The new Blood Angles 'Dex

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Re: The new Blood Angles 'Dex

Post by Primarch » Sat Dec 11, 2010 1:28 pm

jus wrote: hmm how many Sanguinary guard did you field Fran? If just one squad, then they probably will go down, but en mass, maybe a different story. But as Prim said, 5 squads of 5 will be upwards 1000 points. But it would be glorious, wouldn't it? If even they all had there big beautiful FAKE wings plucked.
An all SG army would look awesome on the table, but that is a lot of gold to paint.
The downside to an all SG army is that they will drop onto the table, shoot stuff with bolt pistols and then be left staring down the barrels of all the enemy guns. SG need to get into combat since you are paying 2x the price for a regular marine but only getting 1.5x the survivability against bolter fire.
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Re: The new Blood Angles 'Dex

Post by jus » Sat Dec 11, 2010 2:08 pm

they will drop onto the table, shoot stuff with bolt pistols and then be left staring down the barrels of all the enemy guns.
yeah, thats the trade off isn't it. Maybe start with a few squads on the table to start with? with an s. priests of course. I've always wanted to field a librarian, bur my previous army black templars are very discriminating against psykers and thus didn't let me field any. So heres my chance.

Mephiston is good. So good he scares me.

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Re: The new Blood Angles 'Dex

Post by me_in_japan » Sat Dec 11, 2010 4:13 pm

just because you have a jump pack does not mean you have to deep strike. A model w. a JP can be 36" up the table, guaranteed, by the end of the movement phase of turn 2, more if you run. If you deep strike him, youve only got a 50/50 chance of him arriving by that point, and he cant assault either. I find the hazards of deep striking to outweigh the benefits more often than not.

Get 3 squads, of, say 6 or 7 guys (can you do that, or are you limited to 5 or 10? i dunno and cant be bothererd to check the dex...). Anyway, deploy them as far forward as you can, as directly opposite the bulk of your opponent's army as you can. space em out about 12" apart, or as near as practical so theyre behind cover. bear in mind only half the squad needs to be in cover to get the save. Move them 12" towards the enemy in turn 1. Make use of a run move if necessary. Keep them in cover, if possible. That way, after turn 1 you're at the mid-line of the table already, and forcing your opponent to think "how do I need to move to avoid an assault next turn?" Forcing your opponent to react to you means he's not carrying out his own plan - this is good.

Turn 2: keep on truckin. Move 12" towards the bad guys. If you can assault them, great. If not, youre gonna be right up their ass. Keep behind cover and make him run like a girl. Remember JP units ignore cover when they move, but not when they charge.

Of course, while this is going on, your support units should be whaling on the opposition, making em wonder which to deal with - the JPs or the devastators/preds/etc.

Dat's wot I'd do, anyways...
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Re: The new Blood Angles 'Dex

Post by Primarch » Sat Dec 11, 2010 4:37 pm

me_in_japan wrote:....lots of useful info....
Dat's wot I'd do, anyways...
Sound tactical advice there.
Sanguinary Guard only come in bunches of 5 and you pay 40 points per model for them. They all have master crafted power weapons and a 2+ save, but they dont get the extra attack for having a pistol. They are a good assault unit for marines, but will die horribly against other dedicated assault units like wyches, banshees or any variety of ork horde.
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Re: The new Blood Angles 'Dex

Post by me_in_japan » Sun Dec 12, 2010 8:48 am

based on what ive seen of marine assault squads of any flavour, it seems that theyre geared towards killing other elite units, or quickly dispatching non-elite units of troops/heavy support. I think if marines want to kill other dedicated assault troops, they should be shooting em. Or, shooting em then charging the remnants.

Same goes for anybody, really. If any of your units end up in CC with their unharmed dedicated assault unit then something went wrong somewhere. You shouldnt be just charging in and matching your CC unit against theirs. If you do that everyone gets gubbed and it all just comes down to dice.
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Re: The new Blood Angles 'Dex

Post by frans » Sun Dec 12, 2010 3:36 pm

The SG need at least one fist per squad to be able to handle big monsters, walker and vehicles. Dante and a few priests and some equipment for the SG will probably give you around 5 squads at 1500. Compared to a deathwing army you lack inv save.

I ran 2 SG squads, Dante, Devastators and Assault Marines when preparing for a big tournament and they almost never survived the battle. When they survived I didn't need them. I never needed any more of them, with a priest they are great against terminators and space marines, but there is lots of units that they are useless against.

You will meet armies that you almost always will lose against, you lack the number of attacks thay you need to deal with orks. You lack the strenght to deal with tyranids. You lack the ability to handle lots of cheap IG vehicles.

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Re: The new Blood Angles 'Dex

Post by jus » Mon Dec 13, 2010 2:25 am

hmm, all very valid points. Against lightly armoured wyches and what not, angelus pattern bolters present a suitable counter.

not being able to deal with lots of enemy armour is defintately a weakness. Back to Army builder for some more list tweaking. I've set my sights on sanguinary guard spam, its just up to how I use the last few points on support units.

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Re: The new Blood Angles 'Dex

Post by Admiral-Badruck » Mon Dec 13, 2010 9:44 am

@ Jus... are you building an army for fun or competitions?
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Re: The new Blood Angles 'Dex

Post by jus » Mon Dec 13, 2010 10:10 am

both hopefully, Its going to be straight up Blood angels the first, and not a successor chapter. I'm trying to stay as true to the fluff as possible. At the moment there are only 29 sanguinary guard, which is 5 squads costing 1200 points by themselves. Now that would be a little impractical, so I'm not going to have 5 squads of them. But as many as I can. I'd definately need some play testing. Any volunteers? :lol:

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Re: The new Blood Angles 'Dex

Post by Primarch » Mon Dec 13, 2010 11:39 am

jus wrote:both hopefully, Its going to be straight up Blood angels the first, and not a successor chapter. I'm trying to stay as true to the fluff as possible. At the moment there are only 29 sanguinary guard, which is 5 squads costing 1200 points by themselves. Now that would be a little impractical, so I'm not going to have 5 squads of them. But as many as I can. I'd definately need some play testing. Any volunteers? :lol:
I'd be happy to take them on anytime. Angels vs Angels or anything else for that matter, its all good with me.
Have you already ordered the models?
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