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The January 2002 Blood Angels Tactical Seminar
January BLOOD ANGELS TACTICAL SEMINAR - veterans and new players please
attend! :-)
BloodAngelBrotherEdward.
huff..puff...huff... Do you expect
everyone to read this!?! (NT) killerrhurtz (1/20/2002 22:15).
hee hee
:-) Just post your list & tactics here then :-) BloodAngelBrotherEdward
(1/20/2002
22:26).
RE: hee hee :-) Just post your list & tactics here then :-) bodycount
(1/21/2002 6:30).
RE: hee hee :-) Just post your list & tactics here then :-) HarkonGreywolf
(1/22/2002 18:58).
Nice thread...
Kage (1/20/2002 23:46).
a question citrusmidget (1/21/2002 0:12).
RE: a question Kage (1/21/2002 2:22).
Comments
and Army jdelrio (1/24/2002 8:29).
O ye of little faith! InquisitorDalloren
(1/20/2002 22:20).
good tips thanasis (1/20/2002
23:05).
LOL ok Brotheredward, you are
just too much :) squirgle (1/21/2002 0:54).
RE: LOL
ok Brotheredward, you are just too much :) Romanov (1/21/2002 2:51).
:-) BloodAngelBrotherEdward (1/23/2002 10:13).
that would
be a dry Texas humor - but very similar :-) BloodAngelBrotherEdward (1/21/2002
20:34).
Notes GawaintheStout (1/21/2002
3:42).
What about Seth? GamePunk26 (1/21/2002
3:51).
RE: What
about Seth? Kage (1/21/2002 5:25).
How to beat the Eldar with an
Assault army.(extremely long, but helpful) Disturbed (1/21/2002
7:40).
Not exactly DA Tactics...but....
SirHamish (1/21/2002 7:55).
Wooo, thats the good stuff weaselboy
(1/21/2002 9:47).
heya weaselboy...
BloodAngelBrotherEdward (1/21/2002 9:54).
RE: heya weaselboy... weaselboy (1/21/2002 11:22).
humakt's BT vs BA Battle report
BloodAngelBrotherEdward (1/21/2002 10:32).
Heres my army list + some tactics!
darkelveslife (1/21/2002 12:21).
RE: Heres
my army list + some tactics! citrusmidget (1/22/2002 19:19).
your army
is a grand one :-) but here are some things for you to ponder :-)
BloodAngelBrotherEdward (1/22/2002 19:52).
back to the front :-) BloodAngelBrotherEdward (1/23/2002 18:58).
RE: your army is a grand one :-) but here are some things for you to ponder
:-)
darkelveslife (1/23/2002 19:10).
last bits of advice - hee hee hee :-) BloodAngelBrotherEdward (1/23/2002
19:46).
Countering assault-based armies
egbertdfat (1/21/2002 12:30).
Oh no, now I have to read the
replies too!! :'( ChazDaTaco (1/21/2002 15:09).
VETERANS - HELP HarryKeogh FIGHT
IG!!! :-) BloodAngelBrotherEdward (1/21/2002 16:35).
Here's
a few ideas Disturbed (1/21/2002 17:22).
RE: VETERANS
- HELP HarryKeogh FIGHT IG!!! :-) ChaosDave (1/21/2002 17:38).
a very nasty Blood Angle Tactic!
baronsmeg (1/21/2002 18:40).
Nice post! Here's my contribution!
RoanortheBlackHearted (1/21/2002 18:55).
Blood Angels heavy support Brainsqueezeguy
(1/21/2002 19:20).
give this
a try BloodAngelBrotherEdward (1/21/2002 20:09).
blood angels list juiceisgood
(1/21/2002 21:15).
tactics
juiceisgood (1/21/2002 21:38).
*bump* (NT) Romanov (1/22/2002 0:47).
RE: *bump* (NT) BloodAngelBrotherEdward (1/22/2002 18:28).
anything by Sawyer leathernecks
(1/22/2002 1:12).
thought for the day: Sanguinary
High Priest with a pair of lightning claws/term honors/iron halo
:-) BloodAngelBrotherEdward (1/22/2002 9:45).
Victory against the Imperial Guard.
HarryKeogh (1/22/2002 14:06).
WHOOHOO!!
:-) BloodAngelBrotherEdward (1/22/2002 14:47).
could someone please look at my
army list? (NT) darkelveslife (1/22/2002 18:43).
PLEASE REVIEW BloodAngelsPlaya's
BA ARMY :-) BloodAngelBrotherEdward (1/22/2002 18:48).
my take
on things :-) BloodAngelBrotherEdward (1/22/2002 18:55).
TOO MANY
HQ UNITS!!1111 HellCow (1/22/2002 21:10).
A Question Phsycoticspacemarine
(1/22/2002 20:58).
Someone
come help us talk about dreadnoughts BloodAngelBrotherEdward (1/23/2002
4:59).
Furioso Dreadnought smallgraystone (1/23/2002 11:35).
RE: Furioso Dreadnought Raphaelus (1/23/2002 19:30).
thank you! :-) BloodAngelBrotherEdward (1/23/2002 22:53).
balance Raphaelus (1/24/2002 18:06).
Very well said :-) BloodAngelBrotherEdward (1/24/2002 18:19).
Blood Angels are the best....
harrykeogh (1/23/2002 22:21).
Blood
Angel Strike Force Romanov (1/23/2002 23:51).
tactica bloodangel Ahrha (1/24/2002
0:57).
Mobile force, what do you guys
think??? SirServo (1/24/2002 2:40).
hey there!
BloodAngelBrotherEdward (1/24/2002 9:57).
Death company naughtyspacemarine
(1/24/2002 11:23).
just one
suggestion, and a few comments :-) BloodAngelBrotherEdward (1/24/2002 12:21).
A thought naughtyspacemarine (1/24/2002 12:30).
DOH! I meant to say that :-) BloodAngelBrotherEdward (1/24/2002 12:54).
edward please check my half of an 8000 pt game marshallrommel (1/24/2002
13:51).
4000pt battle eh? WONDERFUL! :-) now let's see.... BloodAngelBrotherEdward
(1/24/2002 16:51).
For What it's Worth.... GamePunk26
(1/24/2002 13:30).
Thanks Blood Angels ironork (1/24/2002
14:15).
:-) BloodAngelBrotherEdward
(1/24/2002 16:58).
Best well balanced Blood Angels Tactic for tournaments Romanov (1/25/2002
0:17).
seasons change - so no one tactic will address it all... BloodAngelBrotherEdward
(1/25/2002 1:41).
RE: Best well balanced Blood Angels Tactic for tournaments Raphaelus (1/25/2002
1:53).
"You want me to teleport where?" - Sanguinius Comedy hour - hahahahaha!!!
:-)
BloodAngelBrotherEdward (1/25/2002 9:25).
What a wonderful Idea, you must inform us immediately when it is finished
(NT) SirServo
(1/25/2002 1:25).
Updated Army list...Please review
SirServo (1/25/2002 1:50).
either
of your lists will do fine - I was trying to say it's how you use them
:-)
BloodAngelBrotherEdward (1/25/2002 9:11).
No Subject gameboydb (1/25/2002
3:05).
my "maybe" 1500pts pepper (1/25/2002
7:28).
No Subject mempheston (1/25/2002
7:36).
ain't
big enough, ya got pics? :-) (NT) BloodAngelBrotherEdward (1/25/2002 9:01).
Some thoughts... Glaze (1/25/2002
8:35).
Dreadnoughts billypig (1/25/2002
9:35).
January BLOOD ANGELS TACTICAL SEMINAR - veterans and new players
please attend! :-) . (84
Replies). BloodAngelBrotherEdward[]. 1/20/2002 22:00 (1/25/2002
9:35)
January 2002 Blood Angels Tactical Seminar
Greetings my battle brothers!
Firstly - if you don't feel like reading all this (it is a lot
I admit!) then feel free to post your fave
1500pt Blood Angels list and a few notes about your tactics (what
you DO with your army is
important too!) then feel free to return to your duties :-) Now
on with the show!
Welcome to what I hope will be a really productive Blood Angels
Tactical Seminar! I've seen
several posts lately from new Blood Angels players, so I thought
it would be a fine time to
send out the call to all of our fellow Blood Angels players to
hear their thoughts on tactics and
army lists! I am hopeful that we will hear from many veteran
gamers, as well as new players
about what they have used, what has worked for them, and most
especially I hope the new
players will ask questions about what areas have been difficult
for them. I also invite players
from other armies to comment on what aspects of the Blood Angels
challenge them, and how
they fight Blood Angels :-)
Below are some of my observations about 40k, with special focus
on assault armies, the
challenges they face - and how we may overcome them. Naturally
there is a focus on Blood
Angels tactics :-) I will share with you my observations of the
game - of the different general
army types, the ways to conduct a coordinated assault in general,
and I will then get into the
specifics which apply only to Blood Angels armies. I hope that
you will honor the chapter by
adding your own insights to this thread to add to the knowledge
that we gather here! Let the
first Blood Angels Tactical Seminar of 2002 begin!
Part I. An overview of the 40k battlefield.
Well let's see if we can punch out something useful here... hhhmmm....
On an interesting note I
am unsure of the value of applying many real world tactics to
this game - the rules of 40k
make it a unique environment, especially small unit tactics -
but larger strategems are fine. May
I suggest perusing the art of war, the translation with the black
cover with the big red circle on
the front (I'd be nice and find the translators name for you
but it's way too late/early her, and
frankly I just don't feel like getting up!) :-) but that's the
best of the translations I've read :-)
The art of War discusses conflict in general, and gives you a
working vocabulary with which
you can assess your threats, and options as to how you can deal
with them - it is a mandatory,
fundamental base of knowledge that one really must have.
Anywho - on to the show. 40k tactica in a nutshell.
There are three kinds of armies, only three kinds ever - anywhere
so listen up.
1) shooty - Tau and IG lean toward this - if they choose to go
full shooty then you're looking
down the barrel of a truly extreme army that you can only defeat
by avoiding it's fire, and
hitting them with powerful assaults, for these two armies are
the ultimate in shooting armies.
2) assault - Black Templars, Blood Angels, Tyranids, Orks lean
towards this. If any of these
armies choose to fully embrace their assault capability then
you really need to stay the heck
away from the army completely - destroy it with shooting. You
will lose if you engage it in h2h
(though a very clever commander might make use of small ascrificialy
units to lure the assault
army into a bad position where they may be vulnerable to more
fire!). Full assault armies (and
the frequent failure of many new players to recognize them in
the field) are the biggest single
reason that many people feel the assault armies are unfairly
powerful in general. I do not share
this view, I feel it's just that many don't know how to properly
counter such a beast -
especially in small gametables.
3) blended armies - armies which carry a blend of shoot and assault.
Now all of the armies
I've mentioned so far can do this (and many of their players
will say that one should have a
"balanced" army. However many of the 40k armies have lists which
truly include a bit of both
sides. I think these are both the most capable armies in 40k,
and also the most difficult to
master. These armies include Codex Marines, Codex Eldar, Dark
Eldar (though many will call
them shooty I will call them a blend), and others. Sometimes
you'll have a player field a blend
army yet they've kitted it out with an extreme army selection
- in that case you address it as an
extreme army and go on with the game. However many blended army
types will try to use
both elements of their "perfectly" balanced force (notice mild
mocking tone here) to destroy
you - well that's nice in theory but most armchair generals will
have a hard time executing this
in 40k. When you encounter one of these SunTzu wannabes just
watch for their mistake - if
you're an assault army then stick to your main plan and stay
behind cover - watch for the lead
units to make themselves vulnerable to an assault and then jump
on in, you'll likely overwhelm
them (congratulations, you've just broken part of their perfect
force!). If you're more of a
shooty variant then be patient and watch your lanes of fire,
for the blended army may try to
use vehicles for an assault fo some sort so be ready to blast
them into the next world as soon
as they come out - set up your camp and let them come to you.
