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Blood Angels List Development Thread

 Post subject: Re: Blood Angels List Development Thread
PostPosted: Mon Oct 06, 2014 6:00 pm 
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Saturday, I will participate in a small tournament with this list:

3000 POINTS
Blood Angels (V2.3)
==================================================

DEATH COMPANY [375]
Chaplain, 4 Tactical Death Company units, Drop Pods, 2 Furioso Dreadnought

DEVASTATOR DETACHMENT [250]
4 Devastators, Drop Pods

DEVASTATOR DETACHMENT [250]
4 Devastators, Drop Pods

TACTICAL DETACHMENT [275]
6 Tacticals, Drop Pods

STORMRAVEN [250]
4 Stormraven Gunships

SPACECRAFT [200]
Strike Cruiser

SCOUT DETACHMENT [250]
4 Scouts, 2 Stormraven Gunship

TERMINATOR DETACHMENT [450]
4 Terminators, Supreme Commander

TERMINATOR DETACHMENT [350]
4 Terminators

THUNDERBOLT FIGHTERS [175]
2 Thunderbolts

THUNDERBOLT FIGHTERS [175]
2 Thunderbolts

Almost the same list as before (minor change: a Scout+Stormraven to a Stormraven planetfalling formation) -The opposing armies will be:

-Land Raider mounted/LR standalone formations heavy SM,
-Minervan TL -Leman Russ heavy,
-Mechanized/normal inf. heavy SL,
-Tau third phase,
-Drop/Landing craft/Thawk heavy bike/tactical SM,
-AMTL with Warlord/Reaver/lots of Tbolts,
-Land Raider/Predator/Whirlwind heavy SM.

Looks like the shit is geting deeper and deeper for my poor BA, with only 6 Stormravens as dedicated AT units :D


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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Mon Oct 06, 2014 8:25 pm 
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Looks like a solid list, but I agree that you have pretty limited AT and I think you will struggle against armor. Why not trade out one of those Terminator formations for a brand new shiny Predator Annihilator formation?

Or... I guess the Preds would not be able to drop, and the theme here is drop heavy. Hmm. Should be interesting! Looking forward to seeing how this goes.

EDIT - ah, one quick question - it looks like you have 14 dropping units, and I believe the capacity for a Strike Cruiser is 12.

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Mon Oct 06, 2014 8:28 pm 
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What armour is there that 2 formations of terminators can't deal with ?

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Mon Oct 06, 2014 8:45 pm 
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A strike cruiser can carry 20 infantry units+their transport!

I tried to keep them a full planetfall army, so ground units, like Preds were left out! There was a secondary list with Baal's, Redeemers, Stormravens -but I had no time to test it.

I still try to test some of the unique BA formations, like DC, as an important unit -not a "must buy, just keep them cheap" one. The Stormraven+Scouts, and the Stormaven unit is also there because of the playtests. Last time I tried the Assault+Stormraven combo, but I felt list too light in ranged combat, so I decided to go with this list!

I hate to use Devastators instead of Assault Marines, but I need some support for the DC! I like the Assault Marines, but they are not ideal for a tournament list -as the FF is more important than CC in EA. :)


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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Mon Oct 06, 2014 9:01 pm 
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Steve54 wrote:
What armour is there that 2 formations of terminators can't deal with ?


Curious what the giant boner everyone has for Terminators is all about. I've never understood why they are so revered for the their supposed anti-armor capabilities. A Steel Legion formation of 13 Russes would laugh at eight terminators, for one. Even a 10 Russ Company would snicker derisively.

So, again, let's walk through this - eight terminators have eight standard attacks and eight macro CC attacks. However, we must remember they can't bring them all to bear at the same time, since I don't see a captain or SC in most Terminator formations. So you have a terminator formation assaulting, let's say with 4 terminators supporting. Alright, let's run through the math.

Let's just be generous and round up and say that 3 standard attacks and 3 macro attacks get through. Then let's say that 3 support shots get through. We have 6 standard hits and 3 macros vs the Russ formation.

1.5 of the standard hits get through the Russ' armor. Then, 1.5 of the macro attacks get through. Let's just average this out and say you get 3 dead LR tanks for your efforts.

