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Blood Angels - Dreadnought Army

5376 Views 9 Replies 5 Participants Last post by  Margnus
Hey all. I saw this list on another site, and I thought it looked very good. I was wondering how it would fair against armys, considering there aren't very many models on the field for the amount of points.

HQ
Librarian - 100
Smite, Unleash Rage.

ELITE
Furioso Dreadnought - 180
Heavy Flamer, Drop Pod, Locator Beacon.

Furioso Dreadnought - 180
Blood Talons, Heavy Flamer, Drop Pod, Locator Beacon.

Furioso Dreadnought - 170
Blood Talons, Heavy Flamer, Drop Pod.

TROOPS
10 Death Company - 500
2 Power Fists, Land Raider Redeemer /w Multi-Melta.

Death Company Dreadnought - 170
Heavy Flamer, Drop Pod.

Death Company Dreadnought - 170
Blood Talons, Heavy Flamer, Drop Pod.

10 Assault Marines - 235
2 Meltaguns, Power Fist.

10 Assault Marines - 235
2 Meltaguns, Power Fist.

5 Assault Marines - 110
1 Meltagun, Drop Pod.

HEAVY SUPPORT
Dreadnought - 150
Heavy Flamer, Multi-Melta, Drop Pod.

Dreadnought - 150
Heavy Flamer, Multi-Melta, Drop Pod.

Dreadnought - 150
Heavy Flamer, Multi-Melta, Drop Pod.

TOTAL: 2500 Points.


So what do you all think? I'd Really like to use this list, it sounds like alot of fun. I'm just wondering, for the amount of points, will there be too many anti-tank weaponary for this list to do well? I know at 2500 points, I certainly have alot of anit-tank weaponary. The reason the last assault squad has a drop pod is so that I can drop down 5 pods on the first turn, to suppress the enemy, and the other 3 + assault marines will come in to support.

Please leave some feedback :)

Cheers :victory:
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I think that this is at least a very interesting list, plus unless your opponent is expecting a mech army, they most likely won't have enough anti-tank to pop all the dreadnoughts. What types of armies do you face mostly, because the only real threat once you're in close combat are power fists.

I wish I could say more but like most of your future opponents, I have no experience with this sort of thing.
I'd actually say keep the LRR dropping in, after all it can only serve to heighten the sense of confusion garnered from seeing 8 dreadnoughts.

If you use either of the locator beacons to bring the landraider in you can really position the flame template for a devastating shot.
If you DS it, you'll mishap.
By using either of the Locator Beacons in your army, you can deepstrike the Landraider without scatter, therefore without any chance of mishap. And by keeping the Death Company in a vehicle, you control their rage until they get out. And since the land-raider is an assault vehicle, it's pretty easy to get them to charge the unit you want.

Something to think about would be replacing your librarian for a Reclusiarch and adding him to your unit of death company. Then the death company gets to reroll all to-hits and to-wounds. Based on the armies that you play (Orks, Imperial Guard and Space Marines) the loss of the Psychic Hood won't be too bad. The other advantage is that since he has a power weapon, he can kill terminators and the like before they can use powerfists or thunder hammers.
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