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===Elite=== *'''Chaplain:''' Pretty much the same as the vanilla Space Marines Chaplain, but moved to Elites for some reason. Not worth the Elites slot; get a Reclusiarch instead. *'''Sanguinary Guard:''' '''Blood''' Guard who have '''Blood''' swords and '''Angel''' wings and '''Angel'''us bolters that shoot '''Blood'''shard shells that spill '''Blood''' for the '''[[Khorne|Blood God-]]''' I mean, [[Emperor|Emprah]]. All equipped with jump packs, two-handed master-crafted power weapons and 12" AP4 Storm Bolters. Cost as much as a Terminator squad, but can't have more than five guys in a squad. One of them can carry the chapter banner, and all of them can swap out their usual gear for power fists, plasma pistols, or infernus pistols, and they can take death masks, which forces the enemy to roll a Leadership test or hit at WS1 on the turn they charge. 2+ armor save which means power weapons won't hurt much which just made this unit much more valuable on the field, but no invuln save at all; keep them away from plasma and AP2 or lower weapons in general. Attach a Sanguinary Priest to them for extra lulz. Cool unit, Your mileage may vary. Perhaps just spend those points on a termi squad. *'''Furioso Dreadnought:''' A WS6, 13/12/10 Dreadnought that can take Blood Talons (Lightning Claws) that generate extra attacks. Formerly auto-include cheese bricks, but sixth edition hit them pretty hard. Walkers are significantly worse in close combat and Blood Talons got [[nerf]]ed to S6 AP3, meaning you can no longer point your Furioso at enemy tanks and make them blend. You'll have to be a bit more choosy with how you tool it up, and let's just say that if you're expecting lots of 2+ armor saves or AV13+ vehicles take a Frag Cannon and a Magna Grapple or double DCW's. Blood Talons can still be a cost effective investment, but only if your opponent has a ''lot'' of weedy infantry to mulch. Like most vehicles they work best in pairs or trips. **'''Librarian Furioso:''' Flying Psyker Dreadnought, end of argument. Known to reduce grown men to [[Butthurt|tears]]. All the bullshit of the regular furioso up to eleven sums this abomination of a unit up pretty well. *'''Contemptor Furioso Dreadnought (Forgeworld):''' Exactly what it says on the tin, which is to say it gives you everything you love/hate about Furiosos in a Contemptor's package. Benefits include Atomantic Shielding, 13/12/11 armour (thus making it impervious to units that only get S4 in melee), fleet, S7, WS5, Red Thirst, two DCW's with storm bolters - and that's just to start! You get the option for both contemptor fun (trading a DCW for Kheres Assault Cannon, Heavy Conversion Beamer, other dread guns, Chainfist, etc) and Blood Angel goodies (Blood Talons, upgrading a storm bolter to a meltagun to break people out of their metal bawkses, the Frag Cannon arm replacement, and the chassis-mounted Magna Grapple). If you do go with Blood Talons, you really, ''really'', want to fail your Red Thirst roll and take a Magna Grapple, just in case. This thing is essentially a giant middle finger to infantry blobs, as the overwhelming majority of the infantry units in the game cannot even touch it, and with Atomantic shielding it also extends a second middle finger to anything that hoped to use glancing hits against it. *'''Terminator Squad:''' They're Terminators, what's not to like? Use them just like you would [[Warhammer_40,000/6th_Edition_Tactics/Space_Marines#Elites|vanilla Terminators]], there's not much of a difference. Heavy Flamers are cheap and ignore cover, and Assault Cannons and Cyclone Missile Launchers ensure long-range carnage. Remember to bring at least one Chainfist, and a Sanguinary Priest couldn't hurt either. If you're fighting 'Nids, reminisce about the good old days of Space Hulk. *'''Terminator Assault Squad:''' Well, Matt Ward found out how popular the almighty Thunder Hammer/Storm Shield combo was, so he increased the price of it... to ''five points each''(like every other Stormshield in the Army cost 5 more). If you get these guys, pray that you roll a 1 for their Red Thirst roll, because Furious Charge benefits these guys greatly. It is absolutely necessary that you take a Land Raider to ensure they make the long trip to the enemy. They benefit greatly from a buffer unit like a Reclusiarch (to boost their close combat capabilities even more) a Sanguinary Priest (a squad 2+ armour saves, 3+ invul. saves with Feel no Pain? Yes please) or a Librarian (In case you needed yet another sledgehammer in your squad). Bottom line: great CC squad, but they can become really expensive, really soon. *'''Techmarine:''' A minor chance to make a vehicle move again. Unlike vanilla Marines, they can take Jump Packs (at the cost of their Servo-arm), so at least they can keep up with the vehicles they're supposed to repair. One-wound model, though, so they are good for little else than deep-striking with a combi-melta, and even then, you can find a better use for an Elites slot. However, it is also worth noting in recent FAQs the techmarine can repair vehicles while being inside of them. In other words give a techmarine his servoharness and put him in your stormraven and laugh as you regain your hullpoints. If you take him and don't put him in the stormraven to fix it, then you doing it wrong. ''(It's also worth noting that Servitors are cheaper than a harness.)'' *'''Sternguard Veteran Squad:''' Yep, they're back. Yep, they're still awesome. Dakka, dakka, dakka. Just keep 'em away from tanks and high-armor units, unless you remembered to bring some combi-meltas/plasmas. Not as useful for Blood Angels, with the amount of anti-infantry and meltaguns they usually possess, but still a fine buy. *'''Sanguinary Priest:''' Responsible for the last 10% of Blood Angel Bitching. You can take three of them for one Elites slot. They can have Jump Packs, or even Terminator Armor. Bullets no longer hurt your troops. As if marines needed to become even more survivable. Enjoy your immortal demigod soldiers. Don't send them in combat, powerfists make them cry. You can trail him behind, abusing 2" coherency, though, so he won't get in combat too soon. **'''Brother Corbulo:''' Bullets no longer hurt your troops and you get one free re-roll. And this can be for any roll except deployment or game continuation. Unless he dies before you use it, at which point you kinda didn't deserve it anyway. He is a lot more survivable himself, with 2+ FnP, and more killy, with S5 Rending chainsword, but costs as much as 2 ordinary Priests and is still vulnerable to powerfists.
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