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Blood Angels Army List
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Old 29 Dec 2008, 18:28   #1 (permalink)
Shas'Saal
 
Join Date: Dec 2008
Location: Erie, PA
Posts: 156
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Default Blood Angels Army List

I am new to playing 40k and I have chosen to use the Blood Angels. I am looking for some help on making my army better. Here is the list:

2000Pts:

Chaplain (base model) - 100pts

5 man Assault Squad 1 -165pts
(sergent w/ power fist)

5 man Assault Squad 2-165pts
(sergent w/ power fist)

5 man Assault Squad 3-145pts
(sergent w/ melta bombs)

10 man tactical squad- 205
(flamer and missile launcher)

5 man veteran squad - 150
(base models)

3 attacks bikes - 150
(2 heavy bolters and 1 multi-melta)

5 man Assault Squad -155pts
(sergent w/ power weapon)
(remove jump packs for free rhino)

predator - 95pts
(autocannon and heavy bolters)

furioso dreadnought - 100pts
(base model)

devastator squad - 230pts
(2 lascannons, 1 plasma cannon, 1 missile launcher)

death company - 90pts
(10 marines)

Please let me know of any suggestions
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Old 29 Dec 2008, 19:29   #2 (permalink)
Shas'Vre
 
Join Date: Jun 2007
Posts: 1,034
Default Re: Blood Angels Army List

First: Welcome to the forums.

Second: This happens to be the wrong place for Marine army lists but don't worry it'll be moved by the first moderator that notices it.

Ok, um for 2k this is kinda ineffective.

HQ
Ok the Chaplain is good & he really fits well with the Death Company but he needs a jump pack. If you run him with an assault squad he gets left behind & if he's just with the DC then they have to worry about being shot up before doing any good. Also I know everyone hates this but think about bringing Lemartes. Curse GW for relying too much on characters but he really out shines the generic guy way too much.

Troops
Your assault squads are too fragile. Drop a couple like say the third & fourth to free up points for more upgrades such as beefing up the other squads with bodies and/or plasma pistols, remember only troops are scoring now. On the fourth squad the Rhino may be nice but just keep in mind you can't assault from it.

If you're planning to combat squad that tactical team then their sarge needs a special weapon. The boost in combat just too nice to pass up. If you're not going to combat squad then bring a plasma gun as the extra range fits in better. Also consider swapping the missile launcher for the plasma cannon from the dev squad. Its cheaper & helps the devs achieve synergy. More on that later.

Fast Attack
Your bikes would serve better if all the guns were uniform. Heavy bolters to soften up infantry or ultra light vehicles (AV10 & 11) while multi-meltas carve up enemy armor, heavy infantry, or monstrous creatures.

Elite
The Furioso is nice, especially with the Death Company upgrade albeit a bit hot headed, but I highly recommend tossing it in a drop pod. Since its weapons are short ranged, tossing next to the target it will assault next turn allows it to shoot, as well as keep its fragile self from being exposed the entire time.

The vet squad is a very nice option but they need special weapons whether that means power fists/weapons or flamers/plasma they're just not useful against anything but say small squishy squads like guardsmen without them. If you have left over points give these guys some bodies too.

It looks like to me you may be counting on your Death Company a bit too much. Sure they're very nice especially in a full squad but you need to give them jump packs or a Rhino. Your army isn't static enough to have it as an effective counter charge unit while the rest is so mobile they're going to leave them in the dust. Don't be afraid to pay for 1 or 2. If you drop a couple of the squads giving you the free DCs it helps far too much in other areas.

Heavy Support
Um, I only count 3 vehicles if you include the Rhino and at 2k points there's bound to be a lot of anti-tank. So anything tasked for tank killing goes straight for the Predator. Either bring along another tank or drop it in favor for more Marines, either as another dev squad or bodies/upgrades for the other squads.

As mentioned earlier, swap the plasma cannon with the tac squad's missile launcher. As said it frees up points but more importantly it allows the dev squad to function more efficiently. A plasma cannon is so-so against armor particularly the heavier models while the lascannons are wasted if you shoot the cannon & missile launcher at hordes. Even if you combat squad them it doesn't quite get rid of that. However a second missile compliments the other high strength weapons well & combat squading gives you solid weapons to split fire whether you go for the 1 las 1 missile each or the same 2 per squad.

In closing drop a couple of squads for upgrades and/or bodies while getting your units to specialize a bit more will help a lot.
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Old 29 Dec 2008, 20:35   #3 (permalink)
Shas'Saal
 
Join Date: Dec 2008
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Default Re: Blood Angels Army List

I forgot to mention, i run my chaplain and death company in a Land Raider Crusaider
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Old 03 Jan 2009, 11:27   #4 (permalink)
Shas'El
 
Join Date: Apr 2005
Location: Australia
Posts: 3,253
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Default Re: Blood Angels Army List

Welcome, nice to see a fellow BA player.

A mod should move this as soon as they see it so don't worry.

Anyway, on with the list.

Quote:
Originally Posted by alakard2020
Chaplain (base model) - 100pts
Nice, simple and effective.

Quote:
5 man Assault Squad 1 -165pts
(sergent w/ power fist)

5 man Assault Squad 2-165pts
(sergent w/ power fist)

5 man Assault Squad 3-145pts
(sergent w/ melta bombs)

5 man Assault Squad -155pts
(sergent w/ power weapon)
(remove jump packs for free rhino)

10 man tactical squad- 205
(flamer and missile launcher)
Now, This is the bit where I thought, "Ergh. A lot of small squads = UBER kill points..."

Don't take Pfists in your 5 man Assault Squads, trust me I used to, PW's are much more cost effective.

Don't worry about the Meltabombs on the other Sarge. Let your Devs take care of armour.

Tactical Squad, maybe take out the Missile Launcher, and give them a Rhino, make them your 'Objective Takers', Remember BA Rhinos can move up to 18" if you roll a 4+.

Assault Squad with Rhino... make it 10 man. Use these to back up your Tac Squad.

If you can, make ALL your Troop Choices 10 man.

Quote:
5 man veteran squad - 150
(base models)
Really don't see the point in this unit... Upgrade them or drop them.

Quote:

3 attacks bikes - 150
(2 heavy bolters and 1 multi-melta)
As Malus said, Make them specialised, 3 Multi-Meltas or 3 Heavy Bolters.

Quote:
predator - 95pts
(autocannon and heavy bolters)
Waaayyyyy too easy to take out given the new rules, Maybe replace it with a Baal Pred w/Heavy Bolters for fun, or use the points for something useful, like bulking up your troops.

Quote:
furioso dreadnought - 100pts
(base model)
Upgrade... Drop Pod & Death Company.

Quote:
devastator squad - 230pts
(2 lascannons, 1 plasma cannon, 1 missile launcher)
Give it 5 more marines and it's perfect.

Quote:
death company - 90pts
(10 marines)
Nothing to gripe about. Leave as is.

[hr]

Sound Fair?

If you'd like to see my 1000pts list it's here: http://forums.tauonline.org/index.php?topic=76531.0
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Eidt by JD: I dunno how you managed to read it after the changes FT
Edit by AC: JD you've spelt edit incorrectly...
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