Jump to content

Blood Angels 1000 points


Guardsman1275

Recommended Posts

Hand flamers are not worth it.

 

Maybe chgnge the lascannons to missile launchers to have the points to give at least some of the terminators storm shields and thunder hammers.

 

A power fist on the DC and SG couldn't hurt. That way they cannot be tarpitted.

Link to comment
Share on other sites

Hand flamers are not worth it.

I whole heartedly disagree :p

 

Or... You could screw the meta, and do what I did....

 

NINE HAND FLAMERS AND A RELIC BLADE.

http://i1380.photobucket.com/albums/ah177/nevscorner/20151115_163759_zpsumqrfkx7.jpg

But I think that's a special case, on the DC they won't do much for you, tool them up for more cc!

Link to comment
Share on other sites

One or two S3 template do not cause many wounds. The models look awesome though, and nine such templates should indeed be devastating. How cost effective they are on the other hand....

 

It's only 210 points. Totally not cost effective, but DAMN THE TORPEDOES! Rule of cool wins. Always.

Link to comment
Share on other sites

How about something like this:

HQ
Chaplain Terminator Armour Combi Melta 120
Troops
Tactical Squad Lascannon 90
Tactical Squad Lascannon 90
Elites
Death Company Jump Packs 2x Inferno Pistol power weapon 160
Assault Terminators 3x Thunder Hammer 3x Storm Shield 215
Sanguinary Guard 165
Death Company Dreadnought Drop Pod 160
I dropped the chapter banner of the SG and upgraded the hand flamers on the DC and gave the Assault Termies 3 thunder hammers
Link to comment
Share on other sites

 

HQ
Chaplain Terminator Armour Combi Flamer 120
Troops
Tactical Squad Lascannon 90
Tactical Squad Lascannon 90
Elites
Death Company Jump Packs 2x hand flamer power weapon 150
Assault Terminators 200
Sanguinary Guard Chapter Banner 190
Death Company Dreadnought Drop Pod 160

 

 

This should maybe go into the army list section :) I assume you want a critique, even though you didnt write anything about it!

 

The termies are lacking a transport. With only the 5 + invun, they will get shot to pieces en route to combat.

 

Lascannons on the tacs isnt great as it kills their mobility. I'd go with special weapons.

 

I dont feel the banner is worth it on such a small unit of SG. An additional member would be better.

 

How I would adjust the army:

 

Chaplain Terminator Armour Combi melta 120
 
Tactical Squad plasma gun 85
Tactical Squad heavy flamer, combi flamer drop pod, deathwind  140
 
Death Company Jump Packs  power weapon 130
5 Assault marines, 2x melta, combi melta, drop pod, deathwind  130
Sanguinary Guard  165
Death Company Dreadnought Drop Pod, deathwind 175
For 945pts
 
Chaplain rides with the assault marines in the pod, lots of melta death. You have 3 pods to bring down the one you want the most.
 
Id use spare points to increase the number of assault marines. You can maybe get a rhino for the tactical marines if you drop a combi melta or deathwind.
Link to comment
Share on other sites


Blood Angels 1000 Points

HQ

Chaplain Terminator Armour Combi Melta 120

Troops

Tactical Squad Lascannon 90

Tactical Squad Lascannon 90

Elites

Death Company Jump Packs 2x Inferno Pistol power weapon 160

Assault Terminators 5x Thunder Hammer 5x Storm Shield 225

Sanguinary Guard Death Masks 180

Heavy Support

Vindicator Overcharged Engines Siege Shield 140

995

 


Sorry I forgot to put it in army lists

My tactics for this version of the list are for the tac squads to hold objectives and pretty much stay back and hold objectives. The chaplin will Deep Strike in with the terminators, the sanquinary guard and death company will rush the enemy down. The vindicator deals with mass infantry and TEQ's. 

Link to comment
Share on other sites

I disagree on the hand flamer... In niche cases.

I run a HF on my vet tactical squad in a Raven.

It let's them grab a 3rd template shot, and keep the sarges attacks up since sometimes they need to charge after they've softened up the target.

 

My only comment list wise is sometimes I've found its good to have a few LCs in my assault termie squads if your running the baal strike force.

Link to comment
Share on other sites

 

 
My tactics for this version of the list are for the tac squads to hold objectives and pretty much stay back and hold objectives. 

 

 

This could be difficult when in most games the objectives are outside your deployment zone :) I'd have one squad to do this, then have another mobile tactical squad to bag other objectives.

 

Or even better, a 5 man sniper scout squad to hang back, while the power armour moves up.

Link to comment
Share on other sites

Nice.

 

Consider dropping some things to get a these guys a transport.

 

A concern is that you have 1/3 of your army off-board until T2 and a T3 charge at the very earliest. 

 

Consider a single 35pt fast attack drop pod for the TH/SS termies. 

 

The chaplain can then get a jump pack and run with the death co.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.