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==Unit Analysis== ===HQ=== *'''Captain:''' With the new 7th edition codex, Captains got the much needed love that they deserved. They now have access to artificer armor, relic blades, and most of the other fun toys that belong to vanilla Captains. Give him Valour's Edge, a Jump Pack, and Artificer Armor for a relatively cheap and effective HQ. Where the Librarian and Chaplain are force multipliers, the Captain is a scalpel used to remove enemy HQs and other tough models. *'''Terminator Captain:''' It's a Captain in Terminator Armor. He has a Thunderhammer (which he can swap for a Master-Crafted Thunderhammer) instead of a Power Sword, and that's it. *'''Librarian:''' Identical to the vanilla Space Marines Librarian, though with a different discipline availability. Still has no Invulnerable save, unless you take Terminator armor or luck out with powers. Pretty much an auto-include if you don't run priest or Mephiston. You can choose to manifest powers from Sanguinary, Biomancy, Daemonology, Divination and Pyromancy, so no Telepathy for us. **Death Company with Endurance? Yes, please! ** Or divination - DC with a 4++ and re-rolls to hit? Awesome! **Always take the Storm Shield option if you are using Terminator armor, it's only 10 points. *'''Chaplain:''' Has all the benefits of a vanilla Chaplain. Any troops in the unit he is with (including himself) who are equipped with a Lightning claw can reroll hits AND wounds in the first round of combat! If you intend on putting your regular Chaplain in a Death Company squad, just take Lemartes instead; he is exactly the same while having all the benefits of being in the Death Company, plus Fury Unbound. *'''Death Company Chaplain:''' These guys are 35 extra points on top of the basic Chaplain with all the rules, and comes equipped with a Jump Pack and Inferno Pistol instead of a Bolt Pistol, with the option to take Special Issue Wargear and Relics. The best part? He allows the Death Company unit he is in the old re-roll to wound rule Astorath has unless they make a disordered charge. *'''Librarian Dreadnought:''' You do have some other buffed psychic powers, with +D3 A and I, Rage, a 5++ or a an AP1 beam anyone? The other changes to the psychic phase also help a fair bit: Having a psychic "phase" means that you do not lessen your shooting if you choose to let rip with witchfire spells and having communal Warp Charges means that if you have more than one psyker (you can have quite a few in an unbound list but in a single battle-focused list, you can have 2 max plus one for every allied BA detachment) then you can focus more power on the psyker in the best position. He can only roll on the codex for WT and can replace your fist's gun with a Flamer or Melta. **Librarian Furioso Dreadnoughts are capable of being effective monstrous creature hunters. **Cast Quickening for Fleet and +D3 Initiative and Attacks, then activate the Force weapon, then charge for +1 Initiative if using the Baal Strike Force Detachment. Now you've got a model with Strength 10, Initiative 6, possibly 7 or 8, AP 2, Force Weapon with 6 Attacks, possibly 7 or 8. *'''Sanguinary Priest:''' Was responsible for a fair bit of Blood Angel Bitching, but now is only available as an HQ and you can only take one per slot; still a fairly solid and formidable choice as far as HQs go, but you are going to need to cover your ass. Only grants the +1 WS and FNP benefits to the unit they are attached to, similar to a Painboy. This makes him rather invaluable for allies, since almost every other Imperial Force only has apothecaries in command squads though you will lose out on the +1 WS. They can have Jump Packs or bikes, but can no longer grab Termie Armor. Bullets will no longer hurt your troops, as if marines needed to become even more survivable. Enjoy your immortal demigod soldiers. Attach one to your most powerful squad and abuse Look Out Sir! but sweet FUCK - watch out for those challenge-cheesing characters and precision shots! *'''Techmarine:''' A minor chance to make a vehicle move again. Now take an HQ slot, and 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 or attending to a Land Raider, and even then, you can find a better use for an HQ 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 servo-harness 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.)'' Unlike the Iron Priest, the BA Techie is limited to only 5 servitors to himself. *'''Space Marine Command Tanks (Warhammer World Exclusive)''' - The new Warhammer World tanks both take up 1 Force Org slot, so you can have an HQ AND both of these awesome tanks! Also, can be used with Blood Angels, Dark Angels, and Space Wolves due to the Designer's note in the White Dwarf containing their rules. Their exclusivity is made up for by being able to give Marines some serious anti-whatever tools and other support. **'''Rhino Primaris''' - Gives access to a Chapter Master's one-use 7" Blast Orbital Strike, and has a fancy Servo-skull hub which can either grant a unit within 12" Snap-shots (including overwatch) at full Ballistic Skill (Giving that OP Invisibility the middle finger), restore a nearby vehicle's hull point on a 2+, or give said unit Fearless. Also, you can co-ordinate Reinforcements by selecting a unit held in reserves to automatically come on. **'''Land Raider Excelsior''' - Comes with a Grav-cannon and Grav-amp for those re-rolls to wound and immobilize and lascannon sponsons. Also has a 6+ Invuln and ignores Crew Shaken/Stunned results. Also can grant a single unit in 12" (which can be boosted to 18" for 10 points) one of a huge selection of special rules for the turn (Counter-Attack, Fearless, Hit & Run, Interceptor, Preferred Enemy, Skyfire, Split Fire, or Tank Hunter), and gets +1 BS if a Rhino Primaris is within 24". Pack with a squad built for assault, and you can finally start to become a nuisance. ====Special Characters==== *'''[[Astorath]] the Grim:''' He's basically a Reclusiarch with Artificer Armour, a jump pack, and a two-handed power axe. He is initiative 1 due to that axe, so he will be the stain on the end of your opponent's commander's boot if you're not careful (or just a dumbass), but to offset that, rolling a 6 to-wound makes the wound automatic with ID. He also allows DC to re-roll to-wound on a turn where he charges. Since Reclusiarchs came back in the form of Death Company Chaplains, Astorath isn't an auto-include anymore if you wish to take Death Company. Alternatively, if initiative is an issue, decide if you want him to fight with his axe or his pistol (counted as CCW, see BRB pg. 41 and 42). *'''The [[Sanguinor]], Exemplar of the Host:''' Apparently responsible for a great deal of the Blood Angels' past victories. He has Initiative 6 and WS 8 and an Encarmine Sword and a jump pack. He has 2+ armour, 4+ invulnerable, Furious Charge, Fearless, Eternal Warrior, and can re-roll to-hit and to-wound in challenges. He gives all Blood