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The Descendants (my take on a homegrown blood angels list)

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Post  Administratum Mon Apr 05, 2010 3:07 am

Since Paz got the ball rolling i thought i would also post up my 1850 list. The entire list is based on the principle of mass jump infantry (descendants... ie. they descend from above and fix little red wagons for the emperor)

1850
HQ
Dante [225]

ELITE
3x sanguinary priests [225]
- 3x jump pack

TROOPS
10x assault marines [250]
- melta x2
- thunder hammer

10x Assault marines [250]
- flamer x2
- hand flamer and thunder hammer

10x assault marines [245]
- flamer x2
- hand flamer and power fist

10x assault marines [245]
- flamer x2
- hand flamer and pwer fist

5x assault marines [160]
- infernus pistol x1
- infernus pistol and thunder hammer

5x sanguinary guard [250]
- power fist x1
- infernus pistol x4

Just a quick explanation on some of my choices. Dante can go with the sanguinary guard if there are nasty tanks. When the squad deepstrikes it wont scatter if he is in there, so 4x infernus pistols and he has one at bs5 should close the deal on anything short of a monolith.
Or he can join a squad with flamers and do hit and run against hordes

The sanguinary guard and the other 5 man squad are the dedicated armor hunters. Other than that it is pretty straightforward i think. If i face a monolith i guess i ignore it.

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Post  Terran Mon Apr 05, 2010 3:55 am

To be honest, I would consider swapping out one squad of assault marines for a squad of tacticals. Just so you have one unit you can sit on a home objective and forget about.

My thoughts, anyway.
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Post  Administratum Mon Apr 05, 2010 4:13 am

Yea, that makes all kinds of sense. It would save a ton of points on a scoring unit, and maybe allow me to fit in a lascannon.

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Post  Guest Mon Apr 05, 2010 7:14 am

If you were going to do that I'd recommend scouts honestly.

They're a mostly useless combat unit, but jammed into cover they're usually about as survivable, cost less, and have longer range for their primary weapons. For holding points, scouts are fantastic.

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Post  Administratum Mon Apr 05, 2010 5:01 pm

Yea, thats another good idea, with a ML...
These are great suggestions, but kind of go against the all jump infantry theme. I might be able to work in the scouts though, as an advance unit... or maybe a tac squad in a drop pod.

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Post  smackman Mon Apr 05, 2010 8:29 pm

From what I've seen of the dex, taking assault squads ALWAYS is better. Don't worry about your back point, commit 100% of your forces to destroying the enemy. Every point you leave in the back fingering their bum is a point that isn't skull =I=censor=I= an opponents points desperately trying to stand their ground against a quick moving, hard punching assault army, don't split your force attacking and defending, play every game as if the objective is to stand in a lake of blood, don't give up on the assault squads for tac squads.

Take a page from the ork dex, guns don't kill tanks, power fists kill tanks, an entire army of scoring troops flying around with jump packs fisting tanks... AWESOME!

Btw love the list.
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