Author Topic: 1200pt Blood of the Runic (blood angels)  (Read 535 times)

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Offline CYPHER

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1200pt Blood of the Runic (blood angels)
« on: January 28, 2011, 07:54:20 PM »
I'm going in a completely different direction to my nids. I want LESS models so i can finish games were my opponent takes their time.

HQ
Chaplain, 130pts

Troops
(5) Assault Sqaud, Meltagun, Power Weapon, Razorback, 145pts
(5) Assault Sqaud, Meltagun, Power Weapon, Razorback, 145pts
(10) Tactical Squad, Flamer, Lascannon, Combi-Flamer, Drop Pod, 225pts
(4) Death Company, 4x Power Weapons, Land Raider, 390pts
Death Company Dreadnought, Blood Talons, Drop Pod, 160pts

Its already been pointed out to me that i need another death company for my list to be legit, but i'm not getting the codex till sunday, so i'll update then. Any tips or changes you think i need?

These are the minis i'm using for my DC. I'm only using the bodies though, but i want to get the shoulder pads if they sell them separately.
Mark of Nurgle - "It doesn't F@#KING matter, so long as you enjoy the game"
Hayzy - *edit* damn you and your correctness

Offline Emperor Fooble

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #1 on: January 28, 2011, 08:39:20 PM »
Some nice minis, if not really, really pricy. Mutant snails ftw though rofl. Would go nicely with those new forgeworld plague toads.

As for the list, and not reffering to points, these would be my suggestions.

Improvements/swaps/all in my opinion

Without a sang(a)lol priest those power weapons are pretty bogus, esp in such small squads. Would be much better to drop them both for a 6th dude, or get the points for a power fist

Drop the lascannon in the flamer squad for something else, I would go multi meltas as you will no doubt already be close.

4/5 DC with power weapons just doesnt seem to justify the points cost of their ride. First I would make the land raider either a redeemer or crusader, I would go with the latter to help make up for your number of shots. Then rejig them somewhat.


I would go with a tooled libby over the chaplain. Shield of sanguinis would be gold for your rides, unleash rage to do what the chaplain alreasy does, and either agry d3 attacks or giggleworthy S10. dont forget upgrade to use 2 powers per turn. S10 force weapon? Toodles MC. S10 power weapon with 3+d3 attacks+1 on the charge lolol. give him a storm shield too

I would drop the tac squad down to a unit of 5 camo sniper scouts for some spare points. Or drop one of the assault squads, still 3 scoring units

Offline CYPHER

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #2 on: January 29, 2011, 10:52:50 AM »
Just to clarify, the tactical marines probably wont be using their drop pod, its just there so that i can drop an empty pod turn one if i don't want to drop the dread. And i wanted that squad to hold my objective and provide some AT support. Flamer was just cause its free.

I do like the libby and the sang priest but i was trying not to get a low comp score. Aiming for 2/5

I'm set on giving the DC all PW as i've already built some of the models, and for this army its about making an effective list that fits the models, rather than a winning list. Once i've finished the squad, i'll post up pics and take suggestions for their wargear.

Also i'll be ordering some stuff from you carson, i've decided what i want to get from scibor, as well as a few things for DnD and Warmachine.
Mark of Nurgle - "It doesn't F@#KING matter, so long as you enjoy the game"
Hayzy - *edit* damn you and your correctness

Offline CYPHER

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #3 on: February 04, 2011, 05:49:18 PM »
New List

Reclusiarch 130pts
5 Death Company, 5x Power Weapons, Land Raider, Searchlight 426pts
Death Company Dreadnought, Searchlight, Drop Pod 161pts
6 Assault Marines, Power Weapon, Meltagun, Razorback, Searchlight 164pts
6 Assault Marines, Power Weapon, Meltagun, Razorback, Searchlight 164pts
10 Tactical Marines, Flamer, Missile Launcher, Drop Pod 205pts
Total: 1250/1250pts
Mark of Nurgle - "It doesn't F@#KING matter, so long as you enjoy the game"
Hayzy - *edit* damn you and your correctness

Offline Chosen of Sanguinius

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #4 on: March 13, 2011, 10:09:03 PM »
i was trying not to get a low comp score. Aiming for 2/5

What are these new comp score things i keep seeing?
I wasn't my fault for I didn't do it, it was the spellchecker, I swear!!!

