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2000 point Scout Spam (Playing around with Shock Assault)


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6 replies to this topic

#1
t-dog1996

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So with the imminent arrival of shock assault, I was thinking about how best to take advantage of it. One funny idea that occurred to me was just to have a horde of Scouts with combat knives, all of whom could nail a turn 1 charge. A 10-man squad would give you 31 attacks with shock assault at +1 to wound, all for just 110 points each. I then took the idea further and thought that, backed up with some Smash Captains and Librarian Dreadnoughts to take out the heavier stuff and provide some psychic support, this crazy idea might just work. So here is a list I threw together. What do we think? Could this actually be effective on the tabletop? I'd be interested to hear your thoughts.

 

Battalion

 

HQ

 

Smash Captain – 124

 

Librarian Dreadnought – 140

 

Troops

 

10 Combat Blade Scouts – 110

 

10 Combat Blade Scouts – 110

 

10 Combat Blade Scouts – 110

 

Fast Attack

 

3 Scout Bikes – 69

 

Battalion

 

HQ

 

Smash Captain – 124

 

Librarian Dreadnought – 140

 

Troops

 

10 Combat Blade Scouts – 110

 

10 Combat Blade Scouts – 110

 

10 Combat Blade Scouts – 110

 

Fast Attack

 

3 Scout Bikes – 69

 

Battalion

 

HQ

 

Smash Captain – 124

 

Librarian Dreadnought – 140

 

Troops

 

10 Combat Blade Scouts – 110

 

10 Combat Blade Scouts – 110

 

10 Combat Blade Scouts – 110

 

Fast Attack

 

3 Scout Bikes – 69

 

 

 


  • Deus-Naps Immortalis likes this

"They are the sons of the Angel, the blooded host, the defenders of Humanity. They are strength. They are nobility. They are the Blood Angels, and I say to you there are no more loyal or determined servants of the Emperor alive today."


#2
Lynnean

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Looks fun, but a little low on anti tank.
Knights will be the bane of this list, won't they?
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#3
t-dog1996

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Looks fun, but a little low on anti tank.
Knights will be the bane of this list, won't they?

 

Yes and no. Knights would certainly be a tough opponent, but it's worth remembering that one Smash Captain can bring down a Knight alone in one turn. Obviously you can only have one true Slamguinius per army but even a baseline Smash Captain can be a real threat, as can Librarian Dreadnoughts. Knights won't get a save against that halberd in close combat, and they'll have difficulty shooting the Smash Captains and Dreadnoughts off the table due to all of those pesky Scouts in the way. In order to avoid overwatch, you could also use the large squad size of the Scouts to have them absorb the fire before the Smash Captains and Dreadnoughts charge. It's hardly foolproof though of course.


"They are the sons of the Angel, the blooded host, the defenders of Humanity. They are strength. They are nobility. They are the Blood Angels, and I say to you there are no more loyal or determined servants of the Emperor alive today."


#4
Hintzy

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You might be forgetting the stormbolter on the dreadnoughts, battle scribe shows them at 142 on my end. And thunder hammers on characters are allegedly going up to 40 points. Wouldn't be a problem to trim off a few scouts though.

#5
Zon

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This looks both hilarious and potentially very effective. Before shock assault, our scouts were already reasonably threatening in melee with knives. Add shock assault and their natural strength in board control and it seems like the little guys are going to be ridiculously efficient. Pairs of squads working in tandem will be real threats to a lot of units just from the swamp of attacks, and you've got 6 power characters with mobility and precision from our stratagems to tackle the nastier stuff (and flyers!). Plus the scout bikers for mobile disruption, so you cover a lot of the bases for decent lists. Since you mentioned overwatch earlier, the Angel's wing can get a bunch of your units safely into combat too!

 

Of course, the list seems to be largely dependent on getting first turn, but that's really nothing new for BA lists, and with smart positioning through concealed deployment I think it can be bypassed. Just watch out for leadership bombs and getting tangled up by the large footprints of your own units. If the hammer changes Hintzy mentioned go through and you end up having to tweak some of your units for points, I'd suggest squeezing in power weapons or combis on sergeants if you can. I've found the bit of extra capability on core units to be worth it, especially since you're rocking 9 units.