Angels models within 6" a free attack so they can make that big assault, bolstered by the army-wide Furious Charge. While many people think this guy isn't worth his cost when you look at other options in the army, consider this guy to be a missile you fire at an enemy unit. Your opponent will have to dedicate a substantial amount of firepower to bring him down before he gets into close combat. While he won't do that well against 2+ armor, there are many 3+ characters and units that he will mow through. He can take down Kharn, so that's saying something. You also take him because he's a force multiplier, he makes every BA unit around him even better in assault which is a pretty powerful buff since you're going to have units blocking LOS anyway while he's on the way towards the enemy. *'''[[Mephiston]], Lord of Death:''' Mephiston's changed! His Warlord trait gives him Adamantium Will, so stick him in a squad and watch as you deny witchfires and maledictions on a 4+ if the character is Mastery Level 3, 4, or Magnus and deny on a 3+ if the enemy psyker is ML 1 or 2 (+1 For Psyker rule, +1 for Adamantium Will, +1 for having a higher Mastery Level). He's now ''only'' WS6 but he can get his WS7 back by accompanying a Sanguinary Priest, and with S/T5 it means he can now be insta-killed by Demolisher Cannons/Railguns/Powerklaws, no need for enemies to waste Force and other ID bullshit. He has Furious Charge, Fleet and ATSKNF replacing Fearless. However, Mephiston's an Independent Character so if you're feeling threatened stick him in a Terminator Squad with Storm Shields and abuse that 2+ Look out sir! He can still roll on Biomancy to buff his stats, he has ''Sanguine Sword'' (A WC1 blessing that makes him S10) as a personal power, and he has Transfixing Gaze; Each turn Meffy's in a challenge, you roll 2D6. If you roll equal to or higher than the enemy's Ld, Mephiston hits on a 2+ like a boss. He's still a badass, just slightly different so he's still the Blood Angels go-to Character. Always keep him away from Force and S10 weaponry. **If you want ol' Mephiston to become much more survivable, take a look at the new Fulmination discipline, specifically the Electroshield power. With his ML3, you stand almost a 2/3 chance of getting the power. It is WC1 so Meph is pretty likely to get it off. Enjoy your new 3++ toting death machine. Or Fists of Lightning combined with transfixing gaze. For every 2+ he rolls to hit, he gets an additional (see power) hits. Not a terrible combo or devouring anything weaker than MEQs. Alternatively, stick him in a Land Raider Crusader with 15 Death Company for added hilarity and carnage. *'''Captain [[Erasmus Tycho]]:''' Good ol' Cap'n Tycho, a mainstay from the olden days, now lost in purpose. He has a master-crafted combi-melta that has an 18" range on the melta part and is AP4 on the bolter part. No more specialist ammunition though. He's also lost his ability to punch through tanks and armour and so has absolutely no close combat special abilities other than Digital Weapons and Hatred (Orks). He's cheap for a special character at 130 points, but an upgraded captain can potentially do much more than he can, use him with care. **'''Tycho the Lost:''' Tycho off his happy pills. The upgraded version of Tycho, he's still an Independent Character this time around, so no longer needs to run around solo, though he can only join Death Company squads like Lemartes. His profile is unchanged though, and now only gets the addition of Feel No Pain, Fearless and Relentless, which is not bad for an extra 15 points. Unfortunately his gear remains the same so he's stuck foot-slogging with non-jump pack Death Company. *'''Brother [[Corbulo]]:''' Bullets no longer hurt your troops and you get one free re-roll. And this can be for any roll except deployment (though he can re-roll Seize) or game continuation. Unless he dies before you use it, at which point you kinda didn't deserve it anyway. He has a S5 Rending chainsword and grants +1 ws AND initiative to every Blood Angels unit within 6" (including himself). This doesn't stack with the WS bonus from a Blood Chalice but stacks with the initiave bonus granted from the Baal Strike Force Detachment. Did we mention that his fixed warlord trait is Speed of the Primarch? It could be kinda funny to make him your warlord, if only to see him put out 5 strength 6 <b>initiative 8</b> rending attacks on the charge. Costs as much as 2 ordinary Priests and is still vulnerable to powerfists, though, so be careful with him. *'''Malakim Phoros (Forgeworld)''': [[Lamenters]] Chapter Master. The 2013 Forgeworld update turned him from an average character to a scary monster. He lost his ability to force enemy rerolls on successful leadership tests but instead gained the zealot special rule and also generates a 6" hatred bubble around himself, furthermore if he loses a wound he flips out and gains +1 S and A and also confers rage to himself and any unit he joins. All of this makes him very similar to a overcharged chaplain. His Inferno Pistol is now 12" range and his Glaive Encarmine grants +1 Strength on the charge. Finally, he's the ONLY Blood Angels character who has the chance to suffer /''(benefit)'' from Red Thirst. Although nothing compared to Mephy, he's still awesome with DC in a LRC, or if you have balls of reinforced Ununoctium, a Spartan from FW. 24 Blood Crazed Maniacs + Malakim Phoros = An awful lot of dead things, also watch as your opponent's sense of Target Priority utterly EXPLODES. **'''Bodyguarding this guy''' Outside of things like a Command Squad (useful to give him FnP but still a bit of a waste with only five 3+ 1W models), DC (wastes Rage and the Fearless part of Zealot but will still hit like a truck), and possibly non-jumping Vanguard Veterans, you're pretty stymied to find a good bodyguard for this guy. He's not like Dante who runs best with SG, or Seth who runs usually with DC. The best bet I can think of is either AssTermies with claws in an LRC if you're feeling pricey, or maybe even Custodes if you can find a decent way to transport them. *'''Captain Karlaen (Deathstorm)''': Basic Termie Captain with an MC Thunder Hammer and Iron Halo for 160 points, which is a little bit more than a normal/vanilla captain with the same loadout, but he has Counter-Attack and Furious Charge built-in, which 5th Edition BA Captains didn't get. His Warlord Trait allows him +1 to Seize and gives a re-roll on Reserves at any time while he's alive, which is admittedly incredible for a DS-heavy force like the Blood Angels. Mix him in with an Archangels formation and you've got a turn one deep striking, re-rolling reserves, at 1d6 scatter, with stubborn, and The captain still toting Counter-attack! Sweet mercy that's painful. **Seizing the initiative: Pair Cappy K up with Brother Corbulo's all seeing re-roll and you could be seizing with odds better than a 4+. Tasty. ===Troops=== *'''Tactical Squad:''' Your baseline troops are essentially a tax