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Friday, December 24, 2010

Blood Angels Jump Pack Army: Overview of Tactics and Unit Selection



Consider this my holiday article to you!

So Jumper armies...I get a lot of questions relating to them in terms of emails and PMs and whilst there are quite a few good articles on Jumper armies in relation to unit selection, a brief guide on how to use them and making certain variants, etc., there really isn’t condensation of information. So this article is going to attempt to do that. Whilst the other articles have gone into more depth in their perspective focuses, this will be a more overview related article which looks at how the army plays.

Now first off, some of you may have seen BFF's post relating to Jumper armies on BoLS (where someone kindly linked my How To from). This is a pretty good article for BoLS standards if you exclude the inclusion of the Stormraven (one-two vehicles in a foot army? No thanks). Just so we’re clear, Stormravens and vehicles fit well into Jumper or Jumper/Dev lists unless you really work to get them in (i.e. Stormravens and Speeders) which then becomes a completely different army dynamic. This post is not focusing on that.
So let’s begin. In the original How To’s on Jumper armies we discussed what units were good and bad selections. Obviously anything with a Jump Pack is in for a DoA army in terms of synergy. However, many army lists also include Scouts or Devastators for some backfield suppression/supporting fire. Before we take a quick unit run-down though let’s take a look at the Jumper army concept first. We’ll then have a better idea on what our units need to do and why certain ones are included and others aren’t.

A Jump Pack army is essentially all foot. The amount of points you need to sink into vehicles to get appropriate saturation means you cannot effectively run a Jumper based army and have enough vehicles. When you do do this, it becomes something akin to a Hybrid BA army which plays very differently. With the combination of multiple Jump Pack units in multiple Force Organisation slots, FNP/FC bubbles and Descent of Angels, Jumper armies are very capable of 5th edition. They have multiple tools for the job, are survivable on foot and can be impressive on the charge across the board (even Troops) and have deployment options which make them a reliable reserve and deep-strike army.

Here’s where a few people come un-stuck. DoA is a great tool to have but it does not mean your whole army needs to Deep Strike every game. Whilst it might be the primary deployment method for pure Jumpers, don’t use it every single game. I’ve seen many games when an individual would have been better off starting on the table so their whole army is available from the get-go. This is generally done against armies with little shooting (particularly AP3 or better) or armies which are coming in from reserve. You can even reserve some parts of your army (i.e. Vanguard or Jumpers in Jumper/Devs) and not others to create some disruption. It all depends on the situation and blindly reserving or starting on the table all the time is a recipe for a butt-kicking.

So whilst FoC options and DoA with a tiny bit of thought are built into the army, FNP/FC bubbles are not. These need to be incorporated (even for Sanguinary Guard) as they not only make your army more survivable but more aggressive and capable as a combat army across the board. Depending upon points level and army style (pure Jumper versus Jumper/Devs) anywhere from 2-4 FNP/FC bubbles are necessary to ensure coverage on your army. Furthermore, there is a distinct difference between Sanguinary Priests and Honor Guard FNP/FC bubbles. Although Priests are more vulnerable in combat due to their IC status, this also makes them more survivable from shooting as they can move from unit to unit. The Honor Guard on the other hand should be quite high up your opponent’s target priority list due to its swiss-army knife nature. A combination of the two types of bubbles is therefore preferable.

Pure Jumper armies are therefore in your face Marines which carry a bunch of meltaguns and are very survivable and capable in combat due to FNP/FC. The simple number of MEQ bodies which can be brought to bear will overwhelm certain armies and their army wide effectiveness in combat and meltagun use scares both mech, shooty, combat, etc. armies. They are very effective at putting the pressure on the enemy early and hemming them in whilst also focusing on a particular location of the board and relocating rapidly (which is why spreading your opponent out with Blood Lance is good). Mech lists without dedicated bubble-wrap hate Jumper lists as the amount of melta which drops on T1 can take out a lot of armor early and quickly. Most armies will also have trouble dropping 50+ MEQ statlines let alone 50+ MEQ statlines with FNP and good in combat. Jumper lists, whilst not the best combat army aren’t there, are no slouches with all the right tools for the job. Although they have no true super units, lots of S5/I5 attacks from MEQs is impressive and VV/HG can be outfitted as anti-super units and beater units like SG help increase the offensive potential. However, they have noticeable weaknesses.

