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===Elites=== *'''Company Ancient:''' The old banner bearer, now an independent {{W40Kkeyword|Character}}. The banner adds +1L to any same Chapter {{W40Kkeyword|Infantry}} (sorry, bikers!) units within 6". If a ''model'' from the Chapter dies within 6", you get a 4+ chance for them to get off one more round of shooting (with ''one'' ranged weapon) or one more close combat attack, before your opponent can move on to something else. Note that this only affects ''models'' in the bubble, not units, so be mindful when picking who dies. Comes with a bolt pistol that you can swap for a different pistol, combi, or melee weapon. When you proc his ability on a plasma gun wielder, remember to overcharge it. Unfortunately, ''drastically'' better supporting guns (since you get the gun's full rate of fire) than melee (since any attacks above 1 are wasted), even though you're a melee focused army. **'''Company Ancient with Jump Pack:''' Give him a Jump Pack for 9 points, which also lets him Deep Strike. This guy right here is a poster boy for carrying the Standard of Sacrifice into battle, as he'll provide a 5+++ FNP and then a 4+ attack one more time, drastically spiking the output of what he's supporting, and the Jump Pack will help him guarantee the bubble is where you need it to be. *'''Primaris Ancient:''' Same as a Company Ancient, but with +1W 1+A. Comes with a bolt rifle in addition to the pistol, and like most Primaris characters, cannot swap his war gear. ** Best used to support an Aggressor gunline, which can benefit from either the extra shooting or melee attacks. While certainly not a replacement for a Sanguinary Ancient, the larger base, better bolt rifle, additional attack and two wounds for a five point increase is nothing to snub at. *'''Sanguinary Ancient:''' A single Sanguinary Guard character holding a banner that grants +1 Ld and re-rolling of wound rolls of 1 in the Fight phase to all nearby Blood Angels. You have to ask yourself one question, "Is it viable for me to spend 63 points for a character that allows me to re-roll wound rolls of one and buffs my leadership, and gives the option for 5+++ fnp with the relic banner, resulting in that whoever he is with becoming more killy and more durable?" With right tools, this is a massive force multiplier, more so than jump lieutenant and jump ancient combined in a single package. This thing is meant to join with priests and what have you to make horribly dangerous armies that use the synergy of BA to the logical limitations that are offered. **This model is the cheapest source of the Death Mask de-buff in the codex, should you be trying to stack negative leadership penalties. *'''Terminator Ancient:''' Can wield a Storm Bolter, Lightning Claw, or Thunder Hammer on top of the banner he wields - of which the correct choice is probably the Storm Bolter, so he doesn't get too close to the enemy and die, losing you your buff. His banner, like the Sanguinary Guard one, simulates a Chaplain's accuracy buff, re-rolling all failed to-hits in the Fight phase within 6", as well as providing +1 Ld. *'''Company Champion:''' Another former Command Squad guy now on his own. He has to make a Heroic Intervention if possible, and can re-rolls misses against {{W40Kkeyword|Characters}}. Comes with a master-crafted power sword, bolt pistol, frag and krak grenades, and combat shield for a 5++, but no other wargear options. Because his accuracy self-buff is so negligible, you'll usually be far better served shelling out the points for a buffing character instead of some sort - he's only 18 points shy of a Chaplain, for example. Best stay away. **'''Company Champion with Jump Pack:''' Same as above, just able to keep up with all your other jump units. *'''Company Veterans:''' More or less the Command Squad from earlier editions, minus the Apothecary, (Company) Champion, and banner bearer (now a Company Ancient), which are all split off as independent Characters. You can still kit between 2 and 5 of them out however you like (except no special weapons on the Sergeant). They possess an ability similar to the old "Look out, Sir!" rule which lets them intercept a wound from a {{W40Kkeyword|CHARACTER}} on a 2+ in exchange for taking a mortal wound, so they're good bodyguards, especially with something nearby to give them FNP, like the Banner of Sacrifice. **These are the veterans you really want to take. Why so? They are exactly the same as vanguard vets but have access to ranged weaponry. For 105 points you have 5 vets all with chainswords, stormbolters, and jump packs. This is a great option to counter all forms of infantry and hordes considering red thirst. And as Bodyguards can protect any character, including Librarian Dreadnoughts. The Jump Packs are a compelling choice here, the only downside is the Sergeant's hampered equipment choices (he can't have a Storm Shield or a Special Weapon), but you can just let his mook buddy carry a Storm Shield and overcommit to giving him output gear, like a Storm Bolter and Thunder Hammer. *'''Death Company:''' Death Company function as your high output melee assaulters. 