of shooty dudes in an assault themed army. The ability to bring a flamer/heavy flamer combo is great for assaulting enemies in cover as well as camping objectives. These guys seem lackluster until you look at the Sanguinary discipline; look at Unleash Rage then look back at the tactical squad. That's right - ten marines firing pistols and flamers and charging at Strength 5 Initiative 5 with 3 attacks each. Suddenly it makes sense why they don't get CCWs, 4 attacks on the charge for tactical marines would be insane. **''Second look:'' While not as good as the ol' assault marine troops, these guys are better than almost every other variant of tactical out there. "Why?", you might ask. Because of the above mentioned heavy flamer. Even at 5 men, the ability to take a heavy flamer makes them worth consideration, as a st5 ap4 template weapon can boost the damage output far better than the everyday st4 ap5 one. Not only that, but for a troop choice, these guys still make a solid CC unit on the charge, as I doubt the squad you just torched will have a whole lot left when you assault it. Now add on a regular flamer as well, for even more barbecue before a charge. For extra fun equip the tactical Sergeant with a hand flamer as well, so that's three flamer templates in a 10-man tactical squad. You're smiling now, aren't you? **''A world of fire and blood:'' Wanna get even more nuts? Let's get nuts!!! Stick TWO hand flamers on that sergeant for a maximum of four flame templates to roast the opposition and four D3 walls of death overwatch. Remember that because a drop pod is not an assault vehicle, your tactical marine squads cannot charge turn 1, so three flamer marines plus seven rapid-firing bolters is sure to bring the pain and possibly make an enemy flee unless they are fearless. Burn baby, burn! *'''Scout Squad:''' Cheap and infiltrating, just like every other Scout unit. Scouts now have the exact same statline as standard Marines, except for a 4+ armor save rather than 3+, gaining Scout, Infiltrate and Move Through Cover in return. This makes Scouts generally a better choice of troops than Tactical Marines. If you run Scouts, you're likely best off running them naked. 11 points for a model in carapace with a BS4 bolter is actually fairly good as far as medium infantry goes. They're not much of a combat unit despite Furious Charge with their 4+ save, furthermore their use as beacons is mostly redundant since Tactical Marines can now take Teleport Homers as well and do the same job (which only applies to units comprised entirely of Terminators - again REALLY pushing that kit aren't they?). What to do with your scouts is to provide some ranged support by equipping them with sniper rifles for 1pt each so you can try to snipe the hidden power klaws and similar threats before your marines have to engage it in melee. **If you want real accurate deep strike in your army you should be choosing drop pods or scout bikers instead who may take the more useful '''locator beacon''' which allows ALL deep striking units to arrive accurately. *** When coupled with Baal Strikeforce, close combat scouts can be an annoying little distraction. A 5 man unit with camo cloaks and a veteran sargeant with a power sword will run you about 90 points. Infiltrate them in ruins for a 3+ cover save, and then see what happens. I've had these little guys take out many a devastator squad. 16 I5 S5 attacks (4 of them being ap3) is nothing to sniff at. Very fun unit to play. ====Special Characters==== *'''Raphen's Death Company (Deathstorm):''' 5-Man Death Company Jump Infantry as Troops, but with a Unique Serge that gives +1A/Ld with a Thunder Hammer; the unit has a Power Sword, a Power Fist, and an Inferno Pistol. For 10 more points than an equally-kitted squad the '''major''' rules advantage is that they'll get ''Objective Secured'' in a CAD and allow you to spend that Elites slot on one of the [[Derp|multitude]] of Blood Angels Elite units. *'''Cassor the Damned (Deathstorm):''' 5 points more than an equally equipped DC dread gets you 'Character' and more importantly moves you to troops for ''Objective Secured''. Look at your Psychic Discipline, look at your Primaris, look at the targets for said Primaris, look at your DC Character Dreadnought, you know what comes next, enjoy your new Rape Machine (obsec sold separately). ===Elites=== *'''Command Squad:''' You start off with 3 customizable Vets, the Champion, and the Sanguinary Novitiate with the options being either weapons for the vets, the Company Standard, or Jump Packs so they can at least keep up with the attached leader. Do not bother equipping a Command Squad for close combat because Sanguinary Guard are a more cost-effective choice. Instead, equip a Command Squad for a variable battlefield role, they can be equipped with special weapons that are unavailable to Sanguinary Guard or Death Company. *'''[[Sanguinary Guard]]:''' They come equipped with jump packs, two-handed master-crafted power weapons, '''in AP 3 Sword or AP 2 axe flavors''', and 12" AP4 Storm Bolters. You can take up to 10 of these guys in a squad. One of them may carry the chapter banner which grants +1 attack to every member of the squad. They can swap out their usual gear for power fists, encarmine axes, plasma pistols, or inferno pistols. They can also take death masks at 1 point per model, which force the enemy to take a Leadership test now or be reduced to WS 1 in each round of combat--which is a much appreciated boon. They have a 2+ armor save but no invulnerable save. Attach a Sanguinary Priest for Weapon Skill 5 and Feel No Pain. Attach a Librarian with Shield of Sanguinius for a 5++ save. People compare this unit to the Vanilla Honor Guard and complain that they can only get a maximum of 3 attacks on the charge but they forget that this unit gets 2 Str 4 AP 4 shots before they charge which isn't the same, but it is nice to have. Additionally, having master-crafted helps even things out because they can hit more consistently. Also keep in mind that thanks to the Sanguinary discipline, you can give them Rage so they will have 4 attacks on the charge. ** NOTE: While Sanguinary Guard are awesome (and they are) you really do need to add in a Sanguinary Priest if you want to get them anywhere, and pick your fights carefully. Absent FNP and WS5, they'll quickly get shot to ribbons by anything AP2 (Grav-Weapons will tear them to pieces) and/or get stomped hard by the top tier of Close Combat Squads (Incubi, Genestealers, Deathwing Knights, most Assault Terminators will all handle them pretty definitively if they pass their leadership test from your updated Deathmask rules). They may be 7 points cheaper than a Terminator, but that lack of Invul save hurts more than you might expect, especially since they're still more than 30 points a model. So be careful. *'''[[Death Company]]:''' You play Blood Angels for the ''sauce'' and this is it. Just take an assault squad if you don't plan on spending points to outfit them properly, its the cost effective choice. They have a basic Space Marine stat line, but they also have Fearless, Feel No Pain, Furious Charge, and Rage for maximum carnage on the Charge. 