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Starting Blood Angels Feedback Requested


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25 replies to this topic

#1
Clincher37

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Hi everyone! 

 

I'm looking at Blood Angels for my next list. I tend to get unfocused if I don't have a list to build towards so the models here are totally flexible. I'm just looking for feedback on what I can bring that will still work well in my mostly competitive local meta. 

 

I'm looking for a heavy one/two punch from my list intending to use FF to move the DC up for a turn 1 charge followed by the turn 2 assault from the SG.

 

My main concern is I don't have much of a firebase right now and I feel I may be lacking in anti-chaff/horde so I'm wondering if I should swap one of the Razorbacks to Assault Cannon instead of Lascannon. 

 

I'm definitely open to bringing allies if necessary but tend to try to avoid Guard if I can help it.

 

Battalion 1 (829 pts)

HQ - Captain Slamguinius TH/SS w/ Jump Pack - Warlord (Artisan of War), Relic JP

HQ - Mephiston w/ Quickening, Unleash Rage, Wings of Sanguinius

Troop 1 - Scouts w/ Boltguns

Troop 2 - Scouts w/ Boltguns

Troop 3 - Scouts w/ Knives

Fast Attack 1 - Scout Bikes x3 w/ Twin Boltguns

Fast Attack 2 - Scout Bikes x3 w/ Twin Boltguns

Dedicated Transport 1 - Razorback w/ Twin Las

Dedicated Transport 2 - Razorback w/ Twin Las

 

Battalion 2 (464 pts)

HQ - Captain w/ TH/SS w/ Jump Pack

HQ - The Sanguinor

Troop 1 - Scouts w/ Boltguns

Troop 2 - Scouts w/ Boltguns

Troop 3 - Scouts w/ Knives

 

Vanguard (708 pts)

HQ - Lemartes

Elite 1 - Death Company x10 all with Boltgun & Chainsword

Elite 2 - Sanguinary Ancient w/ Relic Banner & Power Fist/Angelus Boltgun

Elite 3 - Sanguinary Guard x8 all with Angelus Boltgun & Power Fist

 

Total 2001 pts 

14 CP (-1 for Extra Relic)



#2
Deathwalker

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The list is illegal, try dropping 1 lascannon razor to a Assault cannon and then using the leftover points to add stuff, or even 1 lone powerfist from your SG. I think you will find that all those PF's in SG are somewhat redundant anyway on the field.



#3
Clincher37

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Thanks for the response. I agree that dropping down to an AC on one of the Razorbacks is a good call to get the points down and also get a little more anti-chaff so the DC have a better charge target. 

 

What do you think a good ratio of swords to PF is in the SG unit? I was thinking maybe 3 PFs and 5 Swords or doing an even split.



#4
Deathwalker

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I think the better question to yourself is, WHAT are these dudes doing for me?

If they are gonna be your anti-tank, then sure, go to town (but I would suggest DC is better for that due to cheaper base cost and more weapons options)

 

What is it that -YOU- want from your list?



#5
Clincher37

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I'd like a good take all comers list that will stand up to the competitive nature of my local meta. It's not full on GT competitive but bringing a purely fluffy/fun list will end pretty poorly.

 

I was hoping for the DC to clear hordes while the SG charge the big scary stuff that has more than one wound which was the reason for packing all those PFs into the unit. 

 

It seems to come down to that general debate of DC vs SG and which should you bring since they're both good. Is running both SG and DC in a single list stretching too thin and maybe I should focus on one or the other? 



#6
Deathwalker

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Strip it back further, do I want to pay for lemartes, or the sanguinator?

One makes my attacks more likely to happen, one gives me more attacks if it happens.

 

Either way, you are shoe-horned into a choice with either unit.


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#7
Clincher37

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That's a really good way of thinking about it. I appreciate you looking at this for me. I think if I had to choose I'd rather bring Sanguinary Guard. I feel they're more forgiving since they don't die as easily as DC.

 

If dropping Lemartes, I think I'd also want to try to take a Sanguinary Priest with JP for that +1S. Or is that too many characters to support the unit? I've also read that taking two units is typically not the best idea because they do kind of rely on support from being near the Warlord (which I'd change to the Sanguinor) and other supporting characters, psychic powers, and stratagems.



