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===Troops=== *'''Assault Squad:''' These guys are the Blood Angels' bread and butter: mobile, deadly, and cost effective. They can be tooled any number of ways and most of them are deadly. Small squads with Melta, Combi-Weapon, and a FAST razorback with Lascannon and TL Plasma, or a large 10-man squad, either flying, in a free drop pod, in a 15-point Rhino, or a discounted Raider. You really can't go wrong. Just make sure a Sanguinary Priest is within 6" so they have the joy of FNP and Furious Charge. In a competitive meta, the 10 fly guys are the way to go, as a transport may get lased to death as it steps out and you do NOT want these guys foot slogging. On the other side, it's still harder to glance razor to death rather than to kill some infantry units. So razors can be competitive, especially when your opponent has good anti-infantry units, but is not very good in killing many vehicles (and if you go razors, take 4 with 5 ASM each). *'''Tactical Squad:''' Shooty. Better than vanilla Space Marines, because you can give them Feel no Pain (through the means of attaching a Sanguinary Priest). Tactical marines are a mighty fine addition to any mech themed army, with the chance to be deployed in fast rhinos, it means you can create a fast moving jack of all trades army. Good for grabbing objectives late on from edges of the board, whilst providing fire support and being the main bulk of your army. Their main power is in cheap special weapons, being flexible and generally being VAMPIRES IN SPESS. Shoot with your tactical marines and then charge your enemy with assault marines. *'''Death Company:''' No longer a required troop choice, but you played Blood Angels for the ''sauce'' and this is it. If you're going to be a bitch and refuse to spend points just take an assault squad, its the cost effective choice. They don't have Rending like they used to, but are now WS 5 and still have Fearless and Furious Charge. 6-th edition change them a lot - while they don't have +1I on the charge, new Rage rules mean you now can control them, and even take one extra attack on charge for maximum carnage. Do not forget that they are Relentless, so give bolters to fist-equipped guys for free extra shots. If you're going to use these, it's highly advisable to throw in a chaplain for rerolls (Liturgies of Blood lets them re-roll failed wounds as well as hits) and an array of close combat weapons. Taken together they make Death Company [[Sly_Marbo|the last word in terminal close encounters]]. An eight-man power-weapon-equipped death company squad with a chaplain can easily wipe out full bloodcrushers squads IN ONE CHARGE, but new ap3-power weapon nerfed power-DC a lot, since they can no longer threaten TEQ's (unless you take some power axes and a very big squad). A Land Raider actually makes a good transport for these guys, particularly the Land Raider Crusader; 15 blood-crazed maniacs + 1 chaplain + Land Raider Crusader = pretty much a guaranteed charge and a whole lot of dead things. Another option is to give a 5 man squad jump packs add a librarian or captain with a jump pack(make sure captain has power sword) and charge up to a unit of space marines and watch as your captain or librarian kills one or two space marines then your death company hits on threes and wounds on threes. **'''Lemartes:''' The resident Zen berserker maniac Chaplain of the Death Company, Lemmy's weapon change to a power maul in 6th Ed seems like it's nerfed him somewhat, but the moment he gets wounded he turns into one of the nastiest things for any character to face in a challenge. With his special rule, you're looking at 8 (!!!) Str 8 (!!!!) AP4 I6 attacks on the charge with rerolls to hit and wound - enough to instant-death most T4 characters without Eternal Warrior through their armor saves before they even have a chance to strike back. This also means he actually has a really good chance at wrecking vehicles with his beatin' stick now. <strike>And he fits in non-Stormraven transports now too. Take him</strike> (No he can't, jump infantry can't take transport unless specified.) Get him shot once. Enjoy. *'''Death Company Dreadnought:''' Thanks to 6th Ed, the DC dread isn't as gloriously nasty as it used to be. Blood Talons are now AP3 as mentioned, and the immunity to Stunned/Shaken results is nerfed majorly with hull points. Thanks to those, krak grenades hitting at normal WS also make its AV12 a gigantic liability compared to a Furioso's AV13. On the plus side, it -does- get one more attack than a Furioso (two on the charge, thanks to Rage). Blood Fists are actually a pretty decent alternative now, even if they invalidate FC. You'll still pulp shit if you manage to keep it alive for long enough. And this dread is a troops choice (so it won't use up an elite slot...but of course it's not a scoring unit, being a vehicle). *'''Scout Squad:''' Cheap, infiltrating, and scoring like every other Scout unit. ''Unlike'' every other Scout unit they have "The Red Thirst" special rule which can turn them into mini berserkers if taken with an HQ choice like Astorath. Give them all pistols and knives to make them even better in assault; a Power Fist/Plasma Pistol for the Sergeant might also be warranted. Sure, they don't have Hellfire shells for their heavy bolters, but who cares? Another tiny, easy to miss upgrade that separates BA Scouts from their weedier codex brethren is their ability to take a Locator Beacon. Yeah, now you can flawlessly deepstrike, say, Land Raiders, within 6" of the enemy. Should the Scouts live (doubtful, since they will almost undoubtedly attract ridiculous amounts of fire from this), they can guide in all the other deep-striking stuff that BA have access to as well, like, Vanguard. Anyway, they're not a combat unit with their 4+ save and WS3, and BA don't really require more DS precision (take Dante if you do), so they're a mediocre choice. If you want your scouts to provide some ranged support you can equip them with sniper rifles for free. Thanks to the changes in 6th edition you can try to snipe the hidden power klaws and similar threats before your marines have to engage it in melee.
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