Blended armies are truly the most difficult to discuss tactically
because you have such a wide
range of capability - some of the blends are just plain goofy,
yet the other end of this category
are truly some of the very best armies in the game, commanded
by the most experienced
players (one of these days I want to be a master of the blended
army - I'm shooting for codex
marines or Eldar) :-)
Anywho - that addresses the main styles of armies - do not be
fooled, there are no more than
these three! :-)
Now on with the show.
I will give away big big secrets now - ready? :-)
Assault army keys to success. You're going to want to slap me
when you read this, but it's the
truth. STAY BEHIND COVER. No I friggin mean it - STAY BEHIND
COVER. As an
assault army your only glaring weakness is that the enemy will
degrade your capability through
firing before you hit their lines - happily this is fairly easily
addressed in 40k through
REMAINING BEHIND COVER (do you see a theme here yet?). Now it
isn't always
possible to do this that's true, so watch the terrain, watch
your enemy - see where they will be
able to shoot you in the next turn - ideally see where they will
be able to shoot your in about
three turns! Be awae of where your casualties will be - and do
what you can to minimize the
impact (make wierd formations that hide people behind bushes
- or use one of your bigger
units as a screen (though you have to be careful of the impact
of large template weapons when
mobbing people up behind cover like this! :-) Anywho - stay behind
cover - move up as
quickly as possible toward the enemy positions - and spring your
assault on the enemy in one
giant action. Stay behind cover until the moment of assault and
then provide the enemy with
more targets than they can address - this will ensure that some
of your units survive unscathed
- if you are really clever you can stick all of your units into
assault at once, or secondarily you
can stick one into assault and use the melee (which blocks line
of sight mind you) to act as a
screen protecting the rest of your units. Is anyone else out
there now seeing the value of taking
several small squads of SM scouts for early assaults? but I digress
:-) Now if you are an
assault army and have equipped your lead assault units well you
should sweep through most
other armies fairly well - who cares if they have a couple of
units that can resist you you can
decimate most of their army so get on with it! :-) Those are
the keys to a happy world for
assault armies.
Shooty armies - much simpler in fact (though truly a sight if
done by a master). Their job is to
get to a good firing position, and pester the enemy whenever
they present themselves - isn't
this a great job? Go there - shoot what you can! :-) Now a clever
shooty general will be
watchful for the transports of a mobile army - they'll do all
they can to make a mobile army
walk (as well they should!). A clever shooty general will also
likely take a modest contingent
of h2h troops to absorb an enemy charge before it reaches the
core of the shooty army
position. This is extremely important - especially when facing
another extreme army - most
especially assault. Do what you can to render the assault army
immobile - then make sure
your screening troops are in position to accept their charge
when it comes (for it is coming!)
and do what you can with the remainder of your shooty units to
pull back so that you can fire
on the victor of the melee (likely the enemy assault troops)
so that you can fire on them again
as they sweeping advance - if you can devote enough resources
to this you may well utterly
wipe out the remaining enemy assault troops as they sweep.
Other than this defensive formation - keep an eye out for where
the enemy is going and punish
them for breaking cover. Ideally you will have some mobile shooty
elements to harass them
while they hide behind cover (flustering them to break cover
ideally), or else you might have
some actual indirect fire weapons that actually can still hit
the enemy even though you do not
have line of sight. Kill mobile shooty things first (ie falcons,
vypers, speeders attack bikes,
tanks etc) then shift down to transports to make the enemy walk
- then slaughter them as they
stand in the open (for they must in order to shoot at you!) or
gun them down as they run
toward you (as they must to hit you with an assault!).
the most effective shooty armies are the mobile shooty (Tau and
Eldar are good at this). these
are arguably the most difficult armies to hunt down and destroy,
and the reserse is that they
are among the most capable at moving and hunting, especially
in a coordinated fashion.
Part II. Blood Angel Specific Assault Tips
Some of these notes may apply to other assault armies as well,
but today we're discussing
Blood Angels. Battle Brothers we are weak on shooting I don't
mean we can't crank out shots
by the dozen but I mean that if we take as many assault troops
as we'd normally like to we
have very little in the way of things to kill vehicles, but before
we get too upset about this we
need to assess what our vehicle killing needs are.
Being an assault army, our tact whether facing a shooty army or
not is still to deploy behind
cover, and advance swiftly/carefully toward the enemy in such
a manner that we can launch
several assaults at once - or at least launch the assault wave
so that we stick a couple of units
in assault and have the remainder protected by the melee acting
as a screen. The enemy
however will attempt to break up our formations with indirect
fire weapons (the long range
versions are usually not much of a danger to our power armor)
but the shorter range weapons
may be more capable). However the most serious threat is from
mobile shooty elements
which the enemy will use to try to scare us out of our cover.
These will come in the form of
Falcons, Vipers, speeders, attack bikes etc. To counter these
units we need to think like a
chess master, and take steps to punish those who swing around
the corner to shoot at our
troops. The shooty elements that an assault army needs to take
with it need to be mobile -
they need to be able to cover the advance as it moves forward
- these shooty units will remain
with the assault element as a guarantor such that any enemy which
pops around the bushes to
fire on the assault army will face a decision - they must fire
on either the assault elements (and
face deadly counter fire the next turn) or try to take out one
of the shooty elements (and still
likely die to counterfire because there are several defensive
shooty elements). One of the most
interesting units I've become fond of in this role is a devastator
squad mounted in a razorback
with twin linked lascannons - even if the vehicle is detroyed
the devastator squad is still
capable of firing, one should also have a speeder nearby with
a multimelta - and your assault
units should also have short assault weapons capable of taking
our armor at short ranges
(meltaguns). Other specifics that I've found useful in this role
are predator variants, and even
the occassional Vindicator believe it or not - the overall moral
of the story though is that your
anti armor element plays the role of the punisher - it's primary
role is to protect your assault
element's approach by punishing any enemy vehicle which moves
into a firing position. If the
enemy moves where it can kill some of your assault people who
are behind cover -
congratulations they have now made themselves visible to your
anti armor units - let's give
them a prize. Now an important thing to remember is that while
this is effective for a time you
do not have enough shooty units to maintain this for long - but
that's fine, for your shooty units
are only needed just long enough to see your assault units race
forward to get stuck into
assault (should be two turns tops, if you get into turn three
and you haven't landed your assault
yet you are either landing a masteful assault or you are in trouble
- likely the latter).
A Quick Mention about DeepStriking.
It can be useful - but there are risks. Not the least of which
is the probablility that you won't
land right where you wanted to land! The next issue is that you
will be taking fire on your next
turn unless you can manage to deepstrike with cover between you
and the bad guys (which is
a great way to come in if you can!). If you do choose deepstrike,
my advice is to try to come
in behind scenery somewhere, then use your jumppacks to move
up right behind the scenery
to stage yourself for (ideally) a move ofer the terrain and into
firing and assault - believe me a
veteran player will see the danger so your deepstrike unit will
begin affecting their plans from
the moment it hits the board. And that right there is the key
- with deepstrike you are denying
your opponent the ability to know where all of your people are
- making it harder for him to
deploy his army appropriately. If he's conservative then he bunches
up defensively and you
know where he is (bonus for you), if he spreads out a little
too much you may have a chance
to isolate and destroy one of his units (bonus for you again).
Now the only army that I've really found it useful to deepstrike
against are mobile shooty
Eldar - those pesky Eldar are so mobile that sometimes the only
way to pin them is to
maneuver them between two forces - one of which will begin on
the table - the second half of
the force (which needs to be a VERY powerful h2h group - maybe
even 2 HQ units) would
then deepstrike in ideally to threaten the weak Eldar flank (I
say weak because many
commanders will put a lot of their firepower toward the front
to deal with the already
positioned ground forces - but by landing this second group you
have a chance to throw their
plans into chaos. Now Eldar are (as we've discussed) quite mobile
and dangerous - I've seen
them wipe out whole squads with just one falcon and a viper -
but with a little perserverance
and some planning which includes some nice low AP assault weapons
for your assault squads
you may be able to put some pressure on your mobile shooty opponent
:-)
Blood Angels Assault units.
There are about three main ways to do this
1) direct assault - having gotten close enough to the enemy by
staying behind cover (as we
discussed earlier) some of your main assault units are capable
of breaking from cover and
going directly to firing and assault (good for you!) This also
covers taking a LandRaider with
your choice of beefed up HQ, or Assault Terminators (always a
fun choice!) and dumping
them out on the doorstep of your enemy! Quite a dramatic way
to go - but ever a fun one! I
wouldn't recommend doing it in anything less than 2000pts though
- but it really is a lot of fun -
I think everyone should try it sometime :-)
2) early assault - you have several smaller groups which can stick
the enemy into an early
assault. Space Marine scouts are good for this - or any unit
which happens to be near the
enemy for that matter (sometimes battles are crazy like that!)
This sticks the enemy in place
while your true assault unit advances (and gives a bit of line
of sight blockage as well). This is
a useful approach when you have more open terrain to cross before
landing your assault
elements into their actual assaults. The main point of this is
that you should not hesitate to stick
an enemy unit in assault if you think you can get one of your
assault units into it promptly
thereafter. Beware of a clever opponent though who may tempt
you with "Sacrifice" units
which seek to lure you into an unsupported assault advance. That
trap only works if your
assault is unsupported though - if you can engage his army with
a supported assault then they
have made the mistake - if you are too eager and let one of your
lead assault units get drawn
too far ahead of the rest of your army with sweeping advances
and such then it is you who
have made the mistake!
3) the screened advance. This comes in several forms, one of the
most interesting is a two
wave affair wherein a combination of jumppack troops advance
followed by troops in rhinos
(or vice versa) forcing the enemy to decide via their shooting
choices which wave will land first
:-) Some people have called this the "Rhino Rush", but whatever
you call it it can be a handful
if you can actually get it close enough to launch your assault
move :-)
There is another more practical (if somewhat evil) approach to
the screen technique however
- the Death Company screen. Many of my armies are about one third
shooty, one third mobile
tac squads (they are very useful!) and then one third jumppack
assault element comprised of
Chapalin/DC and another second assault group. If I can get my
assault element close enough
to the enemy I can guarantee that my Chaplain/DC can lead the
assault and even if they have
to endure a turn of shooting I should (if I picked my contact
unit properly) be able to get most
of them into assault - but the main facet that I wish to discuss
is that one can also use the
Chaplain DC to SCREEN a SECOND major assault group - for the
DC can soak up so
much damage from shooting that it is unlikely even under heavy
fire that all of them can be
killed - thus protecting the second unit which should be as powerful
an assault unit as you can
field. Ideally (in my opinion) a Sanguinary High Priest with
iron halo, term honors, lightning
claws and jumppack (with honor guard with about three power weapons).
If things go your
way when you launch this double tap assault you are nearly guaranteeing
that your Sanguinary
unit will get into assault, and even if the Chaplain DC are reduced
in numbers the Sanguinary
bonuses of giving re-rolls to misses attacks in assault to units
within 6 inches will be an
enormous value to assisting the Chaplain/DC's weakened assault
in the turn they charge :-)
A final note on Blood Angels tactics - weaponry.
The Blood Angel army list allows a great many combinations of
units which are quite capable
in assault. Our scouts are quite effective with their infiltrating
and close combat capabilities,
our Veteran Assault Squads (unique to our chapter I believe)
add special weapons
capabilities to our assault elements - good for some forward
anti vehicle and character killing
roles, and the ability to take a flamer is also especially useful
in thinning the herd as you are
about to assault (though care must be taken to leave one enemy
within 6 inches so you do not
deny yourself the attack!) :-) Our Honor Guard offers a similar
platform through which we
may take powerful assault weapons forward into battle, again
for the purpose of killing enemy
vehicles or firing at tough enemy characters - they have the
interesting option of being able to
take as many power weapons as they wish (for a price) but in
my experience more than three
is usually a waste of resources (and three is in an extreme assault
army to begin with!).
