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===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.
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