15 points get you 4 attacks on the charge and a 6+ FNP along with the Black Rage keyword, though with LD 7 and full squads of 15. They can all take (should take) boltguns or plasma/inferno pistols alongside fists and power weapons. For the heavy hitting duties they can also take two handed thunder hammers, out swinging hammernators. Keeping chainswords and adding Savage Echoes brings you up to 6 attacks, which will be at a minimum of AP-1 along with your typical +1 to wound from Red Thirst. However, for all this offense they are fairly vulnerable compared to other elites choices and require dedicated HQ support as they will remain LD7. They have lost some of the durability and fearlessness compared to previous editions, but they are by no means any less deadly. DC now seem to rely on support more than before specifically for morale. This does make some sense fluff-wise, mainly because these guys would be counter-productive and simply a hazard on the battle field without proper guidance. **Tried and true play styles will still work: Sanguinary Priests will bring your attacks to S5, and Chaplains will allow for re-rolls to hit. Remember that, unless taking a Thunder Hammer, you can instead swap your Bolt Pistol for any of the available Power Weapons. Keep your chainsword! Hand flamers are an option for 1 point, but remember a bolter is also a free upgrade to your bolt pistol. Jump packs are always a good idea as these boys gain bonuses only when charging (or being charged) and you need maneuverability for that charge. However, you may forgo equipping them with jump packs in order to save points. Try a 5 man squad with a Chaplain in Razorback. Altogether these three can take on any foe and will last fairly long with the right weapons loadout. Thunder Hammers on these guys is incredible, with Sanguinary support, they're swinging at S10 (S4+1×2), which will reliably injure absolutely anything. ** DC and Lemartes will win you games. Don't puss around though... Take 15 with bolters and as many power weapons/fists/hammers as you can afford. Remember the jet packs and all of this gets re-rolls on charges. I'm telling you little can stand up against them. Of course, deep striking 15 guys can get cumbersome due to screens and other soft ass bullshit requiring you to place your models roughly 12" away sometimes, but that's why you have the Descent of Angels stratagem for 3D6" re-rolled fucking charges baby. Blood Angels have always been the kings of deep strike assault, let it be known, and let our wrath go unquestioned. ** Compared to Vanguard and Company veterans, who are your main competition, for one point you gain 1A and 6+++ though you become LD7. This makes DC your deathball super unit rocking up with HQs. All of your other elites with the exception of Sang Guard are perfectly fine working independently in smaller skirmishes. ** DC, like Chaos Berserkers, have to worry about overkill. When you can generate 90 total attacks, you may find that most of the attacks are completely wasted. Try multi-charging, though be sure to mitigate overwatch whenever possible. *'''Death Company Intercessors:''' Apparently, Primaris Marines CAN fall to the Black Rage. Thanks a lot, ''Cawl''. Essentially Intercessors that trade Combat Squads for the Black Rage. They also lose their Sergeant, but one marine in the squad can be equipped like one, ditching their rifle for a Chainsword or Hand Flamer and adding a Chainsword, Power Sword, Power Fist or Thunder Hammer (no double Chainsword). To be honest, they are probably of limited value for an extra point over normal Intercessors. Their main problem is redundancy. Normal DC with jump packs are an infinitely more versatile and customizable CC unit for the same base points cost, and normal Intercessors will help get you command points, something you'll be needing for all the fancy stratagems we have now. Our Elites slot is crowded enough already and these guys, at least in their current form, don't seem to make the grade. ** You could stick 8 in a Repulsor with an Apothecary and Ancient. Thats 18 wounds all with a 6+++ chance to dodge any D2 weapon hits, plus 37 attacks with all the usual BA enhancements (Red Thirst, Savage Echoes, Doctrines). 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 18 point model, becomes pretty damn tanky. *'''Death Company Dreadnought:''' Your normal Furioso but angry. 