Alright, so in this assault, the Russes get to attack back. Four of them are in CC, the other 6 are in FF range. Statistically, 0.66 of the 4 CC attacks land, while 3 of the FF hits land. Let's just call this 3 hits. Statistically, .75 hits will make it through the terminator armor, but for ease of this illustration, let's just say 1 stand of terminators dies.

Moving on to combat resolution, the Terminators have killed 3 tanks, and the Russes have killed 1 stand of Terminators. The Terminators are up +2 combat res. It looks like Pati is taking an SC here instead of a Chaplain, so no +1 for inspiring. And now, the Russ formation still outnumbers the terminator formation 7 tanks to 3 Terminator stands. Oh, my, that's 2-to-1. Now the Terminators are only down to EVEN combat res.

And what you have is a dice-off at this point to see which formation breaks... but I thought 2 Terminator formations were supposed to blow right through armored formations?

Instead, the Space Marine player has spent 800 points to get even odds vs. a 650 point formation. And if you lose the assault, well, there you are with a broken 450 point unit and no more SC re-roll. Better luck with the next unit of 4 Terminators, I guess, assuming you retain the initiative and give it another go!

Even assuming you had taken a Chaplain, you'd have a roughly 16% edge on the resolution.

Even if you do win the assault, well, you've now got 800 points wrapped up in 7 stands that will plod 15cm per move for the rest of the game and have 30cm assault cannon shots. Meanwhile, the 7 strong Russ formation retreats to safety and maybe rallies later on.

If we're talking anti-tank, I think I'd rather spend the points on 12 Predator Annihilators that pump out 36 brutal AT shots from 45cm....

What do you all think? Even if I'm off on a dice roll here or there, I think the point still stands. You've spent a great deal of points on... really, nothing as far as AT goes.

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Mon Oct 06, 2014 9:36 pm 
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Well for pure dice rolling it's ok. But Termies are a highly mobile unit, with their teleport ability their can help you wherever you need them the most.

Engagement in EA is decided by the preparation also -so, BM on the Russes, no BM on the Termies means a +2 CR. If you are lucky with teleport. With a Captain/SC, you can combine the 2 units, so 8x 3+ CC, 9x3+ MW CC can easily kill a Reaver or even an unlucky Warlord -with Dev support (with Librarian if you have a lot of points), Drop pod Deathwind free BM, you have the advantage against almost everyone -if you win the Strategy roll. :)

So, by pure mathematics, termies are not that good. But their effect on the opponent ("yeah, I have 2 formtions of Terminatiors in reserve! They can arrive when, and where they want"), their mobility means they can help dropped units, can support each other, or act alone in any point of the battlefield. As a mainly Eldar player, I really like the freedom they provide! And of course, they usually are fire magnets, so sacrificing them can save other units -and they are tough enough to be the targets of multiple units -if the opponent wants to neutralize them -or at least they divide his army.

If you misdrop your units, they will move 15cm, so the only mobile units will be the Terminators. I need their mobility and their MW attacks against RA targets -SM armies have limited MW capabilities -btw, BA armies don't have a TK weapon! :D


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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Mon Oct 06, 2014 9:53 pm 
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Very true, and very good points, Pati.

I was more addressing the value of Termies as AT units. I think they are less than optimal at that role. Good at the roles that you mention, to be sure.

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Tue Oct 07, 2014 1:16 am 
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Let's face it unless you have a stack of MW not much deals well with a LR company+ all that well.

MW Crossfire is your best bet for -1 to save :) (Unless you're me and your dice always defeat you :D )


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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Tue Oct 07, 2014 1:42 am 
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I see your dice are related to mine...

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Tue Oct 07, 2014 1:46 am 
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Xenocidal Maniac wrote:
Instead, the Space Marine player has spent 800 points to get even odds vs. a 650 point formation. And if you lose the assault, well, there you are with a broken 450 point unit and no more SC re-roll. Better luck with the next unit of 4 Terminators, I guess, assuming you retain the initiative and give it another go!


