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==Unit Analysis== ===HQ=== *'''Librarian Dreadnought:''' A Librarian in an Emperor-damned Dreadnought. Still has a Psychic Hood (+1 to deny the witch tests against enemy Psykers within 12") and now has Duty Eternal (enemy attacks suffer -1D against this model). A fixed load-out of a Furioso Fist (Sx2, AP-3, D3) and a new Furioso Halberd (S+2, AP-3, D3+d3, you can make one additional attack with this weapon and can attack no more than once per phase with it). The halberd grants you a single D4-6 attack, which is a hell of a shame, but should be enough to gib most enemy Infantry Characters and fist is not bad at all. You can also bolt a storm bolter, heavy flamer, or meltagun underneath the fist. ** Keywords; this model is still a Librarian and can thus be upgraded with the Chief Librarian Chapter Command upgrade. As a Character, they can also take any Warlord Trait. ** Powers; Quickening + Wings of Sanguinius lets you move fast and hit often. 6" base move, followed by 12" Fly move, re-rollable charge distances, and a total of EIGHT fist attacks and one halberd stab. ** By RAW cannot take SM powers and cannot take any relics *'''Sanguinary Priest:''' Your standard unit modifier and helpful in all situations to any BA unit. Rather reworked in 9th edition, and will perform differently with certain units. Comes with a bolt pistol, chainsword, frag and krak grenades. Most of his extra weapon options (as well as his biker version) have been moved to Legends, sadly. He does retain a Jump Pack option or you can throw him into a Stormraven if he shows up without it. During the Command Phase, allows a single Blood Angel Core or Character unit within 6" counts as being in the assault doctrine regardless of whichever doctrine is currently in play. Like other Apothecaries, CANNOT bring a fallen model back to life without a Stratagem, but can restore d3 wounds to a living model and provides a 3" 6+ FNP for infantry and biker units. Works well with more expensive models like Terminators and Sanguinary Guard, keeping their health up as they make their way towards the enemy, as well as with Death Company and Assault Intercessors. ** In a similar vein to the Librarian Dreadnought above, this model has the Apothecary Keyword, and can thus be upgraded to a Chief Apothecary Chapter Command model. ** 30pts gets you a Jump Pack, with a 12" Fly move and Deep Strike. It also lets him keep up with the units that desperately want to be in the Assault Doctrine 24/7; Sanguinary Guard and Death Company. ** You are thinking turn 1 Assault Doctrine aren't you??? Unless someone can clarify this he needs to be on the battlefield during the command phase and not inside of a Land Raider or Drop Pod to use the Blood Chalice ability. Thus you are stuck with turn two Assault Doctrine at best. *'''Sanguinary Priest on Bike (Legends):''' 25pts nets you M14", T5, and W5, a storm bolter, Turbo-boost (advance 6" instead of d6"), and swaps the {{W40Kkeyword|INFANTRY}} keyword for {{W40Kkeyword|BIKER}} (notable for stratagems, powers, rules, etc). As this is an 8th edition datasheet, this model has access to the entire suite of combi, pistol, and melee weapons, as well as the old Blood Chalice Aura (BA Infantry and Bikers within 6" gain +1S), and their Narthecium works harder by both healing d3W to one model and reviving one on a 4+. ====Special Characters==== *'''Commander Dante:''' Despite being the "I'm too old for this shit" character, Dante is still a beatstick. 175pts for a Jump Pack Chapter Master with W6, A6, and Sv2+. Still retains Iron Halo, Chapter Master, and Rites of Battle. His unique Death Mask of Sanguinius makes ANY attack against this model suffer -1 to their hit rolls. He's also good for a couple extra CP, granting you +1CP if he's your Warlord and he can use one free Epic Deed stratagem (as long as that stratagem is used on HIM). He comes with a regular inferno pistol, but his Axe Mortalis is great at S+3, AP-3, D2. With the +1 to wound rolls from his Chapter Tactics, he effectively has a powerfist that does not suffer -1 to hit rolls. ** He is not and should not be used like