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first 30k BA list


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In preparation for FW's Angelus, I working to get a handle on the differences and nuances of 30k. Below is my first attempt at a fluffy-yet-effective (hopefully) list that somewhat captures what I like about the Blood Angels: death-from-the-skies, high-speed-low-drag, stabbiness that overwhelms the enemy up close with decisive force.

 

BA All-Jump 2450pts

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IX Legion Special Rules:

-when fighting in an assault and using a melee type weapon, any BA unit needs one less on the To Wound chart. For example, if using a S4 melee weapon and attacking a T4 target, the BA would need a 3+ To Wound instead of 4+. Does not effect models that could not already be wounded (so S4 can't be used against T8, but is never worse than a 5+ against T7)

-must make Sweeping Advances if they are able to and can not voluntarily Go to Ground

-excluding Dedicated Transports, a BA army may not have more vehicles than infantry

 

 

Rite of War:

Day of Revelation

-All jump pack infantry in the detachment must arrive via Deep Strike on the first Turn of the game and do not need to roll for Reserves

-All DS units in this detachment gain a 5+ Cover Save on the Game Turn they arrive in play

-All ranged weapons carried by Infantry and Jump Infantry units part of this detachment gain the Pinning special rule in the Shooting phase of any player turn in which they Deep Strike

-All units part of this detachment gain +1 Initiative on the Turn they charge into an assault

-BA characters must always accept a Challenge if one is offered in combat

 

++++++++++++++

 

HQ:

Legion Praetor

--Artificer Armor

--Iron Halo (4++)

--Jump Pack

--Melta bombs

--Blade of Perdition (S- AP2 Melee, every wound caused is doubled and must be saved separately)

--bolt pistol

 

Chaplain (Legion Centurion Upgrade)

--Artificer Armor

--Refractor Field (5++)

--Jump Pack

--Melta bombs

--Blade of Perdition

--bolt pistol

 

Primus Medicae (Legion Centurion Upgrade)

--Artificer Armor

--Refractor Field (5++)

--Jump Pack

--Thunder Hammer

--bolt pistol

 

 

TROOPS:

Legion Assault Marines x 20

--Jump Packs

--Combat Shields x 20 (6++, 5++ in CQC)

--Power Weapon

--Sgt. Artificer Armor

 

Legion Assault Marines x 10

--Jump Packs

--Plasma pistol x 2

--Sgt. Plasma pistol

--Sgt. Melta bombs

 

Legion Assault Marines x 10

--Jump Packs

--Plasma pistol x 2

--Sgt. Plasma pistol

--Sgt. Melta bombs

 

Legion Assault Marines x 10

--Jump Packs

--Plasma pistol x 2

--Sgt. Plasma pistol

--Sgt. Melta bombs

 

Legion Assault Marines x 10

--Jump Packs

--Plasma pistol x 2

--Sgt. Plasma pistol

--Sgt. Melta bombs

 

ELITES:

Legion Destroyer Marine x 5

--Jump Packs

 

FAST ATTACK:

Primaris-Lightning Strike Fighter

--TL Lascannon

--Kraken Penetrator Heavy missile x 2 (S8 AP1 Missile, Armorbane, One Use Only)

--Battle Servitor Control (Tank Hunter)

--Ground-tracking Auguries (Strafing Run)

 

Primaris-Lightning Strike Fighter

--TL Lascannon

--Kraken Penetrator Heavy missile x 2 (S8 AP1 Missile, Armorbane, One Use Only)

--Battle Servitor Control (Tank Hunter)

--Ground-tracking Auguries (Strafing Run)

 

++++++++++++

 

 

 

 

Concepts:

 

So the idea is to have the entire army Deep Striking right into the enemy's face with at least 5+ cover and Pinning plasma pistols ripping things up.

 

The 3x HQ's join with the 20 man ASM unit for a daemon-like blob of (relatively cheap) Fearless 5++/FNP bodies to chew through in CQC while the 2x S4 AP2 multi-wounding Perdition Blades hide in there taking down termies and the like. The Medicae hides in the back with a TH for clean-up duty.

 

I like the idea of the Destroyers especially if they can pair with the above unit for re-rollable wounding Astartes on 2's at I5, but I really don't know what to do with these guys. They seem so expensive and will be an obvious target.

 

The Titan Killers Lightning Strike Fighters are there to come on and merc vehicles. Sure they are expensive, but BS5 S8 AP1 Armorbane with Tank Hunter missiles are jaw-dropping.