 
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Offline CYPHER

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #5 on: November 21, 2011, 03:53:28 PM »
1200pt Runic Fists (Blood Angels - ARC list)
HQ
Chaplain, 130pts

Troops
(5) Assault Sqaud, Flamer, Power Weapon, Razorback, TL Lascannon 175pts
(5) Assault Sqaud, Flamer, Power Weapon, Razorback, TL Lascannon 175pts
(4) Death Company, 4x Power Weapons, Land Raider Redeemer, 390pts

Fast Attack
(2) Land Speeders, 2x Heavy Flamers, 2x Multi-Meltas 140pts
(2) Land Speeders, 2x Heavy Flamers, 2x Multi-Meltas 140pts
(1) Land Speeder, Multi-Meltas 60pts

This list will be small quick and fun to paint (using the models i got from ARC last year). I only need 3 more land speeders and an extra heavy flamer for one.

Any suggestions to cosmetic changes (weapons) or minor unit changes (assault squad to tact for example) are welcome, although the chaplain, DC and LRR are going to stay because i built this list around those models... which i've already started painting.
Mark of Nurgle - "It doesn't F@#KING matter, so long as you enjoy the game"
Hayzy - *edit* damn you and your correctness

Offline Emperor Fooble

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #6 on: November 21, 2011, 11:31:50 PM »
Looks like quite a strong list. You have a massive amount of anti tank and anti inf shooting on very mobile platfoms with a small yet lethal sacrificial (see: not scoring) assault unit inside an Av 14 box who not only totes some more anti tank, but some more flamethrowers!

The only thing that I could suggest to make it any stronger (other then mephistagay) would be a MM on the LR if it does not have one and a chainfist or atleast power fist inside the death company not so much to protect against dreads (who will be shot down in your turn 2 at latest most likely) but for KO'ing heroes.

I think you will simply blow away most things you face.

Offline CYPHER

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #7 on: November 22, 2011, 01:28:11 AM »
Interesting. I thought i was making a soft list... lol.
Mark of Nurgle - "It doesn't F@#KING matter, so long as you enjoy the game"
Hayzy - *edit* damn you and your correctness

Offline Maudy

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #8 on: November 22, 2011, 10:46:46 AM »
What are these new comp score things i keep seeing?

As far as I know (which isn't much) it refers to how 'difficult' the army would be to fight. Eg. A Deathangels Deathcompany army and an Ork army composed of Warbosses, Nobs and mounted in battlewagons would be rated quite high. Just something for some players to legitimately whinge about, I guess :P

^^After reading the ARC pdf I retract this comment.


@Cypher: Looks like an awesome list! Sure as hell don't want to face it! XD
« Last Edit: November 23, 2011, 10:31:39 AM by Maudy »
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Offline CYPHER

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #9 on: November 22, 2011, 12:44:55 PM »
What are these new comp score things i keep seeing?
Basically you rank your opponents army on how well it is built for a comp score. 5/5 is an army that isn't overpowered, takes some sub-par units and has varied units. 0/5 is an IG airborne list. Lots of elite units that has the most optimal strength per points units (valk/vendettas) which has all unit basically the same.

0/5 is for the strongest list and 5/5 for the weaker. It helps balance out the codex so you can be rewarded for taking a weaker list and losing a few games. My list was aiming for 3-4/5
Mark of Nurgle - "It doesn't F@#KING matter, so long as you enjoy the game"
Hayzy - *edit* damn you and your correctness

Offline Chosen of Sanguinius

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #10 on: November 23, 2011, 10:58:13 AM »
The list looks powerfull, very powerfull.

However i seem to remember that arc has many objectives based missions are you going to be ok there with only 10 scoring minis over the whole army? i was pushing it with only 20 last year.

The only issue you may run into is that a few well placed AT shots could cripple you from the start leaving your assault quads out of cover and out of position.

My only other thoughts lie in my bias against death company but that is not a valid argument here
I wasn't my fault for I didn't do it, it was the spellchecker, I swear!!!

 
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Offline CYPHER

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #11 on: November 23, 2011, 12:34:16 PM »
@Chosen: Based on what you said, with the obvious lack of scoring units and reliance on tanks for mobility and protection, how would you rate this list out of 5?
Mark of Nurgle - "It doesn't F@#KING matter, so long as you enjoy the game"
Hayzy - *edit* damn you and your correctness

Offline Emperor Fooble

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #12 on: November 23, 2011, 11:08:20 PM »
Out of 5, especially with Arc known for often having significant softer lists, I would give it a 1/5.

The list has NO inbuilt weakness.
2 scoring units is only 1 less then the norm, 3-4 is the normal for 1500pt lists, this is only 1200!

In a nutshell, the army has very hefty firepower, is resilient, has oodles of redundancy, has major speed and a very hard hitting assault unit.

A more detailed analysis:

Keeping in mind, the 'average' (if there is such a thing) style list at this points consists generally of 1 HQ, 3 Troops - mix of mech and babysitter and 2-3 support vehicles.

