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Blood Angels "Razor-Spam" - 2,000 points

1595 Views 15 Replies 6 Participants Last post by  mercer
I've been thinking about changing my Imperial Fists to Blood Angels, like they was originally. Here's a list I come up with:

Blood Angels "Razor-Spam" - 2,000 points

HQ

Librarian shield of sanguinus


Librarian shield of sanguinus

Elite

Sanguinary Priest

Sanguinary Priest

Sanguinary Priest

Troops

5 x Assault Marines w/ Razorback meltagun - Razorback w/ twin-linked lascannon & hunter killer missile

5 x Assault Marines w/ Razorback meltagun - Razorback w/ twin-linked lascannon & hunter killer missile

5 x Assault Marines w/ Razorback meltagun - Razorback w/ twin-linked lascannon & hunter killer missile

5 x Assault Marines w/ Razorback flamer - Razorback w/ twin-linked lascannon & hunter killer missile

5 x Assault Marines w/ Razorback flamer - Razorback w/ twin-linked lascannon & hunter killer missile

10 x Scouts

Fast Attack

Land Speeder multi melta & heavy flamer

Land Speeder multi melta & heavy flamer

Land Speeder multi melta & heavy flamer

Heavy Support

Predator lascannons sponsons & hunter killer missile

Predator lascannons sponsons & hunter killer missile

Predator lascannons sponsons & hunter killer missile

Total: 2,000



What I've got here is 5 Razorbacks (ok not the max amount but still plenty) which each have a lascannon and hunter killer missile. Adding more ranged anti tank I've got triple auto/las Predators, two carrying hunter killer missiles due to points free. In total these gives me 8 Rhino chassis vehicles, that's a fair amount. Ranged fire power the list can kick out the following:

5 twin-linked lascannons

8 x single shot krak missiles

6 x lascannon shots

6 x autocannon shots

6 x melta shots

That's a lot of fire power for one turn of shooting, minus the hunter killers the turn(s) after. Bonus is all are fast vehicles which means they can move 6" and fire everything or move 12" and fire a single weapon, bonus.

For serious anti tank I've got triple melta Land Speeders which go for the toughest armour available or team up against a high priority threat. I've got 3 meltaguns in the Assault Squads but I have the same fears when I used to run Razorbacks before, 5 men bust a transport whatever is inside will charge them next turn - Razorback has no hatch like a Rhino :( but, I do have the ranged anti tank to back me up.

Tactics

Librarians each go in a Razorback in centre line up, or split the force, either way Librarian(s) go in the centre. They cast shield which gives the tanks a 5+ cover save. I haven't decided what other power they could take yet.

Sanguinary Priests I hear you say, in mech? Well yes because lets face it those Marines aren't going to stay in the tanks forever are they. After the tank gives a bigger foot print for the 6" FnP and F.C radius.

Assault Marines at least will move 6" or stay static depending on what army I'm against. The Razorbacks will hammer a target until it's dust and when clear the Assault Marines can bail out next turn and launch a assault, only problem is cannot assault from the Razorback so I've got to hope I'm close enough to get into the fight. With the Razorbacks being fast I can move them 18" to contest objectives later on in the game.

While the entire force is mech only the Scouts are on foot. These act as cheap objective takers on my home turf. I'll combat squad them if needed for seize ground or for capture and control keep them as is. I haven't decided what weapons I'll take, probably not shotguns though. I guess I could drop some hunter killers and get camo cloaks on these guys.

The Land Speeders are my melta suicide units. First turn I'll zoom them ahead getting a cover save from turbo boosting, I just hope that will hold out. They will go for the toughest armour or high priority target and nuke it or wound it seriously.

Predators hang back and do the anti tank business, being fast means they can relocate pretty quickly if needed too.

My only concerns with this list is the low number of bodies, 40, however this is the same number of Marines I have in my Imperial Fists list. I'm just worried that squads of 5 Marines won't last long, but I combat squad currently which means 5 Marines in a Rhino anyway.
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I don't play much at 2000 points but my gut feel is that whilst the army is very good could make it better.

Two thoughts (only suggestions):-
1. Twin-linked Assault cannons are better than T_L Las in dealing with multi-wound opponents (eg Monstrous Creatures and hordes of Orks). They are also better v armour once you are in range. (Las v LR = 8/27 chance of forcing a damage roll. AC v LR = 64/162. 33% better). The Razors are Fast so can be moving 12" and shooting every turn. So closing range shouldn't be such an issue. So maybe switch out some of T-L Las for T-L AC?
2. Lots of scoring units but all pretty low on numbers. The 6 Razors + 2 Speeders give you masses of AT. I'd be tempted to replace the Preds with a LR Redeemer plus as many Death Company as you can fit in. The Redeemer will distract attention from the small squads in the Razors and if your opponent fails to deal with it, you've got a hammer to hit him with.

Regards
TT
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