Tuesday, July 10, 2012

2000 Pt Blood Angel List for 6th Ed


So this is the first list I have for sixth edition

HQ- Commander Dante: 225
HQ- Astorath the Grim: 220
Elites- Sanguinary Priest: 75- Jump Pack
Troops- Sanguinary Guard (5): 250- Powerfist, Chapter Banner, Infernus Pistol
Troops- Assault Squad (10): 240- 2 x Melta-guns, Infernus Pistol, Power Sword
Troops- Assault Squad (10): 235- 2 x Melta-guns, Power Fist
Troops- Assault Squad (10): 225- 2 x Flamers, Hand Flamer, Lightning Claw
Troops- Death Company (5): 190- Jump Packs, Power Axe
Fast Attack- Baal Predator: 115- Flamestorm Cannon/Assault Cannon
Fast Attack- Vanguard Veterans (5): 225- Powerfist, 2 x Power Sword, Gunslinger 2 x Handflamers

So you may notice that this is a TON of Jetpacks. Hammer of wrath is a great rule, and jetpacks are super mobile and really the best way to increase the reliability of an assault army.

I have taken away one of my tanks. Tanks diminished in efffectiveness. This is essentially either a 115 pt flamestorm bomb to outflank OR I use the assault cannons as my anti-air defense (twin linked helps with those snap shots, and it should easily tear apart flyer armour if it hits).

So I took out the Librarian and added Astorath. Furious Charge may not be as good, but still it help, and to be fearless is no longer a bad thing (no retreat wounds sucked). And now Death Company are the greatest shock troops, so you need a Chaplain for them.

So DC have Rage, giving +2 A, have a chaplain to reroll to hit and to wound (does this include Hammer of Wrath Attacks?) and still have FNP and Furious charge, which while not as good is still nice. These guys will be premeire assault troops and have very few downsides now.

The Vanguard lost their thunderhammer, as being concussive no longer help against vehicles, making thunderhammers kinda a 5 pt waste over power fists. The gunslinger is an addition in part to keep 4 bolt pistols, and in part to just be AWESOME. Dual handflamers woot.

Sanguinary Guard are still great, if not better now. Since fewer things have AP2, their 2+ saves are amazing. All the old benefits still apply, and have Dante with them still makes them really potent.

The priest is reduced from 3 to 1. With FC and FNP not as effective, they are no longer MUST BUY so much. Astorath does a good part of his job for him, but is only 50% reliable. The Priest still gives a nice buff in a 12" radius that I can't complain about. As well, I can use him to dive on challenges if need be.

One thing to note, as I interpret the rules, Sanguinary Guard, Dante and Astorath all have AP3 Melee weapons, even if they are holding an axe (Axe Mortalis, Executioner's Axe) as they fall under the rule for Unusual Power Weapons found on page 61 of the 6th edition rulebook. This really makes them potent choices still as they still manage to get their high I rather than being combat beasts that have to strike last.