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Blood angels list ideas 1500-1850 pt

Discussion in 'Table Top' started by van-hoog, Jan 20, 2016.

  1. Brother Sachiel van-hoog Arkhona Vanguard

    so, i'm thinking of starting a blood angels list as the new models are sexy as hell, and fluff wise.

    I was thinking about starting off with the battleforce box for the blood angels, as it gets me a tactical squad, dreadnought either death company or furioso dreadnaught and a captain.

    Filling the army up will be an assault squad of 5 which i got laying around, another tactical squad to make it legal and a sternguard squad in a drop pod (mainly because i just love them and i got them laying around aswell).

    The rest however is still open for suggestion aswell for al the upgrades.

    Any suggestions? Any idea's and tactics? Let me know :)
  2. Iron Lion Iron_Lion Arkhona Vanguard

    Blood angels are a very in your face army, ive played against them (DA), but not too familiar with their codex. one thing I will point out, their dreads are inferior to DA and SM due to only being 2 attacks vs ours being 4. I suggest going over to bolter and chainsword and checking out their lists. subscribe to the forums. from my experience there, the da guys at least, are really cool and helpful. I'm sure the sons of Sanguinius will love to aid you.
  3. CMDante CMDante Arkhona Vanguard

    Sadly; our codex has been gutted in the latest edition, you can still do well-ish but we lost a ton of our former power. Some tips for you include;

    Our tactical marines are the only ones that can take heavy flamers(until next edition when vanilla marines take them as well) So 10 tactical doods with a flamer and a heavy flamer in a rhino or a drop pod is a good way to populate your mandatory troop choices. Alternatively you can take one such squad and take the unique Death Company for your other troop choice to stay choppy.

    Always take a Sanguinary Priest as one of your HQ's, give him a power weapon and a jump pack, then throw him with your warlord(Librarian) in their face-punchy squad(Sanguinary Guard, with Chapter banner)

    As far as other troop choices go; our scouts are bad, skip them unless you have some fetish for 4+ WS/BS 3 chumpos

    Elites: Skip Vanguards, they're bad. Death Company and Sanguinary Guard are your best bet here, potent, relatively cost-efficient this time around and so full of flavor. I personally am also very fond of Sternguard, all that special ammo is fun on the bun. Other Elites should largely be ignored, as Lion pointed out, our dreads are worse and expensive.

    Fast Attack: 10 man ASM squads. This user likes two such squads, one with a pair of flamers, one with a pair of meltaguns, both with veteran sergeants with power swords. Attack Bikes with multi-meltas are really the only other option to consider. Land Speeders are too fragile and bikes aren't really Blood Angel-y.

    Heavy Support: Yes. Sorry, most options here are good, we can make all of our tanks, save the Land Raiders, fast for 10 points, this lets you haul ass and still pour out shots. Baal Predator with Heavy Bolters and Assault Cannon eats infantry for breakfast, Predators with tri-lascannons are hilarious hard-target removers, Fast Vindicators are one of the scariest things you can put on the board for under 150 points.

    Just a little something for you to chew on.
  4. Brother Sachiel van-hoog Arkhona Vanguard

    Thanks for the tips!

    I checked both codexes (sm and ba) for the dreadnaught stats, and they do have the same amount of stats, only difference is the balistic skill, which for the venerable is 5 and the furioso is 4.

    With the new ba codex i do believe you should play them more like spacemarines as they don't have the assault squad as troop choices anymore.

    This is how i will run them eventually

    Hq
    Captain artificer + valour's edge + hand flamer
    Spriest + relic jump pack

    Elite
    Furioso + drop
    Sternguard 5 +drop 5 combi weapons and a power sword
    Terminators flamer 5

    Troops
    10 tac squad, heavy/hand/ normal flamer + drop
    10 tac squad melta + combi melta
    Raphens dc

    Fast
    5 man assault squad 2 meltas + hand melta + jump

    Heavy
    Predator tri las

    Currently total 1671 points

    And any suggestions to get me to 1850 points
    Note i will most likely fight orcs/eldar/tyranids/sm
  5. CMDante CMDante Arkhona Vanguard

    give that Sternguard sergeant a lightning claw instead of a powerpower sword. Why? It'll let you reroll wounds and you won't get an extra attack anyway because of the bolter.

    Statistically our dreads have less base attacks, even a Furioso kitted for melee has less attacks than a vanilla dread. I recommend heavy flamer/frag cannon if you're set on using one. I'd give one of your terminators a chain fist, it's only 5 points and it's almost guaranteed to earn back the points of the entire squad as soon as you punch a tank with it. Could toss in a whirlwind, which will be a huge boon against orks, nids, and foot eldar for under 100 points. I'd also suggest filling that assault squad out to 10, if only so they have some ablative wounds and can actually do some damage in assault.