#8
Clincher37

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After making some list revisions here's what I have:

 

Battalion 1 (1207 pts)

HQ1 - Captain Slamguinius TH/SS w/ Jump Pack & Angel's Wing Relic

HQ2 - Mephiston

Troop 1 - Scouts w/ 4 Bolters and 1 Heavy Bolter

Troop 2 - Scouts w/ 4 Bolters and 1 Heavy Bolter

Troop 3 - Scouts w/ 5 Combat Knives

Fast Attack 1 - Scout Bikes x3 w/ Twin Bolters

Fast Attack 2 - Scout Bikes x3 w/ Twin Bolters

Heavy Support 1 - Devastators w/ 4 Lascannons, Cherub, 2x Boltguns

Heavy Support 2 - Devastators w/ 4 Lascannons, Cherbu, 2x Boltguns

Dedicated Transport 1 - Razorback w/ Twin AC & Storm Bolter

Dedicated Transport 2 - Razorback w/ Twin AC & Storm Bolter

 

Battalion 2 (789 pts)

HQ 1 - Sanguinary Priest w/ Jump Pack, Power Sword, Storm Bolter

HQ 2 - The Sanguinor (Warlord)

Troop 1 - Scouts w/ 5 Bolters

Troop 2 - Scouts w/ 5 Bolters

Troop 3 - Scouts w/ 5 Knives

Elites 1 - Sanguinary Guard x10 w/ 3 PF/7 Swords, 8 Angelus Bolters/2 Inferno Pistols

 

Total 1996 (13 CP)



#9
Deathwalker

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What is your plan for the bikes?



#10
Clincher37

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The scout bikes will help clear chaff turn 1 then be fast objective grabbers later on.



#11
Deathwalker

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The scout bikes will help clear chaff turn 1 then be fast objective grabbers later on.

OK, I am not sure 2 minimum squads would be able to hold 2 objectives, what about sacrificing 1 squad to have 1 5 man squad and spending those 25 pnts on  swapping 2 of your scout squads to tac marines and putting them in the Assbacks? People -will- dedicate more fire to a transport if it has something worth stopping inside it, and for T3-4 objective grabbing, tac's are not that bad.

 

What stratagems are you looking at?



#12
Clincher37

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I was actually thinking about replacing some scouts with tac marines while chatting with a friend last night. I have a heavy bolter in two of the scout squads so I can consolidate the Scout Bikes into one unit of five and put the heavy bolters in the tac marine squads instead.

 

As for stratagems, I'd be looking at:

 

Death Visions on Capt Smash
Forlorn Fury on Capt Smash (if the opportunity is there for a guaranteed T1 Charge on something good)

Red Rampage on Capt Smash (if necessary)

DOA on the SG when they come in from Deep Strike

UWOF potentially used twice (once to move a unit where they're needed to fight and maybe again later to grab a last minute objective)

Honour the Chapter (if needed to finish something off with the SG)

Only in Death Does Duty End if I need Capt Smash to take something else out as he dies

 

So it's definitely very CP hungry thus wanting to take a minimum of two battalions.



#13
Deathwalker

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Death visions, yup.

Forlorn.............. I'm not sold on for one model especially now that you can't DS turn 1. You will be leaving slammy up the board with no support to face a round of close range shooting which makes the likelihood of you using Only in death. That's 5cps............

 

Red rampage, yup. Don't forget Mephi for that trick too if you get the quickening off.

 

DOA/ UPWOF, yup yup

Honour/Only in death, situational of course but don't forget they are costing 2CP's each, so you will have to be careful with your remaining CP's to pull them off at the opportune time. Be sparing with the Reroll strat.

 

How do you feel about primaris marines?



#14
Clincher37

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I really love the Primaris models, just couldn't figure out how to make them work. I thought about bringing Assault Bolter Incepters instead of bikes but was kind of 50/50 and I still kind of feel like 4 units of scouts may be more than I really need.

 

Good point on Forlorn on Capt Smash. Probably best not to suicide him turn 1.



#15
Deathwalker

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Have you considered 2 Scouts, 2 tac and 2 intercessors?