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 Astorath to re-roll to-wound and an array of close combat weapons. Taken together they make Death Company the last word in terminal close encounters. A Land Raider Crusader actually makes a good transport for these guys if you don't equip them with jump packs. Power mauls are a excellent weapon choice if you are considering taking upgrades since you are focusing mostly on quantity of attacks rather than quality of attacks. For 15 points you are getting +2 strength and concussive on a non-specialist weapon. So a DC Marine with a power maul is striking at Strength 7, Initiative 5, with 5 attacks on the charge and any model that survives the first round is reduced to initiative 1 for the next round of combat. You can also glance most AV 12 and even 13 with a power maul while saving 10 points you would have spent on a power fist. Bonus cool points if you use Corvus Hammers as your power mauls. *'''Lemartes, Guardian of the Lost:''' The 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 gains a +1 bonus to strength and an extra attack. With Fury Unbound, you're looking at 6 Str 8 AP 4 attacks on the charge, which can be useful. However, he costs 130 points and like all Chaplains he no longer gives re-rolls to-wound. Use him only if you'll need those bonus attacks and can ensure that he won't die too fast, though having FNP does help a bit. While he seems pricey, consider the fact that he's allowing your DC to reroll their hits in close combat, making them far more reliable. He also does some serious damage on his own. '''Remember that Lemartes is a character so he can be the target for Quickening in addition to Fury Unbound which turns a decent character into an absolute monster with possibly Initiative 10, Strength 8, and 9 attacks while re-rolling misses on the charge! *'''Death Company Dreadnought:''' Similar to the Furioso, but with even more concentrated awesomeness. It can score now thanks to 7th edition, but no luck on Objective Secured. Blood Talons are the go-to choice here allowing your DC dread to maximize the damage done from landing all those attacks (+2 attacks back from GW, rejoice!) and ignores crew stunned and shaken. If you want a more anti-tank oriented dreadnought, consider taking a Furioso (Why? the Furioso has less attacks than the DCD, gaining an extra point of frontal armor and 1 WS, but losing out on the free extra armor that DCD's get through None Can Stay My Wrath. Really the only reason to take a Furioso over the DCD is Frag Cannons, and if you really really need that extra front armor.) *'''Dreadnought:''' Blood Angels love Dreadnoughts, and you should too. The assault cannon is probably the most cost-effective shooting weapon available to them, and replacing the standard storm bolter with a heavy flamer can't hurt either. You can kit them out for tank-hunting, but other units can easily fill that role, too. They're no slouches in melee either (unless you were a fool and swapped the DCCW for a missile launcher) but it can't compare to the Furioso pattern when it comes to well and truly smashing something to kingdom come. Instead, try doubling up on Twin-linked Autocannons for long-range support - there's a reason as to why rifleman dreadnoughts suddenly proliferated many a Space Marine list. *'''Furioso Dreadnought:''' Furioso isn't so good anymore, it lost a point of WS(now WS5) and has less attacks than a standard Marine dread even when equipped with dual fists (+2 attacks FAQ'ed back, thanks GW!), it is still 13/12/10 but, eh.... Blood Talons were nerfed, losing the admittedly cheesy attacks that generate more attacks gimmick, in return they got the (much, much worse) consolation prize of AP2 and Shred, meh. On the positive side; two meltagun and heavy flamer Furiosos in drop pods dropped on the back lines are bound to fuck with your opponent's plan. That and the Frag Cannon(S6 AP- Assault 2 rending template) is absolutely hilarious against GEQ and anything else in cover. *'''Terminator Squad:''' They're Terminators, what's not to like? Use them just like you would [[Warhammer_40,000/Tactics/Space_Marines(7E)#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 (but he needs to be kept in the back of the party because he can't take Termie armor anymore). If you're fighting 'Nids, reminisce about the good old days of Space Hulk. **'''Squad Alphaeus (Deathstorm):''' A Termie Squad with a Chainfist and Heavy Flamer. For about 5 points more than a normal squad with the same loadout, you get PE (Tyranids) while the Sarge is still alive and no Combat Squad because the squad is fixed at five models. *'''Terminator Assault Squad:''' Ours cost 5 points more per model than Vanilla Marines but they have Furious Charge which makes up for it because no other Space Marines have a Chapter Tactic that works so well with a unit specifically designed to rip and tear. They come stock with Lightning Claws, and are upgradable to TH/SS for 5 points each. If you use Claws, stick a Sanguinary Priest with them like everything else. The gap between S4 > S5 is more valuable than S8 > S9 unless you are fighting against AV13-14 vehicles or monstrous creatures (but Assault squads with Meltabombs or ''regular'' terminator squads can deal with those effectively anyway). The 3++ is preferred only if you expect to be facing a lot of AP2/1 weaponry such as melta/powerfist spam, but ready access to FNP mitigates against plasma/axes slightly, so consider what your opponent is bringing. Also they got a new Blood Angels specific pack which costs the same as Dark Angels Deathwing Terminators. **It is absolutely necessary that you take a Land Raider Crusader or Redeemer to ensure they make the long trip to the enemy. They benefit greatly from a buffer unit like 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. **One member may take a Company Banner and there is [[What|no limit]] on the number of squads that can take it, but don't go thinking you can [[Troll]] [[Deathwing]] players by having Banners all over the place, they guy holding it has to replace a Lightning Claw or Storm Shield (depending on your loadout), thereby reducing his overall effectiveness, but all it does is allow BA units within 12" to re-roll on morale/pinning and nothing else. It's only a 5 point upgrade so only take if you tend to have problems with morale-checks. *'''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. 