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Re: Lets Talk Some Strategy!

Posted by Evilgoat on Nov 05, 2015; 8:37am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Lets-Talk-Some-Strategy-tp7581852p7581854.html

so I said I would post up some things I do when playings as the BLOOD ANGELS squad.

1. when selecting 4 equipment cards only I will usually select Bolt pistols, close assualt blades, force field and melta bomb.
this selection may sound a bit weird, but let me explain.  as far as the selection of a melta bomb...this is purely mission dependant... If this mission is to get in and get out fast I will take a blind grenade instead of a melta bomb. as for not taking the bionic arm, I feel this place is better taken by the close assault blades. My commander with his Power Glove & Power Sword, is fine without this boost, I'd rather keep my marines alive longer by boosting their bolter capabilities.

2. selecting weapons. I usually select 2 heavy weapons, 2 bolters, and commander power glove/power sword, the 2 heavies are usually Plasma gun and assualt cannon.

3. So how do I play to get the best out of this selection of equipment and weapons? well, firstly the heavy weapons will try to kill what ever that can in the best way to make the most of each weapons features, then the commander and bolter marines will move in to clean up what is left. My bolter marines will engage in close combat majority of their play.. that said they will never engage with orks or space marines in close combat by choice. this is because it is not worth the risk.  Gretchen have no dice to roll when being attacking diagonally, so no risk there. Androids and genestealers drop 1 red dice when being attacking diagonally, so definately worth the risk when your bolter marine is rolling 3 white. On occasion i have used a bolter marine and melta bomb to kill a dreadnought if my commander is occupied elsewhere...(bolter marines are only worth 5 points if i failed :) still the odds arent too bad  dready rolls 2 red 1 white, marine rolls 2 red 3 white. The aim is to destroy every threat before they have a turn to attack you. The bolters have the movement as well as the power to take out the alien quickly. the last thing you need is aliens taking pot shots at you for 5 turns!

4. for missions that require speed, a "move it" order is great straight off the bat then followed up with a blind grenade at end of the first
turn. this strategy is especially great in the "mission dreadnought, mission one".....move the tarantular into place and smash the bulkhead before the alien knows whats happening. boom blind grenade..... fire again smash the next bulkhead in the tunnels

thats enough for now :)