2 fists/talons, black rage, and can consolidate 6". No one will expect this dreadnought to be as fast as it is. With an 8" move, a good charge roll, and increased consolidation after he murders the first group; your opponent will likely fail to answer the threat before it's too late. IF these guys do get Shock Assault, they are gonna demand serious attention with 6 attacks! ** A hidden gem here. At its cheapest they are 126 points (138 with double flamer). Kept at your front lines they should be rushed headlong at the biggest, nastiest enemy you can find and expect them to put in work with 6 attacks, on the charge, re rolls, and +1 to wound. The interesting part is their ability to survive a decent round of shooting when you combine smoke launchers, Duty Eternal stratagem, and black rage 6+++ making the run up the board bearable. They should work well in pairs, being well priced and requiring your opponent to devote a majority of his shooting at them or else they will hurt his units. *'''Dreadnought:''' This bad boy has received major improvements. At S6 T7 W8 A4 and 3+ Sv, the dreadnought is a durable elite choice. Its S6 assault cannon will mow down any T3 infantry, and will deal quite well with T4 too. Its melee weapon is something to be feared as well, at S12(!!!) AP-3 and 3 damage the dreadnought will smash through most things put in front of it, should you get it into melee combat. It can also equip a heavy flamer for the incredible D6 S5 AP-1 auto-hits on overwatch. Your opponent should think twice before charging ol' dred. *'''Contemptor Dreadnought:''' [[Awesome|Mentioned in the Warhammer Community as arriving for Blood Angels.]] Not as badass as a Relic Contemptor, but definitely a lot cheaper. Comes with the iconic Kheres Assault Cannon or a Multi-Melta. ** This guy can be a better idea than normal dreadnoughts or even furioso dreads considering 9" movement, 10W and 2+ WS and BS and 5++ Invulnerable save to if lucky ignore those dread poppers and get him close without escort *'''Furioso Dreadnought:''' Although a 2+ to hit would be nice, as well as more than T7 toughness to differentiate from all other dreads (these guys were front armor 13 before...) typical frag cannon loadout is still somewhat viable. Frag cannons are now 2D6 auto hit. Combined with S6 the frag cannon can tear up hordes, multi wound models, and light vehicles equally well. Pair with a heavy flamer and make sure to assault with your giant fist to guarantee entire squads get removed each turn. ** The Furioso is perhaps the most flexible unit in the game for Blood Angels, especially considering his 8" move and can be transported in a damn stormraven. This unit can move quickly and reliably, can bring both anti horde and tank dakka, and can do work in the shooting and fight phases, plus it is decently tough. Also possibly our best support unit. As mentioned it can shoot many different targets, move around quickly, carry many types of weapons, resist damage, and lend much needed heavy hitting melee support. Jack of all trades units are typically underwhelming, Furiosos, on the other hand, are genuinely dangerous all throughout the game and combine shooting and melee potential without sacrificing either. And 10pts cheaper now since Chapter Approved 2019! *'''Redemptor Dreadnought:''' The vanilla dread's Jock roommate. With nearly twice the wounds of a vanilla dreadnought (and degrading stats to accompany the increased durability), the redemptor dreadnought is a solid heavy weapons platform, capable of holding the anti-horde Onslaught Gatling Cannon or the armor-melting Macro Plasma Incinerator, ''and'' the anti-air Icarus Rocket Pod as well as a pair of storm bolters or fragstorm grenade launchers. However, it is a heavy points investment, and much of its anti-armor potential might be better handled by specialized units like Devastators, Hellblastors, or Predator variants. Instead, anti-horde fire support appears to be its most effective niche, potentially able to put out a withering volley of mid-strength shooting that will take a significant chunk out of GEQ or weaker units and then follow up with a smack from its CCW, which is d6 damage compared to the normal Dreadnought CCW's d3. But even if it takes the Macro plasma Incinerator, the CCW can still swap its heavy flamer for an Onslaught Gatling Cannon to retain effectiveness against hordes. ** Equip it with a Plasma incinerator, use the Wisdom of the Ancients strategem and a big unit of Hellblasters and you can re-roll all those overcharges that might blow you to high heaven. *'''Invictor Tactical Warsuit:''' Dreadnought Lite—all the bulk, half the <s>calories</s> points. T6 and W13 helps keep it on the board, and it doesn’t degrade until it’s down to 6 wounds. For firepower, it can take either an Incendium Cannon that’s basically a souped up Heavy Flamer (12” Heavy 2d6 auto-hit S5 AP-1 D1), or a Twin Ironhail Autocannon (48” Heavy 6 S7 AP-1 D2) for shooting up heavy infantry. Backup weapons are a standard Fragstorm Grenade Launcher, a pair of Heavy Stubbers, and a Heavy Bolter that switches to Pistol 3 when enemies are within 1”. The only real way to take on vehicles (or, say, the occasional Bloodthirster) is with its Power Fist, which does 4 attacks at S14, AP-3, and D3. Finally, to get in position, it has the same Concealed Positions ability as Infiltrators and Incursors. **Best use of this is probably to give it the flamer option and use Concealed Positions to start it within 12” of some enemy infantry. Further, this unit packs 5 S14 Ap-3 D3 hits on the charge or when charged, and careful positioning will hamper monsters and