10 pts cheaper compared to vanilla marines. *'''Vanguard Veteran Squad:''' Just skip. These days Vanguards are just cheaper(barely) and worse Death Company (though they can take lightning claws, which DC cannot; could be used for mobile MEQ removal, but you have other, more effective choices). You're paying 1 point less but losing Fearless, Rage, Feel No Pain and Relentless. There is a reason to maybe take Vanguards over DC: They can all equip storm shields and be a mobile 3++ assault unit(This gets very, very expensive) ** Alternate opinion: Taking units of 5 guys with no upgrades is about the cheapest way to round out the Archangels Demi-Company. Doing this frees up points you can use in other, better formations. Thanks for the redundant Furioso tax G-Dubs! *'''Blood Angels Contemptor Pattern 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, 13/12/10 armour, fleet, S7, WS5, The 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, other standard dread guns, 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). There's not much of a reason to take Blood Talons on Contemptor unless you know you're facing lots of 2+ saves, otherwise anything else is better. Keep in mind that taking Blood Tallons restricts the ranged weaponry to the in-built weapon systems only, so if you use them you may want to consider taking a Lucius Pattern Dreadnought Drop Pod as well to assist getting it into combat. *'''Land Raider Prometheus (Forge World):''' What happens if one were to cross a Crusader and a Proteus. It has the Proteus's transport capacity of 10, however, its sponsons out-dakka the Crusader by a large margin, each sponson having 2 Twin-Linked Heavy Bolters. It lacks any sort of hull-mounted weapon, although it purportedly makes up for this with 2 additional rules: Improved Comms and Battle Auspex. Battle Auspex simply gives the tank Night Vision as well as the ability to reduce enemy cover saves by one. Its the Improved Comms that make this tank of note to the BA; they give +1 to controlling player's reserve rolls. However these are not cumulative so don't go thinking you can spam them and bring in reserves whenever necessity decrees. It does go a long way, but its not a game breaker. Remember it still shares the Land Raider traits of PotMS and Assault Vehicle, so in terms of transporting, use it exactly like one would use a Phobos. PotMS also means that both sponsons can fire at full BS even moving at combat speed, however as one starts to add pintle weapons they would have to snapfire. It is still worth taking the HKM along with the Storm Bolter and the Multi-Melta for Weapon Destroyed results, and a Dozer Blade is always worth it considering how much this tank is going to move if you are using it efficiently, as well as Extra Armour. Instead of transporting melee troops as it's capacity usually just isn't big enough, maybe use to save points as a replacement for a Razorback. When doing this, be aware that this allows for full squad size, unlike the Razorback. ===Fast Attack=== *'''Assault Squad:''' They can be tooled any number of ways and most of them are deadly. Small squads with up to 2 Meltas, Plasma/Inferno pistols, or flamers and a fast razorback with Lascannon and twin-linked plasma gun, or a large 10-man squad, either flying, in a drop pod, or in a Rhino (Unfortunately the Angel's Blade updated these guys, making the drop pods, Rhinos, and jump packs no longer free). In a competitive meta, the 10 fly guys are the way to go as a transport may get blown up as it steps out and you don't want these guys foot slogging. *'''Land Speeder Squadron:''' Basically the damn same as the Land Speeders in the Space Marine codex. If you run one, run two, same as other vehicles. Not as good as previous incarnations due to how jink works now. AV10 and only 2hp means you pretty much have to jink when a bolter looks at you, which means that multi-melta hits on 6 and no heavy flamer at all. They're still not terrible but you might want to consider your loadout carefully. *'''Attack Bike Squad:''' 1-3 Bikes with heavy weapons. Give them Multi-Meltas and go tank hunting. Other units can handle anti-infantry roles, such as the Baal Predator. *'''Bike Squad:''' Blood Angels aren't as good as vanilla Marines are with bikers (open to debate), if only because they lack the ability to take bikes as Troops (although they can still score). Still, they can prove to be useful as skirmishers as long as you don't let them get bogged down in an assault. Take a meltagun and/or a plasma gun to kill shit faster (they can take grav as well). There's also a build, known as Blood Rodeo, in which ASM and Bikes are used together. FNP and FC bikes? Yes please. Sanguinary Priest with bikes, +1 WS, +1 I, FNP, max the unit, kit out the Vsgt for a killy assault unit that is also incredibly survivable. *'''Scout Bike Squad:''' More fragile than standard Bikers, have WS/BS <s>3</s> 4* as of the Blood Angels FAQ, and can't take meltas/flamers/plasma guns; instead, all they can do is replace their bikes' boltguns with rapid-firing grenade launchers. However, they can Infiltrate and Scout, and thanks to their Sergeant, an Infiltrating Power Fist on a bike is nothing to sniff at. They can also take Locator Beacons, to help put that deep-striking Jump Pack squad of doom where you want it at, and Cluster Bombs, which make a piece of terrain DT for enemies. Just don't bring them into open conflict. *'''Rhino:''' Looks like the Orks were right after all: The red ones DO go faster. Costs 10 more points than a vanilla Rhino (45 compared to 35) but is now a Fast vehicle, making them absurdly useful. Take one for as many infantry units as you can. Can be taken as a dedicated transport. It might just be a Rhino, but it's much better than footslogging across the battlefield getting shot at. *'''Razorback:''' It's fast. It has a big gun on top. Use it in conjunction with Sternguard or your hero unit + Sanguinary Guard/Command Squad. Take the las/plas turret if you can spare the points, since you can move 12" speed and fire both guns. Can be taken as a dedicated transport. '''A useful tactic when using Razorbacks''' is to have them two or three abreast, filled with tactical troops with heavy flamers and a squad of assault marines with jump packs behind, using the vehicles for cover. Being a fast vehicle, the Razorbacks can race forward 12", firing their main weapons, whilst the assault marines use their JP to keep up. Once close enough, the tactical marines get out and hose the enemy with fire, whilst the assault marines mop up in CC. *'''Drop Pod:''' Perfect for putting Dreadnoughts where they need to be. A great platform for Tactical squads with flamer setup, or ASM with 2 meltas and 2 inferno pistols. Also if you're feeling particularly sadistic, put a Sternguard squad in one, equip them all with combi-meltas and drop it right next to your opponent's prized tank. First blood is yours on turn one. May induce tears. Can be taken as a dedicated transport. *'''Land Speeder Tempest Squadron (Forge World):''' For the equipment it's got, relative to the standard Land Speeder, it's actually (in terms of points) one hell of a bargain! For starters, it gets an extra point of armour on the front, and the Afterburners rule, which must be ignited at the start of any of its turns upon