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Blood Angels vs the NEW crons...How?

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Blood Angels vs the NEW crons...How?

Postby conscriptboris » Sat Dec 03, 2011 2:07 pm

Hi guys,

Those of you that know, been out the hobby (gaming) last 18-24mths due to the job, anyway, 7th Jan is my lauch date back into it all with potentially my BA vs the new cron codex. Now I could trawl the web for the next month reading all the reports updates etc and gaining an idea of how the majority of cron players are working the new army.....or i can make a post and feed on current experience!

My most frequent list prior to stopping gaming for the BA was roughly:

HQ Dante

Troops:
10 man Assault Sq (melta)
10 man Assault Sq (melta)

Fast Attack:

5 man vanguard (melta Bs)
5 man vanguard (melta Bs)
10 man vanguard (pwr wpns)

I had tweaks here and there for the upgrades, the main changes would be drop 10 man, add vehicles or other squads depending on who im playing, anyway this worked well for SM/IG.

However, 2 questions, whats the current main strengths of the new crons players are relying on? (what to look out for) also as opinion do i need to move to more mobiliity (speeders, bikes) or firepower wieght (baals, stromravens, LRS?)

Cheers, for the advice guys,

Elvis
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Re: Blood Angels vs the NEW crons...How?

Postby BANE » Sat Dec 03, 2011 6:39 pm

Crons are a shooting based list, so with the units you have listed above ill justy cover the issues you will face with them units.

He is going to outshoot you from the start as your assaulty and cant trade blows in any sort of firefight so you need to close the gap real quick, anything you can use to get your troops to his quicker or safer, you need to do, look at cover or libbys with sheild and def priests to give FnP to keep u alive in the approach.

Watch out for Tl tesla weapons as they will mow you infantry down if you not careful.

You should be able to handle most things in assault but be wary of lychguard with shields and anything with warscythes and an inv save as they can turn the combat if your unlucky. Wraiths and scrabs have got some tricks in assault with a good inv save and the ability to remove your save respectively, these will probably cost you in assault if you dont finish the quickly.

You basic tactic is going to be to cause enough wounds in assault to force a break test on 6 or worse, this means causing 4 more wounds per combat that they cause on you. If you going for normal warriors you can handle that, anything meantioned above go in hard with multiple units and finish them quick, but not that quick that you get razed in the next shooting phase.

My tactic with you list would be move the assault squads cover to cover with a FnP bubble and when the vanguards become available decsent of angels into his warrior/immortals or weak in assault units to pin them until the assault squads can go into support.
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Re: Blood Angels vs the NEW crons...How?

Postby conscriptboris » Mon Dec 05, 2011 9:23 am

cheers for the info, I like the suggestion at the end,

question, can normal necrons survive instant death from power weapons? (special rules?) and ive been looking at equiping more missiles (krak) on typhoons or the like, maybe even whirlwinds to give them some blast templates negating the initial armour save?

Whats peoples opinion on Whirls and typhoons for tackling crons?

Cheers,

Elvis
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Re: Blood Angels vs the NEW crons...How?

Postby BANE » Mon Dec 05, 2011 8:25 pm

Krak for long rang AT suppression and the odd lucky kill and high str low ap blasts to kill massed warriors out of cover (if that happens!) are both viable ideas.

Crons get up from everything now! You only kill them when you kill the unit outright or they break from combat or shooting.
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Re: Blood Angels vs the NEW crons...How?

Postby conscriptboris » Mon Dec 05, 2011 9:03 pm

well im thinking enough ap 4 wpns and I should be able to get the running/destroyed in CC, bit of tactical deployment!

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Re: Blood Angels vs the NEW crons...How?

Postby killmaimburn » Tue Dec 06, 2011 7:55 am

Not sure if even totally tailoring for the cron codex makes whirlwinds a great idea..
Warriors- yeah there will be some (maybe footslog with a relentless giving HQ) but they are more likely to be in a vehicle (now).
Immortals the other troop choice have a 3+ save, (in fact most things with less than a 3+ have a higher toughness..and generally when getting low ap from smurf codexs you get low str).

I guess it comes down to coherancy (someone seeing a template goes for the loosest coherancy a hit will be 3 guys) and the rest of your list.. A dakka pred (autocannon heavybolters) is 10 points more than the whirlwind.. but can survive 2 more weapon destroyeds..8 shots (anyone remember where the maths are for 8 to hits vs 3-5 on scatters?).
Blood angels adds a premium to whirlwinds to move and shoot.. but it could already move and shoot, so.. :x more overpriced rather than less.

When your adding 1 or 2 vehicles to a all MEQ list.. all the anti tank guns in the game suddenly have a role to play watch out for making more weaknesses in your lists than you add strengths.
A 4+ save isn't just about getting passed their armour.. its about their armour being crap. Anything that can push lots of saves onto them. (riflemen, (possibly dual dakka speeders?), missile devs firing frags) will push the enemies agenda and work well against other armies.
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Re: Blood Angels vs the NEW crons...How?

Postby conscriptboris » Wed Dec 07, 2011 10:54 am

Cheers kmb, even though I have read most the cron dex I didn't seem to register the use of vehicles, which will undoubtably be the first addition to army's, however I'll treat them like the DE having transports.

The more I think about it, I'll probably be taking my assault army backed up by preds, only problem I can't decide on is medium str massed fire or high str low fire.....

Ahwell, it's going down in jan, I'll let you know :)

Elvis
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