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Starting up and looking for advice.


Bukimimaru

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Hey guys, I'm looking into getting myself a Blood Angels army.

I've started collecting Armies in the past and ended up buying loads of useless junk that I've never used, so I want to create a solid 1,750 army and buy nothing but the specific models I need.

 

I want the army to be fast and hit hard which is why I've gone for Blood Angels.

I like the idea of 2 squads of Death Company in Storm Raven Ships, a couple of Dreads in Pods as well. I've very fond of Terminators and Dreadnoughts as the heavy hitters (probably in drop pods / land raiders) to keep up with the rest of the army. A couple of small, cheap assault squads as objective takers while the other guys do all the heavy lifting.

 

What would you guys recommend as a good all-comers army using some of the units above?

I don't play in hugely competitive games for the most part, but that being said my other armies are Chaos and Tyranids, so it would be nice to win a few games now and then. :p.

 

I've had a good look through the codex and watched some bat-reps online, so I have a good idea of what makes a decent list, but there's no substitute for experience, so I'm hoping you guys will help me come up with a fast, punchy list I can get to work on.

 

Thanks in advance, Maru.

Do you have any other marine armies? If so I would recommend running some proxies in a few sample matches to see what you like and what you think works. I am on the other side of the spectrum when it comes to getting Blood Angels. I just bought the units because I liked the models, and now I am going to squeeze them on the field with my army.

Dont underestimate the usefulness of your average joe assault marine. Theyre veryy adaptable anc an take on the rank and file of pretty much any other army and have a decent chance of coming out on top.

 

Sang priests are also very useful in these things. Feel no paina nd furious charge can amp up any unit pretty well

Thanks for the responses guys.

I do have a small selection of Marines at my disposable, although nothing I could use as a Storm Raven.

I've always loved assault marines, taking them as troops was one of the biggest draws for me to take up Blood Angels.

 

HQ wise, what would be the best choice for my required style of play?

A Reclusiach seems like the obvious choice, getting to re-roll hits and wounds? Wow. Could I take two of these guys or are they unique?

Mephiston might work too, getting the Wings Of Sanguinius means he would be able to keep up with the other units.

Mephy is no longer as good as he once was. The lack of the IC rule really hurts him now, and he no longer rules the roost in combat should he come up against calgar, the swarmlord, a bloodthirster or skarbrand. He will struggle with the first, and reliably lose to the other three.

 

JamesI is right: only by taking Astorath can you make multiple DC units legal. I prefer a large single unit to several smaller ones. They can tank woulds, pour out firepower and hit home extremely hard. To me, all that splitting them up does is dilute them.

 

My personal HQ choice is Tycho. Good solid statline, useful weapon and one of only a couple of guys in the game who ignore every armour save out there thanks to the dead mans hand.

 

As for the proxy raven, as long as its an informal game (and your opponent says yes), then just cut a vaguely plane shaped thing out of cardboard, mark where the guns are, attach to a wire coathanger and hey presto. A stand in until you decode whether you want one or not :)

 

Hope this helps

Ok, thanks for the help there.

I didn't realise you could only take one unit of DC. That's ok though, I think one unit is probably enough.

Might spend the remaining points on a squad of Terms.

 

What makes Tycho so good?

 

How's this look for a quick, thrown together plan?

 

Reclusiarch: bolt pistol. 130

Captain Tycho 175

 

Furioso Dreadnought 125

Furioso Dreadnought 125

• Drop Pod 35

 

8 Death Company: 2× power weapon; 2× thunder hammer. 250

5 Assault Marines: jump packs. 100

5 Assault Marines: jump packs. 100

 

Stormraven Gunship 200

Stormraven Gunship 200

 

1,440 points

Tycho has a good stat line, a decent ranged weapon (blood song), and totally ignores armour saves in close combat. In my opinion, he's miles ahead of DIY captains, more durable than a Libby and offers more bang for the buck than any of the other special characters.