which it wishes to use them. It may not fire (that's MAY NOT, NOT SNAP FIRE) any of it's weapons for that turn, but it counts as a Zooming Flyer. Not that useful, but great for zipping off into ongoing reserves when it looks like your opponent is going to wipe you out. On terms of weapons and gear, the bargain only gets better from here, with an Assault Cannon, Twin-Linked Missile Launcher (with Flakk stock!) and also coming stock with Extra Armour and an Armoured Cockpit, which allows it to ignore Crew Shaken and Crew Stunned results on a 4+. Like normal Land Speeders, up to 3 in a squadron. The number one strength of the Tempest over stock speeders is it's versatility, with its highly versatile weapon payload, and the fact that its no slower than a regular speeder, means they can adapt to many tabletop situations where a stock Speeder with more specialised equipment wouldn't be able to. Secondly, with clever positioning, it's possible to mitigate the threat of that ubiquitous S4 ranged weaponry about, where a normal speeder cannot do this. All in all, if you were planning to bring Speeders and use them to provide mobile anti-cover camper firepower, bring these instead if you can spare the funds, but if you are bringing the normal Speeder with its infamous dual Multi-Melta suicide loadout for anti-vehicle, then stick with that for anti-vehicle. *'''Javelin Attack Speeder (Forge World):''' Again for its points its quite the bargain, although its not as powerful here as it is in Legion lists for reasons that will be explained later. To start with the pros, It builds on the armour of a regular speeder going 11, 11, 10, and it is no slower for this. It also costs the same as a normal Speeder with its Heavy Bolter and Cyclone Missile Launcher, and comes with aforementioned additional armour, and two more special rules, one good and one bad. The good news is that this beauty can OUTFLANK!!! The bad news is that it's a Relic of the Armoury, and if you want to take more than one of those in the army, since Reclusiarchs vanished, you now need a Techmarine, not someone usually seen in Blood Angel armies, and certainly not someone who would have good synergy with this vehicle. Also, you cannot squadron this, which puts it at a severe disadvantage in Kill Points games. In terms of options, the Twin-Linked Lascannon is rarely a good replacement for the Cyclone, so skip. In terms of replacing the Heavy Bolter, a Heavy Flamer would be mad considering how much jinking you are probably going to be up to. However, a Multi-Melta can make this baby into a specialised outflanking tank hunter, with few rivals for points efficiency when combined with the Cyclone, and the fact that this can also take two Hunter-Killer missiles in a Tau-tank-esque fashion. And a Searchlight is always a good utility option for one point. Overall, in Kill Points, think carefully due to the incredible fragility and value cursed upon it by no squadron and RotA, but it can be a premiere tank hunter in the hands of a skilled general. ===Heavy Support=== *'''Baal Predator:''' The Blood Angels' unique Predator with overcharged engines and armed with a twin-linked Assault Cannon. Can take Heavy Bolter or Heavy Flamer sponsons, or replace the Assault Cannon with a Flamestorm cannon, the S6 AP 3 flamer found on the Land Raider Redeemer. It's fast, it chews up infantry, and it will draw a lot of fire to stop it from killing their troops. Can now be Squadroned up to 3 per slot, and can Re-roll 1s to wound if there are 3 in the unit. *'''Stormraven Gunship:''' (Attack Flyer) Basically, a flying Land Raider. It costs 200 points base, has AV12 all around, and meltaguns don't get the extra D6 for AP when shooting at them. It's also bristling with guns; it has a twin-linked heavy bolter, a twin-linked assault cannon, and four Stormstrike missiles (72" S8 AP2, Concussive, one shot each), and that's only standard issue. It can replace the heavy bolters with a twin-linked multimelta for free or a Typhoon missile launcher for 25 points, and replace the assault cannon with a twin-linked plasma cannon or a twin-linked lascannon for free. And if ''that's'' not enough dakka for you, it can take hurricane bolters in side sponsons. It ''can't'' deep strike, but it can take a locator beacon. (So you could use it as a highly mobile beacon for a jump squad or termies.) The real gravy comes with its transport capacity; it can carry 12 guys in power armor (or 6 Jump Infantry/Terminators) ''AND'' one Dreadnought. Watch your opponent cry tears of bitter [[rage]] as your Death Company comes out of fucking nowhere to ruin his day because it's an Assault Vehicle. It'll cost you an arm and a leg, but you certainly get what you pay for. *'''Predator:''' Marginally more useful than the vanilla Predator, since you can pay 10 points to make it fast, Meaning it can move further and fire more guns at once. The Baal Predator is better than the Destructor against infantry (Compare S7 AP4 Heavy 2 to twin-linked S6 AP4 Heavy 4, Rending); use the Annihilator variant to hunt tanks and Monstrous Creatures instead. Can now be Squadroned, same bonus as Vanilla Marines. *'''Devastator Squad:''' They're just like the vanilla Marines' Devastators, only with the FC. Great with 4 missile launchers - a cheap and universal squad with a lot of firepower. Carry around a priest to babysit them. Park them in cover. Perfect for shooty army-list. *'''Vindicator:''' It's a massive gun strapped to a Rhino. Imperial Guard wished they had something this awesome ''*coughcough*[[Warhammer 40,000/Tactics/Imperial Guard(7E)#Heavy Support|Thunderers]]*coughcough*''. Even if the gun gets blown off (likely, considering the amount of fire this thing will draw), you can go all-out and ram your target instead for massive damage. Just bear in mind that your choice of targets will be limited once the rest of your army gets into melee, and no-one likes scattering S10 AP2 "friendly fire" pie-plates. Except maybe your opponent. Can now be squadroned, same bonus as Vanilla Marines. Give it Overcharged Engines to ensure it can move from cover to a viable fire position and still fire its main weapon. Always pay for the storm bolter in case your opponent gets the weapon destroyed result on the vehicle damage table. This gives you a 50/50 chance of keeping it. *'''Whirlwind:''' The Fast engine can actually help Whirlwinds out if they get too close to enemies; just zip off to somewhere safe for you to rain fiery death down upon them. But, as it's strictly anti-infantry, you're forced to let someone else take down tanks and the like. You have to buy fast now, but the need for it is really minor. Can now be squadroned, same bonus as Vanilla Marines. *'''Relic Leviathan Dreadnought (Forge World):''' - For about double the price of an Ironclad, you get a rounder Dread with S8, AV 13/13/12 with a 4+ Invul that adds d3 to both the range and strength of its death-explosion, two heavy flamers on his body, total immunity