Calgar, Abbadon, Hive Tyrant, Avatar of Khaine, etc. Dante's main draw is his exceptional alpha strike potential. For best results, consider '''not''' deep striking him; instead work up the board normally using your {{W40Kkeyword|CHARACTER}} status as protection, or jump out of a Storm Raven. You need to damage your opponent as much as possible in one turn, that means getting very close in the Movement Phase, inferno pistol in the Shooting Phase, and a successful charge in the Assault Phase with those juicy 8A, on turn three. If everything goes as planned, he is a top notch Character/Warlord assassin, befitting his extraordinary fluff. Otherwise, Dante just doesn't have the staying power of other models in his weight class. *'''Captain Tycho:''' A Captain with Sv2+ and a combi-melta with the boltgun being master-crafted. Dead Man's Hand is an old school power sword, at SU, AP-3, D1, but gains +1S and +1D against Orks. ** His greatest advantage is a low points cost (95pts) and he's only really good if you're fighting Orks. Otherwise build a better model from the regular Captain. *'''Tycho the Lost:''' Tycho, but in Death Company black. Loses Rites of Battle, gains Black Rage, Death Visions, and the Forlorn Hero aura (Blood Angel Death Company Core units within 9" re-roll hit rolls of 1). ** He's only 100pts, but you can absolutely build a better Death Company Character. *'''The Sanguinor:''' Our special snowflake is now a very pointy snowflake. W5 and A5, he still has a 2+/4++. A unique Encarmine Broadsword hits at S+2, AP-4, D2, and wound rolls of unmodified 6 inflict an additional mortal wound. His Aura of Fervour Aura makes BA Core and Character units within 6" gain +1A, but this is not cumulative with Shock Assault. Angelic Visage means enemy MELEE attacks suffer -1 to their hit rolls (unlike Dante's angel face that affects all attacks). Avenging Angel allows this model to charge after falling back and make a 6" Heroic Intervention. Miraculous Saviour is his most interesting ability, allowing him to ''Deep Strike to within 1" of an enemy unit after that unit has charged to within 1" of a Blood Angel unit.'' He counts as having made a Heroic Intervention, but holy shit. ** His Aura works best with tough units that do not quite spit out enough damage to fully wipe out their target in one turn and cannot fall back and charge; Terminators, Bikers, Aggressors, Centurions, etc. ** A minor note, but he does have grenades. Don't forget to chuck them if you can, he is BS2+ after all. ** His rules are really cool, but you want him in critical places adding his aura and mortal wound attacks. Thus, it is still best to intentionally place him where needed instead of waiting around to intervene. *** Now, with this in mind, you can attempt mind games with your opponent as they will be extra careful when charging your marines knowing he can pop up and make heads roll fairly easily. This can allow you to play reactive BA: Hugging cover/shooting/claiming objectives for a turn or two, then cleaning house with late game charges at full output turn three. *'''Astorath:''' {{W40kKeyword|Master of Sanctity}} with {{W40kKeyword|Jump pack}}. His axe is now S+2, AP-3, D3, and he has the basic Chaplain Ld aura and 4++ Rosarius. Comes with an additional aura that makes Blood Angel Death Company units within 6" automatically pass morale tests. He knows '''four''' Litanies (Litany of Hate, Mass of Doom, and two Litanies of Battle) and can cast two on a 3+ in your Command Phase. Mass of Doom is his unique Litany and got some change in 9th edition. If it's inspiring, pick one {{W40kKeyword|Blood Angel Core}} or {{W40kKeyword|Blood Angel Character}} within 6" of him and roll 1D6. On a 1, a model in that unit is destroyed and the rest gain 1+ to all hit rolls made in the fight phase. 2-5 is the same as above, minus losing a model. 