    I assume your captain has a jump pack and will be hanging out with the DC?
  6. Brother Sachiel van-hoog Arkhona Vanguard

    You make some strong points to concider. Anyhow i usually run my captain with the sternguard. But he can always get a jumppack
  7. CMDante CMDante Arkhona Vanguard

    I've been playing them a good long while, one picks up habits, heh.

    Anyway, generally speaking it's a waste to stick your face-punchy HQ choice in with a squad that shouldn't ever be in melee other than as a last resort.
  8. Brother Sachiel van-hoog Arkhona Vanguard

    Hm, i think i got a reasonable list atm

    Litterally pasted from battlescribe

    +++ Baal strike force 1850 (1850pts) +++

    ++ Blood Angels: Codex (2014) (BA Baal Strike Force) (1850pts) ++

    + HQ (241pts) +

    Captain (165pts) [Artificer Armour (20pts), Chainsword, Frag and Krak grenades, Hand Flamer (10pts), Iron Halo, The Angel's Wing (25pts), Warlord]
    Rules: And They Shall Know No Fear, Furious Charge, Independent Character, Warlord
    ····Valour's Edge (20pts) [Melee weapon]
    Profiles:
    Captain (Artificer Armour): Unit Type:Infantry (Character)|WS:6|BS:5|S:4|T:4|W:3|I:5|A:3|Ld:10|Save:2+/4++
    Frag grenades (Melee): Description:Fight at normal Initiative, despite charging through difficult terrain.
    The Angel's Wing: Description:Gains Jump-type. A unit containing a model with this Relic may re-roll the scatter dice to determine the final position when arriving by Deep Strike, and may also re-roll any rolls on the Deep Strike Mishap table. Furthermore, any models that target this unit as a result of the Interceptor special rule can only make Snap Shots when doing so. Exclusive with Terminator armour and Space Marine bikes.
    Frag grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast
    Hand Flamer: Range:Template|Strength:3|AP:6|Type:pistol
    Krak grenades: Range:8"|Strength:6|AP:4|Type:Assault 1
    Krak grenades (Melee): Range:-|Strength:6|AP:4|Type:-
    Valour's Edge: Range:-|Strength:User|AP:2|Type:Melee

    Sanguinary Priest (76pts) [Additional Weapon (1pts), Blood Chalice, Bolt Pistol, Chainsword, Frag and Krak grenades, Jump pack (15pts), Narthecium]
    Rules: And They Shall Know No Fear, Furious Charge, Independent Character
    Profiles:
    Sanguinary Priest: Unit Type:Infantry (Character)|WS:5|BS:4|S:4|T:4|W:2|I:4|A:2|Ld:10|Save:3+
    Blood Chalice: Description:All models with the Blood Angels Faction in a unit that includes at least one model with a blood chalice add 1 to their Weapon Skill.
    Frag grenades (Melee): Description:Fight at normal Initiative, despite charging through difficult terrain.
    Jump pack: Description:See BRB; cannot be taken by models in Terminator armour or servo-arm/harness.
    Narthecium: Description:As long as the model with the narthecium is alive, all models in his unit have the Feel No Pain special rule.
    Bolt Pistol: Range:12"|Strength:4|AP:5|Type:pistol
    Frag grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast
    Krak grenades: Range:8"|Strength:6|AP:4|Type:Assault 1
    Krak grenades (Melee): Range:-|Strength:6|AP:4|Type:-

    + Elites (585pts) +

    Furioso Dreadnought (175pts) [Magna-grapple, Search Lights]
    Rules: Furious Charge
    ····Drop Pod (35pts) [Storm Bolter]
    ····Rules: Drop Pod Assault, Immobile, Inertial Guidance System
    ····Power Fists (15pts) [Frag cannon (5pts), Heavy flamer (10pts)]
    Profiles:
    Drop Pod: BS:4|Front:12|Side:12|Rear:12|HP:3|Type:Vehicle (Open-topped, Transport)
    Furioso Dreadnought: WS:5|BS:4|S:6|Front:13|Side:12|Rear:10|I:4|A:2|HP:3|Type:Vehicle (Walker)
    Magna-Grapple: Description:Gains Move Through Cover; In addition, a unit containing a model with a magna-grapple can re-roll failed charges when attempting to charge a vehicle.
    Frag Cannon: Range:Template|Strength:6|AP:-|Type:Assault 2, Rending
    Heavy Flamer: Range:Template|Strength:5|AP:4|Type:Assault 1
    Power Fist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldy
    Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2