vehicles running towards your infantry, which is just another reason to get it as close to the enemy as possible. **You could also give it the Autocannons and either leave it in your backfield for long range fire support, or use Concealed Positions to put it where it can pop shots off at targets who tried to hide and block line of sight. However, the rest of its weapons are oriented towards close range infantry mulching, leading to the same issues as with the laser version of the Repulsor Executioner. **The Red Thirst is probably a little excessive on a S14 attack, but feel free to punch out most things smaller than a Lord of War. Thankfully, though, this Power Fist lacks the usual -1 to hit penalty, so you at least won't be wishing that you were a [[Space Wolves|furry]] instead. *'''Imperial Space Marine (Legends):''' Now a character rather than just something you can substitute any Space Marine model for, which is thankful because he's gotten much nastier since last edition. Compared to an average Tactical, he's gained 3 extra wounds, 2 more attacks, and one extra Ld point. But it's his disintegrator combi-gun and disintegrator pistol you should watch out for. They're only 18" Rapid Fire 1 and 9" Pistol 1 (respectively), but with S5, AP-3, and d6 damage (basically a higher damage combi-grav and grav pistol) they have the potential to fuck up a lot of units if it manages to wound them. Fun idea: surprise an enemy who thinks being only armed with a CCW will leave you weak in an assault with that pistol of yours. *'''Sanguinary Guard:''' The latest iteration of Sanguinary Guard are 28 points in their cheapest form, which amounts to 112 points stock. They posses 2W, 2A, a 2+ save, and jump packs along with free Angelus Boltguns and access to power fists and force weapon equivalents. They are now genuinely cheaper and more cost effect than Terminators and only lack a 5++ and access to heavy weapons, Thunder Hammers, or Storm Shields. This places them into a niche role as a mid-weight, fast paced anti TEQs hunting squad ideally working in unison with your warlord. Vets and DC should form the bulk of your assaulting forces, Terminators and Aggressors serve as your heavy hitters, Sang Guard are your elite scalpels meant to take on other elite/scalpel type units in ruthless deep strike assaults. **Sanguinary Guard cost 3 more than Jump Vanguard Vets before any other options; you lose the Sergeant, so they're relative cowards and lose an attack per unit, but you gain both +1W and +1Sv (i.e. 2+), which is incredible for the cost. Stock, they come with a free Angelus Boltgun, (12" Assault 2 S4 AP-1 D1), so there's a case to be made for swapping out to a pistol (plasma pistols aren't nearly as stupid on them as they look, provided you can trigger Heirs of Azkaellon - more on this in a moment), and their stock weapon is an 8 point Encarmine Sword, which they can swap out for an Encarmine axe or Power fist for 9 points. Finally, you can take Death Masks - although unfortunately(?) you have to take it on all or none, which shouldn't be too much of an issue because of the morale shenanigans you can pull off for all of them being in 3 inch range- all for just 2 points per model. Morale Shenanigans abound. **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 rolling 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 re-rolls of all failed to-hits 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. *** Fists and Plasma Pistols is still 34 points a model, and frankly with Heirs of Azkaellon is one of the best TEQ busting units you can ask for, just remember the unit's effectiveness will drastically suffer if you ever leave the buffs of your warlord. **The boltguns might serve you if you try to fly them across the board instead of deep-striking, since the extra wound and save make them more durable than most choices. With a jump-pack Librarian to unleash their rage you might have a stronger unit than you think. ** New rules have offered the Guard new stratagems. Taking masks can provide a -1 to hit against them in the Fight phase along with the -1 LD modifier, Angelus boltguns can now gain re rolls to wound and ignore cover, and a roll of 1 for damage can become 2. All are each 1 CP and make them far tougher and killier. *'''Sanguinary Novitiate (Apothecary with optional Jump Pack):''' Now a Character running on his own. Doesn't give out Feel No Pain, but if he's within 3" of a same chapter {{W40Kkeyword|Infantry}}/{{W40Kkeyword|Biker}} unit at the end of the Movement phase, he can heal D3 wounds on one model in it. If no-one's wounded, he gets a 4+ chance to bring 1 dead model back to life with a single wound, but if he fails, he can't do anything else that turn. Can't swap out his weapons, so he's stuck with a bolt pistol and chainsword. Combines great with high end infantry, shooty or assaulty. Combine with a Company Ancient to make a trade in death, although you might prefer the proper priest, both for the +1S and to help pay an HQ tax. You should definitely shell out the 5 points for the Jump Pack