Tuesday 17 August 2010

2000 Pts - Blood Angels Army "Angels of Death"


Well here it is the revised list I was thinking about.


Basically after the last battle the previous list lacked the ability to hold objectives on my side of the board. Let's take a look at the list.

2000 Pts  -   Blood Angels Army "Angels of Death"

HQ

1 Librarian (HQ) @ 125 Pts
     #Psychic Hood; Jump Pack; Shield of Sanguinius; Unleash Rage; Bolt Pistol
     (x1); Force Weapon; Frag Grenades; Krak Grenades; Psyker

4 Honour Guard (HQ) @ 205 Pts
     Meltagun (x4); Close Combat Weapon (x4); Jump Packs; Frag Grenades; Krak
     Grenades
     1 Sanguinary Novitiate @ [45] Pts
          #Blood Chalice; Jump Packs; Bolt Pistol & CCW; Frag Grenades; Krak
          Grenades

Elites

1 Chaplain (Elites) @ 125 Pts
     Jump Pack; Bolt Pistol (x1); Crozius Arcanum; Frag Grenades; Krak
     Grenades; Rosarius

1 Sanguinary Priest (Elites) @ 150 Pts
     Jump Pack; Bolt Pistol (x1); Close Combat Weapon (x1); Frag Grenades; Krak
     Grenades; Blood Chalice
     1 Sanguinary Priest #1 @ [75] Pts
          Jump Pack; Bolt Pistol (x1); Close Combat Weapon (x1); Frag Grenades;
          Krak Grenades; Blood Chalice

Troops

9 Assault Squad (Troops) @ 235 Pts
     Meltagun & CCW (x2); Combat Squads; Bolt Pistol & CCW (x7); Frag Grenades;
     Krak Grenades; Jump Packs
     1 Space Marine Sergeant @ [53] Pts
          Frag Grenades; Krak Grenades; Power Fist; Bolt Pistol; Jump Packs

9 Assault Squad (Troops) @ 235 Pts
     Meltagun & CCW (x2); Combat Squads; Bolt Pistol & CCW (x7); Frag Grenades;
     Krak Grenades; Jump Packs
     1 Space Marine Sergeant @ [53] Pts
          Frag Grenades; Krak Grenades; Power Fist; Bolt Pistol; Jump Packs

9 Assault Squad (Troops) @ 200 Pts
     Combat Squads; Bolt Pistol & CCW (x7); Flamer & CCW (x2); Frag Grenades;
     Krak Grenades; Jump Packs
     1 Space Marine Sergeant @ [28] Pts
          Bolt Pistol & CCW; Frag Grenades; Krak Grenades; Jump Packs

9 Assault Squad (Troops) @ 220 Pts
     Plasma Gun & CCW (x2); Combat Squads; Bolt Pistol & CCW (x7); Frag
     Grenades; Krak Grenades; Jump Packs
     1 Space Marine Sergeant @ [28] Pts
          Bolt Pistol & CCW; Frag Grenades; Krak Grenades; Jump Packs

4 Assault Squad (Troops) @ 115 Pts
     Plasma Gun & CCW; Bolt Pistol & CCW (x4); Frag Grenades; Krak Grenades;
     Jump Packs
     1 Space Marine Sergeant @ [28] Pts
          Bolt Pistol & CCW; Frag Grenades; Krak Grenades; Jump Packs

Heavy Support

4 Devastator Squad (Heavy Support) @ 130 Pts
     Bolt Pistol (x4); Missile Launcher (x4); Frag Grenades; Krak Grenades
     1 Space Marine Sergeant @ [26] Pts
          #Signum; Bolt Pistol; Bolter; Frag Grenades; Krak Grenades

4 Devastator Squad (Heavy Support) @ 130 Pts
     Bolt Pistol (x4); Missile Launcher (x4); Frag Grenades; Krak Grenades
     1 Space Marine Sergeant @ [26] Pts
          #Signum; Bolt Pistol; Bolter; Frag Grenades; Krak Grenades

4 Devastator Squad (Heavy Support) @ 130 Pts
     Bolt Pistol (x4); Missile Launcher (x4); Frag Grenades; Krak Grenades
     1 Space Marine Sergeant @ [26] Pts
          #Signum; Bolt Pistol; Bolter; Frag Grenades; Krak Grenades

Models in Army: 69


Total Army Cost: 2000

The changes I made are as follows:

1) Dropped the power fist from the honour guard. I did this for two reasons a) I forgot about it in the last battle and, b) with 4 melta's it's redundant unless I come across terminators, but any decent player is going to shoot the crap out of them first hoping to kill the fist before combat.