to Maledictions powers, and two claws with meltas, Wrecker, and the odds to inflict d3 extra wounds. When this adds to the fact that it adds +1 to its initiative and 2 HoW attacks on the charge as well as a mandatory sweeping advance, you see that the goal of this thing is to touch anything that runs near it. For it's cost, it might have been better off with AV14 or some better tools. The claws can become drills so you get Armourbane for pennies. You could also make it shooty by replacing a claw with a Leviathan Storm Cannon, that is Heavy 6 S7 AP3 hits with Sunder or a Cyclonic melta lance (not actually a lance weapon), which is a Heavy 3 S9 AP1 18" Meltagun. You could give it Ceramite to cure it of its fear of Melta and three HKs to help pop tanks, but you've already got so much for that goal. To add to that, this thing counts as a Relic of the Armoury, but can't take a Legacy of Glory, nor can it ever score or benefit from a detachment or formation, so taking this requires extra care. If you want to, you can consider it as a more anti-vehicle DC Dread or a Furioso with some melee punch now that Bloodfists don't exist. With some luck and the right loadout, it can give an opponent fielding a LOW smaller then a Warhound a headache. You can transport it in a SR. *'''Land Raider/Crusader/Redeemer:''' Pretty much the same as the vanilla counterparts: normal Land Raider is schizo, Crusader is [[Emperor|God]]-tier for Terminator transport, Redeemer fucks infantry's shit up. Use one for heavily-armored delivery. They can no longer deep-strike - not that you should have, but this is most certainly GW listening to their audience and scrubbing Matt Ward's baleful influence from the game that it once had. Terminators can take them as dedicated transports *'''Relic Sicaran Battle Tank (Forge World):''' As of IA Volume Two Second Edition they are now Heavy Support choices for a Codex: Blood Angels army! YAY! It's a Fast tank, so it can keep pace with the rest of your armoured spearhead. The TWIN-LINKED Accelerator Autocannon makes skimmers cry as no jinks against it. It's also got rending and fires out 6 shots at standard Autocannon range, meaning Fast need not be utilised to get into range, but to get to the best firing position! Comes stock with Extra Armour, Searchlight and Smoke Launchers, as well as Hull-mounted Heavy Bolter in Leman Russ-esque style. It can take Heavy Bolter or Lascannon sponsons, Heavy Bolters for shredding light infantry and ultra-light vehicles (eg Scout Sentinel light), Lascannons for hunting bigger fish and perforating transports. ALWAYS take the HKM, but never fire it, it helps for Weapon Destroyed results. Dozer Blade is meh, depends on how much terrain you play with. Which brings us to the cheese. ARMOURED CERAMITE. IT'S MELTA PROOF (for 20 pts). ALWAYS DO THIS. ALWAYS. It is unfortunately a Relic of the Armoury, and since Reclusiarchs vanished, you now need a Techmarine to take more than one, which dosen't really fit in with the whole fast assault thing. Overall, an excellent support element tank. Also note its AV of 13 on the front facing, and 12 on side and rear (This is according to errata, the incorrectly printed books have 13 on all faces), so it is significantly tougher than other standard GW rhino based vehicles. If you have the money, go for it. *'''Whirlwind Hyperios Air Defence Tank (Forge World):''' A Whirlwind without the option for Overcharged Engines, the cost seriously cranked up and the replacement of the standard launcher with a Hyperios Missile Launcher. That being a fancy name for a Krak missile with Skyfire and Heat Seeker, meaning it can re-roll to Hit against Fliers and Fast Skimmers. For the price tag, skip. *'''Spartan Assault Tank (Forge World):''' Land Raider Phobos on steroids. Lots of 'em. It has a Transport Capacity of 25 models. Also 5 HULL POINTS. (although it's no Super-Heavy, so under 7th it can only transport 1 squad with any attached characters.) The two Quad Lascannons on the side make it more than capable of punching through most vehicles, so leave the Laser Destroyers at home. It also comes stock with Extra Armour which is befitting of its transport role, and it retains the Heavy Bolter of the Phobos. Always take the Frag Assault Launchers if you are using it to ship Terminators into the enemy as it's still an Assault Vehicle, but Death Company, Sanguinary Guard and Veterans already have them so in that case leave at home. A HKM always helps for Weapon Destroyed provided one never fires it. Armoured Ceramite is mandatory considering what this sweet baby will draw its way. For pintle guns, a Heavy Bolter or Multi-Melta would be best. Make sure to use that 25 capacity for the killiest melee squad one has, even consider giving them Jump Packs just in case something goes wrong after you charge out. Bear in mind, this is no Relic of the Armoury, so it's perfectly possible to use these tanks, with melee deathstars inside and attached characters, and some other infantry behind them (eg Tactical Razorbacks or Assault Meltamarines). This allows your BA to focus on what they do best, one can always ship in a cheap ally for AA, or take the Battle of Sarosh Legacy of Glory on one of these to allow those Quad Lascannons to get Skyfire, Interceptor, Tank Hunters and Night Vision for a turn, although this only really works if your opponent only has 1 flyer. Usually better to ship in an ally. It is however pricey, with the barebones price only beaten by the Achilles in the non Super-Heavy league of BA tanks. So in conclusion, another wonderfully overpowered tank from FW, but it really excels in big games and having your army based around it's presence, rather than as a support element. *'''Land Raider Helios (Forge World):''' Whirlwind, Razorback and Phobos have a threesome. This is the product. It is a Phobos with the Heavy Bolter switched out for a Whirlwind Missile Launcher, the transport capacity toned down to 6, and the ability to replace said launcher with the aforementioned air defence launcher. Don't forget with PotMS it can fire independently of the Lascannons, and although this tank still has Assault Vehicle, unlike the Achilles or Proteus, the only way it could find use would be with HQ + Command Squad/Honour Guard. HKM's, Dozer Blades and Extra Armour follow the same rules here as most vehicles; if you can spare the points, do. Take it if you wanna switch out a Razorback for a bigger toy and don't want to or can't afford to take an independent AA asset. Only pay the price for the air defence when you have nothing else to airwatch, otherwise stick with the standard one, it is of much greater target versatility. *'''Land Raider Proteus (Forge World):''' The grandad of all Land Raiders. If one is going to bother with it, always take the Explorator Augury Web. Yes it reduces the transport cap to an awkward 8. But in BA this gives ypu the vital ability to re-roll all reserve rolls. This tank has obvious synergy with the