Friday, October 5, 2018

Updated 1850 - BloodyGuards


Here is my revised 1850 list:

1850 Blood Angels (3 detachments, 14 CP)

Battalion
Librarian, jump pack, plasma pistol, power sword, smite, shield, quick
Sanguinary Priest, jump pack, bolter, power axe, veritas vitae
Tac squad, 5, flamer
Tac squad, 5, flamer
Tac squad, 5
Plasma Inceptors, 3
Flamer Aggressors, 3
Predator, autocann-lascann, stormbolter
Predator, autocann-lascann, stormbolter

Vanguard
Captain, jump pack, thunderhammer and stormshield, warlord, angels wing
Sanguinary ancient, power fist, angelus boltgun, banner, possible 3rd relic
Sanguinary Guard, 5, 2 jump packs, power fists, 3 encarmine blades, 2 plasma pistols, 3 angelus boltguns
Company vet squad, 5, jump packs, power fist, bolt pistol, 4 pairs of lightning claws

Allied Battalion (Cadian)
2x company commanders
3x infantry squads with mortars

This list is interesting as it includes the Company Vet Squad - which I'll have to verify in the codex, but these guys have the command squad bodyguard special rule...which is new to the BAs and regular marines, and something Ol' Reecius at FLG was experimenting with at the Nova.  Basically if they go around with the Captain (or other character in the list) and they can take the wound on a 2+ (as a mortal wound). Overall, they are equipped the same as the Vanguard squad posted earlier (right now), for about the same points (had to drop the hand flamer for a pistol).

I'm now looking to drop the Sanguinary Ancient and just rebalance with more Sanguinary Guard (two units of 4 would be the goal), but it might mean taking some of the claws out of the "BloodyGuards" for the captain. I would think most of you might recommend arming them simply with just bolt guns and chainswords if I'm really just using them as a wound bank. Dropping the Ancient would get me more bodies and bolters and blades at the expense of a "reroll 1's to wound" and slightly improved leadership bubble.     

Thoughts?

MING

2 comments:

  1. Bodyguards for Marines need to have two wounds if they're going to soak for a character, or run them with zero-cost wargear.
    Losing a full Veteran plus wargear each time you bounce a wound is rough.

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  2. But, as you know, the company veteran squad is the only unit with the bodyguard rule as a marine.

    Another struggle is whether to do plasma inceptors, or bolter inceptors. I'm building them now and have not armed them yet. One really cool blogger has the idea that bolter inceptors are better unless you are going hot on the plasma (going after 2-wound models or bigger). Overall, either can drop a 5-man dev squad or equivalent in a turn, barring bad luck.

    I do have a revised list that now has two sanguinary guard squads. I've built the new sanguinary models per what I need for the list. Now I need to look for other tweaks. I'll publish it maybe later this week.

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