6's result in the same as 2-5, but the unit also gains a 4++ invulnerable save. ** Like Astorath, he is a top notch buff character, though you can always cast Mantra of Strength on him to beat the tar out of some uppity HQ unit your opponent thinks highly of. As a named character make someone else your Warlord, though when he drops down with the other DC hurl him right at their warlord and let the heads roll. ** Mass of Doom is no joke. Whatever Astorath says takes everybody WAY beyond enraged. Enjoy your renewed title as the premier alpha strike combo. Combined with the Red Thirst, your DC will become incredibly efficient in melee armed with power swords [which are now cheap as chips]. Against other MEQ, you're hitting and wounding on 2s and with AP-3. With a Sanguinary Priest or Sanguinor (who also has Deep Strike), the buffs and the points costs just keep building and building and building. Be careful, though, as you're going to wind up the same way as many iterations before, completely butchering the first target and getting left alone and likely facing lots of retributive firepower the next turn. Go play ultramarines if you want to be cool, calm, and collected. ** While you can use Mass of Doom on your {{W40kKeyword|Character}}, it is risky. A roll of 1 states that "one model in that unit is destroyed", meaning you straight up give your Character a rage haemorrhage. Ask yourself if +1 to hit roll in fight phase is worth 1/6 chance to loss said {{W40kKeyword|Character}}. ** Astorath is overshadowed by Lemartes. His ability to re-roll charge distances is too crucial for a Death Company list and its just too expensive/redundant to run them both. Additionally, Litanies (including Mass of Doom) need to be used in your Command Phase, but Deep Striking happens at the end of the Movement Phase, so you can't use it on a unit that is arriving by Deep Strike this turn, nor can you use it while Deep Striking Astorath himself. *'''Lemartes:''' Lemartes is still the mad-capped berserker-cum-Death Company Babysitter that we all know and love. A Jump Pack Chaplain with A4 and Black Rage, his Blood Crozius is S+2, AP-2, D2. Blood Angel Death Company Core and Character units within 6" can re-roll charge distances. His Spiritual Leader Aura and ALL Litanies he casts only affects Death Company units. To make up for that, he knows Litany of Hate and two other Litanies, and can cast two Litanies in your Command Phase. **Unlike other Chaplains he can cast Litanies that other Chaplains have already cast**. At 120pts (as of 2021 points rebalance), this Death Company Deep Strike bomber is a bargain. It is also important to note that while he is a Death Company Character, he does not have the Death Visions rule but the Visions of Sanguinius Stratagem can be used to let him use them. *'''Chief Librarian Mephiston:''' The only ''named'' Primaris Character for BA's, Mephiston is similar to last edition. A ''very'' impressive statline at M7", WS2+, BS2+, S5, T5, W6, A5, Ld9, and Sv2+. He has a plasma pistol (overcharge at your own peril) and a Sx2 force sword. He ignores lost wounds on a 5+ and as a Chief Librarian he casts and denies two powers per turn and knows smite + three Sanguinary powers, with no option to take Librarius powers. ** Something to consider is that Mephiston is 155pts and a Librarian Dreadnought with heavy flamer or meltagun is also 155pts. If you want a Psychic whacking stick, take the Dreadnought. If you want a psychic support Character moving up with your Primaris Marines, take Mephiston. *'''Chief Librarian Mephiston (Legends)''': Exactly the same as above, but with W5 and A4 that is standard for Firstborn stats. He's in Legends now, and the only reason you'd take him is for Transports that cannot take Primaris. *'''Brother Corbulo:''' Your named Chief Apothecary/Sanguinary Priest with some cool wargear. Heavens Teeth is a harder-hitting chainsword (S+1, AP-2, D1) but does not grant +1A. Has the 9th edition Narthecium Aura (BA Infantry and Biker units within 3" ignore lost wounds on a 6) and Combat Restorative rule (can heal a model within 3" up to d2 lost wounds). Being a Chief Apothecary, he can use Combat Restoratives twice per turn. His unique Red Grail Aura lets BA Core or Character units within 6" count as being in the Assault Doctrine. ** Works best as a support unit for the tough shooting squads; Mk. X Gravis models and Centurions. Makes them harder to kill and harder to keep down. ====Successor Chapters==== *'''Gabriel