MGs and a Libby with Blood Lance ability, so they were able to DS and destroy any tank within range. I personally decided that while VV are aimed at CC, HG would provide support AT fire, and the Novitate may help VV survive the fighting.

 

RAS with hand flamer, PF and 2 MGs are pretty common these day, so you can't go wrong with them.

And as for DC. They are no more so useful. You may take none of them, if you like, in order to get more useful units (Sang Guard in particular).

 

If you still want to take them - just take bolter-DC in a Droppod (at least that's how I do), so they were able to shoot off some guys, and thus you won't care for their 'raging' nature :)

 

I'd use DC bits to decorate your Sarges and Vets, while build the DC from regular Tact bits.

 

I hope this helps you to decide which units you'd like to glue :D

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Thank you for the feedback so far, guys.

 

You are absolutely right, Vanguard Veterans can't have Multimeltas. This mistake comes from the PDF Codex when Veteran Assault Squads could have special weapons. :HQ:

 

VV against infantry and HG against tanks, I'll definitely look into that. :)

 

I will take the Death Company mostly for fluff reasons in Apocalypse games etc. However, I thought that a 10 man squad with Bolters in a Drop Pod could wreak havoc behind enemy lines if he's not prepared and I am glad you confirm this. My goal is to attack my enemy from all sides so he can't prepare for a certain direction of action. That's also the reason why I also got a box of Scouts. (that's how I lost against Guard so far - they form a wall and shoot me until I break in front of it.)

 

What load out do you recommend for Sanguinary Guard? I guess that's my biggest question as I have absolutely no experience concerning what to do with these guys.

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Thank you, that was very helpful as it allows me to plan my squads better.

 

A couple last questions:

 

  1. Can a member of the Honor Guard have both Powerfist and Meltagun because the Codex says "Any Honor Guard can replace his Boltgun, Chainsword and/or Bltpistol with:"?
  2. Is the Assault Canons/Heavy Bolters combo still the best combo for the Baal Predator?

 

So far I have two Baal Predators with Assault Canons and Heavy Flamers, but getting the Heavy Flamers into action was always a pain in the old Codex. However, I am not quite sure with the new Codex if I should build one Baal that comes with all Flamers to kill the enemy in his cover after outflanking. Or is it better to have 3 Baals with full AC/HB and cover everything in a rain of fire?

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1. Yeah, that's legal. You have two pieces of wargear to exchange, so eg. you go chainsword->PF and pistol->melta. My only qualm with that has so far been that I think the model will look way too clunky.

 

2. You mostly see AC/HBs or FSC without sponsons at all on here. AC/HBs works as it's always done while the flamestorm Baal speeds around 12" each turn and, due to his Scout rule, can clean up a squad point-blank right when the game starts. If you go first, that is.

AC/HFs, no idea how good that is.

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Sorry, double clicked the Reply button.

 

Edit number two. I might as well use this space now that it's here, right? Anyone ever think it's kind of ironic that the Baal's flamer gun is abbreviated FSC while on the other hand, the real-world FSC, the Forest Stewardship Council, basically does the opposite of what the cannon does? I.e. prevent our planet's trees and forests from getting scorched and chopped to pieces?

So ya. It always makes me chuckle a little and I wonder if I should name my flamer Baal Steward.

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1. Yeah, that's legal. You have two pieces of wargear to exchange, so eg. you go chainsword->PF and pistol->melta. My only qualm with that has so far been that I think the model will look way too clunky.

 

http://i115.photobucket.com/albums/n309/Dhx711/40k%20BA/HG.jpg

 

 

I don't think it looks too clunky (although I may be a bit bias :cuss )

 

Back on topic: Magnets. If you have the time, it's (IMO) the easiest way to maintain WYSIWYG while also being easy on the wallet (buying extra bits vs extra boxes)

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I don't think it looks too clunky (although I may be a bit bias :D )

 

In my eyes it looks still clunky, but you did a good job in making it still somewhat look dynamic. I guess I'll do something similar to yours. :D

 

Back on topic: Magnets. If you have the time, it's (IMO) the easiest way to maintain WYSIWYG while also being easy on the wallet (buying extra bits vs extra boxes)

 

I am currently in the fortunate situation that money isn't that much of an issue, but time definitely is with a demanding job and a family. That's why I generally make my Jump Infantry with magnetized backpacks so that they can either jump around or ride in a transport without having me do the model twice. :D

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