if you take a Novitiate, though - his healing happens at the end of Movement, regardless of whether he moved and/or advanced, so he's far, far better with doubled movement so you can get him where he needs to be to heal. *'''Servitors:''' Now that they can be taken independently of a Techmarine, you could use them as a cheap way of adding more plasma cannons to your force, but with WS/BS 5+, Ld6, and only a 4+ armor save, they'll have trouble actually hitting things, die easily, and are likely to be lost to morale checks. Having a Techmarine nearby mitigates this a little by boosting them to Ld 9 and WS/BS 4+, but even then there are much better things you could be doing with your Elites slot. That said, a squad with servo arms is only 20 points, meaning 3 squads to fill out a brigade or a single to provide a close combat posse for a techmarine. *'''Sternguard Veteran Squad:''' Sadly, the special ammunition is gone- but on the bright side the Sternguard's bolters are 30" and come with built in AP-2 so they can threaten heavier armor without having to splurge on combi-weapons or special/heavy weapons, and the AP is now ALWAYS relevant since standard bolters don't ignore 6+ anymore. Speaking of which, since combi-weapons aren't one use only anymore there's no good reason to buy the special weapons- stick with the heavy weapons or the heavy flamer if you don't want to buy the combi-weapons, and remember that if you do you lose the -2 AP. The combi-weapons are always standard bolters. Apart from that, they're still just as flexible as ever. ** These guys are a MAJOR hidden gem... if used properly. One 5 man squad can take two heavy flamers, combi flamer on the sarge, and a power axe/sword. Now thats 126 points for 5 guys without jump packs and only 1 wound each, but this unit can deal a ton of damage. Place them in a transport, preferably a stormraven, and get them close to your enemies flanks. Let rip with all your guns, then charge. This author (got a little lucky admittedly) used tactic this to remove 9 immortals, then the last robot fled and prevented reanimation protocols. Great Success! and the Red Thirst is the sweet sauce on top. You have to be careful with a unit like this but if you can focus all your shooting on one enemy, than charge them first on the same turn... results will impress both players. *'''Terminator Squad:''' Terminators still have to worry about high-AP weaponry, but since very few weapons have anything better than AP-4 they'll almost always be able to use the resulting 6+ armor save (though you could just use the 5++ instead); it's not much, but it helps. 5" movement means they're most effective when deep striking, but footslogging can still work if your opponent's lacking in anti-armor weaponry. Although Storm Bolters are still kind of iffy, the Assault Cannon is the clear winner for your heavy option, since even when moving you'll average the same number of hits as a Heavy Flamer at 3x the range and higher Strength, since you can't advance and fire the flamer anyway. Cyclone seems good but is overcosted as it's twice the price of a standard ML for less than twice the stats so only take it if you're really hurting for long range punch. *'''Terminator Assault Squad:''' Still the gold standard of heavy assault troops (though we do have Death Company as competition, they've become less survivable), especially with the extra wound they've gained. The hammernator setup is still great for smashing in vehicles and heavy infantry alike while taking little damage yourself, but the -1 to hit can be a problem at times. Take a Chaplain along to mitigate the lower hit rate. Lightning claws are more reliable and more effective against horde armies, so it may be a better idea than before to stick with them. But if you are taking lightning claws you may as well be taking Sanguinary Guard. Nah but for real though the changes in 8th means that if your enemy doesn't have mortal wounds, TH/SS Terminators will survive just about anything, and will delete what ever they come up against in the assault. I've had these motherfuckers take 1500 points of combined Eldar shooting for a turn and lost 1 model. Put a chaplain near them for re-rolling failed hits and a librarian for additional attacks and nothing is safe. *'''Cataphractii Terminator Squad:''' [[Awesome|Mentioned in the Warhammer Community as arriving for Blood Angels.]] They probably will play like standard Cataphractii Terminators but with Red Rage. Not quite as useful here, however, due to the existence of Shield of Sanguinius (Which only gives a 5++ now). Even better for their Deep Strike charges thanks to the Red Thirst making their Twin Lightning Claws wounding average models on 3+ re-rolling failed. **Really slow. Needs Deep Strike or transport in order to reach range (or opponent that comes to you). **Getting amazing new Forgeworld models so if you're looking for a unit of these guys wait for these guys wait for them to drop. *'''Tartaros Terminator Squad:''' [[Awesome|Mentioned in the Warhammer Community as arriving for