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  1. #1

    Default 1850pts Competive Ba Jumper List

    HQ

    Dante
    =225pts

    Elites

    Sanguinary Priest
    2* Pw, Jp
    1* Pw, Jp, MB
    =275pts

    Troops

    Assualt Squad
    7* Bp, Ccw
    2* Melta
    1* Pf, Hand Flamer
    = 245pts

    Assualt Squad
    7* Bp, Ccw
    2* Melta
    1* Pf, Hand Flamer
    = 245pts

    Sanguinary Guard
    1* Chapter Banner
    1* Infernus Pistol
    1* PF, Infernus Pistol
    1* PF
    1* GE, Angelus Bolter
    = 270pts


    Fast Attack

    Vanguard Veterans
    1* SGT, LC
    2* Bp, Ccw
    2* Mb, SS
    2* Bp, SS
    2* Lc, Bp
    1* Lc, Ccw
    = 490pts

    (will combat squad)

    Attack Bike
    *Multi Melta
    = 50pts

    Attack Bike
    *Multi Melta
    = 50pts

    Or would this list work better?

    HQ

    Sanguinor
    =275pts

    Elites

    Sanguinary Priest
    2* Pw, Jp
    1* Jp
    =270pts

    Sanguinary Guard
    1* Chapter Banner
    1* Infernus Pistol
    1* Infernus Pistol
    1* PF
    1* GE, Angelus Bolter
    = 260pts

    Troops

    Assualt Squad
    7* Bp, Ccw
    2* Melta
    1* Pf
    = 235pts

    Assualt Squad
    7* Bp, Ccw
    2* Melta
    1* Pf
    = 235pts

    Fast Attack

    Vanguard Veterans
    1* SGT, LC
    2* Bp, Ccw
    2* Mb, SS
    2* Bp, SS
    2* Lc, Bp
    1* Lc, Ccw
    = 490pts

    Attack Bike
    *Multi Melta
    = 50pts

    Attack Bike
    *Multi Melta
    = 50pts

    Any C&C would be appreciated

  2. #2

    Default

    are you planning on doing the DoA thing or start on board? The only reason I ask is because of the bikes - will they make it onto the board in time to really Melta stuff if in reserve and will they be easy kills if they start on the board?

    @ Sanguinary Guard + Vanguard.

    I think Vanguard are just better if kept cheap - no PW, 1 fist, 1 SS, 1 MB per 5
    I don't usually take the vanguard with SG - they soak up a lot of points. I do one or the other and make sure I have 3x full assault squads cause they are still going to be FuriousFnP dudes with the 3 priest.
    SG are awesome though - and when they score it is so much the better and aleaviates the need for the 3rd scoring Aslt Squad to a degree.
    Matt Kibbe
    So forever in the future, Shall I battle as of yore,
    Dying to be born a fighter, But to die again, once more.

  3. #3

    Default

    I always prefer to not give my priests any fancy CC weapons and stick them right at the very back of the scrum.

    If you are playing any half decent opponent and have your priest in the thin of the fighting, he will pick him out using his IC status and with marine stats and one wound, it would take a minor miracle for the priest to last a single round of combat. Then your entire squad looses FnP and will die a lot quicker for the rest of the game.

    If you keep the priest safe, the extra guys you keep alive with FnP will more than make up for the kill or two the priest will make in that one round of CC before he is picked off. That should free up 45pts for you to play with.

    I am not a huge fan of the Sang Guard tbh, an honor guard squad tend to be better on account of them being cheaper since you don't really want to give every guy special weapons. The built in Sang priest is a huge boost and allows you to have FnP on all of your squads, and the ability to take storm shields make them more survivable against things like special weapons and/or CC specialists who often have large numbers of power weapons/fist that make a mockery of the Sang guard's artificer armor.

    Something else I tend to do is take a storm shield for the guys with single LCs and/or Fists. You don't loose any attacks like you would giving SS to PW guys, and the CC helps to keep those expensive fists/LCs alive longer.

    I would also ditch the MM bikes, as they don't easily work well with the rest of your army and get some meltas in your assault squads and or take more fists and/or infernous pistols in your hammer squads.

    A good strategy I sometimes use with Dante and Vanguards is have Dante come down with a regular assault squad with twin meltas and infernous pistol on the Serg. With tactical precision and Dante's pistol, you have four melta shots on turn one that should all be within halve range to get the extra D6 armor pen.

    You would have a decent chance of cracking open Land Raiders with this unit (although it is by no means guaranteed!) and you should be cracking open anything less most of the time.

    With the transport popped, your Vanguards should be able to first turn charge something juicy using HI and DoA and also give Dante and his squad a cover save.

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