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Old 03-28-2007   #1 (permalink)
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Default Blood Angels 10th Company

Blood Angels 10th Scout Company
2000 pts

Elite:110 pts x3
Furioso Dreadnought
Heavy Flamer
Extra Armor

Heavy Support: 110 pts x3
Dreadnought
Assualt Cannon
Extra Armor

Troops: 218 pts x5
Blood Angels Scouts x10
Frag and Krak Grenades
Veteran Sergeant
Lightning Claws
Death Mask
Melta Bombs

Troops:90 pts
Scouts x5
Sniper Rifle x5

Headquarters: 160 pts
Sanguinary High Priest
Death Mask
Melta Bombs
Narthecium/Reductor
Terminator Honors
Lightning Claws

I think I should trade my SHP for Brother Corbulo for that +1 A.
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Old 03-28-2007   #2 (permalink)
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Interesting list... though I don't really like it.

I don't have a BA codex... so I don't know alot about the HQ or Death Mask... but I will say this, get a Pred w/ Lascannon or 2.

Why? Well... your dreads don't make for very good tank-hunters, and you have melta bombs, but only 1 per squad (if I read that right), and thats not very good if you fight a armor heavy army, like IG, or a fast army like Eldar or Tau.

Anyways... that's my two cents... you need more armor.
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Old 03-28-2007   #3 (permalink)
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well this army is very slow and blood angles need to get into combat asap. i would add some baal predators. but yeah you lack very little anti armor, no fast attack.

pretty much your hoping on 50 space marines slogging it towards the enemy lines and still making it in one piece.

not likely especially when you get pie pans like basilisk, ordance weapons, and many others. the dreadnaughts while deadly in close combat still move just as fast as infantry and a lascannon to the face will destroy it easily.


like i said you dont have anything fast. i would suggest getting rid of two marine squads and a dreadnaught furiso and get rhinos and drop pods. this will give you speed and placement for the dreadnaughts.

and we have gone over this before much to my chagrin. when giving out grenades, melta,krak,frag,photon,plasma every member in the squad has to have it if your giving them to the squad.
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Old 03-28-2007   #4 (permalink)
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and we have gone over this before much to my chagrin. when giving out grenades, melta,krak,frag,photon,plasma every member in the squad has to have it if your giving them to the squad.
Ah, but, should a certain model (vet. sarge) have access to the armory, he can take whatever he wants (restrictions of 100 pts and all noted). Meaning, a IC can have melta bombs even if his entire squad can't.

Oh, also, I forgot to mention, Krak Grenades aren't worth 2pts. Heck, they're not even worth 1pt.
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Old 03-29-2007   #5 (permalink)
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a few problem's i see your list having;

- as pointed out, a general lack of speed. you're going to be relying quite heavily on your scouts' infiltration & favourable black rage rolls to get anywhere...
adding in some land speeders and/or scout bikes in place of most of the dreads would be a good idea

- lack of staying power. that scout armour will really show through in a pure scout army. you'll be surprised just how many ap4 guns most armies can field and in large numbers too!

- total lack of long ranged anti-tank... you need at least a couple of rocket launchers or such that can reach out and tag enemy armoured units. honestly, if your opponent has any skimmers, especially 'fast' ones then you're in fore a whole pile of hurt because your longest range is the assault cannon's 24".
you're also relying far too heavily on the assault cannon's rending ability... while it's handy, it's never to be relied upon!

- lack of power fists. this will really hurt you in assaults - you can't harm anything with T8+ or anything beyond av10 reliably. (again, i'd rather have a power fist over a melta bomb simply for the extra attacks!)
a single wraithlord can potentially stop you cold...

while i admire your theme, i think the list could be made much, much more effectively... look into some land speeders & scout bikers for some added speed. a baal predator and/or pred annihalator would also help you out in the tank & hoard hunting departments!

cheers!
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Old 03-29-2007   #6 (permalink)
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wait these are scouts!. oh boy i though they were at least space marines. yeah with the carapace armour these guys have your not going to live long! a devastator squad or heavy weapons squad could ruin your day in a matter of moments.

also you should definetly look into a chaplain incase of death company (im not sure how that works (i know how you roll to see who is in it just not requirements))
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Old 03-29-2007   #7 (permalink)
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wait these are scouts!. oh boy i though they were at least space marines. yeah with the carapace armour these guys have your not going to live long! a devastator squad or heavy weapons squad could ruin your day in a matter of moments.

also you should definetly look into a chaplain incase of death company (im not sure how that works (i know how you roll to see who is in it just not requirements))
Chaplain does come with some free DC if I am correct.
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Old 03-29-2007   #8 (permalink)
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Chaplain does come with some free DC if I am correct.
Yeah D3+3, then the ones taken from the diffrent units (if any).