 

Biggest issues are:

 

-Deep Striking: on a board with tons of terrain, I can forsee a lot of mishaps happening. Anyway to modify this? <cough> skilled rider for BA jump packs <cough>

 

-Deep Striking p2: Deep Striking a 23 man unit is one helluva footprint. And target.

 

-Target p2: like many of the BA lists I want to play, it comes down to surviving the Deep Strike Turn so you can knock some heads the next Turn. This comes down to a few factors: A) finding ways to survive that first turn B) making things as lethal as possible so that whatever survives, they will hurt the next turn

 

-Vehicles: other than the almost-overkill Lightnings, my only AT is melta bombs. Not bad against tanks....but I will get wrecked by Dreadnoughts and the like. I love the idea of a commando-y force hopping into the enemy's face and then tossing satchel charges into tanks, but not sure how feasible that would be in 30k

 

-Morale: are 10-man ASM squads going to last? looks like their Sgt gives them Ld9, but I know Morale is exponentially more important in 30k. I have no modifiers for it other than the Fearless bomb unit

 

-Unexpected: I have not yet played 30k, so what things am I missing? I have heard that spamming S8 AP3 missiles are kind of the thing in 30k, in which case this list is :cuss - ed.

 

Thanks for your feedback and insights!

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You're one Typhon, grav bombard, magna melta, executioner, vindicator, scorpios or maybe conversion beamer away from losing 50% of your army in the first turn.

 

3 quad mortars, now with phosphex shell goodness are also super common, and will ruin that unit.

 

Unfortunately, i dint really think the BA. ROW's are any good. Not with the current state of the game.

 

If i were running BA I'd go armoured assault and give everyone land raiders for assaulting out of.

You're one Typhon, grav bombard, magna melta, executioner, vindicator, scorpios or maybe conversion beamer away from losing 50% of your army in the first turn.

 

3 quad mortars, now with phosphex shell goodness are also super common, and will ruin that unit.

 

Unfortunately, i dint really think the BA. ROW's are any good. Not with the current state of the game.

 

If i were running BA I'd go armoured assault and give everyone land raiders for assaulting out of.

 

Only 8 things that can wipe out my army in a single shot?

 

...so you're saying there's a chance!

 

Problem is I have minimal interest in owning multiple Land Raiders. And going that heavy on non-special Terminators just feels so....non-Sanguinary...

 

Guess I'll just be patient until Angelus drops.

Hey, not wanting to be too down. I think multiple threats work better. Shooting can be brutal in HH (as in 40k) and death stars are prevalent. Can you swap the plasma pistols for inferno pistols, or is it characters only?

 

I think you're missing a trick on the twinferno Moritat. That works nicely with this RoW. Up to 12 melta shots on a unit of your choosing.

  • 2 weeks later...

I think day of revelation can be a pretty effective RoW for Blood Angels, however I really think you are not maximizing its full potential and you're wasting a lot of pts on an excessive amount of assault marines. First thing to consider is that unlike in 40k, lots of smaller squads are worse than taking a few big squads because it actually costs more pts. One unit of twenty assault marines is more expensive than two units of ten. Because of that I'd get rid of all your ten man squads, and instead take either two squads of twenty or two to three of fifteen, far more effective that way. Also, while the pinning rule from deep strike is cool, sadly it's absolutely worthless to spend pts on plasma pistols to try and take advantage of that. You are far better off spending your shooting phase running your assault marines to spread them out and make them less vulnerable to blast weapons that getting off three plasma gun shots. Plus assault marine really need a sprinkling of power weapons to be effective, always take one in five for them. 

 

Another thing to consider for deep striking, if you take a recond squad with a nuncio vox they can infiltrate into a good deep strike position for your assault marines. Really only need one suad with camoline hiding in cover for that. 

 

As for the rest of the list, keep in mind unlike many other deep strike oriented rites of war, DoR does not at all restrict your heavy support slots or choices, allowing you to take any tanks for added firepower that you want. If you dropped some assault marines and the big amount of pts invested in characters, you'll have room for better anti tank options like deredeos, venators and laser destroyer vindicators. List will be much more competitive if you have heavy hitters like that. 

 

One last thought to consider, because of the +5 cover save deep striking units get in DoR, dreadnoughts of any type in dreadnought drop pods are very powerful, because thanks to shrouded they have a +3 cover save on the turn they drop in, which can be conferred onto your assault marines if your opponent is shooting through the DDP. If you don't want to bother with tanks like venators and vindicators, the other option is taking dreadnoughts like the leviathan and cortus contemptor loaded up with fists to punch vehicles with, plus the ranged weapon options for the leviathan are very powerful. 

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