#16
Clincher37

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I like the idea because I feel Intercessors are great backfield objective campers but I'm struggling to find where to cut 70 points. I'm fine losing the inferno pistols in the SG unit and I could take the ablative wound off the devastator squad but I'd prefer not to if I can help it. Maybe drop one Lascannon from each Devastator squad could be okay? 6 lascannon shots still seems decent considering the SG and Capt Slam should be good at taking on higher toughness targets.


Edited by Clincher37, 07 May 2018 - 12:39 PM.


#17
Deathwalker

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You could drop a Razorback



#18
Clincher37

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I'd be more inclined to drop two lascannons from the Dev squads. My local meta has a lot more horde type lists (lots of Nids players) and I feel like I'll need the two AssBacks. 



#19
Aothaine

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I'd be more inclined to drop two lascannons from the Dev squads. My local meta has a lot more horde type lists (lots of Nids players) and I feel like I'll need the two AssBacks. 

 

Heavy Flamers! ^_^ Really though. Be careful if you take them. They are hard to use.


gallery_45765_12339_7181.pnggallery_26154_15777_6252.png
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#20
Deathwalker

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I'd be more inclined to drop two lascannons from the Dev squads. My local meta has a lot more horde type lists (lots of Nids players) and I feel like I'll need the two AssBacks. 

Local meta is one thing I cannot help you with :D



#21
Clincher37

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Oh I am fully aware of the power of the flamer playing a Death Guard player lol

 

Thank you guys so much for the help and feedback on the list. I definitely feel like I have a good list to build towards that will suit my playstyle.



#22
Deathwalker

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Welcome man :)

What else besides nids to you tend to fight?



#23
Clincher37

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A lot of Thousand Sons and Daemons. A really good Orks player, one guy who is awesome at playing his Salamanders and Grey Knights. Surprisingly little Eldar but I've heard talks of people starting to collect Dark Eldar.



#24
Aothaine

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I would put the scout bikers into the same unit. Blood Angels Scout Bikers are brutal in melee and with shooting. But with just three models a unit they will be easy victory points. Give them a little boost so they can help swamp an important shooty unit.


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The Argent Fists - Space Marines: Successor Chapter of the Imperial Fists

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#25
Clincher37

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Yeah, that was something Deathwalker had suggested and I altered my list appropriately. For those interested, here's the finalized list:

 

Battalion 1

HQ - Capt Slamguinius - TH/SS Relic Jump Pack

HQ - Mephiston

Troop - Scouts x5 with Combat Knives

Troop - Tacticals x5 w/ Heavy Bolter, Sgt w/ Chainsword & Storm Bolter

Troop - Tacticals x5 w/ Heavy Bolter, Sgt w/ Power Sword & Storm Bolter

Fast Attack - Scout Bikes x5

Heavy Support - Devastator x6 w/ 3 Lascannons & Cherub

Heavy Support - Devastator x6 w/ 3 Lascannons & Cherub

Dedicated Transport - Razorback w/ Twin AC

Dedicated Transport - Razorback w/ Twin AC

 

Battalion 2

HQ - Sanguinary Priest w/ Jump Pack, Chainsword, Storm Bolter

HQ - The Sanguinor (Warlord)

Troop - Intercessors x5

Troop - Intercessors x5

Troop - Scouts x5 w/ Bolters

Elite - Sanguinary Guard x10 w/ Power Fist and Angelus Boltgun

 

1999 Pts - 13 CP

 

Strats

Death Visions on Capt - 1CP

Descent of Angels on SG - 2CP

Upon Wings of Fire - 1 CP

Red Rampage - 1 CP

Hellfire Shells - 1 CP

 

SG, Sanguinor and Priest start off the table.

Devastators start inside the Razorbacks in case I don't get first turn.

Scouts deploy forward if the opportunity is there to attempt a turn 1 charge against something big to stop it from shooting.

Intercessors stay on backfield objectives hopefully in cover to be hard to remove.

Tacticals work their way towards midfield using Hellfire Shells to throw mortal wounds on vehicles.

Turn 2 or 3 deep strike the Sanguinor and friends and maybe UWOF the captain and Quickening Mephiston forward to start wrecking opponent's backline.

 

UWOF, RR, and HS could be used several times but I think double Batt gives me plenty of CP to be able to use the strats I need to.






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