How many units of scouts do you have?

you only get one unit of scouts, the rest have to be blood angel scout (bolt pistols and CCW).
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Old 03-29-2007   #9 (permalink)
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hes set on that. he has one squad of normal scouts and the rest are blood angel scouts.
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Old 03-29-2007   #10 (permalink)
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In a 2000pt army hes got 50 cc scouts that automatically come with furious charge for free- against orks and the like its a decent army- once those 6 dreadnoughts hit there is not much that can stop them in combat.

I wouldnt want to face that many cheap combat mini monsters deploying no more than 18" away AND deploying after I've done so- basically in a cityfight its the ideal army with the scout's special rules.
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Old 03-30-2007   #11 (permalink)
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In a 2000pt army hes got 50 cc scouts that automatically come with furious charge for free- against orks and the like its a decent army- once those 6 dreadnoughts hit there is not much that can stop them in combat.

I wouldnt want to face that many cheap combat mini monsters deploying no more than 18" away AND deploying after I've done so- basically in a cityfight its the ideal army with the scout's special rules.
I won't disagree with you there, but, should he fight an eldar enemy with a wraithlord, or a 'nids with several MCs, or 2 dreads, he'd been in big trouble.

I agree with stitch, drop some dreads for some landspeeders, scout bikes and powerfists, it still keeps with the theme of an all scout force, but gives you a much more balance force.
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Old 03-30-2007   #12 (permalink)
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yeah if hes going for fluff then dreads shouldnt even be in this list. if your going for a stealthy in your face army then the dreadnaughts (big catankering heaps of noise and machines) would not be used in missions for these guys.

land speeders and bikes would be good. also if he does deploy 18 inches from the enemy what happens when he gets a hell load of enemies deepstriked into his deployment zone? or faces off against a whole load of nids who get the first turn?
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Old 03-30-2007   #13 (permalink)
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yeah if hes going for fluff then dreads shouldnt even be in this list. if your going for a stealthy in your face army then the dreadnaughts (big catankering heaps of noise and machines) would not be used in missions for these guys.

land speeders and bikes would be good. also if he does deploy 18 inches from the enemy what happens when he gets a hell load of enemies deepstriked into his deployment zone? or faces off against a whole load of nids who get the first turn?
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Old 03-30-2007   #14 (permalink)
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Thumbs up Updated Blood Angels 10th Company

Blood Angels 10th Scout Company
2000 pts exactly

I read every comment and cleaned up the list. Many of you were right, The 6 dreads would take way too long to catch up w/ my scouts. I needed more Anti Tank/ Anti Big Creep guns and so included Combi-Meltas and Lightning Claws to take advantage of both assualt phases and shooting phases. The Attack Bikes were always close to my heart so I decided to field them instead. In about 1 turn of turbo-boosting they will be in a great position to support my scouts. I did NOT go for power fists as it wastes my I5.

Headquarters: 195 pts *On charge is I7
Epistolary
Space Marine Bike
Melta Bombs
Familiar
Psychic Hood
Terminator Honors
Force Weapon
Combi-Meltagun
Might of Heroes

HQ: 185 pts
Epistolary
Space Marine Bike
Force Weapon
Psychic Hood
Terminator Honors
Melta Bombs
Combi-Meltagun
Might of Heroes

Troops: 203 pts x5
Blood Angels Scouts x10
Frag and Krak Grenades
Veteran Sergeant
Combi- Meltagun
Melta Bombs
1 Lightning Claw