Bubble-wrap and other deep-strike defences really hamper pure Jumper armies. Whilst tools like Vanguard Vets and Blood Lance can help mitigate these tactics, they are still effective to a degree and Blood Lance/VV are not guaranteed to work. Jumper armies also rely somewhat on their initial drop and damage they can deal (alpha-strike) and the ability for VV squads to tie up and block combat/fire lanes towards ASM squads. Remember that BA are much better on the charge due to FC and opponent’s will try to nullify this. Whilst Jumper armies are very effective at popping tanks on the drop thanks to meltaguns, the exposed units often have free passes at them next turn which is why tying units up with VV can be so important. Furthermore, due to their finite number of meltaguns (generally 14-15+), multiple wound models with high toughness such as MCs and Dreadnoughts with a combat focus are very annoying and potentially dangerous to Jumper armies. Although most squads should carry a PFist in case those units cannot be taken down (and focus fire + appropriate tactics should generally take them down), armies based around the Zilla concept can prove a tough nut to crack for Jumpers due to the lack of ranged firepower.

Where is this leading other than the list isn’t perfect? Well one of the key reasons Jumper/Devs works is because Devs cover a lot of those weaknesses. With up to 12 S8 or S4 blast missiles the lack of anti-infantry outside of combat becomes less of an issue and anti-mech (and importantly, suppression fire) is increased dramatically. This reduces the importance of the alpha strike by the Jumper aspect of the army. Importantly however, Dreads and MCs are much less of a threat as they are far more capable of being killed at range. The increased range of the missiles also helps Jumpers deal with fast Mech armies which can scoot 24”+ (i.e. avoid meltaguns as much as possible) and provides more MEQ/FNP bodies. The inclusion of Scouts can also make this firebase scoring.

Obviously there are drawbacks to this. You generally lose the VV which means your army is much less capable on the drop. You’re also not as flexible in terms of deployment as Devs like to start on the table. Those same Devs can also be vulnerable to outflanks/deepstrikes/beasts/etc. but don’t waste Jumpers defending them. It is often much  better to put the pressure on your opponent with your Jumper aspect as they will win you games. Consider it tit for tat. Jumper/Devs still don’t solve the issue with super units and are probably more vulnerable to them due to the lack of SS wielding VV. Although a bunch of S8 from the Missiles is helpful against Tyranid Warriors, Nobs, etc., it doesn’t help significantly against units like Beastmasters, TWC, TH/SS Termies, Seer Councils, etc. Therefore, once again mass assaults and delaying tactics are your best bet in dealing with these units or completely avoiding them if you can.

So that’s a brief overview of how the Jumper army and Jumper/Devs army operates and a culmination of the strengths and weaknesses of both. Here now is a quick unit analysis.

Libby – Excellent for a Jump Pack army as you can drop into the open and always have a cover save. Blood Lance also forces your opponent’s to spread out or have multiple tanks hit by a S8AP1 lance. Either way, the Jumper army benefits. Added bonus of providing psychic defense.

Dante – Great in higher point games (2000+) for providing SG as Troops and giving an accurate deepstrike; not too shabby stats either but lack of Eternal Warrior/3++ makes him vulnerable to hidden power fists. Expensive below 2000 points however.

Honor Guard – The ability to take eight special weapons whilst also providing a FNP/FC bubble is very nice. The come with the associated cost of a HQ though but as you’re generally taking at least one, that’s not really felt. These guys are great swiss army knives but you shouldn’t rely on them for their FNP/FC bubble as enemy’s will target them early and quickly. Consider them able to operate alone as they carry their defense and offense boost with them.