 

He's not spectacular or a bestower of unusual rules, but to me that is part of his appeal

5 marines a squad is too little as well. A single shooting phase will see them wiped out.

 

I'd drop a single raven and at least one furioso dread. Bulk up your assault marines to 10 men a squad, and throwing in a sang priest or two.

Yeah, sometimes ICs can get so bogged down with special rules, when all they need is just a good stat line. Also, he seems very reasonably priced, points wise.

 

What about Veteran Squads or Sanguinary Guards? Does anyone use them? They seem ok at a glance, but it's hard to tell without having used them a few times.

 

I'm happy dropping a dread, but I'd rather keep the second gunship. I really like the models, and a transport with that kind of speed and firepower is very appealing to me.

Regarding the Sang Priest, why do you recommend them?

What load out do you suggest? I can see you can put Terminator Armour on them, is it worth the points?

Sang guard hit hard, but die too easily as they can ony number five models. Kitted out they are lose to 60pts a model, and it hurts when they die.

 

Vets are very good. Stern guard are extremely good firepower wise, and vanguard are pretty decent in assault. Stern guard excel in close quarters combat, and their special ammunition means that they can go for anything pretty well.

 

Vanguard are pretty good in CC itself. But they need to have the load out to match. It's no use them hitting home armed with nothing bu chainswords. They need to hurt when they hit: they're too expensive to suffer strung out combats. My personal pref is for sternguard, they complement Tycho perfectly.

 

Sang priests are good because They effectively give you another armour save and also grant your troops furious charge. They've not compulsory, but they're good to have. I'd keep them cheap though: maybe a jump pack or termie armour with a combi weapon so that hey match the troops they accompany.

Bukimimaru, on 02 Feb 2014 - 11:22, said:

Ok, thanks for the help there.

I didn't realise you could only take one unit of DC. That's ok though, I think one unit is probably enough.

Might spend the remaining points on a squad of Terms.

 

What makes Tycho so good?

 

How's this look for a quick, thrown together plan?

 

Reclusiarch: bolt pistol. 130

Captain Tycho 175

 

Furioso Dreadnought 125

Furioso Dreadnought 125

• Drop Pod 35

 

8 Death Company: 2× power weapon; 2× thunder hammer. 250

5 Assault Marines: jump packs. 100

5 Assault Marines: jump packs. 100

 

Stormraven Gunship 200

Stormraven Gunship 200

 

1,440 points

You really don't need two HQs at 1500pts. If you're taking the DC, I'd drop Tycho. You don't really need two PWs and THs on your DC, either. In fact, if you give them a PS and a PA, you don't need the THs at all, really,

 

If you changed those things, and dropped one DC guy, you could field two ten-strong ASM Squads and both squads could take two special weapons and a PW on the Sarge.

 

Give the Reclusiarch Melta Bombs to give the DC a hand v. AV13+

 

You might just have enough left over for a Priest w/ JP and Melta Bombs, too. Attach him to an ASM Squad. Profit.

Thanks for al the input guys.

Ok, had another look over the codex.

How's this look:

 

Reclusiarch: infernus pistol; melta bombs. 150

 

5 Terminators 240

1 Sanguinary Priests 0

• Sanguinary Priest: bolt pistol; chainsword; melta bombs; jump pack. 80

 

8 Death Company: 3× power weapon; power fist. 230

10 Assault Marines: Space Marine Sergeant (power weapon; melta bombs); 2× hand flamer; jump packs. 230

10 Assault Marines: Space Marine Sergeant (power weapon; melta bombs); 2× hand flamer; jump packs. 230

Death Company Dreadnought: pair of blood talons. 125

 

Stormraven Gunship: twin-linked multi-melta; twin-linked lascannon; locator beacon. 215

 

1,500 points

 

I've added the locator beacon to the gunship so the Terms can deep strike in without scattering.