Our humble tactical squads are a unit which I consider to be the
backbone of the army - for
with their massed bolter fire they can provide much valuable
support fire, but more importantly
with their rhinos they can (if we use our cover well) be transported
to the assault zone right
along with our assault squads, and in my opinion the tac squads
should be launched right out
there along side the assault units to support their assaults.
So what if the rhios get destroyed -
now you have a ten many tac squad with bolters right in the thick
of things able to fire
(perhaps even rapid fire) at nearby enemy units, and they may
even be able to stick another
enemy unit in an assault (tying them up until one of our dedicated
assault units breaks free long
enough to sweep into the melee. Tac squads should (again i my
opinion) be led by a veteran
sergeant with a power weapon and a plasma pistol. the tac squad
(used in their assault role)
should have a flamer, and (generally speaking) a missile launcher
(for it can be effective against
both vehicles and personell). In conducting the assault, the
tac squad needs to move forward
with the flamer at the front, should fire the FLAMER ONLY (intentionally
missing the closest
man (or at least any one model within 6" of the veteran sergeant)
in this fashion the flamer can
do some damage - but your opponent does not get to pick and choose
which models to kill
(template weapons - gotta love'em!) so now it's time to assault
- get your veteran sergeant in
there with that power weapon - if you are luck he will kill three
or four himself, if anyone else
kills anything it's a bonus - plus by destorying the unit via
assault you've just given yourself a
free sweeping advance (or a consolidate move).
The plasma pistols for the veteran sergeants - is something I
learned the hard way - I'd have a
tac squad up in the thick of the fighting - with enemy vehicles
coming forward desperate to
stop our advance and they'd be right near my tac guys but the
tac squad wouldn't have much
to hurt the vehicle. A plasma pistol is a nod in the direction
of giving them just one more little
weapon to use against enemy armor should the opportunity rise,
and it has proven to be well
worth the cost (and the tiny risk).
This should about wrap up the main points I wanted to discuss
(especially with newer players)
about Blood Angel Assault tips. I hope this has given you food
for thought. Please post your
comments on this (I know it's a lot) but just feel free to write
of anything tactical that comes to
mind after having read this.
happy gaming to all! Come share your favorite Blood Angel tactics
with everyone!
Glory to the Emperor and Sanguinius ~ Brother Edward
PS. for those who are interested, photos and articles on modeling
and tactics are also
available on my Blood Angels website Ex Libris Mortis
http://www.dragonrealm.com/exlibrismortis/
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huff..puff...huff... Do you expect
everyone to read this!?! (NT) . (7 Replies). killerrhurtz[]. 1/20/2002
22:15 (1/24/2002 8:29)
No Text
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hee hee
:-) Just post your list & tactics here then :-) . (2 Replies).
BloodAngelBrotherEdward[]. 1/20/2002 22:26 (1/22/2002 18:58)
Print it out my friends, read it at your liesure and answer in
a couple of days :-)
For those who choose to read- they may find useful info :-)
Glory to those who do their research! ~ Brother Edward
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RE: hee hee :-) Just post your list & tactics here then :-) . (0 Replies).
bodycount[]. 1/21/2002
6:30 (1/21/2002 6:30)
>> Print it out my friends, read it at your liesure and answer
in a couple of days :-)
guess I'll just do that.
BTW, BABE - sounds ... interesting :)))
>> Glory to those who do their research! ~ Brother Edward
oh, definately ...
bodycount
si vis pacem para bellum
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RE: hee hee :-) Just post your list & tactics here then :-) . (0 Replies).
HarkonGreywolf[].
1/22/2002 18:58 (1/22/2002 18:58)
Hi, I've been trying for two days to get my computer to post
back on here but this thread
seems to defeat it's memory and it just crashes every time!!
Wow, what an epic!
Excellent posts, some very good advice and tactics, not just for
BA players either, a lot of
what you said goes for most armies, including quite a lot re
my SW's! Who although different
from your mainstream marines, definitely have some aspects of
similarity with BA's.
(Wulfen/Black Rage??) Different rules, but amazing coincidences
in the fluff!
I suppose it's my mind linking Vampires and Werewolves, all the
old Hammer Horrors took
their toll as a child!
Keep up the good work.
Harkon Greywolf
>> Print it out my friends, read it at your liesure and answer
in a couple of days :-)
>>
>> For those who choose to read- they may find useful info :-)
>>
>> Glory to those who do their research! ~ Brother Edward
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Nice thread...
. (2 Replies). Kage[]. 1/20/2002 23:46 (1/21/2002 2:22)
I learned to play in a local weekly tournament at a hobby store.
It required an entry fee, and
there was a cash prize for winning. These was not the casual
'let's get together and have a
game' type of playing. People were there to win. Having a good
time, while still important,
was secondary. In this atmosphere, there was also no such thing
as cheesy, beardy, cheap,
and no fluff mongering allowed(saying things like 'no Eldar army
would EVER do that!'). If it
was a legal list from the appropriate codex... nothing was said,
end of story.
Having said that, let me say that it was interesting atmosphere
in which to learn how to play.
When you get mercilessly stomped into the floor your first couple
of tournaments, you learn...
quickly. The following are some of the things I learned, which
I hope may help new Blood
Angel players and maybe some veterans as well.
1) Characters. Like a lot of new players, I also thought that
the key to winning a game was to
dump as much wargear on my HQ units as possible, and completely
deck out their Honor
Guard with power swords, etc. I quickly found out these units
are magnets for enemy fire, and
are usually the first units to be killed... especially in a game
where victory points matter. I
rarely got them into close combat(where they would excel), and
they NEVER killed as many
points as they were worth. The moral? Don't do it. I haven't
ever taken an honor guard since
those first couple of tournaments. My Chaplain and High Priest(the
two HQ units I -always-
take), are usually given bolt pistols, meltabombs, and the High
Priest gets a jump pack and a
power sword. And that's it. No master crafted weapons, no artificer
armor, if I have left over
points I have occasionally given my Chaplain Terminator honors.
The fact is, numbers win.
The more models you can field on the table, the better the chance
of you winning is.
2) Elites. As Brother Edward mentioned, the Veteran Assault squad
is a unit unique to the
Blood Angels. And a fine unit they are, too. With incredible
mobility(too bad you don't have
the option of removing the jump packs though...), and the ability
to carry two assault
weapons, this a unit that should be in just about every BA army
1500 points or over. Now, in
the tournaments I played in there were more Eldar armies than
anything, with Orks next, then
Marines(all types), and small amounts of the rest of them. In
this 3 toughness target-rich
environment, I always gave my Vet Asst squad 2 flamers. But if
you know what typr of army
you will be facing(as in a single game), then you can tailor
their weaponry to your needs. Two
meltas for anti-tank(or Wraithlord), two plasmaguns for anti-marine,
two flamers for low
toughness armies(Eldar, Guard, Tau, etc). I always ran this unit
close to my Chaplain/Death
Company to help keep them alive, and also to support my Chaplain/Death
Company with
some heavy hitting firepower if needed. I would suggest taking
at least 7 in a squad, to help
keep the assault weapons in the unit(from going Death Company,
or enemy firing).
The Furioso... depending on who you ask, it's either really good,
or really bad. I say that if
you know how to use it, it's -awesome-. It's an extremely close-range
unit, and care must be
taken to keep it alive until it can get into assault range. Extra
armor and smoke launcher are a
low-cost method to help, and as Brother Edward mentioned: KEEP
IT IN COVER. With 4
attacks at S 10, I 5 on the charge... it's nasty. Something would
need a minimum strength of 6
to hurt it in close combat(unless they got around to it's back).
And against vehicles... it throws
around like they were toy cars... especially if the vehicle it's
attacking didn't move the previous
turn... good lord, the horror. So, keep it safe, and it will
be a great unit for you.
Terminators... one of the units I'm hesitant to take, because
they're expensive, and I always
seem to lose quite a few of them to Death Company. If you are
going to take them, and plan
on dep striking... shell out the 5 points for someone to have
a teleport homer. If you've ever
had a unit deep strike off the board, or land within an inch
of enemy unit... you'll FIND room
in your army for 5 measly points.
3) Troops. The backbone of any army. Marine tac squads are one
of -the- most flexible
normal troop choices in the game. The boltgun is one of the best
troop-standard weapons in
the game(it was -the- best, until the Tau showed up), they have
good strength, toughness, and
an awesome armor save. With the ability to carry an assault and
a heavy weapon, these units
can be counted on to suit just about any need. As I mentioned
earlier, numbers are what win
games, and in my experience, the armies that take 2 troop choices
with the minimum amount
of troops in them, and bulk up on heavy support, elite, and fast
attack don't win many games.
I usually took 6-man squads to fit in more assualt/heavy weapons,
plus it gave my opponent
more units to split his fire on. The tables at the store I played
the tournaments in were
notoriously packed with terrain, giving any vehicles that weren't
skimmers a headache(Dark
Eldar armies had a field day, lemme tell ya), so I didn't take
too many rhinos or razorbacks.
But you should if the table allows a decent amount of movement
at all. For a good all-around
outfitting, I would suggest a plasma gun and a missile. The plasmagun,
while sometimes risky,
has the potential to shoot more often or further than a meltagun,
and the missile is a good
multi-purpose weapon.
Blood Angels scouts quickly became popular with me. With the ability
to infiltrate and move
through cover(as there was a lot of!), and coming equipped with
close combat weapons, they
were in every single army list I had. I would rarely equip them
with sniper rifles or a heavy
weapon as they -always- seemed to rage forward. I painted mine
in camouflage to blend in
with the trees which littered every table... and on several occasions,
my opponent would
overlook them and forget about them. ; )
4) Fast Attack. Personally, I don't much care for bikes, attack
bikes, and I downright HATE
Land Speeders. I personally think that all of them are way overpriced
for what you get.
Especially the Land Speeder. Paying that many points to have
it get shot down by
bolt/shuriken fire is really aggrivating. The only Fast Attack
units I ever take with my Blood
Angels are *surprise!* assault squads. 'Nuff said.
5) Heavy Support. Notice that the normal Dreadnought has been
moved from an Elite choice
to Heavy Support in the BA list. Which, yes, means that you can
potentially field 6
Dreadnoughts. But fair warning if you try to do this... you will
be called cheesy/beardy/cheap,
and the fluffmongers will lay into you something fierce. As I
said... if it's legal choices from the
codex, I got no problem with it. Other people... well...
Anyway... normal Dreads are a great way to get some -stable- heavy
weapons fire. Even if
they rage forward, they can still fire two of their weapons.
I suggest t/l lascannons and a
missile launcher for good long range punch. A couple of these
guys are also good companions
for a Furioso, giving him some covering fire while he closes
for the assault. As with all
vehicles, I suggest smoke launchers and extra armor.
The Baal Predator is fun, but one of those units which must be
used properly to be
effective(read: not wasting your points). Given heavy bolter
sponsons and a pintle storm
bolter, this thing can lay down a withering hail of fire... 11
dice in all, with re-rolls for the
assault cannon. Best suited against lower toughness infantry(eldar
guardians, I-Guard, Tau,
etc).
Devastators... don't be afraid to take them, but I suggest having
two units, in case one rages.
If both get to shoot, so much the better.
6) Blood Angels wargear. The Grail is great, especially for a
Chaplain/Death Company unit,
but it's a bit pricey. The Death Mask is kinda neat if you got
10 points purning a hole in your
pocket(so to speak). The Shroud and Exsanguinator... never use
'em, as I never take an
Honor Guard.