Sanguinary Guard – The beater unit of BA. Whilst not very survivable against anything which ignores saves, they are your best bang for buck in terms of offensive capacity for a Jumper army. Capable of taking small arms fire to the face and scaring most units in combat, Sang Guard are the offensive stabiliser of many a Jump Pack army and can make an army on their own which is more potent at starting on the board. They have issues with anti-tank though and their infernous pistols should be considered a minor duality boost rather than actual anti-tank.

Sanguinary Priests – Essential for any Jumper army. They have the advantage of being able to roam and hide in larger units compared to HG squads and make the army tick with increased defense and offensive potential. A minimum of two is your best bet with three at higher point levels, though four can also be argued. It is important however to maintain an appropriate balance between buffing and being actually able to deal damage. With WS5 and 2A each, these guys can also pack a punch in combat. Curoblo is an option as an upgrade character to babysit Devs/Scouts.

Techmarine - I'm not a fan of using the Techmarine as a sacrifical melta unit. 60 points for a combi-melta and an unimpressive statline? Ehhh...the main advantage of the Techmarine is Bolster defenses which make the Devs and Scouts in a Jumper/Devs army much more potent. You need to balance the choice of Priests, SG and the potential for 3+/2+ cover though and generally the Priests and SG will come out ahead.

Assault Marines – The bread and butter of a Jumper list these guys can carry three specials, are relatively cheap for what they do and add torrent of fire in close combat. Anywhere from 20-30 of these guys is a solid core for most point levels for 1000 to 2000.

Vanguard Veterans – if you’re going pure jumpers you need to take these guys. The benefits of VV provide are invaluable in being able to disrupt bubble-wrap on the drop, tie up units and attack stationary parking lots on the drop and generally make the rest of your army more survivable. They are also excellent units for tarpitting super units with a bunch of SS but can become expensive fast if equipped with SS and combat wargear.

Devastators – Useful in a Jumper/Devs army for providing covering fire which covers a lot of the weaknesses a Jumper army exhibits, these guys do great in small squads with a baby-sitting Priest. Make sure they have cover and your opponent will find removing 15-20 Marines in cover at range with FNP is difficult at best. And they’ll be shooting all game long.

Scouts – Same deal with Devastators but only a single squad should be taken for scoring purposes. The extra ML and ability to get 3+ cover is a nice bonus as well.

Although other units like Death Company, Captains, Mephiston, Stormraven, Land Speeders, etc. all work within the concept of the Jumper or Jumper/Dev army, they all have significant drawbacks. Death Company are really only useful when in a Land Raider due to their Rage and whilst they can be a great distracter unit, points are often better spent on VV/SG/HG. Mephiston can’t drop with the army which makes him very vulnerable to be starting on the table or coming in from reserve. We discussed the issues of minimal vehicles above but the Stormraven and Land Speeders don’t really provide anything the Jumper army doesn’t already do; fast weapons on the move. Captains as a general rule of thumb don’t add to the army as they don’t unlock anything or provide any bonuses.

Anyway, that’s a quick wrap of nearly everything you need to know about Jumper armies. Again, the linked posts above are probably your better sources of individual information relating to their topics as they go more in-depth but for a summary post, this will suffice (it better!).

