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I'm going to be facing the Blood Angels for the 1st time on Friday ... I don't have the codex, know nothing about them, so should be in for an interesting game and a steep uphill learning curve. (The guy playing them has played against my Wolves loads of times, so he knows my army inside out.)

 

So .... do you have any tips for me on what to watch out for? What nasty little surprises is he likely to have in store for me?

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Without an idea of what units you have at your disposal it's hard to offer any nuggets of wisdom, but here goes:

-If you have a good amount of long-range firepower, and he DoAs : castle up. keep your units together for mutual support, and punish each unit as it arrives from Deep Strike.

-If you generally play the mobile offensive game : keep groups of units close enough to support each other and try wolf vs. bear tactics against individual units. (ie. gang up mercilessly and don't be afraid to give ground to a powerhouse unit until you have a decisive advantage).

-For other lists, just keep in mind : a DoA army will be arriving piecemeal, divide and conquer. They will also, probably, lack something in the mid- to long-range shooting category : keep weapon ranges in mind. Finally, if he doesn't DoA : he's C:SM with a 1 in 6 close combat buff, FNP everywhere, and Fast rhino chassis'.

Hope this helps some.

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Thanks guys.

 

he is likely to be taking a lot of jump-packs guys I think. He is also addicted to shooting, so is likely to have a decent number of devastators.

I'm loathe to put my list up - as he is likely to be reading my posts in preparation ..... but it will be likely I will be fielding rhino GH, LF a RP and some Swiftclaws. (1000points)

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Well, it sounds like you have a good core of quality units. A couple of thoughts on your Rune Priest :

- Jaws is probably not your best option. C:BA units generally require a 5+ to affect anything and most of his units will be immune due to being Jump Infantry, and in my opinion is not worth it.

- Living Lightning is always a good choice against opponents fielding a lot of vehicles AV 11 and under as well as giving a decent amount of S7/Assault shots against troops.

- Consider taking either Murderous Hurricane or Tempest's Wrath. Having his Jump Troops suddenly find themsselves in Dangerous Terrain when he thought he was safe is always a good way to throw a monkey wrench in his plans. And given the specific circumstances this is the one time I would actually consider giving my RP Master of Runes, which usually isn't worth 50pts, but in this case being able to keep a Tempest's Wrath bubble around your units while still using other powers might make it a worthwhile upgrade.

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i recommend tempest wrath too. my main opponent is a BA player and he always uses the dreadnought librarian with wings of sanguinius and might of heroes. that machine is just nasty if he can make use of his jetbike movement and then charge you, not to mention he only needs to take dangerour terrain tests and never difficult terain tests.
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i recommend tempest wrath too.

 

Agreed. During 'Ard Boyz, I ended up facing a "Blood Raining from Above"? (or w/e it's called) which was an entire BA jump pack army. I had Njal in my army, so I lucked out in having Tempest Wrath. Tabled him easily, as his force barely made it to landing.

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well if he knows your wolves try something new maybe,

 

i agree tempest wrath and i think living lightning,

 

at 1000pts if he has the lib dread and some death company he wont have a massive number advantage whatch out for the flamer baal its nasty with a scout move

 

 

 

hope it helps

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Most likely he will be running a jump or mech list. Plan on him having a few Priest for the Furious charge and feel no pain rules. There IC and BA players ether have them bare bones or Melta pistol, power weapon. In Close combat single them out w/ a IC, Wolf guard, or wolf w/ Power weapon or fist. Or all three if you can. Take lots of wolf tails because he will have a libby or 2 ( one maybe in Dread form ). BA are fast really fast So set up terrain and deploy w/ that in mind. DC is ugly but they have the rage rule so you can lead the around the table w/ a fast unit. If he has a dread w/ Blood Talons make sure it doesn't get into cc (there job is to take out units in one turn). Good luck
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i recommend tempest wrath too. my main opponent is a BA player and he always uses the dreadnought librarian with wings of sanguinius and might of heroes. that machine is just nasty if he can make use of his jetbike movement and then charge you, not to mention he only needs to take dangerour terrain tests and never difficult terain tests.

