Kawauso
10-24-2011, 05:28 PM
Alright, so I'm planning (when I can afford it) to expand my counts-as Blood Angels army a little. Specifically, I'm planning to expand it in a way that better enables it to deal with Grey Knights (a regular nemesis of mine) and other armies/builds that pose a potential problem for my all-jumper army.
Here's what I'm sitting on right now. The problem is I have 50 points to spare for a 2000-point list and no clue what exactly to do with them.
Please refrain from offering suggestions that include altering my army's makeup too drastically/buying or converting many more models. I'm still a few kits away (1 speeder, 5 ASM) from making this particular build work as-is, and I think it presents a pretty good option given the restrictions this particular army has.
That is to say I play this army as an all-jumper/rapid insertion strike force. I have a total of 4 Marine armies and I play the BA codex for a fast, mobile jumper force...and I want to keep to that as much as I can. The fluff for my personal chapter (the Bronze Angels) also dictates that they are a fleet-based chapter that primarily utilizes lightning-fast hit-and run tactics...and I like reflecting this in my army as much as possible. To that end, with the exception of Scouts (whom I imagine sneaking into place to gather intel while the main force mobilizes), I would like to keep this army entire jumpers/units that can fly on their own or else hitch a ride on a Stormraven.
I know that doesn't leave a lot of wiggle-room...but I'm not looking for an ultra-competitive list here. Just something that's fun and won't keel over when my buddy's GK so much as look at it (it's still going to be hard-fought, I know).
Without further ado...
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LIST
HQ:
Librarian w/ Jump Pack, Blood Lance/Fear the Darkness & Shield of Sanguinius - 125
ELITES:
Furioso Dreadnought w/ Meltagun & Heavy Flamer - 135
2x Sanguinary Priests w/ Jump Packs - 150
TROOPS:
5x Scouts w/ Camo Cloaks, Sniper Rifles, Missile Launcher - 100
5x Scouts w/ Camo Cloaks, Sniper Rifles, Missile Launcher - 100
5x Assault Marines w/ Flamer, Sgt. Hand Flamer/Power Weapon - 130
10x Assault Marines w/ 2x Meltagun, Sgt. Power Fist - 235
10x Assault Marines w/ 2x Meltagun, Sgt. Infernus Pistol - 225
FAST ATTACK:
Land Speeder w/ Heavy Bolter, Typhoon Missile Launcher - 90
Land Speeder w/ Heavy Bolter, Typhoon Missile Launcher - 90
Land Speeder w/ Heavy Bolter, Typhoon Missile Launcher - 90
HEAVY SUPPORT
Stormraven Gunship w/ Typhoon Missile Launcher, Twin-Linked Lascannon, Extra Armour - 240
Stormraven Gunship w/ Typhoon Missile Launcher, Twin-Linked Lascannon, Extra Armour - 240
Total clocks in at 1950...and I'm having a hell of a time figuring out what to do with those last 50 points!
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Just to make sure it's clear - the amount of missiles this army can put out (up to 20 in one turn) is pretty crucial to my early-game plan. The low model count of this army means that it can't afford to take many losses...which normally isn't a problem except GK have an abundance of S8 shots and power weapons available.
So the early-game plan here is to knock out Psyfledreads/Transports at all costs from a distance, forcing GK to hoof it without any long-range support so that I can use my superior mobility to dictate the rest of the battle, and pick and choose combats that are advantageous for me.
I know this is all a bit wall-of-text...sorry, I have a tendency to ramble or over-explain things. But with all of this in mind...anyone have any ideas for the finishing touches on this list?
Here's what I'm sitting on right now. The problem is I have 50 points to spare for a 2000-point list and no clue what exactly to do with them.
Please refrain from offering suggestions that include altering my army's makeup too drastically/buying or converting many more models. I'm still a few kits away (1 speeder, 5 ASM) from making this particular build work as-is, and I think it presents a pretty good option given the restrictions this particular army has.
That is to say I play this army as an all-jumper/rapid insertion strike force. I have a total of 4 Marine armies and I play the BA codex for a fast, mobile jumper force...and I want to keep to that as much as I can. The fluff for my personal chapter (the Bronze Angels) also dictates that they are a fleet-based chapter that primarily utilizes lightning-fast hit-and run tactics...and I like reflecting this in my army as much as possible. To that end, with the exception of Scouts (whom I imagine sneaking into place to gather intel while the main force mobilizes), I would like to keep this army entire jumpers/units that can fly on their own or else hitch a ride on a Stormraven.
I know that doesn't leave a lot of wiggle-room...but I'm not looking for an ultra-competitive list here. Just something that's fun and won't keel over when my buddy's GK so much as look at it (it's still going to be hard-fought, I know).
Without further ado...
---
LIST
HQ:
Librarian w/ Jump Pack, Blood Lance/Fear the Darkness & Shield of Sanguinius - 125
ELITES:
Furioso Dreadnought w/ Meltagun & Heavy Flamer - 135
2x Sanguinary Priests w/ Jump Packs - 150
TROOPS:
5x Scouts w/ Camo Cloaks, Sniper Rifles, Missile Launcher - 100
5x Scouts w/ Camo Cloaks, Sniper Rifles, Missile Launcher - 100
5x Assault Marines w/ Flamer, Sgt. Hand Flamer/Power Weapon - 130
10x Assault Marines w/ 2x Meltagun, Sgt. Power Fist - 235
10x Assault Marines w/ 2x Meltagun, Sgt. Infernus Pistol - 225
FAST ATTACK:
Land Speeder w/ Heavy Bolter, Typhoon Missile Launcher - 90
Land Speeder w/ Heavy Bolter, Typhoon Missile Launcher - 90
Land Speeder w/ Heavy Bolter, Typhoon Missile Launcher - 90
HEAVY SUPPORT
Stormraven Gunship w/ Typhoon Missile Launcher, Twin-Linked Lascannon, Extra Armour - 240
Stormraven Gunship w/ Typhoon Missile Launcher, Twin-Linked Lascannon, Extra Armour - 240
Total clocks in at 1950...and I'm having a hell of a time figuring out what to do with those last 50 points!
---
Just to make sure it's clear - the amount of missiles this army can put out (up to 20 in one turn) is pretty crucial to my early-game plan. The low model count of this army means that it can't afford to take many losses...which normally isn't a problem except GK have an abundance of S8 shots and power weapons available.
So the early-game plan here is to knock out Psyfledreads/Transports at all costs from a distance, forcing GK to hoof it without any long-range support so that I can use my superior mobility to dictate the rest of the battle, and pick and choose combats that are advantageous for me.
I know this is all a bit wall-of-text...sorry, I have a tendency to ramble or over-explain things. But with all of this in mind...anyone have any ideas for the finishing touches on this list?