Seth ([[Flesh Tearers]]):''' Also known as Imperial Kharn. A 160 point Chapter Master that is a +1W and +1A Captain statline. Keeps the Iron Halo, Rites of Battle Aura, and Chapter Master rules. Whirlwind of Gore lets him fight again at the end of the fight phase if any enemy models are still within 1", and Lord of Slaughter is a 6" aura that grants +1D to Flesh Tearer melee attacks that make a wound roll of unmodified 6. Blood Reaver is a thunder hammer that ''does not suffer the -1 to hit penalty''. Oh, and he has a bolt pistol and grenades. ** A maximum of 14A that hit on 2+ at S8, AP-2, and D3 should see you finishing off most enemy units in one turn. ** Seth, a model that lets you re-roll wound rolls, a Librarian or Chaplain Dreadnought, and Death Company crammed into a Storm Raven will be a quick way to tear a huge chunk out of your opponents army and an equally huge chunk out of your points limit. This is cool and all, but do you trust T7 versus your entire enemies shooting phase? *'''Malakim Phoros ([[Lamenters]], Forgeworld Legends):''' Yeeted into Forgeworld Legends, this guy is a 145 point Chapter Master with the usual 4++ Iron Halo, Captain Rites of Battle Aura, and updated Chapter Master ability. His statline is that of a Captains with +1A and +1W. Lord of Ruin rules lets him re-roll any wound roll of 1 and Rage Unto Death lets him fall back and charge. He has a 12" range inferno pistol, and the Glaive of Lamentation; S+3, AP-4, D3, -1 to hit rolls. ** The Dec 2020 FAQ saw the removal of his Stealth-Armour rule, so he's no longer an angry Raven Guard wannabe. All his rules are for you to Rip and Tear, so cram him into a transport that allows him to do that. ** Lost his totally absurd aura of 6" re roll wounds... Now he plays well for what he is worth, though he is reasonably nerfed. ===Troops=== *'''Tactical Squad:''' You know how these guys work. Squad size of 5-10, armed with boltguns, bolt pistols, and grenades. Because you're Blood Angels, you have access to a heavy flamer as a heavy weapon, and your Sergeant gets hand flamer or inferno pistol access. Frankly, you can always take bare bones squads with a Lascannon. Adds a decent shot per turn on a 10 wound unit, making them useful while sitting on objectives as literally everyone else in your army is diving into CC. It's a tough job but somebody gotta do it. *'''Intercessors''' Standard Primaris unit offering an additional attack and upgraded bolt weapons compared to Tacticals and nothing else. *'''Assault Intercessors:''' Intercessors with heavy bolt pistols and Marine chainswords for cutting. Obviously benefits the most from the Blood Angel Chapter Tactics, but please consider this before you start spamming these guys; you have access to units that do the same thing but better. Use standard/heavy intercessors on your own objectives, and Assault to take your opponent's. *'''Heavy Intercessors''' The biggest boys in Gravis armour. Gravis makes them very durable, giving them T5 and W3, on top of a higher damage output. These are T5, 3W troops with S5 bolt weapons for under 30 points per model. If you wanted an anchor (and BA are always looking for an anchor that can contribute to the fight, aside from holding objectives) these are worth a look, they can also take decent heavy weapons like Tacticals for bolstered shooting. *'''Infiltrators''' Sneaky Primaris units who can deploy anywhere like a Scout and provide excellent area denial along with higher output bolt weapons, so useful in those odd situations where your opponent is actually faster than you with superior alpha strike options (Nids, various Eldar). Otherwise, usually too expensive. *'''Incursors''' Slightly cheaper sneaky Primaris skilled in attacking hardened targets. Game wise they offer the ability to throw D3 mortal wounds (3 versus vehicles) once per game, AP-1 knives, and their bolters ignore cover. Somewhat well priced considering their deployment abilities and brawling status, though like always, troops are usually best holding ground with dakka. ===Elites=== * '''Legends Wargear:''' A butt-load of models have additional wargear options available to them, but they're in the Legends