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Post by LizardTau on Dec 22, 2012 18:38:55 GMT -5
so thought i would try some blood angels.
Hq
libby in terminator armour, force sword, storm shield, unleash rage, and sanguin sword, level 2 psyker
Elite:
2 sanguinary priests, one with jump pack and power sword the other plain
chaplain in power armour
8 assault terminators, 7 with TH/SS and sargent with lightning claws
Troops:
3 x 10 assault marines with 2 melta guns
5 assault marines one melta gun in a razorback with assault cannon
Heavy:
vindicator
2 x predator with side lascannons
2000 points
my origonal list dropped the small razorback squad and the two predators and the vindicator for a unit of death company with lamartees as well as jump packs and two power fists but they cost too many points.
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Post by Frosty the Pirate on Dec 22, 2012 18:59:36 GMT -5
The Preds and the Vindi are a big improvement over the DC.
I'd drop the chaplain and the small squad, maybe try to pickup some more predator hulls from the FA slot. They make good LOS blockers for your jumpers.
You could also swap your chappy for Corbulo and put him in the termie brick, and then give a JP to the other priest so your ASM are covered. 3 FNP bubbles will be a lot more FNP than 2.
I struggled alot to build BA in 6th, I feel like they've gotten the short end of the stick with regards to things like the changes to vehicles, the FNP rebalance, and the FC nerf. They are much more difficult to play now imo, and their dependence on combat in what seems to be such a shooting based edition makes them feel like a bit of an uphill battle.
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Post by LizardTau on Dec 22, 2012 19:44:31 GMT -5
yeah i also struggled with ba also but i thought i would try some hammernators which i haven't used before.
corbulo is a bit more expensive, then the chaplin, as are the fast predators.
yeah ba are a but more expensive then when they use to be
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Post by nekekami on Dec 23, 2012 3:13:43 GMT -5
Tycho gunlines. Tactical bricks backed up by MSU ASM in Razorbacks for fast melta threats, or can do the same by dropping smaller suicide melta squads. Or hell, just don't worry about tactical marines, and bring ASM squads with meltas in Pods.
DC are still great bang for your buck. Don't need priest babysitters, Rage doesn't screw you over in regard to being collared and lead around, fantastic options, all for less than terminators; Plus they unlock DC dreads as an anti-horde option.
Furiosos are still OP. I've shown what a couple Melta/HF dreads can do in pods. Add in their stat bonuses, and you've got a genuine shock that can replace suicide melta.
Pretty much all the populat characters got the high hard shaft with the exception of Astorath. More reason to bring small shock units of DC if you can back them up with proper scoring.
We all know that 6th is infantry-centric, yet we still see people running BA like it's a mech game. Stormravens as gunships don't pay for themselves when a single Quad Gun can bone most of your shooting on average rolls, yet we see still see them. Terminator blocks are good, but there are better options in the codex that are unique to the Blood Angels. People bring Terminators (or equivilents) because they have no other options in their codexes, and that's all, and that's even if they bother.
It's like, 3am. I guess the point is, that you can't play some books like it's still 5th ed. Tom and I have talked about it, hashed it out, and yeah, we'd have to rebuild the BA we have to make it viable. Wouldn't take a lot, but we both have new stuff to worry about.
Finally, this is what I'd run to start a playtest.
Tycho, 5 Sternguard, 4 Combi-XXX, Razorback.
10 ASM, 2 melta, 1 axe. 10 ASM, 2 melta, 1 axe. 10 DC, bolters, 3 Paxe, Pod. DC Dread, Talons, HFlamer, Pod. DC Dread, Talons, HFlamer, Pod.
Vindi, dozer. Vindi, dozer.
Baal, Flamecannon, dozer. Baal, Flamecannon, dozer.
Fast, alpha quality, solid, reliable reserves with the ASM, mobile threat saturation. Good model count, doesn't rely on any one lynchpin unit. Everything is self-sustaining, fills a role, and you can swap the whole army around with a few button clicks.