 

Sorry Hendrik, but you have been doing this wrong.

 

A libby dread using wings is still unit type walker. Tempest Wrath on affects specific unit types. So moving as jump infantry is not affected by Tempest Wrath, they need to BE jump infantry.

 

Back to the OP,

 

Tempest Wrath and Murderous Hurricane are two silver stakes for Jump Infantry Blood Angel lists because it disrupts a major factor of their success, mobility. Blood Angels rely very heavily on getting their units where they need to be to take full advantage of FnP/FC bubbles and what they do best, assault. Between making it dangerous to even get near you and then difficult to even assault you, you practically taking away what they need to rely on for success. Take those away and you are just facing pricey SM.

 

Don't forget to shut his libby or if he is using Meph with your runic staff.

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Make sure you do not use printed charctors. Or he will bring their Greater Demon Mephiston. It's a broke charactor. So only use made up charctors to make it balanced.

 

They excel on the charge. So make sure you do not give it to them. If you can charge before them go for it.

 

Other then that he will have a squad with Feel No Pain most likely. Just Melta/Plas it to death.

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At 1000pts and with a lot of JPs? Maybe a Lib (JP), a couple of Sang Priests (with JP/PW) (already sets you back c.300pts), and then some variation on 2 large RAS with meltaguns (c.500pts), Vanguard Vets (5 man squad with a couple of PW's) and thats about all you'll fit in it. BA do struggle a bit at low points if you take RAS simply because a useful-sized unit costs so much...
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OK, well I played. It was a weird game ... but bearing in my the way my friend usually plays(ultra defensive), maybe not that surprising.

 

I took

 

RP (mh,tw) ; WG cm,pf ; 7 x GH (mg, ws) Rhino

 

WG cm,pf ; 8 x GH (mg, ws, motw) Rhino

 

4 swiftclaw (mg)

1 attack bike (mm)

1 WG biker (pf,cm)

 

5 Longfangs (4ML)

 

6 Longfangs (5ML)

 

He took

 

8 jump-pack guys (2mg, 1pw) ; Sang Priest ; Librarian

 

9 jump-pack guys (2mg, 1pw) ; Sang Priest

 

2 devastator squads (all missile launchers).

 

 

Dawn of War - Annihalation.

 

The game basically went like this. He kept his jumppack guys popping around the Devastators and never moved forwards, trying to pop my rhinos. His tactic was to tempt me forwards or try to pick off a lone unit.

 

By the time turn 5 came along, we had had no combat, a little shooting (he kept either out of range of my LF, or out of sight). He had popped a rhino and so the score was 1-0.

 

Really I wanted to find out what these guys were like ... I couldnt face playing a whole game without even getting into combat with him. I knew he wouldn't, so I turboed the bikers into the Devastators and surged my GH forwards, hoping to grab his attention. True to form he ignored the GH and jumped both packs onto the bikers ... killing them, just after I took out the Devastator squad.

 

Ended 2 - 1 ... we got a little combat ..... but I hadn't really expected this form of super defensive play from the Blood Angels ! It reminded me of playing the Eldar :)

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LOL - yes, some abuse was dished out - including by the small group of spectators. He actually ended the game slighly behind where he had deployed :D .

 

To be fair to him, his army will be correct, I have probably just missed something. He probably had 10 jumppacks AND the priest and the Librarian. I can't fully remember because they were always just slightly out of sight :HQ:

 

At first glance, I would say they are very similar in potency to Grey Hunters. Similar points units fighting would be a hard one to call. I think they will struggle with Hoarde though ... not one powerfist in there.

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DOn't they stillhave red thirst? I thought he had to roll every turn and on a 6 they move forward regardless of what he wants them to do.

 

Not in 5th Edition. That was left when the 3rd Edition codex was replaced a couple of years ago.

 

Valerian

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Yes, the Red Thirst (if I remember correctly) meant he rolled a d6 for every unit in his army. If he got a 6, then they were "feel no pain" and "furious charge" for the rest of the game.

 

Correct. This is drastically different to the old 3rd edition rules mechanic referenced above, whereby each unit rolled a d6 every turn to see if they surged forward.

 

V

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