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Post by knight (M.I.A) on Aug 26, 2009 16:28:15 GMT -5
Since I preoredered a Space Hulk set and test played it today and I really want to use those great terminators besides Space Hulk I'll start a Blood Angels army which will expand over some time. The beginning army will be just 500 points using the Codex: Blood Angels from the WD.
C&C welcomed and I'll add a small comment about the unit in () to explain some of my choices since I'm a WYSIWYG gamer. But now to the list:
Captain with Power Weapon, Jumppack, and Meltabombs 140 Points (this guy will run around with his Honour Guard with jumppacks later on or with a Veteran Assault Squad depending on what points I want to spend)
5 Scouts with Boltguns and Heavy Bolter 95 Points (Those guys will be my basic fire support and will serve as a lighter and more agile fire support like a Tac Squad)
5 Tactical Marines with Sergeant with Meltabombs, and 1 Flamer 130 Points (Beginning of my close range fire support squad which will also help out in CC quite a lot)
5 Tactical Marines with Sergeant with Meltabombs, and 1 Plasmagun (Long Range Fire Support and most likely will get a Missile Launcher later on when the squad gets 5 more marines later)
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Post by Deleted on Aug 29, 2009 14:29:12 GMT -5
First. Welcome to Angels, Brother. Second, its time to kick ass. With your list its more or less a static Vanilla force, its not the BA way.
Troops- Drop both Tactical squads, and take 2 assault squads. They are 140 apiece but they will do more damage.
Positive- You can remove the Jumpies and take Rhinos as dedicated transports. Blood Angel Rhinos are scary vehicles. Trust me when I say this, you will kick ass. Over charged engines on rhinos give them a chance to move 18 inches the first turn. Afterwards you can pop smoke and deploy the red devils. Its also great for both Ramming and tank shocking infantry.... One of my Rhino's rammed a Devil Dog and won.
Negative- You lose the special weapons, except plasma pistols. But you should not be standing around with BA.
HQ- Commanders are good, but Chaplains are better. Take a Chappy and add some Termie armour will help him last the trip. If you want to give him a Jumpie, take Lemartes, because with his death mask he is the better choice. Chaplains are good for another reason Ill explain later.
Elites- Scouts in 5th edition, are not good. Instead you take a couple DEATH COMPANY. These are the space marine tasmanian devils. They have rending(I know... 5th edition Rending sucks, but hey, its rending), feel no pain, multiple attacks, and Furious Charge. There is another rule, known as the black rage... These space marines are so... well pissed off they move the max distance toward the closest enemy unless with 6 inches of a Chappy or Corbulo. But stick with the Chappy(litanies of hate) so the entire squad can reroll failed hits in the initial assault phase. And the best part is for every squad of troops and certain elites/ Heavy support is a free DC.
Chappy-Termie- 125 1 Assault(No jump, Rhino) 140 2 Assault(No Jump, Rhino) 140 2 free DC
405 pts. or 95 Pts for you to give them Melta Bombs, Hunter killer missiles, or add additional DC.
The Red devils have Assault squads for one reason. Punching your enemy in the face in the first turn.
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Post by Ymmot (M.I.A) on Aug 31, 2009 10:28:41 GMT -5
Knight, this is a good idea...I also have Space Hulk on pre-order and I know where to get about 15 assault marines for dirt cheap...
I think I'm going to go Blood Angels... Emperor help me.
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Post by ElegaicRequiem on Aug 31, 2009 11:07:33 GMT -5
Okay, first: that rhino vs devil dog thing... the rhino died and the devil dog got a weapon destroyed result. I think the devil dog won.
And on to the BA. This is the total opposite of IG: the more of the 30 points/extra DC you spend in small games, the better. And don't forget to mechanize them.
And go with assault squads for smaller games at least: at five man squads, a mechanized assault squad is cheaper than a mechanized tac squad.
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Post by Deleted on Aug 31, 2009 22:07:03 GMT -5
Hey. devil Dog, .... over a hundred pts/ Rhino free. And you only feel salty that my Rhino's are better at martyring themselves then your Devil dogs are at taking them out.
OR... Blood Angel Rhinos are awesome. Take them in groups.
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Post by knight (M.I.A) on Sept 1, 2009 9:36:46 GMT -5
Well things changed a bit here since I got a wonderfulo BT upgrade box... so no BA for me anymore. I tried to combine them, but I just love the BT stuff.... sorry guys...
And I really hate Rhinos... I won't even field a single one of them. My main plan for the BA would have been to field almost only Assault Troopers in the end with even DC with Jump Packs... but well like I said I'm going BT...
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Post by Ymmot (M.I.A) on Sept 1, 2009 10:21:44 GMT -5
Heh, well I still think it is a good idea and I'm going to do it.
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Post by Deleted on Sept 1, 2009 19:27:33 GMT -5
See for any other army, it makes sense... Rhinos die. Not just because they have paper tank-armour, but they just do not fill the role for a space marine transport.
In Blood Angels that is not the case. They have the overcharged engines to get you out into battle in the first turn. With assault troops you can option out the Jumpies for a rhino, which is better for keeping a 5 man squad from ending up exposed in the middle of the table.
I once though Rhinos were a waste, until I took up the Red Chalice. Now I do not field an army without 2 or 3 of them.
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Post by ElegaicRequiem on Sept 1, 2009 22:26:49 GMT -5
And AoB's rhinos have been blessed by the dice gods... he's the only one who can kill them. It's really annoying...
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Post by Deleted on Sept 2, 2009 8:36:28 GMT -5
What can I say, Melta's just cannot destroy my rhinos. No matter how many times you immoblize them, they still survive... And why not, you know they are sanctified with the Blood of Sanguinius, which makes them just plain awesome.
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