Blood Angels.]] With Shield of Sanguinius, treat them as fast Cataphractii with better options. [[Awesome|Including a reaper autocannon.]][[awesome|The Sergeant gets a plasma blaster. He can deep-strike and still fire it at full BS.]] [[lulz|#deepstrikeresponsibly]]. [[meme|Look at the strike of the archangels and back to me. Look at this squads weapon choices and back to me. Twin-linked reaper cannon and plasma blaster. Now look back to me. I am on a horse.]] Given that they can't move after deep striking, deep striking this unit means losing one of the main advantages that this armor grants. Tartaros Terminators are the best Terminator option for footslogging to the opponent. Not always a great plan, but that is where they excel. A hidden plus with these guys are point to point equivalent to your regular terminators so you can get some cool looking models that do the same job, for the same cost with 6" speed instead of 5" which can make a difference *'''Vanguard Veteran Squad:''' Praise to the Emperor! Vanguard Veterans are finally good. They now occupy a new role. Instead of being disappointing elite assault troops they are now more like straight upgrades over normal assault marines, gaining an additional attack and access to cool wargear. ** One of the best loadouts for these models using the Blood Angels +1 to wound is a 10-man squad. 5 SS, Power Axe and 5 Twin Lightning Claw. Stick these with a chaplain with no overwatch relic. Charge the chaplain first then the squad. Your opponent cannot overwatch you. Swing with the Vanguards and watch as the 16 (sergeant) lightning claws rerolling hits, wounds and with +1 to wound. The power axe marines also add some melee ability but mainly are there so that even when your opponent can fire powerful weapons at this unit you still have a 3+ save. Always allocate wounds to power axe, storm shield models. If you want add an apothecary to try and keep up. When the Storm Shields are spent fly them back to him and heal some up. It may not last very long but it will punch a hole through just about any gunline you can think of allowing other troops to reach the enemy while they shoot at the vanguards. *'''Primaris Reivers:''' These guys look great and are fairly versatile on the board, but are primarily assault troops, which fits right in with the whole Blood Angels theme. Sporting 2 wounds each and 2 attacks base (3 if equipped with the Crocodile Dundee knife) and the Sgt's 3 attacks base and 1 more for the knife (acts like a chainsword), you can deal a lot of attacks. Deployment is also varied and allows for grav chutes or grapnel launchers. Grav chutes allow typical jump pack deep striking with the cursory >9" minimum distance from enemy models. Grapnel launchers allow up to 6" deployment from any board edge but must be >9" from the enemy. They also negate vertical movement, which means (in theory) you could move into the bottom floor of a building and then shift your entire squad to the top floor without any penalty. Heavy bolt pistols are better than the standard bolt pistol due to -1 AP. A typical 10 man squad, with knives will chuck out 31 attacks. Lastly, Reivers cause -1 Ld for all enemy within 3", and can throw stun grenades. If you successfully hit, the enemy can no longer overwatch and suffer -1 to hit in combat. Reivers deserve major consideration, especially when compared to assault marines and vanguard vets. They are 18 points compared to Vang Vets 16, but have 1 more wound and same attacks with da choppy knives. Grav chutes are 2 points for each model, as with jump packs, and give deep strike but do not grant a 12" movement. They don't get power weapons or assault weapons, but do have upgraded bolt pistols, modify morale, and stun grenades. With a 10 man squad with grav chutes being exactly 200 points and with each model being two wounds you get a lot of bang and staying power for your buck. Tougher melee units that still have a lot of offensive potential are crucial to the blood angels maintaining momentum and surviving return fire. A ten man squad with shield of sanguinius can easily take out a squad of MEQ or GEQ on the charge and survive to do it again. Not to mention being able to survive failing a charge on the turn you come which can be just as valuable. Unfortunately they're only slightly better than Intercessors in melee (or not at all without knifes) while Intercessors also fill your valuable Troop slots, have ObSec and are still useful on their way into melee (if you really want to have them there). The lack of deep strike is not as bad as one might think considering deep strike for non-Jump Pack units (so we can't use our Stratagem) who want to get into melee is not that great anyway (9" charges are very unlikely even with re-rolls). *'''Aggressor Squad:''' Gonna say this now these dudes are a saving grace for BA, read on. The goofy-looking lovechild of a Terminator and a Centurion. They come stock with auto boltstorm gauntlets (so assault instead of pistol) and a frag grenade launcher or you can trade all that in for Firebat