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Post by Deleted on Jun 22, 2007 20:22:44 GMT -5
I think this might be the right forum to post this in. As many of you know, WD has released the new codex for The Blood Angels. I will be playing with 2000 points of IG verses my roomate's Blood Angels army tomorow. I feel a little threatened. The blood angels have been genericized a little, much like the Dark Angels were. However! Blood angels do not flip out anymore. Assault marines are taken as troops and the death company now have rending attacks. The scariest part about this new codex is the fact that Assault squads can be split up into 5 man combat squads. Yes, my good imperial men, this gives the blood angel player the ability to rush 12 jump infantry units right into your front lines. last time I checked, 5 charging marines win vs. 10 guardsmen. There is a PDF online if you want all the info from GW. I'm not sure what it is b/c my WD issue is at home and I'm not there. So, does anyone have any good ideas about how to smash some Blood Angels?
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Post by Turtleboy(AWOL) on Jun 23, 2007 3:53:04 GMT -5
other than the 'hit them with pie plates' universal IG cure-all, I'd recommend deploying in two split halves that way you make the enemy advance on your lines twice and take fire more than they normally would. one big mob makes for one big melee. two mobs makes for 2 times you get to shoot em up and less overall melee chaotic madness.
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Post by Deleted on Jun 23, 2007 10:10:27 GMT -5
However there is the aspect of terrain and line of site. Ive also seen that blood angels are allowed to assault after disembarking from their transports...which is hell if theyr all loaded with death company marines.
What my tactic would be would to watch my deployment zone and keep an eye his movement as well as ures. That way u can have a basic idea of when to shoot...ho long b4 he can engage u and counter-attack ....which would soon be the ending result.
Another thing that in my opinion that works is prioratising incoming units. Its bad enough having 10 assault marines charging u...but when they split into combat squads...it means that he can charge 2 of ure squads!! so pick one of em...shoot em up till theyr dead or running...then pick another and do the same.
Remember...SM are expensive already and with assault marines as troops...theyd be even more xpensive...however since benergy is faceing a 2000 point Blood angel army...i guess there could be some dangers to look out for
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Post by Turtleboy(AWOL) on Jun 23, 2007 10:18:19 GMT -5
not really any more expensive than normal marines actually.
10 marines with a rhino is 208pts. 10 assault marines is only around a dozen points more.
this is ofcourse vanilla marine prices, so the blood angel codex may have something different.
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Post by Deleted on Jun 24, 2007 0:49:30 GMT -5
Ok so here was how it went. I was smart and took drop troops, priests, close order drill, veterans, special weapons platoons for my doctrines. My city stratagems were deep strike, preliminary bombardment and razorwire. I also had improved comms on my tanks, letting me re-roll for the bombardment. He took TONS of assault marines. His leaders were Mephiston and Corbullo. BTW, Mephiston is sooooo powerful with his 9 attacks on the charge. I ignored him most of the game, being that he is a toughness 5 "I eat plasma for breakfast." He took some squads of 5 assault marines and some squads of 10. he also took 2 baal preds with 2xl assault cannons and heavy bolters. The only infatry that didn't fly were 5 termies with lightning claws. The death company is way more threatening than they used to be. imagine flying genestealers with a 3+ armour save and feel no pain. I knew I would see close combat in this game so I took a grand master and a fast attack grey knights squad, who finally finished the death company off near the end of the game. I had a bad rolling game, yet I still managed to win by about 300 VP. My biggest mistake was taking a 300 point command squad with powerfists and eviserators galore. They ummm... died... immediately to mehpiston's squad. Seriously floks, after looking at all the special characters, they are a serious threat. Try to ignore them and don't waste shots on them just to put a dent in them or their squad. If you are going to try to kill one of these guys, make sure you they are dead and cold after your round of shooting. If you don't kill them outright, they just get mad. One really nice thing about about the guard going up against the new Blood Angels is that they no longer get a chance to move an extra D6 and NO MORE FURIOUS CHARGE! ;D Corbullo can give it to units but he is an easy kill. With the close order drill I was able to strike simotaniously with charging marines, making my losses less and my kills greater. Its nice to have a chance against them in close combat, for once. I did not see the new rule about assaulting from moving rhinos yet, but he only used 1 razorback, so that was never even an issue. Their rhinos are dirt cheap too. I'd like to tell you its points cost but I don't think I can say it in the forum. I will say that they are less than 50, much less .
