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===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.
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