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post #1 of 9 (permalink) Old 04-17-09, 11:01 AM Thread Starter
 
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My Finalised (sorta) Blood Angels Army List

Mephiston 225
Brother Corbulo 100
Veteran Assault Squad 150

Scout Squad Heavy Bolter 95

Assault Squad Plasma pistol 155
Combat Squad 1 Flamer 120

Razorback Lascannons 80
Rhino Storm bolter 45

Death Company +1 Death companion 30
1000


RAWR!!! Death to all who oppose the Blood Angels!
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post #2 of 9 (permalink) Old 04-17-09, 07:55 PM
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The good stuff first, you probably will not meet Mephiston's match in a 1000pt game, he is evil in CC...EVIL!!

If I were you I would lose the SB on the Rhino and get a Jump Pack for one DC member, and then lose the flamer for another DC Jump Pack. If you can keep the VAS, RAS, DC, and Mephiston together they will ruin anything in CC.

I know you want to use Mephiston, (everybody wants to), but in a game this small you could get rid of Corbulo, and get some sniper rifles for BS4 Scouts, or get some more DC members with jump packs, or get a power fist for the VAS or RAS so that the Razrboack isn't your only anti-tank. You could even just scrap that combat squad and get another RAS without corbulo and the rhino

I think your options and flexibiilty will go through the roof if you get rid of Corbulo and kit up everybody else, practically you should use Lemartes instead of Mephiston, but Mephiston is so much fun in small games because he can destroy everything!!!!!!!
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post #3 of 9 (permalink) Old 04-17-09, 08:49 PM
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Blimey. Half your points are in you HQ. Thats... a very unusual way of playing. It is a good point that Mephiston might very well destroy everything in such a small game. On the other hand, he may fall to a lucky shot, take out 22.5% of your points, and leave you very short of bodies. You can get 8 veteran marines or 10 regular assault marines for a similar points cost.

I'm not sure I understand your transport options. Which squad takes which? Who doesn't have jump packs? Is your DC 3+1? Are they in the Rhino with Corbulo? If so, why aren't they JP with Lemartes? If they aren't (in the Rhino), why not, and who is?

I'm not sure I'd use the scouts in such a small game (I have some, but I don't use them much TBH). With BA, every point counts at low levels. You have to pay for DC, so it would be stupid not to take them, for instance, but a 4-man unit isn't terribly effective, so adding a few more bodies would be useful I think, and dropping the scouts might be a way to help it to happen.

So, making the DC the main assault unit makes some sense - they are the only assault unit that you have to pay for. You can't get 2 troops without paying for 2 DC. But those troops could be tac squads. So; the only assault unit you don't have a choice about.

Given that fact, it makes sense to make the DC fearsome. Rhinos, I reckon, aren't as good at this as jump packs. I'd say the best place for DC is in the enemy lines, as soon as possible, not standing near a pile of molten slag on the battlefield somewhere. And if you're giving them jump packs, Lemartes is the best choice for someone to lead them, no question.

Otherwise, difficult to comment as I don't actually understand what you're trying to do, sorry.

I love that you're calling your spare DC guy a "Death Companion" though, nice one :thumbsup:

:still quite puzzled cyclops:

"Well it's Forty-one Thousand Nine Hundred Sixty-nine OK -
Gotta war across the Milky Way - "
Iggius Popiscus and the Stoogii, "41,969"


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post #4 of 9 (permalink) Old 04-19-09, 12:41 AM
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It's an interesting list that's for sure.

It is also a bit all over the place.... A Close combat orientated(Shotguns, bolters, CCW all count) scout squad with a heavy bolter just doesn't add up. a long range heavy weapon with a load of short range weapon? that squad is ineffective. Scouts can be very good in a BA list, just need a lot of practise with them and the right tactics....

For a seemingly CC orientated army you have no CC special weapons in your assault squads IF they get caught up in an assault, which they shoudl as they are assault marines, then they will have trouble going through anything, walkers, MEQs anything.

combat squad is okay I guess. Helpfu lfor the odd bit of anti horde.

The transports are good too. they work well in a list this size. Although I would rather drop the rhino fro the DC and give them jump packs. They are much more effective with a jump pack anyway.....

Your HQ is weird. Although having mephiston with furious charge is a very scary thing it's ineffective and a point sink in this size game. I'd drop both for lemartes ands a lod of spare points

Hope I helped

If you shit in one hand and wish in the other we all know which one will fill up faster.

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post #5 of 9 (permalink) Old 04-19-09, 01:30 AM
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2 special characters in a 1k match?

taking to normal HQ choices in a 1k point match is a tad overboard....but 2 special characters?

ah well, your call

Last edited by Orochi; 04-19-09 at 06:42 PM.
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post #6 of 9 (permalink) Old 04-19-09, 05:26 PM
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Quote:
Originally Posted by Lord Reevan View Post
.... A Close combat orientated(Shotguns, bolters, CCW all count) scout squad with a heavy bolter just doesn't add up. a long range heavy weapon with a load of short range weapon? that squad is ineffective. Scouts can be very good in a BA list, just need a lot of practise with them and the right tactics.... ...
My Scouts are set with 4 CC-guys and a heavy bolter... that's why I don't use them much. An infiltrating heavy-weapon close combat assault devastator squad-lite is a bit weird.

:shamefaced cyclops:

"Well it's Forty-one Thousand Nine Hundred Sixty-nine OK -
Gotta war across the Milky Way - "
Iggius Popiscus and the Stoogii, "41,969"


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post #7 of 9 (permalink) Old 04-19-09, 09:22 PM
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It's alright but scouts are best when specialised.... I think heavy bolter or missle launcher should only go into sniper units, CC weapons only in shotgun or CCW squads...... Make the most out of every single body in the squad I say....

If you shit in one hand and wish in the other we all know which one will fill up faster.

And as I walk in the valley of the shadow of death I will have no fear For I am the scariest mother f*cker in that goddamned valley!

Damn nature, You Scary!!!
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post #8 of 9 (permalink) Old 04-20-09, 12:40 AM
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I know, it's just my BA armies are a bit odd. They're not exactly geared for efficiency. I mean, in theory, I can build a good list, but in practice, I make the best of the models I have. So the scouts tend to stay in the box, because they're not such a great unit as they're set up.

But, to the OP, this is a little off topic. Sorry. The point is that your scouts would be best set up as either a fire-support team or a combat-support team. Mixing weapons possibly isn't such a good idea. If you really want to mix them, make sure you mix in a tank-killer weapon, I'd say, just in case your scouts have to deal with heavy armour.

:at the mercy of the master of recruits cyclops:

"Well it's Forty-one Thousand Nine Hundred Sixty-nine OK -
Gotta war across the Milky Way - "
Iggius Popiscus and the Stoogii, "41,969"



Last edited by Red Orc; 04-20-09 at 12:43 AM.
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post #9 of 9 (permalink) Old 07-04-09, 10:37 PM
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baal preds with heavy bolters for 125pts not bad you get 7 shoots and 4 of them are rending also you get overcharged engines to do hit and run tactics
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