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Post by Deleted on Jun 24, 2007 3:11:49 GMT -5
wow...looks like some hardcore shizz there...good game i would say. I saw my assaulting out of rhino rule from the white dwarf...it was located somewhere around the part where it described the new wargear and stuff...and i think i know how much the rhinos cost...my friend has the Dark Angels codex and his rhinos are dead cheap...so there may be a correlation
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Post by Deleted on Jun 24, 2007 15:15:34 GMT -5
I saw in issue 329 somewhere saying that marines could assault out of an "assault vehicle." But, after looking at issue 330, nowhere in it does it say that rhinos are assault vehicles. Only the land raider and crusader let marines assault from it after moving. They still get overcharged engines on the rhinos, but after they use them they could potentially suffer some bad results on a D3. Besides, we IG players don't need to worry about a rhino rush for awhile. Most Blood Angels players dropped their rhinos after 4th edition nerfed transports. Also, because they don't need 2 complusory tactical squads anymore, you can expect to see all infantry either airborne or teleported. If the mission you are playing allows deep strike, you could see a blood angels player literally deep strike every last model onto the table!
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Post by majorjav on Jun 25, 2007 2:24:04 GMT -5
Hey mate, where did you get the new rules for the BA?? It is supposed to be lauched in this month white dwarf and july issue?? As this month issue only gives you some info, where did you have the other part?? Indeed, they become more deadlier than ever with assault marines as troops and their special rules...
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Post by Deleted on Jun 25, 2007 8:07:30 GMT -5
Hey Jav, the issue that you saw was was #329. That particular issue has a picture of the white dwarf on the cover and it celebrates 30 years of publishing. The new issue has points costs and everything else you need to play. The magazine comes with two plastic Hexs for campaigns. There is also a suprise within the first few pages of this new issue; Chaos space marines and new minis come out in September. There will also be a pdf you can download for the new BA codex, but that probably won't be available to download for a couple of monthes probably, because they ARE a business and do need to sell their issues. I was able to get the new issue because I would not leave Memphis' World of Battle until they got the new issue. They got pretty sick of seeing me. The new issue should be at all the retailers by now.
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Post by Deleted on Jun 27, 2007 15:58:20 GMT -5
Wow...just reading that Blood Angels list I felt scared...EWWW pumped up special characters..I hate 'em cause they WORK with marines...
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Post by Deleted on Jul 1, 2007 0:43:45 GMT -5
im scared...this thread should deffinately be useful later on when the full rules come out. i hve 2 friends who are dying for the new rules...which means harder fighting for me and my other mates
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Post by Turtleboy(AWOL) on Jul 2, 2007 13:42:25 GMT -5
yeah I gotta say I'm not looking forward to seeing a blood angels army across the field from me. I think I'll be putting alot of trust in my demolishers to keep me safe. I will, however, smile a little bit bigger when I can catch his assault marines with a solid rapid fire infantry volley and watch him fail saves on those expensive assault marines! ...um... then I'll proceed to die horribly in melee however
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Post by Deleted on Jul 3, 2007 13:11:38 GMT -5
im scared...this thread should deffinately be useful later on when the full rules come out. i hve 2 friends who are dying for the new rules...which means harder fighting for me and my other mates The full rules are out. Its in White Dwarf issue 330. Here is the suckiest part about fighting against them. When victory points are on the line, you don't want to have to shoot the Death Company, which come to around 40 points if they have jump packs. But, if you ignore them, then you get slaughtered by a unit that is practically free. They have to rush and assault the closest model to them, so throwing tanks in their way only makes them mad, then you lose your tank to rending. Also, assault marines may now include 2 plasma guns AND 2 plasma pistols! This may not make much sense until you see it in action, but here is how it works: 10 assault marines close within 12 inches of you. Even though they are out of assault range, they still fire 6 plasma gun shots into one of your units, thus making your return rapid fire practically useless. This also gives them a chance, and trust me, to take out your basilisks quickly. Whatever strategy you take against them, it needs to be done in turn one and pray that your ordinance hits. I found that deploying on the very back line is key to deployment. It may seem cowardly, but it will give you maybe one extra turn of firing before your lines get overrun. If your guard fall back, they won't regroup anyway, due to other assault marine units who are already standing next to you. So forget voxs and moral, just take guns guns guns!!!
