Kirb your enthusiasm!

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Wednesday, June 29, 2011

Email in: 2000 points of Blood Angels



"Hi Kirby,
I have learned a lot from your blog, especially what you say when you critique lists be it mine or others with similar armies. I have another tournament coming up soon on the 6th and 7th of august and was hoping i could get you to critique my list for it.

Mephiston - 250

Honour Guard with 2x flamers 2x meltas in rhino with extra armour and dozer blade - 215


Sanguinary Priest with Lightning Claw - 65

Sanguinary Priest with Lightning Claw - 65

Assault Marine squad with melta gun and Sergeant with Power Weapon and Infernus Pistol, Rhino with extra armour and dozer blade - 175

Assault Marine squad with melta gun and Sergeant with Power Weapon and Infernus Pistol, Rhino with extra armour and dozer blade - 175

Assault Marine squad with melta gun and Sergeant with Power Weapon and Infernus Pistol, Rhino with extra armour - 170

Assault Marine squad with melta gun and Sergeant with Power Weapon and Infernus Pistol, Rhino with extra armour - 170

Assault Marine squad with melta gun and Sergeant with Power Weapon and Infernus Pistol, Rhino with extra armour - 170

Land Speeder with multi-melta and heavy flamer - 70

Land Speeder with multi-melta and heavy flamer - 70

Predator with sponson lascannons - 135

Predator with sponson lascannons - 135

Predator with sponson lascannons - 135

Total of 2000 points and 20 kill points

The scenarios for the tournament are mostly standard but ive got the list here from the players pack.

Game 1 - Capture & Control & Dawn of War (One objective in each deployment zone)
Game 2 – Recon & Pitched Battle (Players with the most scoring units in their opponent’s deployment zone win. Deployment zones are 15” instead of 12”.
Game 3 - Seize Ground & Spearhead (Five objectives)
Game 4 – Cleanse & Spearhead (Players holding the most table quarters win. A quarter is held when you have scoring units and your opponent has no units completely within the quarter.)
Game 5 – Take & Hold & Dawn of War (The player with the most scoring units with a model within 12” of the centre wins.)
Game 6 - Annihilation/Pitched Battle

Any Advise at all would be great :)"


All the extra armor can go. Get rid of it. Shoo. That's 90 points saved thank you very much. With those points I'd be looking to upgrade the Rhinos to Razorbacks. Now I know there is argument for Rhinos *waits for Archnomad* but for me in a BA list when they are being used on small ASM squads, the Razorback is the better option. Why? You get a heavy weapon, you have enough mech to protect your ASM from assaults and you're not maximising the top hatch with only a single melta and a pseduo melta. When using them on Sternguard or Honor Guard squads, go for the Rhinos as they can shoot two proper meltas from the top-hatch. But for small ASM, I prefer the Razorbacks.

With that in mind any spare points can go into getting a 3rd Speeder or turning the two Speeders into Typhoons for more ranged punch (I'd probably go this route). The missions aren't bad and BRB based so nothing too fancy in that regards. Otherwise you've got mobile firepower in the Preds + Speeders, a beater unit in Mephy, a bunch of forward mech in the ASM + Honor Guard and lots of FNP/FC Marines with power weapon attacks thrown in for insurance. Looks good.

Comments (7)

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Power weapons on 5 man assault squads... EA on rhino's... ugg
1 reply · active 739 weeks ago
Nothing wrong with power weapons on small squads when you have access to FNP/FC. Whilst the Power Weapon is more vulnerable, it adds killing power to multiple 5-man units without being as vulnerable as a PFist since it strikes in initiative order.
I fully agree for removing the extra armor, but I wonder if a baal could be added to this list for providing Scouting out-flanking ability for game 1 &3 instead of upgrading other unit...A 3rd MM+HF speeder could also be an option.
I would be using Lightning Claws over the power weapons. Considering your mobility BA are more likely to get the charge than regular marines and LC's make better use of the +1 attack. Let alone more synergy with Sanguinor if you ever (bless you) decide to field him.
I disagree with the removal of extra armor on Rhinos. 15 points is steep but on a transport the ability to keep moving can be vital, ESPECIALLY on a fast moving one like those pesky BA have access to. 2's seem to pop up a lot when I play and I'd feel pretty sad if I lost a game cuz I scrimped on the extra armor.
2 replies · active 739 weeks ago
I agree, the ability to much more reliably move melta's into range and get into assault range, i think, beats the extra speeder or typhoon missile launchers.
You keep moving through saturation. None of the units NEED to keep moving as they are cheap and numerous (unlike say Stormravens or Land Raiders with cargo). 15 points for a 1/6 chance on multiple tanks just ends up being silly. It's very unlikely your opponent is going to stun 6+ tanks and much more likely only a couple will be stunned meaning you still have a significant portion of your force moving.

When it was 5 points? Go for it.

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