The Troops: Arguably the most important section in any army due to two thirds of missions being objective based. For this role you have only 2 units of 5 men.
However this does not hinder you from going for the win as you have one unit to babysit a home objective, and another to go forward with a bundle of golden contesters (read later on)
Each unit still consists of 5 T4 3+ models sporting 2 S4 attacks base and assault pistols. They have the great choice of a flamer meaning they can assault an objective from numerous factions, tau, eldar, IG, even nids as the backfield generally consist of units of 10 gibbering terrain huddling gaunts.
however these two units are effective and not relatively easy to destroy because of the transport they are in, AV 11 is pretty low, but it sports a powerful and accurate gun which breezes through suppressing and/or destroying transports and threatening medium to heavy vehicles. Also, when destroyed, it will most likely provide cover for your now going to ground scoring unit for a 3+ cover save.
And because its a blood angels tank, its FAST! So 12inch move and shoot or 18inch move to get into a next turn assault position. Fleeing from harm and securing ground is what this unit can do exceptionally well while providing crucial first turn vehicle suppression and, compared to the rest of the list, being of a minimal threat.

The Speeders: Having played Ravenwing and running 9 speeders at 1500pts, groups of speeders are demolishing. In this points level, first turn they are bringing 5 36inch threat range (24" range, 12" movement) S8 AP 1 shots hitting on a 3+. That alone should be enough to suppress your opponents transports or with the razorbacks assistance, down a monstrous creature. Second turn you are in melta/flamer range of whatever you want.
Most of the time your first turn will see the speeders move up 12" and aim at transports, leaving the long ranged lasbacks shots until last to see how the speeders went, and if things are going to plan, the lasbacks then ping shots at heavier stuff. Turn 2 onwards the roles swap.
This may sound simplistic but the sheer speed of the speeders gives you the advantage and options. turbo boosting the lone speeder close by to an important enemy vehicle forces choices into his turn where he/she can make mistakes. They can get to cover easy, or generate their own! One ruin can provide the cover for all three squads even if only one single speeder is in the cover! One squad squats adjacent to the cover, one in the cover, the other out. Squad to sits behind squad one, one member behind them, the other sticking out into the sun. In both cases 50% of each unit is in cover.
You also have the option to deepstrike, turbo boost to make your own cover and, one of the best abilities of all, almost unmatched contesting ability. In the second last turn turbo boost the surviving speeders (especially the damaged ones) within 27 inches of an objective. Last turn turbo to it, and ta daa, the enemy has to remove the speeder through its cover save and only hit on 6's in combat or no objective.
With the weapon arrangement, no matter the match up, all these speeders will have multiple targets. Whether its mech, swarm, MC bash it doesn't matter, they have duality, able to swap from destroying the opponents most valuable tank to purging a ruin.
They are durable due to their speed, protecting them from melee, able to get to cover, generate their own cover and forcing the enemies hand. And redundancy wise, you have 5.

The assault unit: This is a pretty bad ass unit. For starters, the transport - Its a Land Raider so at first, some lists will struggle with the AV14 and others will hope to take it down easily enough. But it also brings ANOTHER fast chassis based multi melta, Fast twin assault cannon and ANOTHER cover clearing flamer thrower at S6 AP3, toodaloo space marines. Oh and since the raider is fast, well this assault unit can zip around with a 26" assault range.
The unit inside? 5 men, pfft. Not really.
On the charge (which it should get with such a long charge range from an AV14 box) your talking 4 S4 I4 power weapon attacks with rerolls to hit, and a mighty 16 S5 I5 WS 5 power weapon attacks with rerolls to hit AND wound.
Not much at all can survive that sort of onslaught. When sitting in the open, its an easy target to shoot at, but with their transport they should be able to get to where they want and pick the fight they want.

So again overall:
-Dead shooty
-Dead fast
-Redundancy
-Brutal assault unit
-Fully mech
-Can cater to any type of list

This is, in my opinion, a top of the line list without aiming for cheese (ala 15 long fangs)

Offline CYPHER

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #13 on: November 24, 2011, 08:33:03 PM »
While i agree with your uses for my troops, i don't agree on their value. While they are quick and mobile, they are only ARM 12 which isn't that great, and 5 marines left in the open after an assault isn't going to survive long.

I agree with everything else thou (i'd now give this list a 2/5 after reading what you had to say.) Thanks for the feedback. :)
Mark of Nurgle - "It doesn't F@#KING matter, so long as you enjoy the game"
Hayzy - *edit* damn you and your correctness

Offline Emperor Fooble

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Re: 1200pt Blood of the Runic (blood angels)
« Reply #14 on: November 24, 2011, 10:43:45 PM »
My pleasure, glad someone read it all!

but the point of those 5 marines, is that they will destroy their target, which in most cases will be an opposing hammer. And at 1200pts, their is not many of them hanging around ;p. And as they dont score, they are completely expendable. And in kill points they will still take a 1-1 ratio.