2) Dropped a chaplain. I have done this simply because I've only got 3 squads moving forwards and I won't be combat squadding these units. So I'd rather pack in the priest in the squad for furious charge and feel no pain, plus it maens I can drop a squad on an objective and have the extra survivability they grant.

3) Given one of the flamer squads plasma guns instead. This is one of my rearguard units, it role is to hang back and hold any objectives on my side of the board. The plasma guns give the squad good range and a weapon capable of taking down terminators. I've taken assault squads over tactical units as they have far greater mobility and in a non objective game can still bring the hurt to my opponents independent characters or monstrous creatures.

4) Taken an extra assault combat squad with plasma gun. This unit will behave as above. Assault squads in the BA codex have the advantage of being able to take special weapons in combat squads which tactical squads can't making them a more flexible choice.

5) All devastator units now have 4 missile launchers. Having seen the amount of hurt these can dish out I thought it would be a good idea to increase their numbers. Plus having the 3 identical squads means my opponent has to split his fire between 3 threats instead of being able to prioritise them on how many weapons they have.

OK so I've pretty much butchered Mercer's original list, but to be honest I think the changes improve the list unlike some of my efforts.

Having 3 assault combat squads floating about on my side of the board will either ensure I have all the objectives on my side of the board or have a single floating squad that will act as a rapid reaction unit to counter any threats that get too close.

It also means my other assault units are able to concentrate on poping transports and dealing with infantry. 

The way the units go together will be slightly different, the chaplain will now move with the honour guard with a flamer unit with priest in support. The two melta units will move together with one with a priest the other with the librarian. It means both teams have similar abilities (re-rolls, feel no pain, furious charge and 4 melta's in each strike team).

The other thing is I can also split the teams down to individual units, either to claim objectives or to take down different targets depending on their priority and threat level/position on the board. If I do this only the librarians unit will be out of the feel no pain bubble but with shield I can at least weather some of the stronger AP weapons.

Let me know what you think guys all comments welcome.

4 comments:

  1. No power fist on the Honour Guard? It would come in useful if/when you pop a tank and then assault the survivors, if you're unlucky and don't pop the tank, and blasting heavy infantry i.e Terminators and then assaulting - the fist re-rolls to hit ;)

    I see you've managed to squeeze in the plasmas guns, which is cool, and also another 5 man Assault Squad - I guess you don't need the second Chaplain with only a single flamer Assault Squad.

    I think the list with the improvements after the game we had is looking more better. The Devs had enough fire power already IMO but the more the better, but if you did cut the missiles down from there where would you put the points? Answer is no where, really.

    I think you've got the objective thing nailed too. You've got 3 melta threat units coming at you and then a possible 3 plasma 5 man squads holding the rear taking pot shots.

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  2. If I cut 3 missile launchers I would have enough points to put the fist back in the honour guard, but to be honest having seen the damage they did Those extra missiles are going to be a real headache.

    Having 12 missile shoots gives me the potential to take out 3 rhino type vehicles a turn. not only that but it means there isn't one squad which is more of a threat than the others. Preventing you from concentrating on the biggest threat as all three are equal.

    Having just the 3 assault squads moving forward gives me the option of deploying the whole army as one massive assault blob. 3 assault units (2 with power fists) and an honour guard all hitting one land raider and terminator squad would be a big winner.

    Against horde armies like orks I can use the flamer squad as the front unit with the melta's in support.

    Squeezing in the extra assault squad was a must as even having a 10 man squad split down into combat squads I could only cover 2 objectives, and if they are set up like last time I'll need that third squad to cover the other.

    Plus I like the idea of having a floating combat squad which is capable of moving around from objective to objective giving support where it is needed.

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  3. I like this list very much...

    Strong long range firepower, good numbers (especially for BA).

    Just make sure you get the charges with your FC/Chaplains or your lose a major part of your threat...

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  4. Having seen the damage missiles can do to some of Mercer's units I think they are a good investment when it comes to heavy weaponry.

    Getting plenty of bodies on the board is a must these days, having no transports I need them to improve my chances of actually getting to the target.

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