Palwatch Posted April 3, 2018 Share Posted April 3, 2018 I've had a decent run of late with my blood angels. Of the last 5 games I have played, my results are v Tau 2000 points - won on VP, Jump Pack Slamguinius' suitability proving crucial v Thousand Sons 2000 points - won by tabling, completely wiped his army in 2 turns v Imperial Guard 2000 points - won by tabling, completely wiped his army in 2 turns v Iron Hands/Guard combo 2000 points - managed to win even though he was packing Guilliman and was giving his preds a 2 up save without telling me. I should have paid more attention. Would have tabled him otherwise. v Imperial Guard 4000 points - won on VP. He had a baneblade and several hundred tanks My list has seen a little bit of fine tuning, but I am almost at the point now where my 2000 point list is set in stone. Batallion Captain Slamguinius, TH/SS, Artisan of War, Angel's Wing Captain, Boltgun, Chainsword Scouts (basic) Scouts (Basic) Tac x 5 Squad (Basic) Sanguinary Guard x 7, Power Fists, Angelus Bolters Sanguinary Guard x 6, Power Fists, Angelus Bolters Inceptors - Heavy Bolters Devastators - 2 x Las 2x Missile Batallion Mephiston Lieutenant - Jump Pack, Plasma Pistol, Power Sword Intercessor Squad x5 - Bolt Rifles Intercessor Squad x5 - Bolt Rifles Tactical Squad x 5- Basic Stormraven - Las/Melta/HB/SS Missiles Some colour I switched to a double Battalion as it quickly became apparent that the extra 3 command points are far more useful than running a Vanguard. I quickly lost patience with Death Company. Died far too easily, points cost just didn't justify their inclusion over extra Sang Guard. Sang Guard are just insane in this game. I wish I could run 50 of them Slamguinius is so flexible. I find a combo of Forlorn Fury on him and a 3d6 charge on one of the Sang Guard squads from Deep Strike is a real game changer. Going first is so important. Mephy is a beast Hope you find any of this useful Link to comment Share on other sites More sharing options...
Pendent Posted April 3, 2018 Share Posted April 3, 2018 It's really funny to me how different the conclusions we all draw about out special units are. I'm at a point where I'm probably going to stop using Sanguinary Guard for quite a while in favor of Death Company- I find that two attacks just are not enough. I'm glad you're making them work though. Why the naked Tactical Squads? I would expect you'd get more use out of other troops looking at the list but you clearly have a reason of some sort. Link to comment Share on other sites More sharing options...
ed72 Posted April 3, 2018 Share Posted April 3, 2018 Sang Guard are just insane in this game. I wish I could run 50 of them Slamguinius is so flexible. I find a combo of Forlorn Fury on him and a 3d6 charge on one of the Sang Guard squads from Deep Strike is a real game changer. Going first is so important. Mephy is a beast Hope you find any of this useful Love seeing you have success with what I find to be good as well! One question, how many power fists do you run per unit? Link to comment Share on other sites More sharing options...
Palwatch Posted April 3, 2018 Author Share Posted April 3, 2018 All power fists :) I tend to put my tactical squads in the Stormraven with Mephy. If you drop im out before you move he gets 3 inch extra movement. Then you can just deposit the tacs wherever you need them Link to comment Share on other sites More sharing options...
ed72 Posted April 3, 2018 Share Posted April 3, 2018 :O Is there any way that you get rerolls to hit? Link to comment Share on other sites More sharing options...
Indefragable Posted April 3, 2018 Share Posted April 3, 2018 I’m having the same feelings towards DC and SG. DC just get shot to pieces and don’t seem to live up to their reputation. To me, their only saving grace is re-rollable charges, but then you’re paying the Lemartes tax and boom, that’s 1/4 of your army for a suicide unit. SG draw a TON of fire...but that’s ok if you plan for it. The combo of 2+/2W and 5+++ from the SoS goes a long way and having D:D3 weapons means there is not a target in the game they can’t at least scape a few health off of. I get why you run power fists (wound pretty much everything in the game on 2’s), but I like swords too much. Link to comment Share on other sites More sharing options...
Palwatch Posted April 3, 2018 Author Share Posted April 3, 2018 Keep them within 6 of Slamguinius to get rerolls of 1s and 2s. Not as important as you might think. Link to comment Share on other sites More sharing options...
ed72 Posted April 3, 2018 Share Posted April 3, 2018 I always thought it was rerolls before modifiers, so 2's cannot be rerolled! Regardless, I might have to try keeping Slam and the Guard together... Link to comment Share on other sites More sharing options...
Palwatch Posted April 3, 2018 Author Share Posted April 3, 2018 It is rerolls before mods, Sang Guard reroll everything if within 6 inches of your warlord, so with the -1 to hit from Power Fists you get to reroll 1s and 2s, not threes because that would normally be a hit Link to comment Share on other sites More sharing options...
ed72 Posted April 3, 2018 Share Posted April 3, 2018 oh doh. Forgot all about that! Must be the morning... :P Link to comment Share on other sites More sharing options...
