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===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.
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