Comments (23)

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Good summary. I am thinking of running 3 x V.V. in a 1750points list. You think this is optimal or should I rather use 2 x V.V and 1 x SG? Ty!
1 reply · active less than 1 minute ago
2x VV is generally best at anything below 2000 points. SG are always a nice addition to get more combat oomph
Might be useful to also mention techmarines as an often considered choice for jumper armies. Suicide melta + bolster defences for the devs.
1 reply · active less than 1 minute ago
That's a point though SG and Priests are much better choices beyond the fact single melta shots are :( . Will add him in though.
The main problem combining jump infantry with Devs is that your splitting your forces. The points you pay for Devs could go towards more jump infantry letting you keep your army together. Unfortunately there are plenty of ways to easily eliminate Devs such as Mawlocs, ordnance, flamers (daemonic unit), deep striking units, out flankers, infiltrators, etc, what you've got essentially are two to 3 units that are unsupported and can give up easy killpoints. They can't hold objectives either and are of nobuse contesting them either.
5 replies · active 746 weeks ago
Splitting your forces can work. Yes pure jumpers have advantages over Jumper Devs but the same in the reverse. Again, if they die but are able to do their job and slow the enemy up in the first few turns, that's all the better for the Jumper aspect of the army. Sure, I could get another 2 Jump squads for their points (i.e. VV) but the Devs cover a lot of weaknesses of a pure jumper and aren't really easy to kill w/FNP even with listed forces.
What you say only applies in certain situations. If you are up against the same armies all the time and it works for you then okay good. There are plenty of armies that jump infantry with Devs the Devs aren't going to do much. They are not that hard to reach either - I've pointed out many units that eat them fast.
I'd love to hear a list of armies which can ignore a bunch of weapons which are good at both anti-tank or anti-infantry.

Outflankers = unreliable but certainly have potential. They also give the couple of turns the Devs need to shoot and can only deal with a unit per turn unless you're reserving more than one unit
Deep Strikes = same issue with outflankers in terms of time limit and generally being unable to assault on the drop. Units like Flamers are great because that means I'm not dealing with Fiends. Add-in deep-striking templates rarely hit many guys because of 2" coherency and deep-strike scatter...well ya.
Ordnance = there isn't much S8+ AP3- ord barrage out there. Otherwise 3+/FNP comes into play and once again, 2" coherency and cover makes these guys hard to remove.

That covers the basics of issues in dealing with backfield units. Yes they can be dealt with. No it's not easy. Some armies can do it better than others (i.e. Tau and IG) and those armies really don't like missiles (capable of stripping bubble-wrap, IDing units like Crisis suits, suppressing tanks, etc.) so it's a trade-off.

And people have got to stop with the "if it works for you" or "it works for me" or "you're not using it right" crap. This blog isn't about finding isolated incidences of what works. It's about finding/showing what works and improving tactical skill. These arguments always have been and always will be, cop-outs.
Hey what about Wolf Scouts? Throw in a Wolfguard with the appropriate power tool and they will crunch Devastators. Those guys are Lootaz worst nightmare. Even though this is a Blood Angels thread you should include Vanguard Marines as well. Also Orks have Snikrot and his kommandos. Imperial Guard can alpha strike Devastators with outflanking vendettas or Marbo pops in a chucks his demo charge on them. I'm sure there are plenty of other examples.

When I run Devastators I make sure not to clump them.
Which isn't armies but units.