 

If nothing else, your opponents' reactions to seeing you drop 100+ models would make it worth it--the red tide cometh!


we_badge_skullchaos.png Formerly Skullchaos with the fun little lambda


#6
Hintzy

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You might be forgetting the stormbolter on the dreadnoughts, battle scribe shows them at 142 on my end. And thunder hammers on characters are allegedly going up to 40 points. Wouldn't be a problem to trim off a few scouts though.


Our points didn't get adjusted to be in-line with the compliant chapters so disregard the thunder hammer part.

#7
Lathspell

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I was looking at something similar to this list, but with less scouts and using the new tactical invictor suits:

 

        2 BATALLIONS 1 VANGUARD, BLOOD ANGELS [128 PL, 14CP, 1,997pts]
  • Battalion Detachment +5CP (Imperium - Blood Angels) [51 PL, 5CP, 619p]
    • HQ
      • Captain [6 PL, 124pts]

        Selections: Jump Pack, Storm shield, Thunder hammer.

      • Chaplain [6 PL, 90pts]

        Selections: Boltgun, Jump Pack

    • Troops
      • Scout Squad [4 PL, 55pts], 5 combat knives and bolt pistols
      • Scout Squad [4 PL, 55pts], 5 combat knives and bolt pistols
      • Scout Squad [4 PL, 55pts], 5 combat knives and bolt pistols
    • Elites
      • Death Company [27 PL, 240pts], 12 men, jumpacks, boltguns and chainswords
  • Battalion Detachment +5CP (Imperium - Blood Angels) [24 PL, 8CP, 413pts]
    • No Force Org Slot
      • Battle-forged CP [3CP]
      • Detachment CP [5CP]
    • HQ
      • Captain [6 PL, 124pts]

        Selections: Jump Pack, Storm shield, Thunder hammer

      • Captain [6 PL, 124pts]

        Selections: 5. Gift of Foresight, Jump Pack, Storm shield, The Angel's Wing (replaces jump pack), Thunder hammer, Warlord

    • Troops
    • Scout Squad [4 PL, 55pts], 5 combat knives and bolt pistols
    • Scout Squad [4 PL, 55pts], 5 combat knives and bolt pistols
    • Scout Squad [4 PL, 55pts], 5 combat knives and bolt pistols
  • Vanguard Detachment +1CP (Imperium - Blood Angels) [53 PL, 1CP, 965pts]
    • No Force Org Slot
      • Detachment CP [1CP]
    • HQ
      • Sanguinary Priest [5 PL, 86pts]

        Selections: Boltgun, Chainsword, Jump Pack

    • Elites
      • Invictor Tactical Warsuit [6 PL, 131pts]

        Selections: Fragstorm grenade launcher, Heavy bolter, Incendium cannon, 2x Ironhail heavy stubber

      • Invictor Tactical Warsuit [6 PL, 131pts]

        Selections: Fragstorm grenade launcher, Heavy bolter, Incendium cannon, 2x Ironhail heavy stubber

      • Invictor Tactical Warsuit [6 PL, 131pts]

        Selections: Fragstorm grenade launcher, Heavy bolter, Incendium cannon, 2x Ironhail heavy stubber

      • Redemptor Dreadnought [10 PL, 162pts]

        Selections: Icarus rocket pod, Macro plasma incinerator, Onslaught gatling cannon

        • Two storm bolters

          Selections: 2x Storm bolter

      • Redemptor Dreadnought [10 PL, 162pts]

        Selections: Icarus rocket pod, Macro plasma incinerator, Onslaught gatling cannon

        • Two storm bolters

          Selections: 2x Storm bolter

      • Redemptor Dreadnought [10 PL, 162pts]

        Selections: Icarus rocket pod, Macro plasma incinerator, Onslaught gatling cannon

        • Two storm bolters

          Selections: 2x Storm bolter

I think this list has more firepower punch with the triple redemptor and triple invictor but has nothing to play in the psychic phase. The redemptors can babysit themselves thanks to wisdom of the ancients for 1 cp a round. Turn 1 charge is much scarier thanks to the triple invictor and a forlorn fury 12 men dc with an uwof chaplain to support them. Turn 2 see the three smash captains going in to deal with the big threats.






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