7) Death Company. Yes, they are a good unit and can be tough to
kill. No, they are not the
invincible killing machines, destroying entire armies by themselves,
that people make them out
to be. I suggest always giving them jump packs, as this makes
them more maneuverable, and
in the higher point games, if you roll up more than 10 DC...
they can't use the free Rhino.
Now... your opponent will do one of two things with your Death
Company... ignore them, or
try his hardest to wipe them out. I've rarely seen any other
response to the unit. If he ignores
them, show him why that's a very bad idea. If he tries his hardest
to kill them, lead him on a
wild goose chase. Make him follow your DC around the board while
the rest of your army
shoots/assaults him to pieces. In quite a few games, the way
I utilized my Death Company and
my opponents reaction to the them is what won me the game.
I always take a Chaplain and a High Priest for my 2 HQ choices.
Not only is the Chaplain
REALLY good in close combat, he comes with a power weapon and
invulnerable save. The
High Priest always accompanies the Chaplain/Death Company unit,
because re-rolling all
those vitally important Str 5, Ini 5 attacks is EASILY worth
his points cost. Give him a bolt
pistol and a power weapon, and he ain't too shabby in close combat
himself.
If I can dig up my notebook, I'll put up an army list or two at
a later time.
Hope some of this helps,
- Brother-Chaplain Kage, Blood Angels 3rd Company.
BLOOD FOR THE BLOOD ANGELS!!!!
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a question . (1 Replies). citrusmidget[]. 1/21/2002 0:12 (1/21/2002 2:22)
i was wondering. you have a high priest as an individual charachter
and a vet. assult squad. is
this that different from having a high priest with an honor guard
if the honor guard have no
upgrades? Like if the honor guard have the exact same gear as
the vet. assult squad, but are
now in the same squad as the high priest. Is this a big difference?
Does it change the strategy
of the army?
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RE: a question . (0 Replies). Kage[]. 1/21/2002 2:22 (1/21/2002 2:22)
The reason I don't do this is, is to make sure my Death Company
get the benefit of the High
Priest... his special ability only affects -models- within 6"
of him, not entire units. Plus, I like to
have my Veteran Assault squad(s) be a free moving, and not tied
to the High Priest. I use
them(singular and plural) to fill in where they can best help
out. Being highly mobile and having
the assault weapons makes them great gap-fillers or supporters
for other units... leading back
to my statement that the core of your army should be troop units,
with the others choices in a
supporting role.
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Comments
and Army . (0 Replies). jdelrio[jmdelrio1@hotmail.com]. 1/24/2002 8:29
(1/24/2002 8:29)
I've learn alot in this post Brother Edward, you have my thanks.
I've been tayloring my army so that I could drop the whole thing
in drop pods from orbit as it
works for the story I'm writing. Starting from there, I have,
3 tac squads, 1 death company, 1
scouts squad (snipers), 3 Dreadnoughts w/lascannons and missle
launcher and 3 furioso
dreadnoughts (available, but never taken all in a game)and three
landspeeders supporting the
tac squads. Dreadnoughts are the only real armour allowed when
deploying your entire army
in drop pods as landspeeders while quick will go down fast and
I wasn't going to shortchange
my tac guys and send them in without armour support. I'm adding
a Terminator assault squad
(chaplain has the teleport homer) and a Veteran assault squad.
Knowing that most games I've
played are chosen at random and only a few of those let you arrive
in drop pods, I'm adding a
land raider prometheus, a whirlwind and vindicator to my army
selection.
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O ye of little faith! . (0 Replies).
InquisitorDalloren[]. 1/20/2002 22:20 (1/20/2002 22:20)
Brother Edward, I've yet to read the article,
but your faith and service to the Emperor is commendable!
Praise be to Sanguinius on this most holy day where anybody with
a spare hour or two can
read to their hearts content!
Respectfully,
Lord Inquisitor Jaq Dalloren.
=][= Ordo-Hereticus.
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good tips . (0 Replies). thanasis[].
1/20/2002 23:05 (1/20/2002 23:05)
hmm....thanks for all those tips..:D
I tend to have this problem where my honour gaurd end up being
about 40 percent of my
army in a 1500 point game...Lets see it's a wargear problem but
it looks just the same as the
honor gaurd you mentioned except more power weapons and termi
honors and they tend to
get ahead of themselves sweeping through a couple units of whatever
is in their way a turn...In
a blood angels army they are your most valuable asset next to
the rhinos and tac squads which
just like you said use them to tie up your shooty opponent....If
you have death company and
honor gaurd assaulting the same squad together you can sweep
through a lot of your
opponents army.... And I have a vindicator and I use it but whenever
I put it on the table top I
am super careful to keep it behind cover until I can bring it
close enough and wouldn't you
know it's hit by all the heavy weapons on the table that turn
and somehow seems to always
always always be immobilised just a few inches too far too shoot
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LOL ok Brotheredward, you are just
too much :) . (3 Replies). squirgle[squirgle@hotmail.com].
1/21/2002 0:54 (1/23/2002 10:13)
Even though I don't play blood angels (lets hear it for IG!)
I decided to read your post, mainly
because you wrote it, and yes somehow I read the entire thing
that (mainly) has nothing to do
with me, and I've got to say, I love reading your posts. You
are probably one of the best (if
not The best) poster thats on the board (no offense to anyone,
but he posts quite often too so
he sticks out more). You have a great sense of humor. Has anyone
ever said you seem to
have a very dry english sort of humor? You kinda sound like that
to me. You also seem to
always think through what you write BEFORE you write it, unlike
many people on this board.
heh myself included evidently from this garbled message. Anywho
I'll stop rambling now and
just say keep up the good work!
"STAY BEHIND COVER (do you see a theme here yet?)" lol
squirgle
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RE: LOL
ok Brotheredward, you are just too much :) . (1 Replies). Romanov[]. 1/21/2002
2:51
(1/23/2002 10:13)
*bump*
I may post something about my Blood Angel army a little later
(maybes tomorrow).
- Romanov.
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:-) . (0 Replies). BloodAngelBrotherEdward[]. 1/23/2002 10:13 (1/23/2002
10:13)
and another bump to the front to help a newbie find this thing
:-)
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that would
be a dry Texas humor - but very similar :-) . (0 Replies).
BloodAngelBrotherEdward[]. 1/21/2002 20:34 (1/21/2002 20:34)
Hey there!
Thanks for much for your compliments, I'm happy that you enjoy
my posts :-) Dry British
sense of humor, dry Texas sense of humor - much the same I think
:-) I'd like to thank my
parents for that - they never really told me "no" as a child,
they'd just say "well I wouldn't do
that..." - so naturally I'd go do it and usually end up bleeding
- one learns to listen for details in
a household like this :-)
So too do I hope people will notice the little things in my posts
(for I want people to learn
from my mistakes!) even if I fail to justify why I've done something
there's usually a fairly good
reason (which I've just failed/forgotten to mention). Much like
my childhood filled with many
skinned knees and such, so too has my 40k childhood been filled
with many bloody defeats -
but now I'm starting to do better - I may not really understand
why it's all starting to work -
but I'm pretty pleased with doing better :-)
happy gaming to all ~ Brother Edward
PS. when I start really getting into IG (maybe fall 2002) I'll
be hitting you up for advice :-)
>> Even though I don't play blood angels (lets hear it for IG!)
I decided to read your post,
mainly because you wrote it, and yes somehow I read the entire
thing that (mainly) has nothing
to do with me, and I've got to say, I love reading your posts.
You are probably one of the
best (if not The best) poster thats on the board (no offense
to anyone, but he posts quite often
too so he sticks out more). You have a great sense of humor.
Has anyone ever said you seem
to have a very dry english sort of humor? You kinda sound like
that to me. You also seem to
always think through what you write BEFORE you write it, unlike
many people on this board.
heh myself included evidently from this garbled message. Anywho
I'll stop rambling now and
just say keep up the good work!
>>
>>
>> "STAY BEHIND COVER (do you see a theme here yet?)" lol
>> squirgle
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Notes . (0 Replies). GawaintheStout[].
1/21/2002 3:42 (1/21/2002 3:42)
About Shooty Units:
Realizing your fields of fire and combining them with "STAY BEHIND
COVER" is as much
an art form as it is a science. Some folks ask why I take a Leman
Russ in my space wolf army
lists (even in 1000 point games).
The simple matter is, it's as shooty as shooty gets. And because
it's heavy, I find THE spot
where I can cover as many firing lanes as possible.
Couple of batches of trees? Find the gap between them. That's
where the rhino's coming
through. Big LOS-blocking ruin? Place the tank where it can fire
across the board down one
(or, ideally, both) sides.
Today I defended the honor of the Glendale GW store by trouncing
the Ontario store's DA
army. In part, because on my first flurry of shots (13 dice rolls
(+2 rerolls) per shooting phase
for the tank!) I took out 4 of the 7 bikes in his fast attack
group. Then I shot the hell out of
another tactical squad for the rest of the game.
When you're thinking shooty, think placement. If you have to move,
think of where you can
go, that will be in place to anticipate where the enemy will
go. Remember the scene where the
master sniper is hunting the russian snipers in Enemy at the
Gates. A classic lesson in
shooty-ness.
As far as dumping points in wargear (another post in this thread
mentions this) I agree... don't
waste much (especially in smaller games). I tend to take about
5-11 points of wargear per
individual character (My wolf leaders have wolf pelt (+1 on counter
attack, very cool!), wolf
tail (6+ save against psychic attack), and occasionally meltabombs.
On the other hands, all I
give my ork nobz are 'eavy armor and boss poles) Usually nothing
else, unless I can for some
reason afford it. (If I CAN afford it, my list usually needs
tweaking).
The point is, that against a tournament setting, you have NO IDEA
what kind of force you're
going to be up against. You have a much better chance of adapting
to the challenge if you've
spent your points on additional troops, instead of making your
existing troops more expensive
(and losses more costly when that railgun shreds them to tiny
bits).
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What about Seth? . (1 Replies).
GamePunk26[]. 1/21/2002 3:51 (1/21/2002 5:25)
Howdy,
I am a Flesh Tearers player. I can see some very sound ideas in
you article. I am essentially
unable to use Veteran units in my army becuse I have to re-roll
my DC rols on a 5+ w/ them.
Nothing sucks quite as bad as losing an entire Terminator squad
to the DC. I have recently
toyed with adding bikes to my army. Anyone have any success stories
with bikes to share?
My most common opponents are Dark Eldar and Plague Marines. I
don't know if any of you
have fought Plague Marines...They will destroy you in hand to
hand. They are T5 and don't
break, ever. I have had to relegate my Beautiful assault troops
to mopping up squads of 2 or
3 leftover Plague marines because they get eaten in H-H. Any
tips are appreciated. Any other
Felsh Tearer players out there?
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RE: What
about Seth? . (0 Replies). Kage[]. 1/21/2002 5:25 (1/21/2002 5:25)
Terminators and bikes are risky in a Blood Angels army. Downright
waste of points in a Flesh
Tearer army. If I remember correctly(don't have the codex handy),
attack bikes are one of the
few units that can't go DC. Might give them a try.
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How to beat the Eldar with an Assault
army.(extremely long, but helpful) . (0 Replies). Disturbed[].
1/21/2002 7:40 (1/21/2002 7:40)
Boy, I hate doing this but I think ol' Ed left some stuff out.
So, being bored that I am, I'll help
out on this one.
THE key point to remember. My Eldar are fast, and excel at all
types of warfare. You will
NOT outmanuever them. Don't even bother trying. Having said that....
Take a large core of troops, most of them max size. When arming
them, choose heavy bolters
over missle launchers. Why? Because I will set my models up in
such a fashion that your blast
markers won't cover many models. Besides that, heavy bolters
will deny me armour saves,
and wound on a 2+. Flamers are an ok option, but again, my models
will be spaced out in
such a way that their advantage of a template is taken away.
