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===Ranged Weapons=== *'''Boltgun''' - You know what a Bolter is. 24" Rapid Fire S4 AP-0 1 D. The loss of AP hurts, but if your opponent has a brain he'll be keeping his 5+/6+ units in cover anyway. *'''Bolt Rifle''' Primaris version of the Boltgun, with -1AP and 30" range. *'''Auto Bolt Rifle''' Assault version of the Bolt Rifle. 24" Assault 3, AP 0. *'''Stalker Bolt Rifle''' 36" Heavy 1, S4, AP-2, D2. *'''Combi-Weapon''' - Now infinite use, can be fired independently of the Bolter or at the same time. Firing both the Bolter and the special weapon causes a -1 to hit. Special mention to Combi-Flamers, since the flamer part auto-hits. *'''Storm Bolter/Combi-Bolter''' - Cheap as chips Rapid Fire 2 Boltgun. Typically seen on Terminators, decent midrange Characters but otherwise should only be taken if you don't want to spend the points on anything better. *'''Angelus Boltgun''' - 12" Assault 2 S4 AP-1 1 D weapon. Better now due to how AP works. It is now a free-gun, and has a strategem in Blood of Baal. Still not a pistol, but eh perfection is Slaanesh's thing anyway. ====Pistols==== Special note that many BA units have options to Paired Pistols. *'''[[Bolt Pistol]]''' - It's a Bolter Pistol. Like other pistols, has a shorter range but can be fired when locked in close combat so it's useful enough for choppy units. **whenever you are choosing between a Bolt pistol or a chainsword and another S4 attack, take the chainsword because of red thirst. *'''[[Plasma Pistol]]''' - Fairly effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage but kills the user on a roll of 1 to hit. Cheaper and more effective than the Grav-Pistol against units with high toughness, but the warning about supercharging applies here too- you do ''not'' want to get your expensive character killed just because of one bad roll. That said, given that a Captain lets Marines around him, including himself, re-roll those bad 1s To Hit away, don't be too worried. 1/36 chance of killing yourself are acceptable odds. **At a very reasonable 5 points, throwing these on units like sanguinary guard or death company is a viable option. *'''[[Grav-Weaponry#Grav-Pistol|Grav-Pistol]]''' - Deals more damage against targets with an armor save of 3+ or higher, but it's not quite as good as it used to be, especially since immobilization spamming is out. **Paired Grav Pistols have more shots than a Gravgun at 12" of range and cost only +1pts. *'''[[Inferno Pistol]]''' - in terms of close combat, this is the best pistol, period. S8 AP-4 D D6 means this is effective against most targets. You take these because Blood Angels don't really get the most use out of Devastators. This pistol lets you damage high toughness, multi-wound targets while still being able to use the Red Thirst. Not good for deep-striking troops, but what the hell Rhinos are assault vehicles now! ** Now 9 points as of CA 2019, still 6 less than a Combi-Melta and on the pistol list rather than Combi list. Fine on characters to pop wounds off vehicles or other heavy targets before charging in, just don't go crazy. ** Always take one in your squads because you want to be close up and in combat meaning you will have plenty of chances to shoot the pistol for a huge amount of damage. With clever positioning in close combat you can get a nice shot at enemy characters. **You cannot shoot them arriving pistol deep-strike, but if you survive combat it acts as a cheaper one-hit power fist rather than a pistol. Just be aware to fire it in CC you have to survive through your opponent's fight phase as well. Most models that can use this are 1-wound with a mere 3+. Though if you could build a lieutenant [[Moritat]] with dual inferno pistols that'd be cool. *'''[[Flamer#Hand-Flamer|Hand Flamer]]''' - Pistol that auto-hit D6 times with S3 AP-0 Range 6" and got cheaper now. D6 auto-hits against T3 wounds on a 4+ or T4 on a 5+ and you can fire it in close combat. Great pistol for anti-horde melee troops, but really really useless on anything deep-striking. ** The Hand Flamer has the combination of being able to shoot in melee range and hitting automatically going for it. It will certainly not blow through tanks and characters