Troops:95 pts
Scouts x5
Sniper Rifle x5
Frag Grenades x5

Fast Attack: 195
Attack Bikes x3
Multi Meltas x3

Fast Attack: 150
Attack Bikes x3
Heavy Bolter x3

Fast Attack: 165
Attack Bikes x3
Heavy Bolter x2
Multi Melta x1

Breakdown:
HQ: II 19.25% 385
Elites:0 0%
Troops: VI 55.25% 1105
Fast Attack: III 25.5% 510
Heavy Support: 0 0%
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Old 03-30-2007   #15 (permalink)
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first off, your math is a little off on your librarian - he's 230pts total! lose the combi-melta and give him just a bolt pistol for the extra attack... also, keep in mind that you can't use might & the death stick's one-shot kill ability in the same turn...
i'd honestly try and cheapen him up a little bit as he's pretty expensive - go for just a codicer as being an IC, he'll never count as a scoring unit anyways!

unless you give the high priest an exsanguinator, swap him for a chaplain... the chaplain can get alot more death company *and* has litanies of hate so you're not gaining anything right now. (you're infact giving up the possible 3+D3 death company!)
plus the chappy comes with a solid invulnerable save & power toy!

lose the krak grenades on all your scout squads... for the cost they're not worth it! more men is better!

up the snipers to at least 6 for scoring unit purposes...

never use units of 3 attack bikes as once 2 die, you give up half VP's and the unit loses its scoring status... also don't mix anti-tank multi-meltas with the hoard busting heavy bolters! (just stick to multi-meltas!!!)
for some fast anti-hoard fire power, you don't get any better than a pair of tornados w/heavy bolters + assault cannons! run them up just behind the bikes so that any enemy trying to target them 1st has to pass a target priority test too!

scout bikers are still a good option, simply because they come with the 'scout' USR! that's a 12" move before the game even starts, which can either be used to bluff your opponent during deployment and/or quickly make the bikers into a more threatening target and thus protect say your anti-tank units!

hope this helps,
cheers!
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Old 03-30-2007   #16 (permalink)
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Quote:
lose the combi-melta and give him just a bolt pistol for the extra attack...
- The librarian is on a bike, he will never get +1 Attack for 2 weapons.

Quote:
unless you give the high priest an exsanguinator, swap him for a chaplain... the chaplain can get alot more death company *and* has litanies of hate so you're not gaining anything right now. (you're infact giving up the possible 3+D3 death company!)
Chaplins cost +110 pts more for 4-6 DC. Sanguinary High Priests have their own form of Litanies which effects EVERY unit that charges within 6"

Quote:
scout bikers are still a good option
- Scout bikes still have carapace armor and are 3/5 the cost of an Attack bike which could kill 3 a turn.

I would have to rework my SHP to dumb him down to keep my lib afloat. Afterall if the Librarian could lead the DC he would. And for the Scouts, games after game, when I take out my grenades I begin to regret it. After all if I charge a Dreadnought or something similar I get 9 S6 attacks a 1 S8 attack at I5.

I do thank you for posting even though I think I seem Jackarzish. I will edit my list a bit.
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Old 03-30-2007   #17 (permalink)
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- The librarian is on a bike, he will never get +1 Attack for 2 weapons.
nope! that rule is gone. that restriction only applies when the army list entry specifically forbids a model from using 2 ccw's such as the chaos marine bikers!
space marine bikes have no such rule so go for the bolt pistol and save those extra pts

i'd forgotten about the high priest affecting a radius actually - oops! hopefully you can get lucky and generate a good few DC for him...
at the very least though, add on a combat shield so that he has some kind of invulnerable save in assaults as IC's have become a whole lot easier to single out now!

cheers!
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Old 03-30-2007   #18 (permalink)
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first thing inoticed in the new list: drop lightning claws for a p.fist, that might be better, it might cost a tad more but p fist will give you an extra punch. personally, IMHO i don't think combi-bolters are worth it, it's only one shot that might miss. bolt pistols go great with power fists, and only 1 point! :]


just my 2 cents!
hmm...this list is definitely a little better balanced. why don't you test it and see what happens ? :]
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Old 03-30-2007   #19 (permalink)
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im really liking those Attack bikes, if I wanted to charge (cuz Im Blood Angels for to finish off unit) the Attack bikes drop 12 S5 I5 attacks instead of the Dreadnoughts 4 S10 I5 attacks. Total if you wanted to say, well you had 6 dreadnoughts, that would be:
32 S5 I5 vs 21 S10 I5 attacks. Just a thought. Say im hittin a Wraithlord, 12 heavy bolter shots, then 12 S5 I5 Close Combat Attack (god forbid I charge a Wraithlord) but it was just a thought.
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- Motto of the Blood Angels 10th Company