Drop in a plasma gun or melta
gun instead, to help with the armour that will be flying all
around you.Try and whittle my
squads down with supporting fire before you charge. My guardians
may be weak, but there
are oh so many of them. Like Ed said, STAY BEHIND COVER. You
want to do this as
much as possible. 40 shots, even from shuriken catapults, will
hurt you, bad. Also remember
that I know I'm facing marines, so there WILL be starcannons.
This is just a general bit, and is
just basically a rehash of what has been previuosly stated On
to the good bits!
Against Wraithguard- Wraithguard are the slow, steady bits of
the Eldar army. They are very
survivable, stronger than you, and have a strong, though limited
range weapon. Do as much as
possible to stay out of range of them. Shoot them with high strength
AP3 or better weapons.
They are pricey, so there most likely won't be many of them.In
close combat make sure you
have a power weapon. Make sure it is you who is charging them
so you get your bonuses. If
any remain after the first round, they will be a bit tougher
due to their higher toughness and
higher strength.If they are in a wave serpent, try to shoot it
down first. Having them in your
lines isn't fun(for you :-) If they are walking, attack them
in the same manner as you would a
squad of walking marines. Do not let your vehicles get near them
if at all possible.
Warp Spiders- Another pricey unit, and one that is vastly underestimated
by Eldar and
Non-Eldar players alike.Their weapons may not seem like they
can stand against you, but that
is not their purpose. They will perform hit and run manuevers
against you. Most likely against
your smaller units, but against larger formations if the support
is there. With an Exarch that has
surprise assault and withdraw, they can be a serious nuiscance
to any of your units. They will
have 3 attacks each, and the exarch having 4-5, leads to a large
number of hits against you. If
the exarch has powerblades, many will be unsaved. They tend to
survive quite well, and may
choose to withdraw at the end of the assault phase(assuming they
have the exarch with
withdraw), leaving the remainder of your unit in the open. If
they get played right, they will
only withdraw at the end of YOUR assault phase so they can either
assault anew or fire at you
with other units. Assault squads help out against them, chasing
them around the table instead
of being caught by them whilst moving slow.If you cannot catch
them otherwise, wait until they
are in assault with one of your other units. As I stated, they
will most likely only withdraw at
the end of your assault phase, so you can hit them with 2 units
instead of 1.
Striking Scorpions- May possibly be infiltrating, and are armed
to the teeth(literally!)The
mandiblasters will hit you first. They are only Str4, normal
armour saves allowed, but any
extra attacks against you can knock off a marine or two.If they
charge you, then they will
strike first(unless you STAYED BEHIND COVER). They have the same
strength and WS as
you, and more attacks(normally). They won't deny you your saves,
but will force you to roll
more saves than you like. The key is to charge them, and have
a power weapon handy. Be
wary, they will use the same tactics as you use with your scouts.They
survive well, so don't
expect them to be a one turn combat.
Howling Banshees- The bane of every Marine army! They will ALWAYS
hit you first in the
first round of combat, and all have power weapons. After that
it goes by initiative, and they'll
strike first then, too. The exarch is a deadly force unto herself,
with either many attacks or
stronger ones. Also, she may be able to choose what model in
the squad she wishes to fight,
and may be able to lower thw WS of your squad by one, allowing
you to be hit easier. Now,
while they all have power weapons, their lower str means it will
be harder for them to wound
you. This helps some, as it is easier for you to wound them.
Hopefully you have a power
weapon in the squad, though the model carrying it will likely
be targeted by the exarch. The
key then to killing them is shooting. If at any point there is
an opening, take it. They will be
guarded well because of this, so mobile elements such as bikes
and speeders should be used.
If they are mounted in a wave serpent(very likely) then take
it out and make them walk. Then
they will be in the same straits as your foot troops, and hopefully
help you with that shooting
them bit.Though don't be fooled, they can fleet of foot, so it
won't take as long to get there
that way either.
Fire Dragons- You defintely DO NOT want these guys anywhere near
your lines. They will
most likely decimate any squad within range. Some favorite targets
for fire dragons are
devastator squads and any vehicle.Tactical squads are perfectly
adept at taking them out, if
they happen to be standing still, and more than 12" away. Use
heavy bolters against them, and
plasma rifles as well. Beware the longer range they have if an
exarch is with them and has a
firepike.If you must assault them do so with assault squads.
They are usually the only squads
that have the assaulting range to do so. They will fight aboout
the same as a tactical marine,
with the exception of lower strength and toughness, and worse
save( big exception, ain't it?)
Be careful of the exarch, however. He can re-roll failed to wound
rolls and ignores armour
saves(if given the proper exarch powers) Most likely they will
be transported in a wave
serpent(with starcannons, to take down you numbers even more)
so as to get to your out of
the way vehicles and devastator squads. Again, try and shoot
down that wave serpent so they
can't get near you.(though they can fleet of foot) You'll regret
it if they do.
Dire Avengers- Now, here's an odd unit. They have short range,
but hit more often than
guardians. Try and charge them so they can't whittle you down
with effective shuriken catapult
fire. Beware the exarch! He may have a power weapon(or further,
a Diresword for against
your characters) and his abilities make him a hard opponent.
He can reduce your attacks by
one(yes, this can reduce them to 0!), and if he chooses to strike
last, you will require a 6 to hit
him! The rest of his squad will fight in much the same manner
as guardian defenders, however,
though with a better save and WS. You can either shoot or charge
them, both work equally as
well(though the exarch can make the latter a bit tougher). If
shooting, I reccommend heavy
bolters, along with the normal bolters. They can also be a hard
hiiting unit in a wave serpent,
so beware this technique.(though honestly, I don't see many Dire
Avengers besides mine being
used) Do the same as with the others, make them walk. Though
they can fleet of foot, so be
careful!
Rangers- Rangers will be used mostly to pin your units and slow
down your assault. They will
most likely be behind cover and in difficult terrain so you can't
get to them as easily. Pull one
over on them with your own scouts, assaulting being preferable,
as they are weak in this area.
Don't try and get in a shooting match with them, as you'll most
likely be pinned. Missle
launchers, heavy bolters, multiple shot weapon is the way to
go if you have to shoot at them
though.They have great cover saves so the amount of shots fired
at them is more important
than how strong they are.The best way to beat them is assaulting
them with your own scouts,
though.
Guardians(both Storm and Defender)- They will be in large units
in order to be effective
against you, and defender squads will probably have starcannon
platforms. If storm guardians
are used, they will probably be as a screen, with defenders set
up behind them to nail you with
massive amounts of weapons fire after you have defeated them.
When this is done, it will most
likely be small units of strome guardians with large units of
defenders. The key is to hit the
defenders first with either deepstriking units, or other fast
units such as bikes and
speeders.Then take out the smaller storm units at your leisure.
This will be made a bit more
difficult with the addition of warlocks, and nearby farseers.
This won't change the way in
which you take them out, just expect it to take a slight bit
longer.(it may not, but plan for it to,
just in case) Additionally, you may occasionally see a small
storm squad outfitted with 1-2
fusion guns and haywire grenades, and mounted in a wave serpent.
They will be used in the
same manner as the fire dragons, though with the attacks directed
almost solely at
vehicles.Take out the wave serpent then treat them like any other
storm squad. Beware taking
any vehicle too close to any storm squad. They can be quite adept
at taking them out. Also
remember that a heavy weapons platform in the guardian squad
may move and fire, unlike
your own heavy weapons troopers.
Guardian Jetbike Squadron- These squads are highly mobile, decently
tough, and have
respectable firepower. They will usually be used to go around
to the backside of your army,
and harass anything you left behind, or shoot at your units advancing
towards thier lines.
Never underestimate them, and shoot at them with the same weapons
you would use against
other marines.Your jump pack troops and bikes will most likely
be the only units that can
charge them due to the fact that they can always move 6" during
the assault phase, in any
direction.Shooting them down is the most effective way to deal
with them.
Shining Spears- A tricky unit to use, and a very expensive one.Due
to this, you won't see
many on the table(if ever, again, I'm the only person I know
that uses them) They can be used
to go after your scout squads, due to the fact that they ignore
difficult terrain(with exarch and
appropriate power) The exarch and the lance can make them decent
opponents in HtH, so
watch for them to hit you when your units have already made contact.
Otherwise, they will be
used in much the same way as Guardian jetbikes, though if the
exarch has a bright lance they
may be used to go vehicle hunting as well. Take them out the
same way as Guardian Jetbike
squadrons, though shooting is prfereable as they like to hang
out in difficult terrain.
Vyper Jetbikes- used in much the asme way as the above 2 units,
though more potent
weapons are carried. They make excellent marine killers when
armed with starcannons, and
vehicle killers when armed with bright lances. They are usually
moving fast, so shooting them is
tough, but they can be brought down with bolters.Use any available
weapon to shoot them
down, as this is the most effective way.Assaulting them is a
bit tough, so don't bother, unless
there is no other available target. Your shooting should be effective
enough. They can be
made a bit tougher to kill using the vehicle upgrades, and beware
the crystal targeting matrix,
as you may never get to see it in your own shooting phase to
fire at it.Lanspeeders are very
effective at taking them down, as they can get to where they
are. Though this is risky, as the
vypers can take out your speeders just as easily. That is also
a common use for vypers,
denying you the ability to take some strong weapons up close
to them. Shoot, shoot, and
shoot them some more!
Swooping Hawks- This unit will be used mostly to harass you,
as they lack any real power,
though never underestimate them. They can ALWAYS deepstrike,
so you never truly know
where they are going to hit.Grenade packs aren't too powerful,
but that's another weapon
being used against you, and that never helps. Unfortunately,
there is nothing you can do
against that, except be resiliant and hope the Emporer blesses
your saves! :-) Now, once the
swooping hawks are on the table, they will most likely be used
as another hit and run unit,
harassing you from a distance. The lasblaster is not a strong
weapon, but at 24" assault 2 can
be a pain. Thier 12" move adds to that, and keeps them out of
range of your basic weapons.
Engage them at a distance with heavy bolters and like weapons,
or rush them with jump pack
troops of your own. In close combat, beware the exarch. With
a power weapon and
sustained assault, he becomes a very formidable foe. He will
keep hitting you until he misses,
and he hits on a 3+. In HtH, treat them the same way as you would
fire dragons, again being
careful of the exarch.
Falcon- The falcon is a very mobile, very shooty tank. Always
having a pulse laser(lascannon
with D3 shots) and one other heavy weapon, it can take down any
unit/vehicle you have.
Combine the pulse laser with a starcannon and you're looking
at a highly mobile weapons
platform that has the potential to take out 6 marines a turn,
no saves allowed. AND it can
carry 6 models inside.This is quite often a small unit of fire
dragons.( and we've already
discussed the horrors of fire dragons behind your lines) You
should take them out in the same
manner sa you take out any other tank, though they will most
often be moving fast and have
upgrades to make this no easy task. Try and get behind them if
possible, as they often have
crystal targeting matrixes.
Fire Prsism- Armed with a prism cannon(lascannon with blast marker),
this tank is the bane of
any vehicle. Additionally, it has a 60" range so can stay out
of range of your anti-tank
weapons. You will have to move in on it to destroy it, so the
best way is to use landspeeders,
bikes and attack bikes, as they move the fastest and can get
there before you suffer too many
casualties(hopefully) Also beware small passages with a fire
prism on the table. Not only can
they leave you vulnerable to fire from other units, it will cause
you to position your models
close together, where the blast marker will work in the fire
prisms favor. In addition, It can be
used to move around your lines and hit your squads in cover from
behind. This can be
particularly devastating as most likely your models will be bunched
together so they can rcieve
the benefit of cover from the main bulk of the army. With both
the falcon and fire prism, avoid
attacking them in HtH. They are skimmers, and as such you will
require a 6 to hit them. Shoot
them down whenever possible, and know that vehicle upgrades can
make this a very difficult
task for you.