pattern flamestorm gauntlets, which is a pair of flamers. Either you're going for 18 inches of 6+D6 (average: 9.5 shots, 6.33 of which hit) S4 or 8 inches of 2D6 (average: 7) auto hitting S4, and either way it allows them to put out a lot of short-range firepower, with power fists in melee. They've got Gravis armor, which makes them T5, move 5", and take up two slots in a Repulsor. Then there is the special rules: Fire Storm, which lets you shoot twice if you don't move (including in Overwatch, which is just plain scary when combined with the flamestorm gauntlets), and Relentless Advance, which lets you advance and fire assault weapons without penalty (this has no effect on the flamers, as they autohit anyway). This makes them surprisingly fast since all their guns are assault. Run and gun for the Emperor! Aggressors are also strong at the front of your army for discouraging/punishing Deep Strikers. If you go 2nd, and someone deep strikes nearby, the Aggressors will count as having not moved. Pop the Auspex Scan so you can shoot the deep strikers, and shoot them twice due to Fire Storm special rule. **These guys make a GREAT anchor for your army. Take as many as you can (18 in 3 six-man squads) plant them in front with Brother Corbulo and a Terminator Ancient wielding the Banner of Sacrifice, and let them clear the damn board of chaff and bullshit hordes. This setup is tough as nails and disturbingly cheap for its damage output. Later, let loose with lascannons mounted on basic buffed dreadnoughts and then drop in 15 DC and 10 Sang Guard (DC with power swords, SG with fists) to punish anything with more than 2 wounds or a decent armor save. Its an army template this author is using with exceedingly satisfying results. Aggressors are legit, and they play very well to the needs of a Blood Angels force. Plus we can buff them through the damn roof in terms of durability enabling us to extract incredible amounts of both firepower and melee output. Too good to pass up, now that they have 3 wounds!!!! ====Forge World==== *'''Relic Contemptor Dreadnought:''' For just a modest points increase over a standard Dreadnought, the Contemptor packs 3 extra inches of movement, 2 extra wounds, +1 strength, the same WS/BS as the Venerable Dreadnought and a 2+/5++. His Contemptor CCW is also guaranteed 3 wounds instead of D3, which makes him considerably more capable of ruining the afternoon of a whole host of multi-wound models. Generally speaking, the Contemptor is a goddamn steal for what he costs now. The extra-fast movement speed means he can get into any position he needs to be in very short order, and reach melee combat with almost complete certainty. Generally speaking, here's a look at the new weapon options: **'''Kheres Assault Cannon''': Exactly as it was before, your go-to anti-infantry loadout. **'''Fist Weapon Options''': We get access to Meltaguns, Plasma Blasters, and Grav Guns now. Generally speaking, the Meltagun is probably the best option out of all of them, since it allows your Contemptor to do some outright crippling damage to enemy monsters or tanks just before charging. In one game, this editor has a Contemptor with a meltagun-chainfist-Kheres take 7 wounds off a Swarmlord in shooting, and then finish him off in two rounds of melee after it was critically weakened. **'''Chainfists''': Contemptor Chainfists gain +1 Rend, and +1 damage over a normal DCCW. Overall a solid upgrade that lets them do terrible damage to both vehicles and monsters. It's a must-take for all purposes. **'''C-Beam Cannon''': The new Heavy Conversion Beamer is a single-shot weapon that starts at S6 AP-3 that does D3 damage. It also gains +2 points of strength and +D3 damage after each 24" bracket of distance, totaling [[Awesome|S10 AP-3 3D3 Damage]] at anything over 48" range. If ''a model is removed from play as a result of wounds caused'' it will then automatically trigger 2D6 extra auto-hits on the target unit at S6 AP-0 D1. Generally speaking, this weapon suffers the exact same problem as the Vindicare Assassin, with a crippling downside that the Contemptor MUST remain stationary for the entire turn in order to use it. It cannot be stressed enough that this thing really '''<u>NEEDS</u>''' the range, though firing it at infantry squads has a good chance of killing a random mook and triggering an average of seven further S6 hits, which is still better than a twin heavy bolter. At full range, the initial hit will likely knock the crap out of any target, wounding it on a 2+ or 3+ depending on its toughness and generally reducing its save to 5+ or worse but those additional hits will likely be wasted. **'''Twin Heavy Bolters''': Don't bother. The Kheres does everything it can, but better. **'''Twin Autocannon''': Identical to the one on the normal Dread. Not bad, but you didn't take one of these to field something other Dreads could take. **'''Twin Lascannon''': Pop vehicles open without having to get into melta range. Probably better on the Contemptor Mortis, though. **'''Heavy Plasma Cannon''': Might be a little