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====Successor Chapters==== *'''Gabriel Seth ([[Flesh Tearers]]):''' Thankfully moved from the LoW section, Gabriel is a Captain with +1W and the usual Chapter Master aura of re-rolling ''all'' failed hits (which doesn't matter for 2+ models, but is twice as good for 3+ models); his melee weapon is a Thunder Hammer with +1AP and +1WS (that is, no inaccuracy penalty, but only AP-2), and he carries a Bolt Pistol. His aura also lets {{W40Kkeyword|Flesh Tearers}} (including himself, as always) who finish a consolidate within it roll a d6, and on a 6+, it can fight again. RAW, technically if this happens the unit can never Fight again, but it [[skub|seems]] clear the RAI is simply that the second Fight's consolidate doesn't get to roll (the rule actually says the unit fights for a final time, but "probably" means a final time ''that phase''). He also has a personal rule that a 6+ to hit in the Fight phase for him inflicts an additional hit without rolling. At only 135 points, he's pretty ok - since he's A4 base, his total expected attacks that hit are 5.83 after accounting for his automatic hitting and re-roll aura, up to 6.81 after his very low chance to do the entire thing a second time; a strictly theoretical Primaris Captain (to match Seth's Wounds count) with a Thunder Hammer would cost you 108 points, hitting at -1AP, and actually connecting only 3.89 times, and both would behave the same way at range. Cheap re-rolls like Seth cannot be overstated, seriously its like deathwatch watch masters. **The biggest problem with him is that he cuts off your access to the good relics if he or any of his chapter are your Warlord, forcing you to make do with an only slightly upgraded power sword that's usually not even as good as a master-crafted power sword. His aura is good, but it's not losing access to the Veritas Vitae or Standard of Sacrifice good; ultimately, his melee weapon is the Hammer of Baal at 1 worse AP, and his aura effectively combines Dante's with Corbulo's, so he doesn't bring much unique to the table, unfortunately. ***All that being said, if you're a Flesh Tearers player, you're used to getting fucked over. RIP AND TEAR **Combine him with three lascannon/fist dreadnoughts in a vanguard detachment. He is a great way to bring a re-roll for all hits and makes three normal dreadnoughts brutal. They get re-rolls hits with the fists as if they had two, and your lascannons are re rolling hits as you slowly march up the field, plus 24 T7 wounds is a great bodyguard for a character/warlord. Add in reivers or Vang Vets deep striking to handle any hordes and you have a solid base for your army. ** For 110 points he does give re-rolls to all hits. Ironically, this makes him an affordable way to significantly boost a gun line, which you will send in counter charges and deep strikers overhead once the enemy breaks the final protective line. Playing BA reactively is difficult, but can work really well, who knew this dude is a prime candidate for the commander? Perhaps the flesh tearers are remodeling their combat doctrine... or perhaps not. *'''Malakim Phoros ([[Lamenters]], Forgeworld):''' 115 Points for a +1W & A Captain and re-roll wounds, with a relic blade equivalent and 12" inferno pistol?????? THAT. IS. DAMN. GOOD. The Lamenters shit days are over with these guy. Simply plant him next to all the dakka you can muster and let rip! Perhaps not as scary as his 7th edition stats, the Lord of Ruin still dishes out the pain with the best of them. His pistol, Catechist, is still a 12" Inferno Pistol, and his Glaive of Lamentation is a Power Fist with -1S -1AP, which is practically speaking better without a Sanguinary Priest on hand, due to the Red Thirst; with one, you're actually at -2S relative to the Fist, which is a bit more noticeable, but nothing to get worked up over. His special rule, "The Lord of Ruin", turns him into a super-Lieutenant, allowing all {{W40Kkeyword|Lamenters infantry}}, {{W40Kkeyword|dreadnought}}s, and {{W40Kkeyword|biker}}s (i.e. all of your Red Thirst units) within 6" of him to re-roll ''all failed wound rolls'', which is ''drastically'' better than re-rolling all failed hits, in practice. Due to how well the Red Thirst already buffs your melee wounding, if you use Malakim to buff melee wounding as well, you'll want to bring weaker but cheaper melee weapons, like power swords - he won't