Wraithlord- Arrrggghh!! Here it is, the wraithlord! No, it is
not invulnerable. Personally, I find
the fire prism and falcon much more effective, but I digress.
Anyway, those sniper rifles you
don't want to take? They are perfect against the wraithlord.
Sure, it will get a chance to save,
but with all ten hitting and half or so wounding, doesn't take
too long to kill it. Additionally,
Melta weapons and plasma weapons are it's bane. Hit it with your
speeders, bikes, and attack
bikes. The meltas will wound it on a 4+ and deny it a save. Bit
tougher with plasma, needing a
5+, but still denying it a save. That anti-tank devastator squad
can usually take it out in a turn
or 2 as well, though I would only use them for one turn unless
there are no other targets worty
of it's attention. If it's still alive after one round of shooying
from that, hit it with the heavy and
special weapons of a nearvy squad. Wraithlords being invulnerable
is just a myth. They are
tough, but not too bad. I reccommend not getting into close combat
with them though, they do
better there.
Warwalkers- This unit is weak armoured and expensive, but often
overlooked and seriously
laden with firepower. A unit of three with 2 starcannons each
can hurt you, and hurt you bad.
Take them out with your long range weapons, preferably Str6 or
higher, though Str4&5 will
do if need be. Hitting them with any unit in HtH will help a
bit, and they have a chance of
destroying it even without powerfists and the like.Shooting is
preferable than facing the mighty
shooting barrage they can hand out, so I reccommend you go with
that method.
Support Weapon Batteries- One of the only static units in the
eldar arsenal, it nonetheless has
the potential to be devastating. It will cause pinning tests
to be made, so is usually worth the
cost in that regards alone. The vibro cannon can be used to hit
multiple units at the same time,
with a respectable 36" range. Multiples of them(2 or 3) cause
the srtength of the hit to go up
by one(up to a possible 6 if there are three) and cause a modifier
on pinning tests( up to
-2)They cause d6 hits on each unit they hit and an automatic
glancing hit on any vehicles.
Having a few of your units pinned can cause a big crimp in your
plans, so watch out for them.
Another possible combo is to give them shadow weavers. These
use the barrage rules, and
have a Str6 and AP-. The biggest threat from them is the pinning,
which they can do from 48"
away.(guess, though, so that should help a bit) And last, the
D-cannon. Very devastating to
any army. It's a barrage weapon, having a Str10 AP2 Heavy1 blast
profile. However, and
fortunately for anyone looking down the barrel, it only has a
range of 24", and guess at that.
As with the shadow weaver, when more than one are present they
follow the rules for multiple
barrages. The key to facing support weapons batteries is to take
out the crew. Without the
crew, the weapons are useless. They are guardians, so take them
out with the same weapons
you would use against defender squads. Though take them out with
long range weapons and
early on, so they don't get a chance to destroy/pin any of your
units and slow down your
assaults.They can be joined by a warlock as well, so will probably
get a save against whatever
you throw at them, but you should still be able to take them
out.
Dark Reapers-Yay! The last unit in the codex! On with it! Well,
dark reapers are a bane to
any army they face. Fortunately(for you, that is), they are limited
to squads of five.They will be
hitting you from far away, much the same as your devestators
will be hitting thier army. The
reaper launcher they carry, however, is very deadly. Range of
48" with Str5, AP3, Heavy 2, it
can hit your forward squads and cripple them before they have
a chance to be of much use.
The exarch amplifies this ability, being able to either fire
3 shots, or re-roll failed to wound
rolls(though not both in the same turn, a fact I'm sure you're
happy to hear:-) The key is to
pepper them with long range fire whilst you attack bikes or assault
squads get to them. Take a
power weapon with the assault squads to get past thier armour.
With the attack bikes either
weapon choice is suitable, and usually averages the same amount
of kills against this unit.
Don't try and outshoot them from afar! They will win that shootin
match!
Whew, that was long! :-) A couple more notes: Always assume any
aspect warrior has an
exarch that is fully outfitted. You will be much better prepared
to deal with them, and it will be
all the easier if they don't.
For the same reason, assume all vehicles will be fully oufitted.
When fighting against the Eldar, I find it best to assume a reverse
wedge with my
army(conversely, when using my Eldar, this makes my job more
difficult) I.E. a wedge, but
with the narrow end pointed at you. This makes it more difficult
for the Eldar player to move
around you, and therefore hinders their main adavantage. NEVER
assume a standard wedge.
This will make your units very easy to outmanuever and will put
those falcons, vypers, etc.
right behind you, where you don't want them. With the reverse
wedge, move the sides
together like the jaws of a trap(see where this is going?), decimating
everything in your way,
with the units at the tip preventing them from escaping.
Well, as much as it pained me to do so, I did it. I hope this
helps some of y'all in your future
battles. If you made it all the way through, tell me what you
think! I haven't gone into specific
craftworlds, but I can if anyone wants. Just leave a note! There
are various combos if the
above units, but I've listed the ones you're most likely to see
from someone who knows how
to take down an assault army with his Eldar. ( I do quite well
with my Eldar)
Now, where's my crayon?
The Disturbed One
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Not exactly DA Tactics...but....
. (0 Replies). SirHamish[]. 1/21/2002 7:55 (1/21/2002 7:55)
Brother Edward, you are a gem.
I have read a few of your posts recently and have been greatly
inspired.
I have been playing Vanilla Marines for years (and I mean years,
since ‘87) but recently
“Acquired” a nice Tau army.
Have just tried them out this weekend against Chaos, with an
assisting contingent of Space
wolves on my side (3 people playing on one table).
Not exactly Blood Angles tactics, but maybe help for defeating
them, and or a look into the
mind of some one else.
Shooty Army = Concentrated Fire Power.
Pick the most likely threat target, and wipe it of the board,
THEN move on to the next. Make
the Troops get out and walk, gives you the chance to make it
hurt, but DON’T GET
DISTRACTED! Nothing worse then a wounded animal for nipping your
legs out from under
you. If even a single lone marine can get into combat with a
squad of Tau, you are Gonna
loose a lot of men, and more importantly loose the firepower
of that unit for killing the other
men charging up behind for the whole time they are engaged. AND
WORSE STILL if they
are covering your heavies, you loose their fire power as well!
And that’s a disaster.
Marines armour is their big saving grace, it doesn’t make them
invulnerable, but it does make
them a pain to kill, AP3 weapons are a must, I tool out my XV8
Crisis team with Plasma
Riles, then when I get marines too close they can jump in, blast
away and jump out again.…
that is after all why they are called CRISIS teams.
I completely agree with the War Gear discussion. Its tempting
to take all the pretty shiny toys
you can, but unless you really need them, or they realy make
a survival difference, don’t
bother, no matter how shiney and sparkley that big gribley 20
attack no armour save mega
hitty sword is, you need to have a head to use it!
Tau Photon grenades are a case in point. Ok, they may reduce
the attacks coming in on the
first round of Hand to Hand, but face it, Tau SUCK in Close Combat
and NOTHING is
gonna change that, so just accept it.
I take 5 squads of 12 men, and to tool them all with Grenades
costs me 60 points. That’s an
Etheral going begging, or another 6 men. And if I do my job right,
NO ONE is gonna get into
Close Combat to use the grenades, but 6 more guns is gonna make
for more kills.
And in a Shooty army, that’s the name of the game, Kill him before
he gets to you.
Conversely in a Hitty army, the reverse is just as true, STAY
ALIVE or you aren’t gonna get
a chance to hit him up close.
My personal order of preferance for Threat Index.
Transports, (Transports with big guns first) or another words,
“make em walk”.
Fast Attack,
Heavies (Seams odd, but if your opponent only has a few heavies,
and you can nail them
quickly and cleanly, it makes your Hammer Head near invulnerable,
and Tank shock can
seriously delay an assault.)
HQ or Close Combat (Depends on which have the speed advantage
really, as they can both
be nasty in assault)
Then troops.
Last thought of the day…… Don’t underestimate Squiggs, they can
seriously reduce your fire
power by tying up troops…. In the same vein, Drones can seriously
ruin the day of a
Devastator Squad, just by tying them up.
Making your opponent come at you in waves is also a must if you
can pull it off. If you can
make a unit hunker down being Pinned by a few drones, even for
a turn or two, you can
CONCENTRATE your fire on the leading assault troops, and remove
their threat BEFORE
the other units can get to you, and sometimes 6” steps between
them is all you need to
systematically wipe them out one team at a time.
Sorry it’s a bit long and rambling,
For the Greater Good
Aun’Vre Dal’yth Va’der.
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Wooo, thats the good stuff . (2
Replies). weaselboy[]. 1/21/2002 9:47 (1/21/2002 11:22)
boyo that is long, I think I'll finish it later. but please do
not mock my perfectly blended Space
Wolves just because a battle brother of yours keeps eating them
alive does not mean that they
shouldn't be feared.
there now that that has been said I will be ready to aid in tactical
discussion
weaselboy
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heya weaselboy...
. (1 Replies). BloodAngelBrotherEdward[]. 1/21/2002 9:54 (1/21/2002 11:22)
g'morning :-) I just woke up - you were saying don't mock "my
perfectly blended Space
Wolves" was that to me? I don't recall saying anything about
space wolves (in fact I love
space wolves, and am going to make a small SW force when the
new vehicles come out :-)
~ Brother Edward (still waking)
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RE: heya weaselboy... . (0 Replies). weaselboy[]. 1/21/2002 11:22 (1/21/2002
11:22)
>> g'morning :-) I just woke up - you were saying don't mock
"my perfectly blended Space
Wolves" was that to me? I don't recall saying anything about
space wolves (in fact I love
space wolves, and am going to make a small SW force when the
new vehicles come out :-)
>>
>> ~ Brother Edward (still waking)
lol nah was making comment about your mocking tone when you discussed
balanced forces
trying to out shoot and out assualt an assault army. which I
tend to try and do, only to get
eaten by Blood Angels as I fine my self one inch to far away.
oh well Praise the Emperor and
pass the power weapons.
I think I'll be learning much here about assaulting and dealing
with Blood Angels.
off topic though given what you've said about tactics for 4th
Edition assault rules I think we'll
be hearing more whines about the Wolves being over powered as
Grey Hunters and Blood
claws are gonna make for deadly assault combos.
weaselboy
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humakt's BT vs BA Battle report
. (0 Replies). BloodAngelBrotherEdward[]. 1/21/2002 10:32
(1/21/2002 10:32)
BT vs BA Battle report. (Long) . (0 Replies). humakt[humakt.geo@yahoo.com].
1/21/2002
7:23 (1/21/2002 7:23)
The first game of the year for me and my mate, so I thought I
would type up a battle report. I
dont expect many replies, but at least it will releive the tedium
of all these new assault rule
posts.
My force is BT.
Commander in terminator armour with master crafted lightning
claws and purity seal.
Emps Champ.
Dreadnought with lascannon and powerfist/storm bolter, smoke
and extra armour.
Assault terminators with 3 lightning claws and 2 thunder hammers.
Tactical squad 1, 6 marines (1 with plasma gun, 5 with bolters)
Tactical squad 2, 6 marines (1 with plasma gun, 5 with bolters),
Razorback with twin
lascannon, smoke and extra armour.
Tactical squad 3, 5 marines, (1 with Power weapon and bolt pistol,
4 with ccw and bolt
pistols) Razroback with twin heavy bolter, smoke and extra armour
Assault Marines, 6 Marines (2 Marines with Power weapons and
bolt pistols, 4 marines with
ccw and bolt pistols)
Landraider crusader with smoke and dozer blades.
My mates BA army (I am doing this from memory so could be slightly
out)
Sanguinery high priest, with power weapon, bolt pistol, terminator
honours and chalice thing.
Honour guard, 7 Marines (1 with Thunder hammer and bolt pistol,
3 with power weapons
and bolt pistols, 3 with ccw and bolt pistols).