PDF. **'''Company Ancient:''' +1 power level gets you M12", Fly, and Jump Pack. No points cost, but this anon recommends tacking 10pts onto a regular Company Ancient. **'''Company Champion:''' +1 power level gets you M12", Fly, and Jump Pack. No points cost, but this anon recommends tacking 10pts onto a regular Company Champion. **'''Company Veterans:'''+1 power level gets you M12", Fly, and Jump Pack. No points cost, but this anon recommends tacking 2pts per model (same as Vanguard Veterans) onto regular Company Veterans. *'''Vanguard Veterans:''' Mentioned here to point out the hand flamer and inferno pistol access. A squad of five with inferno pistols + thunder hammers ought to kill you a Knight in a turn, and hand flamer + lightning claws will wipe out W1 units like no ones business. **Elite killing is done better by Sanguinary guard, whilst horde killing is (mostly) done better by DC. If you're buying into Vanguard then you're getting them for storm shields (which makes them the tankiest of the three against attacks) and/or lightning claws (which gives you the best horde killer at the cost of survivability if you go all in). **A quick note that Vanguard have one other trick that Sanguinary Guard cannot perform: dual wielding pistols. Whether you wish to use dual grav, plasma, flame or inferno, Vanguard can wield two and avoid needing to charge at all. But if you're on this page you likely don't care about that; BA do want to be punching things after all. *'''Sanguinary Ancient:''' You can only have one of this model per army. A 125pts mash of Sanguinary Guard and Chapter Ancient. From the Ancient, the Astartes Banner Aura makes Blood Angel Core units within 6" gain +1Ld and can make one melee or shooting attack before being removed from play if they die and Chapter Banner gives one Blood Angel Core unit +1 to hit rolls with melee weapons. From the Sanguinary Guard, Angelic Visage makes enemy melee attacks against this model suffer -1 to hit rolls and Heirs of Azkaellon grants this model +1 to hit rolls if they're within 6" of your Blood Angel Warlord. Unlike most Ancients, this guy remembered he has two hands for weapons (ignore the fact that the gun is wrist-mounted). He has an angelus boltgun (18", assault 2, S4, AP-1, D1) which can be swapped for an inferno pistol (6" and pistol 1 meltagun) or plasma pistol. His encarmine sword (a D2 power sword) can be swapped for an encarmine axe (D2 power axe) or a powerfist. ** Worth remembering that Blood Angel Ancients cannot be upgraded to Chapter Ancients. So far, this has not been FAQ'd to extend to Blood Angel Successors. With the way this is worded in the Blood Angels Codex, you can nominate any unit to be from a BA Successor and it replaces the Blood Angels Keyword with the name of your Successor. You play as BA for the purposes of stratagems, detachment abilities, and datasheets. The only downside is that Named Characters can not be nominated (which means their abilities will only affect BA units and not your successor's) and if you want to take relics from Relics of Baal, you have to pay an extra CP via the Honoured By Baal stratagem. *'''Sanguinary Guard {{W40kKeyword|Core}}:''' The latest iteration of Sanguinary Guard are 30pts in their cheapest form, which amounts to 120pts stock for the minimum unit. They posses 2W, 3A, Sv2+, and Jump Packs. Each model has Angelic Visage, Heirs of Azkaellon, and the same weapon options as the Sanguinary Ancient. **They are now genuinely cheaper and more cost effective than Terminators, and only lack an invulnerable save, and access to heavy weapons and thunder hammers. **As far as your Elite Jump Pack options go, they fill in a niche of being MEQ-hunting monsters. Your Lightning Claw Vanguards Veterans and Death Company are there for turning W1 models into soup and Vanguard Veterans should be taken with storm shields or thrown in the bin. **Heirs of Azkaellon is the real the game-changer for these guys - i.e. they don't need a Chaplain or Captain (or Chapter Master) to help them with a +1 to hit if they're near your Warlord, so you can build a Sanguinary Guard list around assuming you haven't got one, because they