really help your Thunder Hammers more than a Lieutenant would, but your Power Sword infantry will go from wounding Land Raiders 58.33% of the time with both a Priest and Lieutenant on hand to 75% of the time with Phoros and a Priest - and they cost a ''lot'' less. Combine him with a Captain on anything that has a 2+ to hit to functionally achieve re-rolling all failed hits and all failed wounds, or for melee, with a Chaplain or Terminator Ancient. **There are basically two good ways to use Malakim. ***You can stuff him in a Stormraven to speed him up; his buff won't help anyone until he gets out, but you can more easily get him where he needs to go this way. ****This is the only practical way to get him to buff melee combat; the best fellow buffer he can have for that is generally a Sanguinary Priest for +1S. A Librarian for Unleash Rage can also help, but buffs a single target, rather than employing an aura, on top of being able to fail the buff. You should put a Dread on board and as many Company Veterans as you can, but, of course, be aware that melee units that can't {{W40Kkeyword|FLY}} may have trouble deleting units that can only be charged by models with {{W40Kkeyword|FLY}}; instead, since Phoros and the Priest are both auras, you may want to dump them somewhere, then deep strike in many small units of Jump melee troops to try and ensure charges get through. If you want more room on board for more chargers, remember Priests, Librarians, and Captains can all take Jump Packs, and get to where they need to be themselves. ****You can also field this ranged style (see below), or mix the two; Sanguinary Guard can {{W40Kkeyword|FLY}}, carry both a melee weapon and a gun, and, near Phoros, re-roll all failed hits ''and'' wounds; give them plasma pistols, a ''Company'' Ancient, and a Sanguinary Priest, then combine the lot of it near something you want dead for deeply satisfactory plasma spam. Not remotely as good with inferno pistols, due to short range and Malakim being slow, or angelus bolters, which have the range, but are insanely overcosted. ***You can, instead, just walk him up the field, like how Codex Marines field Guilliman. This is clearly best with ranged; since Phoros can't buff most vehicles, you're looking to field Devastators, Hellblasters, and dakka Dreads (especially Leviathan Dreads), essentially. Note that this is perfectly fieldable on a Stormraven - you can stuff Phoros, 2 Heavy Flamer Devastators squads, and a Leviathan Dreadnought on a Stormraven, with room to spare for an additional buffer if you want one on board. You can't stuff Hellblasters on one, so for them, make sure you bring a Company Ancient to let them shoot twice when they die, and a Priest is still a good idea to stand them back up, on top of the Captain you'll definitely want. **Since we're already using Forgeworld, remember that we can make use of Chaplain Dreadnoughts. The +1S buff from the Chaplain Dread stacks with the +1S from a Sanguinary Priest, which stacks with any x2 melee weapon for a net +4S on top of the weapon's buff (i.e. net +8, or S12, for all of those S4 guys you were bringing); between that and the Red Thirst, you can easily get Malakim up to wounding Land Raiders on a 2+ (he'll be at S9), and your S12 punchers will wound even the incredibly rare T9 and T10 targets out there on a 2+. ***Potentially Hilarious Idea: Put Malakim in a Vanguard Detachment with 3 Furioso Dreads armed with Heavy Flamers and Frag Cannons for self-contained 9D6 auto-hits, re-rolling wounds. Really who even needs Chapter Master? **** You guys are looking at things the wrong way. Phoros and Aggressors (a full vanguard with 3 squads should suffice, maxed out even better!) are a match made in heaven. His very unique wounds re roll works better and better as volume increases. 6 mans squads of aggressors can pump 100 or more shots a turn, assuming 2/3s of those hit, re rolling the wounds allows you to engage anything from T4 to T8 and up. Basically, aggressors work wonders on hordes by themselves. Throw in re rolls to wounds and they can take on any target. Plus you have power fists to finish off T8... Aggressors like to hug cover and let the enemy come to them, a perfect match since Phoros is only 1" faster. Phoros makes a great unit (Aggressors are easily one of the best if not the best infantry in all of the Astartes codex) phenomenal.
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