View Full Version : Blood Angels
9th January 2004, 12:13
i just got some new blood angels and i would like some people to reply on how well BALANCEDit is.
Chaplain with bolter and death company
pred. anni with bolters
10 man tac squad with rino
6 man tac squad
9 man deve squad with 3 plasma cannons and 1 hvy bolter
i think thats 1000 pts...
9th January 2004, 13:23
Hmm it could do with some working....
When you say the predator annhilator has bolters you mean heavy bolters right? No Lascannons....
Also the Devastator squad is a liability, if they get blood rage they're useless for a turn....
But the army is legal, you have the basics. Try putting up a list first and then i think we'd be able to help you more.
Try getting hold of Darkness if you have any Blood Angel queries.....
9th January 2004, 14:15
I prefer to have 2 6man squads and mount them in razorbacks. Also that devastator squad is v. expensive, about 200+ points? What about dumping that in favour of a land raider, with the chaplain and death comp. mounted up in it? Just on rough estimating i reckon youd have enough points for that.
9th January 2004, 16:58
Don't take Devastator squads in BA! Take basic marines but upgrade one guy in each squad to have a meltagun. Mount 10-man squads (or 8-man squads, depending on what you prefer) in rhinos, to get that meltagun up close and personal, plus it takes you closer to the enemy so you can charge them at S5, I5! Also, BA Rhinos have Over-charged engines allowing them to move an extra 6" - thus meaning you can get 1st turn assaults a lot of the time!
Give your Death Company and Chaplain Jump Packs - they are the best to give them the extra movement plus they are free, so there is no point not giving them to them.
The balance would be fine if it was a Vanilla Marine army, but as it is BA, it is no good as a BA army. As your Dev Squad should get Blood rage at least once per battle, so you wont be able to shoot them for a turn... Plus if you get your meltaguns up close, they are much better at taking out tanks than a lascannon could ever be.
Yeah, thats about all... so just get 10-man squads of marines with a meltagunner in each, jump pack death company with chaplain... and you should aim to get one or two scout squads with a vet. sergeant in each (dont upgrade him with any wargear tho!) - so that when one of them turns into death company you get the chance to remove the vet sergeant and take a d.company with a p.fist or p.weapon - very much worth it for a lowly scout!!
9th January 2004, 17:04
I agree with Darkness...at a 1000pts..the Devs are a liability...and it's better to have 10 man tact squads..never know how many you will lose to the DC. And ALWAYS,ALWAYS put Jump packs on your DC and Chaplain...ALWAYS. Tho i will admit a Dev sqaud is more felxible than a tank..and will survive longer.. a roll of one and your heavy weapons are useless for a turn
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