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===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 (Β£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.
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