as well as a Plasma Pistol, but a couple of them most definitely help with fighting your way through hordes. Those 3 hits on average will add up fast, especially when combined with a bunch of [[Chainswords]]. Additionally, the auto-hits will help a lot with getting past To Hit modifiers like [[Warhammer 40,000/Tactics/Tyranids(8E)|Venomthropes]]. ** At 1 point in the Codex, replacing some bolt pistols with these is a much more attractive option. ***Three on average strength 3 shots is better than one strength 4 shot. That combined with the fact you're auto-hitting both during the shooting phase and during overwatch makes this a clear winner if you got a handful of points to spare. ****Bear in mind hand-flamers don't get red thirst and chainswords are free. Hand flamers are still awesome but limited. ====Special Weapons==== *Note before you look at these, all their point values have dropped so if you were iffy on some weapons not doing enough for their cost, worry no more *'''Flamer''' - An 8" Assault D6 S4 AP-0 1 D which automatically passes rolls to hit. A classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. The changes to how Flamers work give them a bit of effectiveness against small, lightly armored units as well- the number of hits they can score means that a single unit can be hit more than once. They are a surprisingly decent AA option too, given they auto-hit even Hard to Hit models. Keep in mind that this weapon is pretty poor value against non CQC armies, as by itself its not fantastic due to high cost. The main kicker is the auto-hit on overwatch, which only happens if you get charged. Also, you can Advance and shoot the Flamer, at the cost of not being able to charge. **seriously this is only 6 points! If you're not using these against blobs of guys what is wrong with you. ***Or you could just take our cheaper 1-point hand-flamer and a [[Rip and Tear|chainsword]] and end that blob rightly. *'''Grav-gun''' - 18" Rapid Fire 1 S5 AP-3 1 D. The loss of the ability to wound on a roll equal to the target's armor save is a big nerf to the former game-breaker of 7e, to say nothing of its meh strength and range compared to the now-safer Plasma Gun. However, it does D3 damage when it wounds an enemy with an armor save of 3+ or higher so it can still be decent against heavy infantry. Don't bother against vehicles, though- S5 isn't enough to dent most tanks now, and immobilization spam is no longer a thing anyway. But they're mostly here to kill 2-wound models now. **Since it fires 2 shots just outside melta-range it can knock off more wounds than you might think. Just not as good as the melta, or the cannon version. Mostly held back by its piss-poor range. **To be clear this gun is for rhino-riding marines to kill enemies with 2-wounds. Don't deep-strike with this gun, buy plasma guns for that. *'''Meltagun''' - 12" Assault 1 S8 AP-4 D6 D, best used with Drop Pods. (Don't use drop pods try infernum, inferno?, razorbacks or bikes) If within half its range (so 6" or closer) it rolls 2D6 D and selects the higher number, so it's good against Monsters as well as vehicles now. It's worth noting that Drop Pods and its passengers cannot disembark closer than 9" from an enemy, so you won't be in Melta range on the drop. Try Multi-meltas for that. *'''Plasma gun''' - The plasma gun works differently from its earlier incarnations- for a start, it now has two firing profiles, both of which share Rapid Fire 1 and a 24" range. In its normal mode, it's S7 AP-3 1 D so it's basically a flat upgrade from a Bolter that does a good job of taking out MEQs and TEQs. In its supercharged mode, it has one extra point of Strength and Damage that lets it one-shot Terminators. But be careful: firing the supercharged mode triggers the new version of Gets Hot!, and this time it just kills a model with no saves on a to hit roll of 1. So only fire the supercharged mode when the boosts are worth the risk of killing the user on the spot. ====Heavy Weapons==== *'''Grav-cannon with grav-amp'''- Identical to the Grav-gun, but with Heavy 4. Compared to the Plasma Cannon, it fires more shots but suffers from all the nerfs that the Grav-gun has gotten. It's now effectively a souped up Heavy Bolter. **The