Ex Libris Mortis'
Blood Angel 
Tactical Library

4th Edition Blood Angels Tactica


 

 A Sampling of Effective Blood Angel Army Lists
compiled by Brother Edward 
from the Blood Angel forums of Ex Libris Mortis
 
 
 

Brother Soul

This is a simple 1000 point list I've won 2 tournaments with.

Good firebase and very mobile. Tactics should be pretty self-explanatory.

1000 List

HQ
1 Reclusiarch + DC [JP + FG + BP] (217)
Total 217

Troops
1 Tactical Squad [Sergeant/Bolter, 4 Bolters, 1 PG, 1 ML] (125)
1 Tactical Squad [Sergeant/Bolter, 4 Bolters, 1 PG, 1 ML] (125)
1 Tactical Squad [VS PW, 4 Bolters, 1 MG, 1 HB] (145)
Total 395

Fast
1 Assault Squad [VS PF, 1 Flamer, 5 CCW + BP] (190)
1 Assault Squad [VS PF, 2 PP + CCW, 4 CCW + BP] (194)
Total 384

41 Marines

Total 996
 


Brother Staurikosaurus

This list is just an updated to 4th Ed list that won a great number of Rogue Trader Tournaments (so much so that I was banned from using it as it decreased attendance significantly)

The list in its current form has been tested versus Tau, Necrons, Orcs, Salamanders, Eldar and Sisters of Battle to good effect.

1700 pt tournament list

Blood Angels Master of Sanctity
-Death Company, bolt pistol, artificer armour, jump pack, terminator honours, death mask, auspex (276 pts)

7 Man Tactical Squad with meltagun, vet sergeant with power fist, combat shield, bolt pistol, Rhino with extra armour, smoke launchers, pintle storm bolter (233 pts)

7 Man Tactical Squad with meltagun, vet sergeant with power fist, combat shield, bolt pistol, Rhino with extra armour, smoke launchers, pintle storm bolter (233 pts)

7 Blood Angel Scouts with frag grenades (98 pts)

Blood Angels Veteran Assault squad with terminator honours, melta bombs, vet sergeant with power fist and combat shield (323 pts)

Furioso Dreadnought with heavy flamer, extra armour, Drop Pod with deathwind launcher (160 pts)

Land Speeder Tornado squadron, 3 speeders with assault cannons (240 pts)

Baal Predator with heavy bolter sponsons, extra armour, pintle storm bolter (135 pts)

Total Points: 1700
Total Models: 41

The tac squads run forward to create a forward firebase, regardless of whether or not the rhinos get blown. This forward firebase, along with terrain provide cover for the advancing Death Company and Vet Assault Squad. Scouts advance to protect flanks and hold up heavy fire units. Baal supports where needed and Furioso deep strikes to disrupt the enemy battle line. Land Speeders funnel units into the assault squads and provide covering fire and distraction where needed.


BattleBrother Xavier

 My 1500pt BA Army list  

HQ
Rec. Chaplain 85, Death company 110, jump pack 20, bolt pistol 1, =216

Death Co. with bps ccws & jump packs =0

ELITES
Dreadnought 105

TROOPS
2x 6-man tactical squads with 5 bolters &1 H. bolter ea.
=190 (95pts ea.)

8-man Tac. squad 120, 1 meltagun 10, rhino wth over-charged engine 65, vet. serge. 15, wth bolt pistol & Thunder hammer 30, =240

8-man Tac. squad 120, 1 plasma gun 10, rhino wth over-charged engine 65, vet. serge. 15, wth bolt pistol & )Powerfist 15, =225

FAST ATTACK
2 Land Speeders 100, 2 H. bolters, 2 Assault Cannons 60, =160

3 Attack Bikes wth heavy bolters =150

HEAVY SUPPORT
'Baal' Predator 110, sponson H. bolters 10, X-armour 5, smoke 3, =128

Whirlwind =85

TOTAL=1499

Against good assault armies I shoot them and then assault the left-overs.
Against shooty armies I use cover and assault the units which are weak in cc and take out their anti-tank units and vehicles, and anything that poses a threat, first -obviously. Then take out the rest at my own leasure.


Brother PhoenixDreamer  

 1850 point move & shoot  HQ - 271 points total (14.7%)

Master of Sanctity; Crozius/pfist, frags, jp, termie honors
4-6 DC retinue - 271 points

ELITES - 153 points total (8.3%)

Furioso Dreadnought; meltagun/storm bolter/2x dccw, smoke, extra armor, mounted in drop pod with deathwind launcher - 153 points

TROOPS - 739 points total (40.0%)

10x Scouts; sniper rifle, vet sergeant with sniper rifle - 193 points

10x tactical squad; 8x bolters, 1x meltagun, frags, vet sergeant with bp/pw, mounted in Rhino with smoke & extra armor - 268 points

10x tactical squad; 7x bolters, 1x lascannon, 1x plasma gun, vet sergeant with bp/pfist, mounted in Rhino with smoke & extra armor - 278 points

FAST ATTACK - 330 points total (17.8%)

