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#1
Jolemai

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The only units I own with jump packs are Death Company and Sanguinary Guard. A jump list is something I've never had a chance to use and it's a project I'd one day like to do. Below are my initial thoughts on running one and I'm fairly flexible on changing things...

 

1650 - Jump List

 

Baal Strike Force

 

HQ.gif

Captain

~ Artificer armour, jump pack

~ Combi-melta, storm sheild, relic blade

 

Elite.gif

Furioso Dreadnought

~ Frag cannon, melta gun

~ Dreadnought Drop Pod

 

Troops.gif

Raphen's Death Company

 

Scout Squad (5)

~ Sniper rifle (5)

 

Golden Host

 

Dante

~ Warlord

 

Sanguinary Guard (5)

Encarmine sword (3)

Encarmine axe (2)

Chapter banner

Inferno pistol (2)

 

Sanguinary Guard (5)

Encarmine sword (3)

Encarmine axe (2)

 

Angel's Wrath Intervention Force

 

Vanguard Veterans (5)

Thunder hammer, storm shield (1)

Storm shield, melta bombs (2)

Power sword (2)

 

Assault Squad (5)

Combat shield, power maul, melta bombs

 

Assault Squad (5)

Combat shield, power maul, melta bombs

Musings

 

The BSF caters for the Captain, DC and to a degree, the "Fragioso". The Captain is there to tank for the overcosted DC (yes, I know turned.gif ) but the whole reason I'm considering Raphen's Squad is to keep it as jump heavy as I can. The Scouts are there just because (and for some back field stuff) whilst the Dreadnought is there to 1) provide cover with the Lucius Pod and 2) because I want something to eat any half decent Overwatch fire. (FWIW I actually think this is imperative in any jump list). Would an FTSF be better here?

 

Golden Host does as it says on the tin and you can see which squad is for Dante, but maybe the banner should be on the other squad to avoid an overkill?

 

Pretty sure the AWIF is the most contentious point of the list. Is it any better than putting it in a BSF? The list also has no way of accurately landing the VAS. I've gone for an even spread of weapons here, but maybe I should have opted to make them meltacide given they can't charge until turn three at the earliest?

 

Obviously the list lacks anti-air which is a problem and suffers from a lot in reserve (although the second turn should be fun).

 

Thoughts?

 


Edited by Jolemai, 10 July 2018 - 08:51 AM.

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#2
Charlo

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AWIF is cool in theory, but a bit "meh" in practise I think. You're better off starting them on the board and plopping them into the BSF for the initiative buffs.

 

I'd even drop the Vanguards entirely, and beef up your assault squads with more guys, Melta & Evicerators. I'd ditch the melta bombs too, unless it's AV14, your S7 from the power maul will be enough to batter the rear armour of most things. You don't need the combat prowess of the vanguard when you have DC and the Golden Host biggrin.png

 

A final points would be adding in a DC chaplain instead of the Captain - still has 3W and a 4++ and FNP to tank, you could even pop the relic on him that gives +2S AP3 and reroll 1s on FNP for the squad, plus his re-rolls will really push Raphens as far as it can go. I suppose there could be some contention as to if he grants them re-rolls, but they literally say Death Company in the name...

 

On detachment type... FTSF would let you ditch the scouts freeing up some more points to push the theme and if you are fighting opponents where I5 isn't necessary, rolling a 10+ for those assault squads could really pay off in the long run.

 

Edit: The DC chaplain bizarrely doesn't have FNP himself...? ermm.gif

 

Further thoughts: While obviously detracting from the spirit of the list... You could base this around a LBSF with the Death Company core. It'll get you up the board incredibly fast!


Edited by Charlo, 28 February 2017 - 12:28 PM.

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#3
Vel'Cona

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You know, Celestine has a jump pack.  Just sayin'.  :P


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Seems like these models will never end!

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#4
Jolemai

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You know, Celestine has a jump pack.  Just sayin'.  tongue.png


She didn't even cross my mind. There's a discussion about fielding the Sanguinor with two Sanguinary Guard attendants as a counts-as Celestine. Perhaps that's a feasible route?

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#5
Vel'Cona

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From a background perspective, either works for my money.  In either case, Celestine brings a few helpful elements to the list:

 

-Insane durability

-Saintly Blessings (IWND Dante, anyone?)

-A bit of ranged support (she has an Ordnance and a Template)

-Relics (your captain can get EW or the Faithsmasher Sword*)

-A second source of H&R

 

*not actually this weapon's name, GS1 is at home.


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Seems like these models will never end!