And they all run the same issues in only being able to whack a squad per turn and not being 100% reliable. Even wolf scouts 1/3 of the time are not going to be able to access Devs sitting in the middle of the backfield. VV are accurate ~74% of the time, etc. All the while these units are attempting to eliminate the Devs they are helping suppress your army and the actual bulk of the army is downfield pressuring your army. Yes those units can destroy the Devs, no one is arguing that but the Devs are still bringing something to the table and those units are vaporising 3 squads of Devs in a single turn. Black & white FTL.
The main problem combining jump infantry with Devs is that your splitting your forces. The points you pay for Devs could go towards more jump infantry letting you keep your army together. Unfortunately there are plenty of ways to easily eliminate Devs such as Mawlocs
1 reply · active less than 1 minute ago
That requires atleast a turn before it can do it's damage and by then the devs have done most of their job hopefully. Besides, wouldn't a Mawloc eat jumpers just the same way?
Suppose you've got two squads of five Devs each with four missiles plus a priest for the the FNP bubble. Youre gonna have to place them central and off the table edge to avoid outflankers, infiltrators and units coming in from your own table edge to avoid wolf scouts and kommandos lead by Snikrot - note that Ambush always works, it's just a manner of when they'll arrive. This in turn means it's harder to outrange stuff like pie plates - if you're not careful an Executioner will do a number on them. So deployment can be a real issue versus a good opponent. Another point you've seemed to dismiss is if you're deepstriking your jump troops the Devs are exposed for at least one turn unless you also hold them in reserve (then you've lost at least two of shooting) or you start with the jump troops on the table exposing them as well. These are some of the reasons why I see your blood hammer as epic fail against a good player. The points for the Devs and a priest could be better spent elsewhere such landspeeders or multi-melta attack bikes.
2 replies · active less than 1 minute ago
Best defense against pie plates: 2" coherency not out-ranging them. MLs = 48" and most pie plates are greater than 48". Sure some are 36" but you're not deploying far enough away from your back table edge to avoid units which move on from the long table edge. Wrap units so the max that can be dealt with at a time is one.

I've not dismissed the exposure of the Devs. It's talked about in every Jumper/Dev post including this one. Most armies are going to have trouble dropping that many marines in cover with FNP. If they aren't going to have trouble and you're going 2nd (i.e. they get 2 turns of full shooting at them) then hide them or reserve them (many, many, many armies do this) or gamble and see if you can suffer the heat/seize. Jump troops can also start on the table; it's not necessary for them to deep-strike. These are all issues covered in this article and others. I've said it before and I'll say it again, Jumper/Devs isn;'t better than pure Jumpers, it's different. You cover a lot of the Jumper weaknesses with Devs but open up some others. You've pointed them out in a very black and white manner and whilst they exist, they aren't issues which make the list bad.

I'm also not taking Landspeeders or AB MM in a Jumper list. landspeeders have no disruption use since I'm already deepstriking meltas and ABs have no use outside of fast meltas...except I have lots of those already. Devs add range. That's what they are there for. Range.
But if they are using Wolf Scouts or Snikrot - they prboably aren't throwing out pie plates are they?

And if they have an Executioner, they wont be outflanking behind you - only from the sides, so deploying on the board edge would be acceptable.

<Edit: correcting grammar>
Thats a cop out - your response.
3 replies · active 687 weeks ago
If you insist.

Still waiting for a list of armies which aren't really bothered by 12 missile launchers.
You could be waiting some time...
Deathwing, Draigowing, Deffwing, Loganwing, and Nipplewing.
This is a solid summary article.

I'd only add that all-jump lists are fun to build too. The modelling opportunities afforded by jump packs are something you don't always have access to as a marine player. You can build marines crashing in to stuff, crushing stuff, you name it!

I thought this was a pretty comprehensive and well thought out contribution. Thanks.

Now if only I could persuade my VV to land within six inches of the enemy...
I'm new to 40k and BAs and your site has been a wealth of information and inspiration. Thank you! Since I am just starting I figured 1000 pts is a good place to start. My question is: would you recommend a unit of 5-ML-Devs in a 1000 point list?
a passing gaunt's avatar

a passing gaunt · 713 weeks ago

A good summary.

Just one thing though, you mentioned melta arriving turn 1 but in order to play a deepstrike DoA army you have to go into reserve as normal.
The advantage of DoA is that you reroll your reserves and only scatter 1d6.

With this in mind is a jumper/dev army really viable since the devs will be on their own for at best 1 turn and worst 2 (assuming decent 4+ rr reserve rolls). Most shooty armies would destroy them.

I may have misread it but I was curious.
1 reply · active 713 weeks ago
a passing gaunt's avatar

a passing gaunt · 713 weeks ago

oops quick edit.

For some reason forgot the paragraph about not having to deepstrike but I would still think its risky if you do.

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