most expensive heavy here, but the safest and highest ROF weapon for dealing with TEQ. Not bad against vehicles either since you can afford to miss one or two shots, unlike the lascannon. Killing one terminator pays for the cannon so give it a thought. **Strength 5 sounds bad but so few vehicles are toughness 10 that you still have 1/3 chance to hurt a vehicle for d3 wounds. Still, consider bringing lieutenants for your grav-cannons. *'''Heavy Bolter'''- 36" Heavy 3 S5 AP-1 1 D. Good against hordes at long range due to its high number of attacks, and not too bad against lighter vehicles either. It is also extremely cheap. **hellfire shells stratagem can deal out a startling amount of mortal wounds *'''Heavy Flamer'''- A flamer with an extra point of Strength and AP-1. More effective against almost everything than its smaller brother. *'''Lascannon'''- 48" Heavy 1 S9 AP-3 D6 D. Your primary anti-vehicle weapon. **The best range here. Hence has that advantage over the more expensive grav-cannon. Works better with accuracy buffs than wounding buffs. *'''Twin-Lascannon'''- Gives you two lascannons for 10 points less **This makes tanks that can carry these an actually good idea as they can take as many lascannons for cheaper weapons cost and a tougher body than a devastator squad **Seriously a normal Landraider will only cost you 277 points for 4 lascannons, two heavy bolters, T8, lots of wounds, and can transport models. Consider this when you're choosing your army *'''Missile Launcher'''- Can fire either Frag Missiles that act like D6 Bolter shots, or a Krak Missile with S8 AP-2 D6 D. Not quite as good as Heavy Bolter or a Lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. With its D6 D AP-2 it can still make a nasty surprise for a HQ caught in the open. Costs 5 points less than a Lascannon, so its only worth taking if you KNOW you will be shooting infantry with them at some point. *'''Multi-melta'''- A 24" Heavy 1 Meltagun. Cooks vehicles from a slightly safer range than the regular Meltagun, but unlike the Meltagun you can't advance and then shoot with this. The Multi-melta can fulfill a role previously filled by the Meltagun: Drop Pod threat removal. Due to its 12" Melta range, that means your D6 D will be more reliable on the turn you come in, at the price of a 16% decrease in accuracy. To offset that you have the Armorium Cherub and the Sergeant's Signum. ** Now being only 22 points per gun (cheaper than a lascannon mind you) and drop pods dropping 20 points, deep strike drop pod bomb is a good idea that will cost you less than it used to *'''Twin Multi-Melta'''- two shots for 40 points *'''Plasma cannon'''- Identical to the Plasma gun, but has a 36" range and is Heavy D3. The larger number of shots it has the potential to fire make it more useful against larger groups of enemies than the regular plasma gun. **The penalties for moving and firing are steep here, so use extreme caution overcharging. In fact you might leave this gun at home. If you desperately need this cannon get it on a relic predator who uses a safer variant. Carry a lascannon or heavy bolter instead, or shell out for the grav-cannon for 2-wound thickies. *'''Frag Cannon'''- Double Heavy Flamer on steroids with 8" 2D6 S6 AP-1 1 D auto-hits. Hordes beware. [[Awesome|Also an assault gun on a very fast model so you can advance and roast.]] *'''Typhoon Missile launcher'''- Two missile launchers for 2 points less *'''Assault Cannon'''- 22pts for 6 shots, S6, AP-1. good for dealing with hordes at range *'''Twin-Assault Cannon'''- double cost, double shots ** Now costs 4 points more than a Twin-lascannon ====Grenades==== *'''Frag Grenade''' - It explodes, 6" D6 S3 AP-0 1 D, good against GEQs. *'''Krak Grenade''' - It explodes even harder, albeit only one shot at range 6" S6 AP-1 D3 D, always remember to throw one , because now it can one-shot (small chance, but...) multi-wound enemies. *'''Melta Bomb''' - Now can be thrown at 4" with S8 AP-4 D6 D, which is brilliant, and in 8 edition there are no restrictions on using it, so it's perfectly viable to throw Melta Bombs at enemy characters, as well as usual targets, like vehicles and bigger enemies.
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