Maybe I'm not as experienced as you but surely if your going to compare the 800 points of Termies with a SC going after 650 points of LR's you'd have the SC doing a combined assault and work out that comparison.

Also you do know you can still use a re-roll from a SC even if the formation it belongs to is broken.


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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Tue Oct 07, 2014 9:03 am 
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so we're all agreed, leman russ are unbeatable and need a rules change? ;)

in all seriousness, throwing in a formation of terminators (350 points) against a fresh LR company (650 points) without ample prepping, is going to end pretty badly for the terminators.... however if you're bringing them in in a thawk, you can potentially BTB 4 more russes, and with a bit of luck end up not even outnumbered at the end of the combat

I was always told by marine players much more experienced (and successful!) than me that marines are an engagement army, pure and simple, if a formation is potentially a lot of trouble, either destroy it through engagement, or avoid it and deny it targets....

I personally wouldn't be wasting pred shots on the reinforced armour of leman russes if I could help it, I'd be picking off stuff like sentinels, hydras, chimeras and vultures and having a pop at smaller tough stuff like lone shadowswords, leaving me free to tackle the russes in later turns when I can use my activation advantage to prep and support a terminator engagement... different groups, different metagames of course, but when I've used Leman Russ companies, they generally haven't fallen prey to shooting, they've been ripped apart by tyranids, mashed up by terminators, melted by flamers+1k sons and mobbed by orks

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Tue Oct 07, 2014 12:21 pm 
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dptdexys wrote:
Xenocidal Maniac wrote:
Instead, the Space Marine player has spent 800 points to get even odds vs. a 650 point formation. And if you lose the assault, well, there you are with a broken 450 point unit and no more SC re-roll. Better luck with the next unit of 4 Terminators, I guess, assuming you retain the initiative and give it another go!


Maybe I'm not as experienced as you but surely if your going to compare the 800 points of Termies with a SC going after 650 points of LR's you'd have the SC doing a combined assault and work out that comparison.

Also you do know you can still use a re-roll from a SC even if the formation it belongs to is broken.


Also presumably the terminators teleported in close to the Russ company, so should be able to base to base most of them, rather than just 4.

In general, if you attempt any assault like the one above, you're doing it wrong. No support fire and no attempt to gain blast marker advantage (and no inspiring Chaplain) will indeed lead to a probable straight rolloff in combat resolution. Which is why any competent person would make sure that there is indeed support fire available, and the assaulting using has blast marker advantage.

Factoring all that into XM's example would more likely leave the terminators at +4 or +5 on combat resolution; making their win much more likely and probably leading to 4 or 5 Leman Russ hackdowns and the Russ company probably reduced to a single fearless (but broken) commisar Leman Russ*.

And that's not even factoring in SC initiated combined assaults or the more reliable Thunderhawk terminator assault.















*Damn you fearless 4+RA units! You are the bane of my life.


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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Tue Oct 07, 2014 12:30 pm 
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Try 4x Termies with 2x Dreadnoughts and a Chaplain in a Landing craft attacking the LRs.

All LRs are in CC with something, and the formation kicks out 7xMW4+, 4x3+ and 6x4+ dice against 10x 6+.
Yes it is 850 points attacking 650, but even without prepping or support fire this is likely to be pretty one-sided. Add prepping and support fire and the extinction of the LRs is a distinct possibility.


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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Tue Oct 07, 2014 12:50 pm 
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As a guard player ^^^thjs^^^ is what happens to my nice new shiny Russes :'-( :-)


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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Tue Oct 07, 2014 12:53 pm 
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Ginger wrote:
Try 4x Termies with 2x Dreadnoughts and a Chaplain in a Landing craft attacking the LRs.

All LRs are in CC with something, and the formation kicks out 7xMW4+, 4x3+ and 6x4+ dice against 10x 6+.
Yes it is 850 points attacking 650, but even without prepping or support fire this is likely to be pretty one-sided. Add prepping and support fire and the extinction of the LRs is a distinct possibility.


I vehemently disagree with this. (There will be one fearless Commisar tank running away who will spend the rest of the game hiding and refusing to die, denying the bTS objective :'( )


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