The Unseen Posted April 3, 2018 Share Posted April 3, 2018 I'm the opposite, DC all the way. I think it's mostly your local meta. Mine is full of hordes packing plasma, or hordes shielding berzerkers, or guardians shielding a dark reaper castle. Not things you want to send Sanguinary Guard into, as they'll drop in, kill something worth far less than themselves, and then die to a bunch of D2 high ap shooting, or berzerkers triple attacking. But cheap, 7-8 men squads of DC are a terror, because they can charge 2 or 3 screen units at a time and just remove them, leaving the backfield open to other units, like captain slam, or a 2nd unit of DC, and stuff like attack bikes and intercessors can push into the gaps created. Link to comment Share on other sites More sharing options...
durdle-durdle Posted April 4, 2018 Share Posted April 4, 2018 I’m glad you’re doing well. I haven’t won a game in weeks. I mostly fight guard and I struggle so much digging through squads of guardsmen to get to the double shooting russes, that by turn three my back field has been shot to pieces and my deep striking hammer is shattered. I do pretty well against other marines or knights or whatever. Hordes are just so difficult for me to deal with atm. Link to comment Share on other sites More sharing options...
Panzer Posted April 4, 2018 Share Posted April 4, 2018 I’m glad you’re doing well. I haven’t won a game in weeks. I mostly fight guard and I struggle so much digging through squads of guardsmen to get to the double shooting russes, that by turn three my back field has been shot to pieces and my deep striking hammer is shattered. I do pretty well against other marines or knights or whatever. Hordes are just so difficult for me to deal with atm. What kind of ranged support do you have? Always take something to clear screens with you. Bolter Inceptors work very well there for example. Link to comment Share on other sites More sharing options...
Palwatch Posted April 4, 2018 Author Share Posted April 4, 2018 Bolted inceptors are my new favourite unit Link to comment Share on other sites More sharing options...
Pendent Posted April 4, 2018 Share Posted April 4, 2018 Bolted inceptors are my new favourite unit I've taken to running a squad of 6 and they're consistently my MVPs. Deep strike -> shoot -> charge -> repeat with UWoF is ridiculously strong when used properly. Link to comment Share on other sites More sharing options...
Palwatch Posted April 4, 2018 Author Share Posted April 4, 2018 I never thought to use UWoF with them - for some reason I wasnt considering them as having jump packs. THANK YOU!!!!!!!! Link to comment Share on other sites More sharing options...
Panzer Posted April 4, 2018 Share Posted April 4, 2018 Don't rely on the Inceptor charge too much tho. They still have only two S4 AP0 D1 attacks per model. If some proper melee unit, especially a HQ, is nearby you'll lose them next turn if you charged something. 18" is huge, use that to dance around the nasty stuff and shoot it to death. Link to comment Share on other sites More sharing options...
Paladin777 Posted April 4, 2018 Share Posted April 4, 2018 I was under the impression that he tried to use charge to keep them from getting targeted in the opponents shooting phase, in which case, depending on the appointment it’s a great tactic! Link to comment Share on other sites More sharing options...
Pendent Posted April 4, 2018 Share Posted April 4, 2018 Don't rely on the Inceptor charge too much tho. They still have only two S4 AP0 D1 attacks per model. If some proper melee unit, especially a HQ, is nearby you'll lose them next turn if you charged something. 18" is huge, use that to dance around the nasty stuff and shoot it to death. It's true that you have to pick your targets well but simply tying up a tank or three for a turn can be pretty crucial. They'll also do some solid work against something like a heavy weapons squad. You absolutely shouldn't let them get anywhere near your opponents nasty assault units but they're pretty solid against soft targets and it doesn't take much to keep a tank from shooting. I was under the impression that he tried to use charge to keep them from getting targeted in the opponents shooting phase, in which case, depending on the appointment it’s a great tactic! Also this Link to comment Share on other sites More sharing options...
Shiboinky Posted April 5, 2018 Share Posted April 5, 2018 How often does your stormraven survive the first turn? I've never tried to run mine as the only vehicle in the list. Link to comment Share on other sites More sharing options...
Palwatch Posted April 5, 2018 Author Share Posted April 5, 2018 Depends on the games. Sometimes it gets blown up. Link to comment Share on other sites More sharing options...
Bonzi Posted April 10, 2018 Share Posted April 10, 2018 Thats a good list but I'm not seeing how it's tabling oppoents in two turns. Especially vs guard...even a bad list either has too many bodies or too many tanks to be removed in two rounds. Link to comment Share on other sites More sharing options...
Ornithologist Posted April 10, 2018 Share Posted April 10, 2018 I have had some interesting things happen with inceptors charging. I had some charge a wounded Magnus, along with some Death co. Between the jump kicks for charging, the death co and the inceptor regular attacks, killed him with exactly the wounds needed. It turned the tide of the game, and when the other player asked why no one uses that ability I replied "It only comes up when :cuss has already hit the fan". Also, the Idea of jump kicking Deamon Primarch for a wound is pretty funny to me. Link to comment Share on other sites More sharing options...
Palwatch Posted April 11, 2018 Author Share Posted April 11, 2018 Thats a good list but I'm not seeing how it's tabling oppoents in two turns. Especially vs guard...even a bad list either has too many bodies or too many tanks to be removed in two rounds. You would be surprised how many tanks you can kill with a combination of Devs, Storm Raven and multicharging/fight twice Link to comment Share on other sites More sharing options...
MeltaRange Posted April 11, 2018 Share Posted April 11, 2018 One of the biggest mistakes I've seen in many BA lists (at least, IMO) is that they completely forego long ranged anti-tank/monster and think that they are going to get everything they need in that regard from Captain Slamguinius, DC, and SG. Link to comment Share on other sites More sharing options...
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