Don't like the DC? Ditch them for a termie block, DC Dreads become Furiosos with their own pros/cons. Add a libby instead of a dread and jam in somewhere. Feel like you need priests still with the FnP changes, swap a few options and there you go. It's got everything you need, and can change to suit if not.
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Post by LizardTau on Dec 23, 2012 8:20:42 GMT -5
nice, thanks justin i might use that as a base and start some play tests, i dont own tycho but i can sub him in for someone else or proxy, same with stern guard, but i like the idea. i do like death company but i always made them really expensive which probably isnt a good idea, jump packs and such but for some reason it never crossed my mind to put them in drop pods lol. and i had the same idea to give them bolters because they still will get 4 attacks each on the charge and then can rapid fire over watch or when they come in.
i can proxy up most of it so i might try it next week ether that or my grey knights again, with the tweeks i have been working on but i would like to use all these models that i have just sitting here since 6th has dropped lol
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Post by Frosty the Pirate on Dec 23, 2012 8:33:13 GMT -5
My problem with that list is that you've got so little scoring. You've basically got to kill most or all of your opponent's scoring to have a chance at winning the most games. You do have a ton of alpha strike potential, and some pretty good carry to fight through getting stuck in, and it does cover most of the other bases.
However, I will say this is far better than anything else I've seen coming through the BA pipe, and I suppose it could work very well. I'd probably swap the axes for swords on most of those units through, as you don't really want to be fighting TEQs in combat, and let stuff like the vindicators deal with them (most people are deterred from termies anyway right now, since plasma is becoming so popular)
It's a start, and I think it's possible to build a very strong BA list, so many people are still in 5th ed mindsets, and I agree, it takes some serious head-in-the-game to not rely on the BA builds that were so dominate in 5th
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Post by danydaigle24 on Dec 23, 2012 9:07:26 GMT -5
my marines are still using lots of mech and are doing pretty good ask Tom.... I think BA can still be very good with mech strong oriented at the point that I wish to still have my BA.. I just don't understand what is that obsession with infantry its important to have a good balance.. Also need to have more then 2 scoring for sure
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Post by Jack Shrapnel on Dec 23, 2012 9:41:12 GMT -5
my two cents... 6th is they hybrid edition... bringing a mix of infantry and mech appears to be the strongest option... 6th seems to encourage balanced lists far more than 5th... the extremes in any direction don't appear to work as well...
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Post by danydaigle24 on Dec 23, 2012 10:10:49 GMT -5
Yep agreed and most player are still at infantry state
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Post by nsc on Dec 23, 2012 10:53:12 GMT -5
Whenever I build a list I like to ask myself what I'd do against certain lists, IE, how do I deal with one vendetta? Two? What if tom has his two dragon's tearing up the table? What do I do if my opponent brings nothing but tactical marines and devastators? How do I beat necrons with max night scythes and doom scythes (answer: don't play )? I'm apprehensive about playing lists which don't have a gameplan against multiple lists.
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Post by nekekami on Dec 23, 2012 13:39:31 GMT -5
Whenever I build a list I like to ask myself what I'd do against certain lists, IE, how do I deal with one vendetta? Two? What if tom has his two dragon's tearing up the table? And when I build a list I ask myself "How can I maximize the potential strengths of the army I'm playing?" as opposed to "How can I cover my weaknesses and play rock, paper, scissors with the local metagame." If I wanted to approach listbuilding like that, I'd play vanilla Marines, Guard or even Chaos, but I don't. There are so many variables that can be taken in consideration as to where your points are best spent, and no one method is better than another. This is my opinion, and I never, ever profess to be the final authority on How it Should be Done. There is no right or wrong answer as to how you build and play an army, only preference. I'm just giving some advice. Otherwise, I'll still be adamant on the game being based around your infantry more than ever, but I never said that mech was useless; How they get from A to B is only a secondary consideration. Yeah, you still see every kind of transport we did in 5th, but you certainly see a whole lot less of it now, and at the same time seeing more different choices. The end result is all about breaking it all apart, and shaking up the mindset that some people are still in from 5th in regard to how things "have to be done" and things you "have to take" in a list, and instead, giving options.
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