get +1 to hit rolls while near your Warlord. Combined with a Jump Lieutenant and a Jump Sanguinary Priest, for example, either of whom can be the Warlord proper, they'll practically speaking have full re-rolls to hit and wound in melee with power fists, and have full re-rolls to hit with re-rolling 1s to wound with their Inferno Pistols. **Always remember they now get a -1 to hit in melee for defensive purposes, functionally reducing roughly 15% of all melee attacks that hit them depending on the skill of the attacker. **They lack thunder hammers, so throwing them at TEQ units can be a bit of a mixed bag. Also unlike Death Company they hit a cap at 5 attacks so while their glaives and fists are good, they swing less often with them. *'''Death Company {{W40kKeyword|Core}}:''' 9th edition has been kind, blessing them with 2W. Death Company function as your high-output melee assaulters and the main users of Black Rage (as a recap; cannot fall back or perform Actions, gains +1A if they heroically intervene or charge, and ignore lost wounds on a 6). 22pts with bolt pistol and chainsword, +3pts for Jump Pack, makes them somewhat cheap but definitely worth the cost. Any number of models can swap their chainswords for power swords, mauls, axes, or fists, and any model can swap their bolt pistol for a hand flamer, inferno pistol, or plasma pistol. Finally, any model can swap BOTH weapons for a thunder hammer. ** Staggering amount of attack power, but they don't have the Sv2+/Ld9 of the Sanguinary Guard or the storm shield access/Ld8 of the Vanguard Veterans. Chaplains fix the Ld issue and a Sanguinary Priest helps their durability. This is a key point to remember with Death Company; they get ''exponentially'' better when you start stacking other abilities onto them. Otherwise they remain as the glass cannons they are. ** Compared to the previous edition, they've lost their fearlessness and boltgun access, and they're now capped at 10 models instead of 15. *'''Death Company Intercessors {{W40kKeyword|Core}}:''' Apparently, Primaris Marines CAN fall to the Black Rage. Thanks a lot, ''Cawl''. Intercessors with 3A and Black Rage, the entire squad can swap their bolt rifles for auto bolt rifles (which you should at least think about if you're footslogging), stalker bolt rifles (which you should at least think about if you're lobotomised), or a heavy bolt pistol and chainsword (which you should consider the default choice for this unit since it grants +1 attacks per model and AP-1 on all their melee attacks in exchange for slightly reduced shooting). For some reason, GW has to word Wargear options in the most fucking retarded way; one model has access to the Intercessor Sergeant weapon options and one additional model that has a heavy bolt pistol can swap it for a hand flamer or plasma pistol. ** You could stick 8 in a Repulsor with an Apothecary and Ancient. That's 16 wounds all with a 6+++ chance to dodge any D2 weapon hits, plus up to '''56''' attacks on the charge including Assault Doctrine plus usual BA enhancements (Red Thirst, Savage Echoes, etc). Certainly a big overall combo, but should work well centered on the board taking on the brunt of your opponent while everyone else gets into position for charges. ** DC now have a stratagem to up their FNP to 5+++, which on a 2 wound 24 point model, becomes pretty damn tanky. *'''Death Company Dreadnought:''' Your normal Dreadnought but ANGRY (and too angry for being {{W40kKeyword|Core}} I guess). +1A, -1Ld, but gains Black Rage. Two Furioso fists (Sx2, AP-3, D3 (the exact same as a Dreadnought combat arm)) or two blood talons (S+4, AP-2, D3, re-roll failed wound rolls). No mixing fists and talons though. As far as your wrist weapons go, you can have any mix of heavy flamers, meltaguns (maximum 1), or storm bolters (maximum 1). They can swap their Smokescreen Keyword for Magna-Grapples, which has seen a slight change; enemy non-Aircraft Vehicles cannot fall back if you roll 2d6 and score equal to or above their S. At their cheapest, they're 130pts. **Roughly speaking, Fists work better than Talons on 4+ saves or higher, but Talons are better on all T7+ after the first fight