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Discussion Starter · #1 ·
Okay, I've taken this in a different direction than my previous list, so any thoughts would be appreciated!

HQ

Librarian
- Jump Pack
- Handflamer
- Powers: Sanguine Sword, Unleash Rage
-- 135 pts


Elite

Sanguinary Priest x2
- 2x jump packs
-- 150 pts

Sanguinary Guard x5
- Powerfist
- 2x Infernus pistols
-- 230

Troops

Assault Marines x10
- Powerfist
- Hand flamer
- 2x melta
-- 245 pts

Assault Marines x10
- Powerfist
- Hand flamer
- 2x melta
-- 245 pts

Assault Marines x10
- Powerfist
- Hand flamer
- 2x melta
-- 245 pts

Fast Attack

Baal Predator
- Flamestorm cannon
-- 115 pts

Baal Predator
- Flamestorm cannon
-- 115 pts

Baal Predator
- Flamestorm cannon
-- 115 pts

Heavy Support

Predator w/autocannon
- Lascannon sponsons
-- 135 pts

Predator w/autocannon
- Lascannon sponsons
-- 135 pts

Predator w/autocannon
- Lascannon sponsons
-- 135 pts

General Plan:

Librarian with the assault squad that gets no priest. All infantry DS in dependent on targets of opportunity. The meltas/infernus pistols should do well knocking out both heavy armour and MCs, and the SP buffs to the RAS and the power weapons of the SG squad should knock out lots of troops.

Baal preds for anti troop, heavy preds primarily for anti armour.

Pretty straightforward.
 

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Why not blood Lance on libby to mess with someone's parking space? Also, why are you running all you melta units in large ten man units? Your main scoring units are also your suicide units. Why not break them down into 5 man units?
 

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I would consider swapping the guard for something else, they never seem to be all that worth it. I would also think about figuring out at least one static troop choice for holding home objectives.

Other than that, I think this looks really strong. Six predators can be an intimidating force.
 

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Consider making the assault squads more anti-infantry friendly. You have enough fire power coming from the preds to kill most tanks. I would say run two anti-infantry and one anti-tank.
 

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Discussion Starter · #5 ·
Consider making the assault squads more anti-infantry friendly. You have enough fire power coming from the preds to kill most tanks. I would say run two anti-infantry and one anti-tank.
As far as this, I had debated the same at first, but I figured the 3 flamestorm Baal Preds would make up for it in a pinch (har har 3+ armour saves!)

Why not blood Lance on libby to mess with someone's parking space? Also, why are you running all you melta units in large ten man units? Your main scoring units are also your suicide units. Why not break them down into 5 man units?
1. Not sure! I'll definitely check that out, I'm brand spanking new to Blood Angels so this was half-brainstorming and half-crazy shit.
2/3. I was planning, though this may be stupid, to break at least one of the assault squads into combat squads for purposes of having a home base unit. My only concern with too much splitting up would be maximizing the usefulness of the Sanguinary Priests.

I would consider swapping the guard for something else, they never seem to be all that worth it. I would also think about figuring out at least one static troop choice for holding home objectives.
I will honestly probably do this. My main problem is that the Guard are so damn sexy. Unfortunately, I have heard the same from a couple of sources, so I'd (more than likely) throw in a scout squad full of snipers to sit on home base, then see what I have for points afterwards. If only I hadn't bought them already...

Thanks all for the help! I'll start brainstorming up again to see how your recommendations fit in both points-wise and build-wise.
 

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Baal Predator
- Flamestorm cannon
-- 115 pts

Baal Predator
- Flamestorm cannon
-- 115 pts

Baal Predator
- Flamestorm cannon
-- 115 pts
This units raise my greatest concern in the list. However tempting it is to move 12" and throw AP3 template, do you think it would wipe out the whole squad? Or, more specifically, would it kill that nasty guy with PF/claw? Necessity to get close leaves you vulnerable for enemy striking back.
And 2 more damage results make your tank nearly useless:
- immobilized - no one will ever be in range for it to shoot;
- weapon destroyed - you've got a 115pts ramming rocket, that's not too good.

So I'd suggest you to get some sponsons for Baals and maybe swap some flamestorms into TLACs (making 2/1 in whatever combination you like).

Hope this helps.
 

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Discussion Starter · #8 ·
But what happens if the bust the tanks. You have to be ready.
This is very true, but there comes a point when redundancy becomes moot. I'd try to move my infantry within relative close distance of my Baal preds to *hopefully* clear out any PF bastards that get too close. Also, in an ideal world, they'd send some of their tank busters over to my long-range preds as well.

This units raise my greatest concern in the list. However tempting it is to move 12" and throw AP3 template, do you think it would wipe out the whole squad? Or, more specifically, would it kill that nasty guy with PF/claw? Necessity to get close leaves you vulnerable for enemy striking back.
And 2 more damage results make your tank nearly useless:
- immobilized - no one will ever be in range for it to shoot;
- weapon destroyed - you've got a 115pts ramming rocket, that's not too good.

So I'd suggest you to get some sponsons for Baals and maybe swap some flamestorms into TLACs (making 2/1 in whatever combination you like).

Hope this helps.
The sponsons would definitely be an improvement, I'll definitely need to check out the points breakdown for that. A lot of it would come down to trying to negate the opponent's ability to be effective with his own anti-armour, which has the double-edged effect of tying up my OWN troops as well. The 2/1 could definitely work though.
 

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A lot of it would come down to trying to negate the opponent's ability to be effective with his own anti-armour, which has the double-edged effect of tying up my OWN troops as well. The 2/1 could definitely work though.
I get your idea - Baals drop template and assault squads mop up survivours before they manage to strike back, right?
But dakka Baal (TLAC+HB) may force most squads to take 25% casualty morale checks staying well out of meltagun range and at least out of "melta bonus" multimelta range (won't help versus lascannons, though). So it may try to act on his own, allowing your marines to fly where they're most needed. And with 18" scout move + 6" combat speed + 24" TLAC range it would most certainly manage to find a target right at the first turn.
And I think swapping SG for sniper scouts (you seem to have mentioned something like it) would give you enough points to get sponsons on every tank.
 
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