Blood Angels 10th Scout Company:
Wins:2 Loses:0 Ties:1

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Old 03-30-2007   #20 (permalink)
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32 S5 I5 vs 21 S10 I5 attacks. Just a thought. Say im hittin a Wraithlord, 12 heavy bolter shots, then 12 S5 I5 Close Combat Attack (god forbid I charge a Wraithlord) but it was just a thought.
Yes, I agree... but that doesn't mean that a Wraithlord won't charge you.

I'm not saying that you should give EVERY one of your sergeants p. fists, its just that they are a lot more useful than Krak grenades or melta bombs... and, IMO, you don't have to use the P. Fist if you don't want... not sure about that though.
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Old 03-31-2007   #21 (permalink)
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My room mate plays BA and I've read over the codex a few times and even made up a list or 2 I'd say get a couple of 7 man Assault marine units and CHAPLIN CHAPLIN CHAPLIN!! He can make a very nasty unit with his Death Company and a unit of assault marines in support. I admire the scout army idea and its not really a bad one in my opinion. But I'd throw some Missile Launchers in each squad for some fun anti tank and even a little anti-inf. I'd defiantly throw in a pred with las cannons for even more tank/big nasties busting fun!

Hope this helps
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Old 03-31-2007   #22 (permalink)
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To master:
I understand the usage for Power Fists, but a Powerfist that is S9 and still I1 is kinda useless when everything you want to kill dies from the other 19 S5 I5 hits. Plus im not a great fan of going last. In Imperial Guard, Lost and the Damned, Orks, Death Guard, Terminators of any flavor and Kroot P.Fists are a godsend. But I5 or higher its a no-no. And plus w/ Carapace armor I cant afford to go last. Lastly, it really sucks when your Power Fist has to die before he gets to attack. Attack S5 my scouts can take down everything S8 and below.

To Pabst:
Anti-Armor - "Blood Angels Scout Squads" cannot have heavy weapons. I have a combi melta, meltabombs, and kraks in 5 scout squads. 4 Attack Bikes w/ Multi Meltas. And my HQs, have melta bombs and Combi- Melta.

To Pabst and DC supporters:
Chaplin and Death Company-
statically in An Army w/ 5 eligible units it would cost 60 pts for 4 DCs. About 15 pts per DC.
With 1 Chaplin (bare) it costs 280 pts for 7-9 DCs. About 31.1 - 40 pts per DC.
With 2 Chaplins (both bare) it costs 500 pts for 12-16 DCs. About 31.25 - 41.7 pts per DC.
Death Company is good sometimes. It reduces the effectiveness of a squad. You lose a Missile Launcher in a Dev Squad (35 pts) or a Sniper (18 pts) in your ONLY scout squad. IF you take your Veteran Sergeant then that sucks also because you pay 15 pts and 15 more points for his power weapon or Powerfist. This also leaves your tactical squad/Scout Squad at Ld 8 instead of Ld 9. Now to make sure your units are dependable you have to invest in a Master or Commander (and leaving out a Chaplin). You have many Assualt squads or Veteran Assualt Squads? 22 pts/28 pts for that DC and you lose your Jump Pack. Bikes= 32 pts gone. Terminators= 40 pts gone. Lastly from 1 shot from A battlecannon, and the such (S8+ AP3+) you dont get Feel No Pain and you just lost 500 pts that could have gotten something else.

And that sums up my Anti-Death Company rant.
__________________
"Eight frag grenades tied to a trip-line, buried in the dust. Curiosity does the rest."
- Feron, Imperial Fists Scout

"Be bloody, bold and resolute."
- Motto of the Blood Angels 10th Company

Blood Angels 10th Scout Company:
Wins:2 Loses:0 Ties:1

Ched First, Horde Second, Self Last

Last edited by OgrynGore; 03-31-2007 at 09:34 AM.
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