Chaplain and death company with jump packs.
2 Furioso dreadnoughts with melta and storm bolter.
Tactical squad 1. 5 marines with bolters, Razorback with twin
heavy bolter and smoke.
Tactical squad 2. 5 marines with bolters, Razorback with twin
heavy bolter and smoke.
2 Attack bikes with Multi meltas.
Landraider.
There were 9 members of death company
We selected an ice world to play on. Looking from my perspective
the scenery was as
follows. From left to right.
A wood on the left about 12" onto the baord, with a refinary
to the right of this. Down the
centre of the board was a glacier. On the right of this was a
hil witha hidden crevace and a
crevace to the rear this. Opposite the Left hand woods was a
frozen lake, and opposite the
hill was a woods. The terrain was pretty open. The selected mission
was patrol. I got to
choose deployment zone so selected the area behind the hill on
a corner deployment. I had to
deploy first so put down the tactical squad 2 behind the hill.
He placed tactical squad 1 on the glacier as far to my right
as he was allowed.
I choose to take turn one. Although a variable game, we decided
to start rolling at turn 6, to
make the game last a little longer.
BT Turn 1
I moved my razorback around the hill and took a bead on his razorback.
I lascannon shot
later, his razorback exploded and killed a marine. 4 marines
left in that squad.
BA Turn 1
The remains of tactical squad 1 moved towards the woods to take
cover.
BT Turn 2
On my reserve roll I rolled 4 sixes in a row, getting my commander,
assault termis, assault
marines and dreadnought on the board. My Emps champ came on,
a good start to the game.
I moved the razirback back behind th ehill, deploying tactical
squad 2 behind the hill. The
Terminators, commander and emps champ came on behind the hill
and moved up behind the
tactical squad 2. The dreadnought and assault marines moved up
as far fowrad as possible,
using the woods as cover. I had nothing to shoot at and so the
turn ended.
BA Turn 2
The landraider, Tactical squad 2, death company, I dreadnough
and 1 attack bike all came
on. All except the dreadnought came on on my far left, as far
ontp the borad as possible. The
landraider ended up out of cover, sheilding the razorback. The
death company and the bike
deployed behind the woods. The dreadnought entered on the glacier
behind tacticla squad 1.
Tactical squad 1 mean while moved into the woods.
BT Turn 3
I managed to get tactical squad 1 and tactical squad 3 onto the
board, but still no sign of the
crusader. I moved squad 2 behind the hill with the terminators
moving foward. Squad 2's
razorback moved around the hill to take a bead on the landraider.
Tacticla squad 1 entered
behind the dreadnought wich moved up to support the assault marines.
The assault marines
moved around the woods to get a bead on BA tactical squad 1.
Tact squad 3 moved on
behind the hidden crevace and the emps champ boarded the razorback
to join the squad.
My assault squad killed 2 marines form tact squad 1, who broke
out of cover. The
dreadnought shot at the furioso, but failed to penetrate. The
razorback on the left also failed to
penetrate the frontal armoutr of the landraider.
My assault marines now had to charge the falling back marines,
and wiped them out with no
loss to them selves. This forced me to asault he nearest enemy
unit with a sweeping advance.
This was the furioso dreadnought, which I couldn't penetrate.
BA Turn 3
The last attack bike, furioso and the command squad coame on.
The command squad entered
the landraider which moved of 12". Tactical squad 2 moved and
then tried to overcharge and
blew thier engine. The squad dismounted. The bikes and death
company moved up behind the
refinery, slowly making a flank move on my position. The landraider
had a shot at the
razorback, but although it hit, did not penetrate its front armour.
The last furisos charged into
the combat with the other dreadnought and the assault marines.
The combat resulted in the
loss of 2 marines.
BT Turn 4
My crusader came on and deployed in on the left of my zone, guarding
my flank against the
approaching death company. The dreadnought moved into the centre
ground, but lanched
smoke at I thought the landraider was too far away. The terminators,
and squad 2 moved to a
better position behind the hill, with squad 3 moving around the
crevaces to be in a supporting
role for these 2 squads. Squad 1 strung out to attempt to shoot
the dreadnoughts when the
time came. My razorback failed to do anything with its lascannon
against the landraider. I
were eventually beaten the combat.
BA Turn 4
The landraider charged forward another 12", with tactical squad
2 moving up behind the bikes
and deathguard, which had now halted behind the last building
in the refinary complex.
Shooting from the landraider stunned the dreadnought, with the
immobalzied razorback
destroying squad 2's razorback. This exploded on a 6 and took
out a marine standing nearby.
The furiosos had moved up but were out of range with thier melta's,
but managed to take out
a marine in squad 1.
BT Turn 5
The landraider moved up as the rest of the army pulled back to
defend the up coming assaults.
Lack of waeponry meant I had few attacks, but a melta on one
furioso was destroyed by
squad 1's plasma weapon.
BA Turn 5
The furiosos moved forward towithin range of the dreadnough and
squad 1. The landraider
made 2 difficult terrain tests and powered over the glacier,
deploying the honour guard.
The chaplin and the death compnay made it to the glaciers edge,
with a bike in support.
Tactical squad 2 and the last attack bike were in close support.
The machine spirit on the landraider failed to hit the dreadnought.
The attack bike failed to penetrate the crusaders thick armour.
The hounour gurad charged
into the commander and the assault terminators. Although he had
the charge the high priest
only managed to hit and wound twice. As he was in base to base
with a thinder hammer
marine, I manged to save ona dn then, died. However my captain
killed 2 marines that were in
base to base contact, the thunder hammer BA and a power weapon
BA. I won the combat
but the BA did nto with draw. I moved up all I could and surrounded
the remaing honour
guard.
BT Turn 6
The crusader moved forward towithin range of the death company.
Tactical squad 2 moved
between the crevaces to stay out of charge range. Squad 3 and
the emps champ deployed
and
charged the honour guard, with my Emps champ challenging the
high priest. My crusader
caused a single casualty to the death company, and failed to
hit the attack bike.
Squad 1 one stunned a furioso, but the dreadnought failed to
penetrate the landraiders
armour.
The high priest took a wound form the champion, with none in
return. However, the combined
ligthning claw attacks from the commnader and the terminators
wiped out the remaining
marines for no loss.
BA Turn 6
The death guard moved over the galcier, with both dreadnoughts
moving into charge range.
The attack bike and squad 2 moved forward, but were still out
of range to be effective.
The first attack bike caused a 6 pentreting hit wich almost took
out a death company marine.
The landraider blew the heavy bolters off of squad 3's razorback.
The death company
charged tactical squad 2, and killed 3 marines for no loss. The
furiosos charged my
dreadnought and tactical squad. The BT dreadnought was ripped
apart, but only 2 marines
from squad 1 died.
The combat between the emps champ and high preist resulted in
a wound to the high preist
who failed his moral roll. He fled to the woods, and was closly
folloed by squad 3 and the
chmapion. The terminators could not follow, so consolidated towards
the death company. The
furioso moved up to sqaud 1 to help annahilate it.
BT Turn 7
My terminators moved into charge range, and squad 3 moved up
to shoot at the high priest.
Which they managed to do, and he failed his armour save, removing
him from play. The
terminators charged, and minced the death company, leaving only
the chaplin alive, with 2
tactical marines left. 1 single marine was left alive from squad
1 (Amazing as they had 5 power
fist attacks against the 3 remaing models.) The emps champ charged
the landraider, and
shook the crew.
BA Turn 7
The attack bikes and tactical squad move up, and took out the
last 2 members of squad 3
whoe were with the emps champ. The chaplin died under the swift
claws of the commander,
causing no wounds in return. The last of BT squad 1 was also
removed from play.
BT Turn 8
Tactical squad 2 moved up to the furioso, with the terminators
behind. The Emps champ blew
up one of the lascannons on the landraider. The tactical squad
plasma weapon took out a
furioso causing another 6 on the pentrate table, which failed
to injury anybody. The
terminators charged, the thunder hammer blwoing the dreanought
away with ease, but lossing
a marine to the powerfists of the furioso.
BA Turn 8
The attack bike on the edge of the crevace succumed and charged
forward 1 inch on to
difficult terrain, and then rolled a 1, and was lost (Funniest
moment of the game). The ladt
remaing weapon fire took out a single terminator.
Game ended.
Technically the BT's won by 15 points, but it was agreed that
it should be a draw as we had
both taken out over 1100 points of each others armies.
It was a titanic battle, but great fun. Comments welcome.
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Heres my army list + some tactics!
. (5 Replies). darkelveslife[]. 1/21/2002 12:21 (1/23/2002 19:46)
Chaplain
Death Company
Bolt Pistol
Jumppack
Pts. 211
Sanginary High Priest
Powerfist
Jumppack
Pts. 120
10 Tac Marines
Melta Gun
Vet Serge
Rhino (smoke launchers+extra armour)
Pts. 248
10 Tac Marines
Melta Gun
Vet Serge
Rhino (smoke launchers+extra armour)
Pts. 248
6 Tac Marines
Lascannon
Melta Gun
Vet Serge w/ Powerfist
Razorback (twin linked lascannons+extra armour+smoke launchers)
Pts. 268
5 Scouts
Sniper Rifle
Pts. 70
Land Speeder
MultiMelta
Pts. 65
5 Assult Marines
2 Plasma Pistols
Pts. 135
Dreadnaught
Lascannon
Missile Launcher
Pts. 135
1500 Points
I'd put my SHP with the Assult Marine squad for some LD help and
the Chosen rule. Than I'd
screen them with the Death Company, and maybe if i get into melee
they would ALL get to
reroll their misses!
My Razorback and smaller Tac squad would be seperate, the razorback
would sit back and
shoot at big targets, and the other unit would be relitivly near
the thick of things blasting away
with their lascannon and melta gun and they haver the vet serge
w/the powerfist just in case
theyres a vehicle nearby they can assult.
The larger Tac Squads would just drive up and assult (wow!) and
their Rhinos would drive
around tankshocking people.
The Scout squad would act as a little pester unit, getting into
assult maybe but if not hopefully
pinning at least 1 unit a game with their Sniper.
The dread would stay back and shoot and the Landspeeder would
zoom around
tankshocking and blasting armour wherever it can.
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RE: Heres
my army list + some tactics! . (0 Replies). citrusmidget[]. 1/22/2002 19:19
(1/22/2002 19:19)
well if you insist, though i think that the reason ppl didnt
reply was because your army is just
so good! The only thing i would suggest is to replace your landspeeder
with a attack bike
because i dont see how a land speeder would tank shock and also
the attack bike can assult if
you need it to which us blood angels love to do. I dont know
about the sniper in the scout
squad, it might be better off if you oriented your scout squad
completely toward assulting or
toward range(snipers and heavy bolters)
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your army
is a grand one :-) but here are some things for you to ponder :-) . (3
Replies).
BloodAngelBrotherEdward[]. 1/22/2002 19:52 (1/23/2002 19:46)
hey there!
Your army is great - but I did come up with a couple of things
for you to think about just for a
change of pace :-)
Consider these things, try them if you have a chance and keep
using them if you like the effect
:-)
tac squad vet sergeants need power weapons - and ideally plasma
pistols for added anti
vehicle power
lose the powerfist from your razorback crew (that's clearly a
shooting unit - your powerfist
could be used better by one of your front line units
just for fun try dropping the sanguinary priest and add some
more assault marines - I think
you'll like it :-)
give that a whirl and see how you like it :-)
don't get me wrong I LOVE Sanguinary High Priests - but I usually
save them for 2000pt
games when I can afford to take them AND an Honor Guard with
them - and I keep that unit
right behind my Chaplain/Death Company for a nice double whammy.