    Sternguard Veteran Squad (195pts) [4x Combi-Melta (40pts), Frag and Krak grenades, Special Issue Ammunition, 4x Sternguard Veteran (88pts)]
    Rules: And They Shall Know No Fear, Combat Squads, Furious Charge
    ····Drop Pod (35pts) [Storm Bolter]
    ····Rules: Drop Pod Assault, Immobile, Inertial Guidance System
    ····Veteran Sergeant (32pts) [Combi-Melta (10pts), Lightning Claw]
    Profiles:
    Veteran: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+
    Veteran Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+
    Drop Pod: BS:4|Front:12|Side:12|Rear:12|HP:3|Type:Vehicle (Open-topped, Transport)
    Frag grenades (Melee): Description:Fight at normal Initiative, despite charging through difficult terrain.
    Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire
    Dragonfire Bolts: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Ignores Cover|Special Issue Ammunition
    Frag grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast
    Hellfire Rounds: Range:24"|Strength:1|AP:5|Type:Rapid Fire, Poisoned (2+)|Special Issue Ammunition
    Krak grenades: Range:8"|Strength:6|AP:4|Type:Assault 1
    Krak grenades (Melee): Range:-|Strength:6|AP:4|Type:-
    Kraken Bolts: Range:30"|Strength:4|AP:4|Type:Rapid Fire|Special Issue Ammunition
    Lightning Claw: Range:-|Strength:User|AP:3|Type:Melee, Shred, Specialist Weapon
    Meltagun: Range:12"|Strength:8|AP:1|Type:Assault 1, Melta
    Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2
    Vengeace Rounds: Range:18"|Strength:4|AP:3|Type:Rapid Fire, Gets Hot|Special Issue Ammunition

    Terminator Squad (215pts) [Chainfist (replaces Power fist) (5pts), Heavy Flamer (replaces Storm Bolter) (10pts)]
    Rules: And They Shall Know No Fear, Combat Squads, Furious Charge
    ····Sergeant (40pts) [Power Sword, Storm Bolter]
    ····4x Terminators (160pts) [4x Power Fist, 4x Storm Bolter]
    Profiles:
    Terminator: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:2+/5++
    Terminator Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:2+/5++
    Chainfist: Range:-|Strength:x2|AP:2|Type:Melee, Armourbane, Specialist Weapon, Unwieldy
    Heavy Flamer: Range:Template|Strength:5|AP:4|Type:Assault 1
    Power Fist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldy
    Power Sword: Range:-|Strength:User|AP:3|Type:Melee
    Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2

    + Troops (519pts) +

    Raphen's Death Company (210pts) [Frag and Krak grenades]
    Rules: Fearless, Feel No Pain, Furious Charge, Rage, Relentless
    ····Death Company Marine [Bolt Pistol, Jump Pack, Power Fist]
    ····Death Company Marine [Bolt Pistol, Jump Pack, Power Sword]
    ····Death Company Marine [Chainsword, Infernus Pistol, Jump Pack]
    ····Death Company Marine [Bolt Pistol, Chainsword, Jump Pack]
    ····Raphen [Bolt Pistol, Jump Pack, Thunder hammer]
    Profiles:
    Death Company Marine: Unit Type:Jump Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:8|Save:3+
    Raphen: Unit Type:Jump Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:3|Ld:9|Save:3+
    Frag grenades (Melee): Description:Fight at normal Initiative, despite charging through difficult terrain.
    Bolt Pistol: Range:12"|Strength:4|AP:5|Type:pistol
    Frag grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast
    Inferno Pistol: Range:6"|Strength:8|AP:1|Type:pistol, Melta
    Krak grenades: Range:8"|Strength:6|AP:4|Type:Assault 1
    Krak grenades (Melee): Range:-|Strength:6|AP:4|Type:-
    Power Fist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldy
    Power Sword: Range:-|Strength:User|AP:3|Type:Melee
    Thunder Hammer: Range:-|Strength:x2|AP:2|Type:Melee, Concussive, Specialist Weapon, Unwieldy