phase. Which is best overall is down to your local meta. **These beasts dish out 7 attacks on the charge, 8 on turn three, with dread fists. Considering they can take two heavy flamers and have a 6+++ plus Duty Eternal you realize these are pretty damn good. HOWEVER, they are back to M6" so getting them into combat is always tricky and your opponent will probably blast them with everything they have, thus significantly reducing their usefulness outside of some type of distraction unit. *'''Furioso Dreadnought:''' Sadly not {{W40kKeyword|Core}} for no discernible reason. They're a regular Dreadnought that's built for melee as they gain +1A if they have two fists or talons. The same weapon/Smokescreen or magna grapple options as the Death Company Dreadnought, but if they have two Furioso fists, they can swap one for a heavy frag cannon (18", heavy 2d3, S7, AP-1, D2, blast). ** If you're going melee, you may as well spring for Death Company for the charge bonus and 6+++. The only real draw is the frag cannon which can help pip marines and light vehicles, but can't be fired in melee. If you're looking into shootier dreads then Venerable or Ironclad may be the better choice, if more expensive. *'''Company Champion:''' Not to be slept on, this is a unit many Blood Angels players will have overlooked in the transition to supplement, but which deserves special attention in this army. At his basic profile, he's a not-quite Captain with 4W, 4A, WS2+, a not-quite Storm Shield (5++, +1sv), a master crafted power sword, and some special rules that make him quite formidable in combat- He can heroically intervene within 6" instead of 3", and always fights first. ''For only 55pts.'' But wait- There's more. Upgrade him to Chapter Champion for a mere 15pts, and he gains -1 to hit from melee attacks, wound re-rolls against enemy characters, ''and'' an extra attack. At this point, you may wonder how many more rules we could possibly dump onto a character cheaper than a Lieutenant. How about giving him a warlord trait that grants a 6" re-roll charges aura? **This guy couldn't be a better support character for melee footsloggers like Bladeguard, when your Sanguinary Priest and Icon of the Angel carriers are already going to be busy babysitting something else. He's crazy cheap for what he does and occupies an Elite slot, which is very helpful in the restrictive detachment system of 9th. ===Heavy Support=== *'''Devastator Squad: CORE.''' You want maximum flame? You want to make Salamanders erect with jealousy? Four heavy flamers and two hand flamers on the Sergeant. Slap down a Drop Pod with that and a five-man Tactical Squad (who also be packing flames) on an objective, and dare your opponent to try and budge you. *'''Baal Predator:''' A more expensive Razorback that swapped transport for +1W, 6" advances instead of d6", and the option for more dakka. Main gun options include twin assault cannons (24", heavy 12, S6, AP-1, D1) or the mighty Baal flamestorm cannon (18", heavy d6, S6, AP-2, D2, automatically hits). The 18" range is a much-welcome boon compared to last edition. Sponsons are limited to two heavy bolters or two heavy flamers. If you want anti-tank, too bad. **Two heavy flamers and a flamestorm is unique in that it doesn't give a damn about degrading ballistic skill. Either variant provides good anti-infantry for a decent cost, but the Baal Predator suffers for being in an army with plenty of good anti-infantry. **If you want to use the assault cannon option you should give some thought to the Redemptor Dread or the Gladiator Reaper. That being said, mixing heavy bolter sponsors with the flame cannon may not be as insane as some might think due to the abundant D2. ===Lords of War=== *'''Angel Infernus (Open Play Only):''' Because you want to make the Salamanders jealous. Pretty much a Land Raider Redeemer that swaps some of its transport capacity in order to take a pair of Heavy Flamers and uses a Lord of War slot instead of Heavy Support. Use it in the same way as a Redeemer and cackle at 4D6 white-hot auto hits directed at anyone stupid enough to charge anywhere near it.
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