better against multi-wound units, and unlike the Contemptor Mortis you can always try to negate the mortal wound you get if you roll a 1. *'''Relic Deredeo Dreadnought:''' The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won't cut it. Its armor save is slightly worse than the Contemptor's at only a 3+, but to compensate it has 2 more wounds and its invulnerable save rises to 4++ in the Fight phase on top of the built-in smoke launchers. For guns, you have the Anvilus Autocannons (8 36" autocannon shots at S+1) for mulching infantry, the Hellfire Plasma Carronade (5 overcharged plasma gunshots which deal 3 damage each but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 S10 AP-4 D6 Damage shots that deal an extra mortal wound on 6s) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. Don't bother upgrading to heavy flamers. While auto-hits are good, the Deredeo should be as far away as possible to make the most of its firepower. It can supplement all of that with either an Aiolos Missile Launcher for extra fire support or an Automatic Pavaise to give everyone within 6" of itself a 5++ invulnerable save. The latter works great with Devastators or other long-ranged units that can help support the Deredeo's firepower. *'''Deimos Pattern Relic Predator:''' Take a Predator, give it an extra wound, and slap a Plasma Destroyer as its turret weapon, and you have one of these tanks. The Plasma Destroyer itself can't be overcharged, but with the same number of shots as the basic Predator Autocannon and 2 damage, it doesn't really need to be. While it can swap out the Plasma Destroyer for the standard Predator guns, that's a waste of its options. Instead, you should use its unique options: the Conversion Beam cannon to make it a hard-hitting artillery unit, the Magna-Melta for close-range anti-vehicle firepower, and the Infernus cannon for a double dose of heavy flamer goodness. *'''Relic Sicarian Battle Tank:''' The Sicaran's cannon looks weaker than the Pred's with 1 less point of damage, but it's the special rules that make it shine. First off, it has no penalties when attacking flyers, which makes it a useful anti-air unit in a pinch while keeping its well-known ability to counter skimmers. Second, a to-wound roll of 6 makes the cannon AP-3 for that hit. And since it's an Assault 8 gun, you have way more shots while getting rid of that penalty to fire on the move (and also there's the ability to fire while advancing too). Finally, it's got 2 more wounds so it can stay in the fight that much longer. *'''Relic Sicaran Venator Tank Destroyer:''' The Venator trades the regular Sicaran's quantity of anti-skimmer shots for vehicle annihilation; even if a tank survives the Neutron Pulse Cannon's S12 AP-4 D6 damage hits (all 3 of them), it'll have all its shooting rolls reduced by 1 for the turn, which can make life very difficult for vehicles like Executioners or Tau vehicles with Ion Cannons. Additionally, it doesn't get penalties for moving and firing its heavy weapons. *'''Relic Sicaran Punisher Assault Tank:''' A new flavor of Sicaran, its draw is the Punisher Rotary Cannon- 18 Heavy Bolter shots guaranteed to make any hordes within 36" hate life. And if you don't move or advance that turn, it re-rolls all to-hit rolls of 1. Enjoy deleting Orks and Tyranids. **[[Rape|With Heavy Bolter Sponsons this will mathematically delete a 10 man squad of GEQs per turn.]] *'''Relic Javelin Attack Speeder:''' The poor Deodorant Tanks got a huge nerf in 8th edition. For the most part, these fulfill the same role as before, that of a Heavy Land Speeder. [[lolwut|But they lost the twin-linked rule on their Missile Launchers'''(WTF)''']], as well as losing the ability to take racks of hunter-killer missiles. They even lost their trademark Outflank ability. Overall this took what was already a mediocre relic slot item at best, into a shitty tool that's worse off than a generic land speeder. *'''Relic Whirlwind Scorpius:''' Relic Whirlwind Scorpius: The Scorpius is set apart from the basic Whirlwind by its Scorpius Launcher (and its occupation of an Elites slot, not a Heavy one) - while it has only half the range of either of the Whirlwind's rocket types, 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, it can fire twice in a shooting phase if the Scorpius hasn't moved in the movement phase. *'''Relic Sicaran Arcus Strike Tank:''' Another Sicaran variant, this one is armed with a rotary missile launcher. Though 24" is a bit short-ranged for a vehicle weapon, it's still Heavy 2d6 with S5 AP-2 D1. And not only does it negate cover saves, but it also deals an extra mortal wound to INFANTRY units on a 6+ to wound. If you're forced to fight an extra-large horde, it can switch its weapon profile to Heavy 4d6 at the expense of not being able to fire its missiles until after the end of the next turn. As a result, taking the heavy bolters/lascannons and the storm bolter is a good idea to ensure it doesn't render itself defenseless after a missile massacre.
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