Prometheus; re-rolling 3+ reserves on turn 2! Lovely. It can also disrupt the enemy's reserves, if put into this mode they have to -1 from all their rolls. You can only choose one mode per turn however, so pick well. Again, the presence of multiple EAW's has no cumulative effect, so don't bother spamming them. In terms of the awkward 8, consider it a slower, tougher, Razorback with more room to spare for bodies. If you really want to use it as a cheaper Phobos, (it is 4/5 of the points cost admittedly) then make sure the unit you are transporting will not need to assault out of it as it has no Assault Ramp. It is worth noting however, that with the stock gear of the Phobos which it can buy (which is to say, all of it except for the ramp), it is still 30 pts cheaper, so if you are using the Phobos as a transport for Sternguard (or tacticals if you happen to be mad) this is the cheaper option in terms of points, but NOT MONEY, it costs almost twice as much! *'''Land Raider Achilles (Forge World):''' This tank is weird, overpowered but weird. First of all, it has the transport capacity of 6, fine for said HQ and Bodyguards, but it lacks an Assault Ramp (if you're going to bring a techmarine, {Lucifer armored task force} stick it in this baby with a few servitors to keep this baby rolling even longer). So it again can be used as a razorback alternatives for your tacticals. Its sponsons are Twin-Linked Multi-Meltas. You might think this is insane, after all, to get close enough to melta something means it can return fire with meltas, but this is where the rule that makes this tank so broken comes into play: Ferromantic Invulnerability. It ignores all melta double dice, the lowering effects of Lance weaponry (Dark Eldar cry) and it reduces all Penetrating hit results by -1 on the damage table. WHAT. HAS. HAPPENED. If that's not enough then fear not, it strips out the Heavy Bolter, and replaces it with a THUNDERFIRE CANNON. OH. SWEET. CHEDDAR. BUY ALL THE ADDITIONAL WEAPONS FOR WEAPON DESTROYED RESULTS, ALWAYS. ALWAYS. ALWAYS. Dozer Blade is good here, and so is Extra Armour. It has one flaw, its price tag. Once you have bought all the mandatory bells & whistles, it comes to as many points as there are degrees in a circle. Being FW it will also break your bank as well as your points allowance, but if you have a niche it can fill, then it is strongly recommended. *'''Relic Deredeo Pattern Dreadnought:''' Two things that Blood Angels usually lack: long range firepower and skyfire units, this thing makes up for it, despite the relatively inexpensive cost for a FW unit (£65 complete). Comes with a pair of TL Autocannons and you get and TL Heavy Bolters built-in and the Deredeo's Anvillus Autocannons have higher strength and the Sunder quality (basically Tank Hunters USR for that weapon only). You get the Helical Targeting array and Atomantic Shielding, and they don't have many customisation options (right now), but since this is not a melee dreadnought at all, for that cost it's a bargain. The Aiolos Launcher is a bit off-key, since it doesn't really have the strength to rate highly as an anti-vehicle, even though it always hits targets side armour (which is often 11-12) and does better as an MEQ killer due to AP3, which is helped in this role since it can fire independently of the Deredeo's other weapon. The Deredeo also has the option of replacing its Autocannons with a Twin-linked Hellfire Plasma Cannonade. It reduces range to 36", S7 and loses Sunder. It gains two AP2 firing modes, either Heavy 4 and doesn't Get Hot or Heavy 1 with Large Blast and Gets Hot. This makes it very expensive with the Aiolos but good for killing heavy armor/MCs and dealing with other TEQs so BA Terminators can deal with other targets. In a Blood Angels army the Deredeo would be even more invaluable than the vanilla codex due to the BA codex's lack of "core" Heavy Support AA options like Hunters/Stalkers. ===Lords of War=== As with the Space Wolves and Grey Knights 7th Edition Updates, Commander Dante and Chapter Master Seth have been moved to Lord of War slots in same fashion as [[Logan Grimnar]] and [[Kaldor Draigo]]. *'''Commander [[Dante]]:''' Pretty damned powerful for a Chapter Master, with a jump pack, inferno pistol (Melta in pistol form), and a Power Axe (great for Hit and Run).His mask gives him fear(also for every enemy unit at the begin of each fight sub-phase (not only for units in basecontact with him))and not an enemy character -1 to Ws, Wounds, Attacks and Initiative anymore. He can deal with pretty much any kind of enemy in the game with a decent chance of winning. As of the 7th edition update he now has his much needed Eternal Warrior. Throw him at S8-10 weapons if you're feeling gutsy, and now that melee weapons have AP values his artificer armour lets him laugh at power swords. His WT reduces the scatter distance of the unit he's with, so pair him with a Honour Guard unit with multiple meltaguns to kill a tank and threaten its contents the next turn, or deliver some other killy unit with precision. Take him and Mephiston for extra lulz. Also as of 7th Edition his axe is now S+2 AP2 '''and strikes at his stupidly high initiative.''' **If you run Maelstrom with Dante as warlord, you also get to roll on the Tactical Traits table. Joy. *'''Chapter Master [[Gabriel Seth]]:''' The incredibly badass Chapter Master of the Flesh Tearers. Doesn't have a power weapon, but his huge chain sword, Blood Reaver, hits at Strength 8 (in Initiative order, even!) and has Rending. His other feature is the ability to make another hit on a to-hit roll of 6 which do not in turn generate more hits. Also, he's low priced at 155 points, has 4 attacks base, and is Fearless by default to boot. The downside is that he doesn't buff your army in any way (other than granting Fearless to the squad he's in), so take stick an HQ with him to make him and the army more effective. While not quite amazing, as a pure combat character, Gabe is pretty far from a bad buy get him into combat with a decent squad, then: 'Watch the Magic happen...' *'''Alternate POV:''' This guy is only usefull to chop Imperial Knights and those mecha LOW out there while on quickening (+attacks,FLEET), pretty dodgy to make him worthy but relatively easy to double his cost with those mecha LOW. He works better isolated (much of glass cannon). NEVER give him warlord, rampage isn´t neccesary on a ws6 model who already has 6 attacks on charge and better quickened. ===Fortifications=== Bottom line, don't take them. (Although Vengeance Weapon Batteries may be useful for softening infantry before you chop, rend and tear them to red ruin) The Blood Angels are at their best when they are on the offensive. Your guys are meant to charge, not sit behind cover. However, if you still want more information, here are some general tactics for fortifications [http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Fortifications]
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