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#6
Charlo

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Certainly, if you want a HQ to tank she certainly fits the bill!


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#7
Brother Lemartes

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Just want to point out that the D.C. Chap only has 2 wounds..
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#8
Riot Earp

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Wondered yesterday and checked it now. Yes sadly the dcc has only two wounds. I want the recluisarch back. sad.png


Edited by Riot Earp, 04 March 2017 - 01:16 PM.

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#9
Charlo

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Just want to point out that the D.C. Chap only has 2 wounds..

 

Man, maybe I just made up the rules that I wanted huh? :D

 

If only...


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#10
Jolemai

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Honestly, I think I'll give the DC Chaplain a miss as I don't think he fits the theme I'm looking for (I also use two in my 1250 LBSF army).

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#11
Xenith

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Descent of Angels only works on the warlords detachment, so doesn't help anything but the golden host deepstrike.
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#12
Jolemai

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Aye, hence my concern about accuracy of the AWIF. Genuinely considering setting them up for shooting...

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#13
Jolemai

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Another update for 8th. In keeping the jump list theme I've retained most of the above elements whilst adding some heavy weapons and upgrading the Dreadnought (I need something to eat overwatch after all - in fact, I've felt this way ever since overwatch was reintroduced). Naturally, there's still improvements that can be made.

 

I should also point out that I have yet to run a list like this and is something I'm building towards, so I'm fairly open to changes that keep within the theme.

 

1650 - Jump List

 

Battalion Detachment

 

HQ.gif

 

Captain

~ Master-crafted boltgun, thunderhammer

~ The Angel's Wing

~ Warlord: Artisan of War

 

Librarian

~ Force Stave, stormbolter, jump pack

~ Unleash Rage, Shield of Sanguinius, Smite

 

Troops.gif

 

Scout Squad (5)

~ Chainsword, combi-grav

~ Heavy bolter

~ Boltgun (3)

 

Tactical (5)

~ Chainsword, stormbolter

~ Heavy bolter

 

Tactical (5)

~ Chainsword, stormbolter

~ Missile Launcher

 

 

Outrider Detachment

 

HQ.gif

 

Lieutenant

~ Chainsword, hand flamer, jump pack

 

FA.gif

 

RAS (5)

~ Bolt pistol, chainsword, combat shield, melta bombs, jump pack

~ bolt pistol, chainsword, jump pack (4)

 

RAS (5)

~ Bolt pistol, chainsword, combat shield, melta bombs, jump pack

~ bolt pistol, chainsword, jump pack (4)

 

Land Speeder

~ Heavy bolter, Typhoon missile launcher

 

 

Vanguard Detachment

 

HQ.gif

 

The Sanguinor

 

Elite.gif

 

Relic Contemptor Dreadnought

~ Stormbolter, Kheres assault cannon

 

Sanguinary Ancient

~ Angelus boltgun, power fist

~ Standard of Sacrifice

 

Sanguinary Guard (6)

~ Angelus boltgun, encarmine sword, death mask (6)

 

Troops.gifTroops.gif

 

Dreadnought Drop Pod

 

Thoughts & Options

  • 10 CPs (one of which goes on the second Relic of Baal). Captain is the Warlord and in the Captain Smash-lite build

  • Tacticals sit on objectives (and throw mortal wounds where needed), Scouts find a nice spot in the middle. Landspeeder is there to be a nuisance (and because I barely use it), whilst the RAS are simply chaff. Both units will use their mobility to collect objectives if need be.

  • SG, SGA, and the HQs are the main threat which advance in cover or on a flank. Joined by the Dreadnought from T2 onwards.

 

  • Should I fork out for a stormshield on the Captain and go full on Slamguinius with Death Visions of Sanguinius? Will 8 CPs that I can't regenerate suffice?

  • Should I find the points for a special weapon on the RAS? I'm not using them for combat after all...

  • Who is the better Warlord in tow with the SG? Sanguinor or the Captain? One could argue the Captain can roll on his own.

  • Worth going for banner shenanigans with a Company Banner?

  • The points could be fielded by losing the Land Speeder, however, how do I keep the theme and keep the CPs as high as possible?

  • Alternatively, I could lose the Outrider all together and throw some VAS into the mix. However, do I require the attritional power and additional combat power of the VAS more than mobility for objective hunting?

Thoughts?


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Also tagged with one or more of these keywords: 1650 pts Blood Angels, 1650 Battalion Detachment, 1650 Vanguard Detachment, 1650 Outrider Detachment, Blood Angels Vanguard Detachment, Blood Angels Outrider Detachment, Blood Angels Battalion Detachment

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