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==Special Rules== *'''Black Rage''': Add 1 to the Attacks of a model with this rule that charged in the preceding Charge Phase. In addition, roll a D6 after every wound, on a 6 the damage is ignored. Rip and tear indeed. *'''Jump Pack Assault''': Allows you to deploy any models with a jump pack at the end of any movement phase, provided you stay at least 9" away from the nearest enemy model. (Combine with Lemartes for great alpha-strike) *'''The Red Thirst''': The iconic Blood Angel trait and one of their strongest rules has only gotten better thanks to the recent release of Psychic Awakening: Blood of Baal. In any turn in which a unit with this ability charged, was charged, or made a Heroic Intervention, you may add 1 to its wound rolls in the fight phase. In addition, units with this special rule may add 1 to their advance and charge rolls. **The flat +1 bonus to wound rolls means you'll be wounding T4 on 3s or possibly wounding T4 on 2s if you manage to get +1 Strength from a buff (such as a Blood Chalice). This also means that if you charge or are charged, you'll wound anything in the game on a 5+. ANYTHING. Simply put, this chapter tactic is extremely good at making a Space Marine army very choppy. Our red marines won't do as many attacks as a Khorne Berzerker but we hit way harder. **This makes power axes, and especially power swords, more relevant. Fists, mauls, and hammers are no longer the only way to reliably wound things. A power sword under the Red Thirst will never wound worse than a 5+, whilst having AP-3, all for 4 points. Remember ABC, βalways be charging.β **Who needs Lascannons when you have the wrath of a demigod pumping through your veins? **The bonus to charge distances helps guarantee your melee units reach their targets without wasting precious command points. An absolute gift for terminators and Jump infantry arriving from deep strike. **This seems to pair with the Phobos style Master of the Vanguard warlord trait, giving all Phobos units +2 to advance and charge, making Reivers a very appealing option with Infiltrators tucked away in cover. Since we don't get AP-1 and bonus attacks on the shooters and choppers until turn 3, increased movement will always help. Other chapters can do this like the Raptors and customized chapters with the Hungry for Battle tactic, but nobody else except only Berzerkers can bring an equal amount of melee output (Space Wolves get very close, White Scars still the fastest). *'''Fury Within''': A variant of Red Thirst specifically for the {{W40kKeyword|Flesh Tearers}}. In addition to the +1 to wound rolls of the Red Thirst, unmodified 6s to wound with a melee weapon improve that weapon's AP by 1 (e.g. AP0 becomes AP-1). **Flesh Tearers are not as fast as their parent chapter, but can hit harder. Sadly, this does not seem to stack with the bonuses from Assault Doctrine, though it does not require Assault Doctrine to be active. *'''Defenders of Humanity''' Same "ObSec with the serial numbers filed off" that every other Space Marine codex has. All troops with the keyword {{W40kKeyword|Blood Angels}} control the objective within three inches regardless of how many enemy models are within the same distance. *'''Angels of Death''': A shorthand rule for datasheets combining And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. **'''And They Shall Know No Fear''': Re-roll failed morale tests. Great for when your close combat goes awry. **'''Shock Assault''': A new rule which is introduced in the BA Codex in the wake of the 2019 Codex: Space Marines - if a unit with this rule charges, gets charged, or performs a Heroic Intervention, models in the unit gain +1A until the end of the turn. All Astartes warriors will enjoy this new rule, though Blood Angels may wring the most use out of it as it complements our already highly melee-focused army. Shock Assault provides a healthy increase in the volume of attacks while The Red Thirst makes them all hit harder - all you need is a power sword and fairly cheap Veterans or Death Company will hack down everything. **'''Bolter Discipline:''' We 2nd Edition now. Astartes and Heretic Astartes models using a Rapid-fire bolt weapon can take double the normal attacks (2 for bolters, 4 for storm bolters, etc) if at least one of the following is true: ***Target is in half range ***The firing model didn't move during the previous Movement Phase ***The firing model is a {{WH40Kkeyword|Terminator}}, {{WH40Kkeyword|Biker}}, {{WH40Kkeyword|Centurion}}, {{WH40Kkeyword|Dreadnought}}. ::This