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Post by The Refined Gentleman (M.I.A) on Jul 4, 2007 13:44:43 GMT -5
the artificer armour scares me (2+ armour save!!!!!!!!!!!!) also the death company, death company dready's, baal predators, furioso dready the list is endless!
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Post by Mabus on Jul 5, 2007 7:36:06 GMT -5
Keep blasting the fastest and closest enemy units until ALL the guys in the squad you are concentrating fire on are dead. Then start pounding away at the next enemy squad. This tactic does work! It as worked in almost all the battles I have had against a friend's Raven guard. Oh! and forget Articifer armour. In my friend's raven guard army he uses 10 assault terminators against me!
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Post by Deleted on Jul 6, 2007 7:27:42 GMT -5
my friend has 10 assault terminators with lightning claws, but he doesn't take them. It would slow his army down too much. He plays his blood angels like I play my Tyranids.
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Post by Mabus on Jul 6, 2007 9:06:10 GMT -5
Yeah, my friend only takes lightning claws too. For some reason he always keeps them in one huge squad. He usually tries to deepstrikes them all behind me. But anyway, blood angels look scary but can be crushed through superior guard numbers and loads of big cannons. I have noticed most blood angel armies tend not to take many heavy wepons, prefering instead to max out on assault squads and scary looking close combat units. Guard players should try and take advantage of this fact and include loads of Plasma guns, Lascanons and battle cannons.
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Post by Turtleboy(AWOL) on Jul 7, 2007 14:01:37 GMT -5
does the death company count as a scoring unit? I don't think it used to - if it still doesn't then whoever mentioned ignoring it and just blasting the crud outta everything else that pops its head up sounds like a pretty ace idea. I think combined with deploying 2 firebases as far away from eachother as possible and massive tank pie plating a guard commander might just stand a chance.
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Post by Mabus on Jul 7, 2007 14:07:47 GMT -5
Well, I still think it's a good idea to blast the hell into these guys because they have the potential to cause so much damage to your army. Rending and jump packs? I don't think I would want them hanging around too long. Remember it is still worth shooting them because your enemy is unlikely to field many, because of the restriction rule. Not sure if I am allowed to mention what the rule says though.........
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Post by Turtleboy(AWOL) on Jul 8, 2007 4:54:50 GMT -5
depends on the mission objective I guess. typically death company arent worth like...any...VPs so it's your best bet to tarpit them with a ton of conscripts and let them kill their way thru a pack of 50 or so (if you can stomach fielding that many) for a few turns.
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Post by Mabus on Jul 8, 2007 15:10:15 GMT -5
I am worried about Mephiston. He is rambo with articifer armour and Psychic abilites!
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Post by The Refined Gentleman (M.I.A) on Jul 12, 2007 6:53:47 GMT -5
i'm woried about tycho captain of 3rd company.
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Post by Mabus on Jul 15, 2007 5:53:46 GMT -5
Ha, that guy's nothing! Lascannons!
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Post by Deleted on Jul 16, 2007 16:52:23 GMT -5
MORE SCARY STUFF!!! When playing against the BA the other day, my buddy showed me something new as he lost a close combat against me (I wasn't playing IG, lol!) The Blood Angels are better than fearless in close combat. If they ever lose a close combat they take a moral check as normal, but if they fail, they are subject to the no retreat special rule. Its like being fearless, but getting a chance to pass a leadership test BEFORE they take the extra wounds for being fearless!
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Post by Mabus on Jul 18, 2007 14:35:36 GMT -5
All the more reason not to try and take them out at close range! Lascannons!
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