Angels Furioso Army List: Comments and Ratings plz!

Ok heres my army list for the angels furioso(blood angels codex)

HQ:2/3 will be fielded

Captain, Storm bolter, power weap, termie armor
Chapie: jump pack, crozius A
Librain: combiMeltagun, wings of Sanguinius and Might of Heroes, force weap.
HQ SQUAD: 5 models, Saunguiry Priest Banner Bearer, Vet with flamer and another w/ power weap. Company Champ.
All have M.Bombs and Jump packs

Elites:
Ven Dread, Auto cannon, smoke launchers, extra armor, heavy flamer,
Death Company, 8 of em with bolters and jump packs.

Vet assualt Squad, 2 x plasma pistols, l.claw, thuder hammer, combat sheild, powerfist all with M.bombs and jump packs

Scout Squad, 4 snipes, 1 HB, 1 MsL Launcher, 2 bolters 2 Shotguns.

Techmarine: Servo-harness, 1 Servitor, wit HB
TROOPS:
Tac squad, 7 models, Sgt w/ power fist and plasma pistol,plasma gun
Tac Squad, 7 models Sgt w/ power fist and plasma pistol, meltagun.
ASSUALT SQAUD, 2x plasma pistols, Sgt w/ Power fist, and Combat sheild.

FAST ATTACK:
Landspeeder Tornado, Assualt Cannon
HEAVY SUPPORT:
Dev Squad, Sgt w/ Power fist amd meltabombs, PC, HB. LC, and MsL Launcher
Dev Squad, Sgt w/ Power fist, MsL Launcherx2, HB, PC
Scratch-build Baal Predator, heavy flamer sponsons,, h-k missiles, pintle Storm bolter, xtra armor, t-Led Assault Cannons

HOPE YA LIKE IT

:):bouncy:
 

Undave

Flockwit
Looks OK(ish) but I would either take your commander out of his terminator armour or give him a squad of termnators to join. At the moment he\'s either going to be out on his own and no amount of 2up saves are going to help him or he\'s going to be slowing one of your squads down by not allowing them to follow up properly in hth.

Mixing the heavy weapons in your dev squads like that could also be a recipe for disaster. You have a mix of AT and AP weapons in the same squad so if you shoot tanks the HBs will be wasted and if you shoot troops the LC will be a bit redundant. Try switching weapons around so you have one dedicated AT squad and one AP.

Also is there a reason you\'ve given your death co bplters instead of pistols and chainswords?

Is this list using the Blood Angel codex or the new update for them. If it\'s the new one then the 7 man squads are no longer viable as you have to use the combat squads rules.

I don\'t mean to come down too hard on your army as you\'ve obviously put some thought into it but it just doesn\'t seem all that effective to me.

Sorry matey :(
 
Well.... The DC i don\'t have enough Chainswords to use so...more firepower w/ bolters, and DC also don\'t need to have the combat Squads rule... neither do the other squads, and as for the Dvestators, Thanx for suggestions i will switch em up

Thanx...Dan:)
 
Thanx Roger, but they don\'t have to...just sayin and BTW i switced up Devs Sqaud...They now have the following mixes,...Missile Launcherx3 and a Lascannon, and the other has Plasma cannon and Heavy Bolter each x2
 

Roger Bunting

New member
It\'s my understanding that you spend the points for the 5-man squad and can add another 5 at an additional cost. The point was, as Undave made, that you can\'t have 7 in a unit. It\'s 5 or 10.
 

Undave

Flockwit
Those devs are now in quite nasty combinations. The MLs will be bolstered by the heavy hitting LC when shot at tanks and can also make quite a mess of low toughness infantry. The other one I\'d split into combat squads with two HBs and 2 PCs in each half, in effect you have two mini dev squads there.

I\'d really really think about getting some spare BP/cs arms for your death co as you need to get maximum damage out of them. They are dirt cheap from either Battlewagon bitz or the bitz box websites. Death co always have to move so you can\'t take advantage of the long range shots from the bolters. Also AFIK they must also charge if able so you can\'t shoot them in the turn you charge either. Add to that the loss of the extra attack and it really limits their effectiveness.
 
:cussing::cussing:U don\'t need the combat squads rule, u can use it but its not needed... and thanx Dave bout the Combat Squad Devs but i\'m afraid that i\'m a bit short on models(see what X-MAS brings) and the Death Co have Bolt pistols, BolterOR chainsword, and the other attacks sooo each Death Co gets 3 attacks each so 3x8= 24 + Chapy\'s attcks so prtttey nasty...ouch
 

Undave

Flockwit
You don\'t need to spilt the squads up into two units but you still buy them in blocks of 5 \"The squad may include 5 additional Space Marines for 75 points\". I was a bit dubious about the whole combat squads rule at first but having had quite a few games since I think it\'s the best thing to happen to marines in ages :D

I\'m assuming you have seen the free mini-codex on the GW website. If not it\'s here

If you had the pistols and swords you\'d get 2 attacks base, +1 for the additional hand weapon and +1 for charging (if you can pull it off). 4 attacks each making 32 in total, all with rending :eek: Although I doo appreciate the situation if lack of parts is a problem. Something to think about for the future though.

Hope you get enough stuff for Crimbo to finish it all off, good luck.
 
Thanx Dave gr8 support... and for the 7 man squads all i did was take the part where it says Add 5 Extra Models for X amount of points and divide the number by 5 sooo add 5 extra models at 50 ponits translates in 10 ponits per model. :)
 

Undave

Flockwit
Seriously it\'s not an optional thing. If you could add individual marines it would say \"add between one and five marines for 15 points each\". You have to buy them in blocks of 5.
 
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