can help a gunline, but why do you care about shooting things? That said, it's useful if you take Intercessors, Scouts or Tactical Squads for baby-sitting objectives, and also decent on shooty Terminators. *'''Combat Doctrine''': Feel like it's 7th edition all over again, and Blood Angels can join in. Each of the three Combat Doctrines gives an AP-1 buff to different weapon types in your armies (non-cumulative with buffs from other sources). You have to use each Doctrine in order, starting with the '''Devastator Doctrine''', and once you switch there's no going back, so pay attention to the rhythm of the game. Your ''army'' gains this if ''all units in it'' have this rule, meaning taking a Guardsman Battalion or even a single Assassin CP'd in right before the battle would prevent the SM detachment from getting this rule, but allied SM detachments are ok even from a different chapter. *On top of that, Chapter supplements give First Founding Chapters (and their descendants) a Specialist doctrine that is a bonus active on top of the regular doctrine. Bringing chapters with different specialist doctrines prevents either from getting theirs. *These nifty rules will make your marines more efficient killers, but their rotation makes them predictable - devastate -> advance -> assault. Savvy opponents may try to break LoS to force movement penalties on your heavy weapons, rush for melee while you're still under the ranged doctrines, then fall back when you're finally under the assault one, scale buildings, etc. As such, don't be predictable yourself. Remember, you don't need to switch doctrines on the same turn they become available: surprise drop pod a target turn one or advance your infantry under cover of Devastation while your enemy remains confined to their hiding spots turn 3, what have you. The doctrines are as follows: **On Turn 1, your army will always start with the '''Devastator Doctrine''' turned on, giving all your Heavy and Grenade weapons the extra -1 AP so that you can soften entrenched infantry and cripple enemy vehicles from afar in preparation for your advance. Remember the first points of AP are the most important ones: AP-2 Heavy Bolters and Assault Cannons are more noticeable than AP-4 Lascannons. Do keep in mind the plethora of sniper rifles and Heavy Flamers (Incendium/Inferno/Flamestorm cannons) are Heavy Weapons too. The boost to Grenades matters only to Intercessors for the most part. **On turn 2, you can switch to '''Tactical Doctrine''', shifting the boost to your Rapid Fire and Assault weapons. Be it to close the distance to the enemy or because your vehicles are about to give their last, this mostly passes the ranged baton to your infantry. And a bolt rifle going from AP-1 to AP-2 is more noticeable than a lascannon going from AP-3 to AP-4. Storm bolters and plasma guns work wonders here. **On any turn after that (i.e. turn 3 minimum, or 2 with one CP, the perfect time for your Jumpacks), you can shift to '''Assault Doctrine''', giving the extra AP to your Pistol and Melee attacks. Don't. Forget. Your. Pistol. The first point of AP is the most important one - chainsword/CCWs benefit the most, while AP-4 on a sword can become excessive. ***As of the 27/02/2020 FAQ, you must change from Devastator to Tactical on turn 2, and then you can either stay in Tactical for turn 3 or immediately switch to Assault. Since you're playing Blood Angels, this probably isn't going to change how you play that much. *'''Savage Echoes''': While the Assault Doctrine is active, add 1 to the Attacks of models that charged, were charged, or Heroically Intervened. Yes, this ''does'' stack with Black Rage and Shock Assault, so your Death Companies will be able to spit out a disproportionately high number of attacks for their unit size. Don't forget the regular marines: Scouts, assault troopers, and intercessors are rocking 4 attacks, 3 on tacticals. Makes for some added punch in the later stages of games when your scrapping over objectives with smaller squads and/or a single sergeant. **Turn 3 charges are absurd this time around. Hang back in LR crusaders or use Jump Packs and let loose turn three; frankly, it's like 7th when trying to add up and account for all the modifiers and +1s your marines will be under, but when you get it right, you will crush everything. If your not tabled by turn 3, your deep strikers will utterly change the game if you combo everything perfectly.
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