2x Land Speeder Tornado; heavy bolter/assault cannon - 160 points

2x Land Speeder Typhoon; multi-melta/typhoon missile launcher - 170 points

HEAVY SUPPORT - 356 points total (19.3%)

1x Baal Predator; TLAC/2xHB/SB, smoke & extra armor - 138 points

1x Vindicator Assault Tank; Demolisher cannon/storm bolter, extra armor & smoke - 133 points

1x Whirlwind; whirlwind multiple missile launcher - 85 points

43 models, 1849 points


Brother Soul

 2000 List

HQ
1 MoS + DC [JP + FG + Term Honors + LClaws + Grail] (301)
Total 301

Troops
1 Tactical Squad [VS T-Hammer, 7 Bolters, 1 MG, 1 MM] (215) + Rhino [S+ EA] (73)
1 Tactical Squad [VS PF, 7 Bolters, 1 MG, 1 MM] (200) + Rhino [S+ EA] (73)
1 BA Scout Squad [VS PF, 9 CCW + BP] (158)
1 Scout Squad [VS PF, 8 CCW + BP, 1 ML] (168)
Total 887

Fast
1 Assault Squad [VS PF, 2 PP + CCW, 7 CCW + BP MB] (280)
Total 280

Heavy
1 Dev Squad [VS PF + Purity Seals, 5 Bolters, 4 ML] (265)
1 Dev Squad [VS PF + Purity Seals, 5 Bolters, 4 ML] (265)
Total 530

75 - 77 infantry + 2 vehicles

Comps
HQ: 15.1%
TR: 44.4%
Fast: 14%
Heavy: 26.5%

Total 1998

Tactics should be straight-forward. The idea here is to have a solid firebase supporting many assault units.

The VS is intended to stay in the dev squad. The +1 LD helps the squad with picking targets, resisting pinning, and resisting fallback. Purity seals are there for redundancy. PF is there for flexibility. If this were an army other than BA, I wouldn't take it. But I want to be able to have an impact with this squad whether is stands and shoots or rages. that's why the PF is there. In practice, they prove to be worth the points.

this has a win ratio of 100 percent, played as follows:

1. scouts deploy conservatively and are used conservatively. they're not throw-away units.

2. assault squad has secondary role of assaulting. It's primary role in the early game is to kill armor. If it assaults, it will be in conjunction with another unit.

3. Tactical squad's setup enables them to sit and shoot, claim objectives, hit armor quite effectively, or assault. Jack of all trades. But they usually ultimately get stuck in cc.

4. The army has no single center of gravity. So the chaplain, although tough, will generally be the only PW equipped model in the squad. I use this unit's wild mobility (grail) to hit and run early on. I try to hit leading elements, massacre, and fall back behind cover whenever possible. Grail allows this.

5. The whole army is fast. Maneuver maneuver maneuver-- this is the primary advantage of BA IMHO (grail, black rage, OCE abilities). Use this and furious charge to force your opponent to separate from an ordered defense and come to you. Then slay his counter-assaulting elements, while raking his highest threat AP3 units with lots and lots of missile fire.



Brother MartianBoy

 Alright here's my list, It's worked against everything except guard but I contribute that to poor deployment:
(2000 points by the way)

[u]HQ[/u]
Chaplain lemartes and deathcompany (or equivelent)

[u]Elites[/u]
5- Assault termies with claws and landraider transport

1 furioso(melta and storm)

5 veterans - 2 powerswords and powerfist, infiltrate ability

[u]Fast[/u]
assault squad with plasma pistols or flamers(depending)

[u]Troops[/u]
3 5-man squads of Angel's scouts-frag and krak if the points are available

1 5-man sniper squad

[u]Heavy[/u]

2 dreads- one venerable with tank hunter, assault cannon, lascannon, and heavy flamers for both

1 Bhaal class pred- with heavy bolters

I found this army gives me the most flexibility, I have tons of fire power due to my predator, dreads, and land raider. I can infiltrate and assault almost everything, tying up enemy squads and vehicles(nothing ticks off my opponents more than loosing all their tanks on the first turn). and if I have to, I can lay down a ton of defensive fire when fighting another assault army. Only army I lose to at my club now is the one ork army with Gazgul, and a @#%$ imperial army(all ordinance and lascannon), speaking of which, check out members.shaw.ca/grots!


BattleBrother Xavier

 This is a successful list that I've had help with from a number of others on this forum that I think is easy to use.
HQ
Reclusiarch with jump pack, bolt pistol, =216

Death Company with bolt pistols, ccws and jump packs, frag grenades =0

ELITES
6 Terminators with 1 assault cannon =260

TROOPS
8 scouts, frag grenades, 7 with bolt pistols and ccws, veteran sergeant with bolt pistol and pw, teleport homer =140

8 marines , 1 Meltagun, veteran with bp, powerfist =160

8 marines with 1 Meltagun, veteran with bp, pw =155

FAST ATTACK
landspeeder with assault cannon =80

landspeeder with assault cannon =80

8 assault marines with jump packs, melta bombs, 2 plasma pistols and veteran with bp and pw = 227

HEAVY SUPPORT
8 Devastators, 3 M. launchers = 180

TOTAL: 1498pt
 
 


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