Add the priest to one of the assault squads as suggested above. Plenty of Melta bombs to tackle MCs and vehicles.

I've got the assault squads for anti infantry, the Terms and the Dread for anti-heavy and the gunship for anti-flyer.

I have loads of cool looking models on the table, which is always a bonus.

 

As usual, any input is greatly appreciated.

 

(Edited to change the furioso dread to a death company dread for the blood claws and objective holly-ness)

I'm not sure really. I hadn't thought about it, but just having a quick look at the book, the Lamenters look pretty cool.

I'm still in the process of painting my Chaos Marines and Tyranids, so I might commission a friend to paint these guys.

 

As this will just be a side project I'll probably get a few models here and there until I've got the final list and then take it all in to get painted in one sweep.

 

I've just been watching a bat-rep on YouTube where the guy had assault Terminators in a storm raven gunship. According to my codex, the Terminators can only take a Land Raider, was this FAQ'ed or something?

 

If so, I like the look of this list:

 

Reclusiarch: infernus pistol; melta bombs. 150

 

1 Sanguinary Priests 0

• Sanguinary Priest: combi-flamer; chainsword; melta bombs; jump pack. 90

5 Assault Terminators: 5× thunder hammer; storm shield. 265

 

8 Death Company: 2× power weapon; power fist. 215

10 Assault Marines: Space Marine Sergeant (power fist; melta bombs); 2× hand flamer; jump packs. 240

Death Company Dreadnought: pair of blood talons; magna-grapple. 140

 

Stormraven Gunship: twin-linked multi-melta; twin-linked lascannon. 200

Stormraven Gunship: twin-linked multi-melta. 200

 

1,500 points

The terminators can take a LR as a dedicated transport. This essentially means that it doesn't take up a force org slot (LR would usually be Heavy Support).

 

Now if you bought a Land raider by itself (as heavy support) then yo could use it to transport whoever you liked provided it was legal.the storming is the same. It can carry 12(?) marines (termites count as two each) and a dreadnought.could be nice and useful.

 

Also, I think a combi melta might be a better investment for your HQ than an infernus pistol. Longer range, and you still get melta when you really need it :)

He would still fight with his base attacks, plus a charging attack assuming that he's assaulting (and if not, why not? son of Sanguinius? :))

 

Infernus Pistols are nice, but their 6" range is pretty poor. That's the only thing I would bear in mind. I had modelled them on about five of my men before I read the range :) too late to change em :)

 

If he's already got melta bombs you may as well assault and do the damage there. I'd suggest either giving the points out (it could buy an extra assault marine) or going for another weapon like a plasma pistol instead. Hand flamers are pretty decent: they give yo a chance to soften up an enemy before charging in and are nice in overwatch too. Their strength is a little low, but you can't have everything :)

Ok, I'll switch it out for a plasma pistol instead, the 6" range is pretty weak sauce.

I like the 2nd list better and I've already managed to source some assault Terminators and a Death company Dread for pretty cheap.

 

My only concern is the lack of bodies on the table at the start of the game.

If my enemy kills off the 10 assault Marines on turn one, it's game over.

 

Edit: the gunships aren't flyers and can start on the board. Never mind, silly me.

 I wouldnt worry about the range on the pistol.

 

If you need that extra 6" range, then it means you're farther away from the unit you want to assault. If you're farther away, you don't want to shoot the unit you want to assault in case you kill one and make yourself further away. 

 

The 6" range works well.

Goods points on the Infurnus Pistol, both for and against...

 

On retrospect, I do seem pretty light on firepower, dont I?

 

Death Company - CC

Assault Terminators - CC

DC Dread - CC

Assault Marines - CC

 

I could always take the points up to 1750 and add in a Sternguard Squad in transport or maybe some Devs?

Any reccomendations guys?

Death company with bolters and jump packs are unreal - relentless, loads of firepower and loads of attacks 

I'd say melta bombs on everyone who can have them really helps make up for lack of anti tank firepower

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