    Tactical Squad (215pts) [Flamer (5pts), Frag and Krak grenades, Heavy flamer (10pts), 9x Tactical Marine (126pts)]
    Rules: And They Shall Know No Fear, Combat Squads, Furious Charge
    ····Drop Pod (35pts) [Storm Bolter]
    ····Rules: Drop Pod Assault, Immobile, Inertial Guidance System
    ····Tactical Sergeant (39pts) [Hand Flamer (10pts), Power weapon (15pts)]
    Profiles:
    Space Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    Drop Pod: BS:4|Front:12|Side:12|Rear:12|HP:3|Type:Vehicle (Open-topped, Transport)
    Frag grenades (Melee): Description:Fight at normal Initiative, despite charging through difficult terrain.
    Flamer: Range:Template|Strength:4|AP:5|Type:Assault 1
    Frag grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast
    Hand Flamer: Range:Template|Strength:3|AP:6|Type:pistol
    Heavy Flamer: Range:Template|Strength:5|AP:4|Type:Assault 1
    Krak grenades: Range:8"|Strength:6|AP:4|Type:Assault 1
    Krak grenades (Melee): Range:-|Strength:6|AP:4|Type:-
    Power Axe: Range:-|Strength:+1|AP:2|Type:Melee, Unwieldy
    Power Lance: Range:-|Strength:+1/User|AP:3/4|Type:Melee
    Power Maul: Range:-|Strength:+2|AP:4|Type:Melee, Concussive
    Power Sword: Range:-|Strength:User|AP:3|Type:Melee
    Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2

    Tactical Squad (94pts) [Frag and Krak grenades, Meltagun (10pts), 5x Tactical Marine (70pts)]
    Rules: And They Shall Know No Fear, Combat Squads, Furious Charge
    ····Tactical Sergeant (14pts) [Bolt Pistol, Chainsword]
    Profiles:
    Space Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    Frag grenades (Melee): Description:Fight at normal Initiative, despite charging through difficult terrain.
    Bolt Pistol: Range:12"|Strength:4|AP:5|Type:pistol
    Frag grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast
    Krak grenades: Range:8"|Strength:6|AP:4|Type:Assault 1
    Krak grenades (Melee): Range:-|Strength:6|AP:4|Type:-
    Meltagun: Range:12"|Strength:8|AP:1|Type:Assault 1, Melta

    + Fast Attack (220pts) +

    Assault Squad (220pts) [9x Assault Marines (153pts), Frag and Krak grenades, Jump Packs, 2x Meltagun (20pts)]
    Rules: And They Shall Know No Fear, Combat Squads, Furious Charge
    ····Assault Sergeant (47pts) [Inferno Pistol (15pts), Power weapon (15pts)]
    Profiles:
    Space Marine (Jump Packs): Unit Type:Jump Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    Space Marine Sergeant (Jump Packs): Unit Type:Jump Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    Frag grenades (Melee): Description:Fight at normal Initiative, despite charging through difficult terrain.
    Frag grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast
    Inferno Pistol: Range:6"|Strength:8|AP:1|Type:pistol, Melta
    Krak grenades: Range:8"|Strength:6|AP:4|Type:Assault 1
    Krak grenades (Melee): Range:-|Strength:6|AP:4|Type:-
    Meltagun: Range:12"|Strength:8|AP:1|Type:Assault 1, Melta
    Power Axe: Range:-|Strength:+1|AP:2|Type:Melee, Unwieldy
    Power Lance: Range:-|Strength:+1/User|AP:3/4|Type:Melee
    Power Maul: Range:-|Strength:+2|AP:4|Type:Melee, Concussive
    Power Sword: Range:-|Strength:User|AP:3|Type:Melee

    + Heavy Support (285pts) +

    Baal Predator (135pts) [Heavy bolters (20pts), Overcharged engines, Searchlight, Smoke launchers, Twin-linked Assault Cannon]
    Profiles:
    Baal Predator: BS:4|Front:13|Side:11|Rear:10|HP:3|Type:Vehicle (Tank, Fast)
    Overcharged engines: Description:Gains Vehicle (Fast)
    Assault Cannon: Range:24"|Strength:6|AP:4|Type:Heavy 4, Rending
    Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3

    Predator (150pts) [Lascannon (40pts), Overcharged engines (10pts), Searchlight, Smoke launchers, Twin-linked Lascannon (25pts)]
    Profiles:
    Predator (Overcharged engines): BS:4|Front:13|Side:11|Rear:10|HP:3|Type:Vehicle (Tank, Fast)
    Overcharged engines: Description:Gains Vehicle (Fast)
    Lascannon: Range:48"|Strength:9|AP:2|Type:Heavy 1
  9. CMDante CMDante Arkhona Vanguard

    Looks pretty good, have fun and let us know how it goes.
  10. Brother Sachiel van-hoog Arkhona Vanguard

    Thanks, this will be a project for the long run. It will probly take a few months to get everything finished

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