Also I usually kit my
Chaplain out with a plasma pistol and term honors - and the Sanguinary
High Priest usually
gets jumppack, term honors, iron halo, pair of lightning claws
:-)
gotta run, hope this helps! ~ Brother Edward
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back to the front :-) . (0 Replies). BloodAngelBrotherEdward[]. 1/23/2002
18:58 (1/23/2002 18:58)
back to the front with this one :-)
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RE: your army is a grand one :-) but here are some things for you to ponder
:-) . (1 Replies).
darkelveslife[]. 1/23/2002 19:10 (1/23/2002 19:46)
>>tac squad vet sergeants need power weapons - and ideally plasma
pistols for added anti
vehicle power
ok i can do this, but where can I shave off points?
>> lose the powerfist from your razorback crew (that's clearly
a shooting unit - your powerfist
could be used better by one of your front line units
done! ^_^
>> just for fun try dropping the sanguinary priest and add some
more assault marines - I think
you'll like it :-)
>> give that a whirl and see how you like it :-)
>>
>> don't get me wrong I LOVE Sanguinary High Priests - but I
usually save them for 2000pt
games when I can afford to take them AND an Honor Guard with
them - and I keep that unit
right behind my Chaplain/Death Company for a nice double whammy.
Also I usually kit my
Chaplain out with a plasma pistol and term honors - and the Sanguinary
High Priest usually
gets jumppack, term honors, iron halo, pair of lightning claws
:-)
Well Im sure I'd LOVE to do that, but, I dont have the models!
So thats the only reason.
When I run into some more money ill do that!
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last bits of advice - hee hee hee :-) . (0 Replies). BloodAngelBrotherEdward[].
1/23/2002
19:46 (1/23/2002 19:46)
You'll do fine with whatever you take I'm sure - you've got that
all telling "air of intelligence"
about you :-) Army lists should change all the time, think of
it as learning to cook - try lots of
different recipes and you'll find that different "meals" suit
the different occassions more
appropriately than others :-)
stay behind cover (in every game) until you are close enough to
the bad guys for your assault.
when facing other assault armies - let them come running toward
you and gun them down as
they come - kill their vehicles first (that is highest priority)
then shoot them down as they walk
across the field at you - when they are close enough you need
to hit them with concentrated
assaults.
when facing shooty armies - move forward fast and stay behind
cover - your only hope is to
get your assault elements up close enough to launch a coordinated
assault (which should break
them if you get enough units into contact). Against many shooty
armies I take my most vicious
assault armies (though Eldar require the most special tactics
if you face a veteran) but still - if
you have mobility and powerful assault the only way a shooty
army CAN beat you is to shoot
reduce your force from far away!
Any armies inbetween these two will be inferior in the assault
department (at least to your
potential) so be confident that you rule assaults - stay behind
cover, let them approach you
(move VERY carefully so that YOU get the assault - not them!)
and stick them in assault and
don't let go! mixed armies will have their hands very full if
you begin landing well thought out
Blood Angels assaults in their ranks :-)
one last trick to remember - in that last moment of assault -
if you have an other assault unit
there near the Chaplain/DC , let the second assault unit follow
right in behind the DC, and I
mean right behind - had that second unit with their hands on
the backs of the DC guys! in this
way they will be able to further support the DC assault (and
likely counter assault anyone who
tries to hit the DC unit) AND if this second assault unit is
led by a Sanguinary High Priest (as
you may be able to afford in a 2000pt game) then remember EVERY
BA model within 6
inches gets to re-roll their missed to hit rolls in their efforts
to impress the Sanguinary High
Priest - if you have this guy right behind your Chaplain and
DC then guess who gets to re-roll
their misses when they charge! the Chaplain and many of the DC
if they are within 6 inches :-)
so go have fun at your tournament, win some (and come tell us
abvout it!) and lose some too
(you'll learn more from the games you lose!) then come bqack
here and tell us what happened
so we can all hear about it and figure out what happened and
how to best defeat it the next
time we see it :-)
oh hey - I'm going to post this thread (and others that I have)
on my Blood Angels website
this spring, so you may want to come check out the info sometime,
I've found there's always
something that I've just never thought of - that's why I love
hearing from everyone here in the
forum!
I'd better get going, good luck in your tournament!
happy gaming ~ Brother Edward
PS. my 40k website is
http://www.dragonrealm.com/exlibrismortis
>> Well Im sure I'd LOVE to do that, but, I dont have the models!
So thats the only reason.
When I run into some more money ill do that!
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Countering assault-based armies
. (0 Replies). egbertdfat[alpha_egbert@msn.com]. 1/21/2002
12:30 (1/21/2002 12:30)
I have limited experience against the BA, but have found a couple
of things that work. They
are probably pretty obvious to some of you vets, but the new
guys might find my ramblings
useful.
In a 2000 point fight, I use a combination of mobilty and semi-fixed
fire support.
My fire base is given a Devastator squad with 2 las cannons and
2 plasma cannons. I have a
Whirlwind to back up the anti-personnel weapons, as well as the
occasional lucky hit that
knocks out a vehicle.I have 2 fire support tac-squads, each with
a las-cannon, and a plasma
gun. One is Rhino mounted, the other in a razorback. The Razorback
is modified to accept
different armament configurations, depending upon the threat.
I use either a twin linked heavy
bolter for swarming armies (orks and nids), twin-linked las-cannon
for the more heavy armor
oriented armies, and a twin-linked plasma-gun/las-cannon combination
for when I can't make
up my mind.
My mobile forces are the following:
A full sized assault squad with a vet sergeant, a couple of plasma
pistols, and melta-bombs.
These folks make a good 'fire brigade'. Their job is counter-attacking
in defense, and
take-and-hold in offense.
I have a pair of landspeeders, one with a multi-melta, the other
with a heavy bolter. Their job
is harrassment, and seizing key areas of the board.
I have a Chaplain as an HQ choice, with a Plasma pistol, and
a jump pack. He's employed
independently, where he's needed the most.
Finally, I have a pair of general-purpose tac squads. Both mounted
in Rhino's. They each have
a sergeant with bolt pistol/CCW. There is a flamer, and a missile
launcher in each. These guys
are used as needed, for holding ground, assault and counter-assault,
or fire support.
The key to employing this force is a mix of mobility and the
use of mutually supporting fire.
I prefer to knock mounted units out of their vehicles, the further
away, the better. Once the
enemy is on foot, the more time you have to whittle them down
before the assault reaches me.
When being caught in a general assault, as happens when deploying
close to the opposition,
it's a little more difficult.
There, I tend to keep a fixed base at the asault, move available
forces around the flank, and
envelop the enemy from more than one side.
What would your counter-strategy be to this army?
Thanks for reading this long post.
Egbertdfat,
Scythes of the Emperor &
Eagle Warriors
This post brought to you by Bill's Bolter Barn! Come by and get
your plastic Emperor for only
89 cents each! Perfect for mounting on the dashboard of you Rhino,
Predator, or Landraider!
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your gunnery skills!
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Oh no, now I have to read the replies
too!! :'( . (0 Replies).
ChazDaTaco[chaz_da_taco@hotmail.com]. 1/21/2002 15:09 (1/21/2002
15:09)
Ah, The life of the forum junkie is not an easy path to tread
:(
-Chaz Out
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VETERANS - HELP HarryKeogh FIGHT
IG!!! :-) . (2 Replies). BloodAngelBrotherEdward[]. 1/21/2002
16:35 (1/21/2002 17:38)
Battle brothers!
Help our brother defeat these renegade IG armies! The original
post is reposted below, begin
quote:
Blood Angels get beaten by Imperial Guard (TACTICS?) . (1 Replies).
HarryKeogh[].
1/21/2002 14:22 (1/21/2002 14:58)
My Blood Angel Army has just got it's butt kicked by A large contingent
of Imperial Guard. I
have played against Imperial Guard armies for a long time. Can
anybody give me some advice
on how to disable/destroy Artillery ?
I have attempted to deep strike using both reg/vet assault squads
and Terminators,But
because my opponent has got Hydra Flak guns my Drop Pods get
shot out of the sky before
or just after they have landed.My terminator squads have had
some sucess but after taking out
1 or 2 pieces of Artillery they get cut down by Infantry heavy
weapons or fire support
squads.On this occasion my assault squads landed both close and
a distance away 12" but the
same thing happened. Except the assault squads that landed a
distance away, landed on a
mine field that I did not expect to find so close to my opponents
lines of defense.
SO PLEASE IF YOU HAVE ANY IDEAS PLEASE SHARE THEM WIYH ME.
Thanks
A desparate Blood Angel....
Thought of the day..... Retirement sounds like fun.
END QUOTE.
This commander will no doubt gain some new insights from what
has already been posted -
but please lend him your personal advice if you feel you know
what may help him!
Glory to the Emperor and Sanguinius ~ Brother Edward
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Here's
a few ideas . (0 Replies). Disturbed[]. 1/21/2002 17:22 (1/21/2002 17:22)
When terminators and assault squads deepstrike, they don't use
drop pods. Terminators
teleport and assault squads swoop in from low flying thunderhawks.
Use bikes, attack bikes and speeders, with meltas and multi meltas,
to hit artillery peices.
Keep them behind cover as much as possible, then break them out
and hit them with a
vengeance. Try a predator annihilator.Now, being that you're
going up against guard, there
will be alot of weapons on the baord to take it out, so that
one is risky.
Scouts! Yes scouts. They can infiltrate, so tend to be able to
get pretty close. Take your 1
squad of scouts from the normal codex, and give them a missle
launcher. As for your BA
scouts, krak grenades.Maybe take a vet sgt with melta bombs.
The best method is none of the above, but a combo of at least
2 of them. You can afford to
shell out some points to be directed at your enemies artillery,
since it's so potent.
If none of this makes sense, it's cause I'm a raving madman. The
bit about the drop pods
stands though. You're drop pods shouldn't be getting shot down
because you shouldn't have
any.
Now, where's that confounded blue crayon?
The Disturbed One
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RE: VETERANS
- HELP HarryKeogh FIGHT IG!!! :-) . (0 Replies). ChaosDave[]. 1/21/2002
17:38
(1/21/2002 17:38)
Ok the first thing that comes to mind is your problem with deep
strikers getting shot to bits.
Well for starters stop using them or just use teleporting termies
alone. Second you could try
using scouts, a good infiltrating scout Sgt. with melta bombs
can really make a hole in your
opponents fragile artillery.
Next you need to remember 1 important thing, if your troops are
in h2h, he can't shoot at
them with arty. So with that said use the “speed is life” tactic
and get your troops into h2h as
fast a possible.
Please correct me if I’m wrong but aren't quite a few of his arty
pieces open topped? If so
counter battery fire can be extremely effective. A whirlwind
or 2 firing at his arty can really
cause some havoc and at 75pts each you can’t go wrong.
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a very nasty Blood Angle Tactic!
. (0 Replies). baronsmeg[]. 1/21/2002 18:40 (1/21/2002 18:40)
well this works exceptionaly well for victory point missions!
basically go for the largest death company you can!!!
haras your opponent with it, they know it is dangerous! force
them to waist their resources
trying to destroy it!
why?
Because it is free!
Baronsmeg and his mini lop!
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Nice post! Here's my contribution!
. (0 Replies).
RoanortheBlackHearted[khorneschosenson@lycos.com]. 1/21/2002
18:55 (1/21/2002 18:55)
OK first off, I loved this post and it was very interesting to
read. Second thanks for talking
about the Art of War cus I'm goin to my local Barnes&Noble
tonight. Third, here's my army
with all of its various forms and tactics. This is 2 years of
work so you ppl better like it!
HQ
Chaplain w/Artificer Armour, Jump Pack, Bionics
(with his Death Company my Chaplain is my chief assault unit.
With Jump Packs they can also
be used for Deep Striking where I need them most)
Librarian w/Power Weapon, 2 WD powers(issue 257), Artificer Armour,
Psychic Hood, Iron
Halo (This guy is always supporting one of my Tac Squads! I use
him most of the time i |