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Tuesday, June 19, 2012

Email in: A Blood Angels Planestrike List

"Hi Kirby, I’m a longtime lurker and first time emailer but I’ve followed your blog for a few months now and love what you do. Keep up the good work!

Now, I’m playing a 2,000 points game of Planestrike tomorrow for the first time, I’m the attacker playing Blood Angels against an Imperial Guard player. I’ve been playing the game for a while now but I’m really out of my comfort zone building a list for Planestrike. That being said, I racked my brain for hours trying to figure it out and this is what I came up with, tell me what you think:


Librarian

-Jump Pack

-Unleash Rage

-Blood Lance

-125pts

Librarian

-Jump Pack

-Unleash Rage

-Blood Lance

-125pts


Sanguinary Priest

-Jump Pack

-75pts

Sanguinary Priest

-Jump Pack

-75pts

Chaplain

-Jump Pack

-125pts


Assault Squad (x10)

-2 Meltaguns

-Powerfist

-235pts

Assault Squad (x10)

-2 Meltaguns

-Powerfist

-235pts

Assault Squad (x10)

-2 Meltaguns

-Powerfist

-235pts

Assault Squad (x10)

-2 Meltaguns

-Powerfist

Death Company (x3)

-Jump Packs

-Power Fist


Predator

-Autocannon

-Lascannon Sponsons

-135pts

Predator

-Autocannon

-Lascannon Sponsons

-135pts

Predator

-Autocannon

-Lascannon Sponsons

-135pts

Total-2,000pts

Tactics: Descent of Angels basically, deepstrike all my jumpers in and assault off the deepstrike since Planetstrike allows that. The Librarians go with the assault squads to buff them with Unleash Rage and also provide more AT with blood lance. The Chaplain goes with the death company as a suicide unit to get rid of any problems I find. And the Predators are there partly because I love predators, but also to provide some long range firepower and a distraction.
Please be brutally honest with your critique and advice!

-Thanks, Clayton"


I don't know the exact rules for Planetstrike I'm afraid Clayton so I'll go off what you said (can assault off DS) and general rules of thumb for the army.

The core of a DoA list is fine - that said, the Chaplain and Death Company aren't doing much, particularly against Imperial Guard where your normal ASM will lol at them through combat regardless and mass S5 attacks (or Krak grenades) are going to work out just as good against AV10 parking lots in combat as those couple of Power Fists. I'd therefore drop them and the Chaplain who goes with them and get some Furioso Dreads with Drop Pods instead - this is assuming they can assault off the deep-strike through the Drop Pod as well. Not as reliable as DoA but with scatter restrictions for pods still pretty good and getting AV13 walkers into combat ASAP is a great help as it reduces their main weakness - point blank melta. You'll want to fiddle around here though as you don't want the Dreads dropping in first turn so perhaps changing the ACLC Preds to a couple Rifledreads or ML Devastators (depending how many Furisosos) to drop in empty Pods Turn 1.

This also helps shore up armor saturation - i.e. all anti-tank previously goes into ACLC Preds. If Furioso Dreads cannot in fact deep-strike and assault, I'd consider changing the Preds to Devs or grabbing some Speeders to up that vehicle count. Furthermore, if the Dreads are unable to assault on the turn they drop, a unit of TH/SS with Corbulo in the army (needs Devs then) can be a very scary assault prospect on the turn they drop (using Corb's re-roll).

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