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==Special Rules== * Troops gain '''Objective Secured'''. * '''Company Command:''' Can only have one {{W40kKeyword|Captain}} and two {{W40kKeyword|Lieutenant}} per Detachment. [[Matthew Ward|Aka fuck you to homebrew chapters that have a non-Codex organisation]] ...[[Derp|or even canon ones like the Space Wolves]]. *'''Chapter Command:''' Most non-named Characters (i.e. all except Lieutenants and Judicars) can have a Chapter Command upgrade for PL and pts. Each <Chapter> Army can only have one of each type of Chapter Command model and some named Characters already have the relevant keyword. Crusade forces cannot start with a non-named Chapter Command model. ** Several Blood Angel Characters already have Chapter Command Keywords; Command Dante and Gabriel Seth (Chapter Master), Brother Corbulo (Chief Apothecary), Mephiston (Chief Librarian), and Astorath the Grim (Master of Sanctity). ** Blood Angels cannot upgrade an Ancient to a Chapter Ancient, as you already have the Sanguinary Ancient. ** Using <Ultramarines> as an example, your army cannot have Marneus Calgar ''and'' an <Ultramarine> Captain upgraded to a Chapter Master in the same army. However, you can have an <Ultramarine> Chapter Master and a <Salamander> Chapter Master in the same army. * '''Combat Squads:''' Can split a single full-sized unit into two smaller units ''before'' deployment. Works just like it always has, but more unit types can do it (e.g. Centurions). While MSU is better, it does give Space Marines a unique way to circumvent the Rule of Three or Detachment Limits. Now they just need to have spammable units worth Combat Squadding. ** With the introduction of Shock Assault (See below), there is worth considering the use of some of the older tactics, back when a Tactical Marine was worth more than just a bolter. One such tactic was to put your guns in one squad and your melee in another, using the ranged weapons to soften up a target then the melee (basically a Sergeant either a power weapon or fist) to finish off or better yet to tie up the target unit and finish it off (hopefully) during the opponents turn, denying them a turn at shooting and forcing them to basically waste their melee on chaff. You can also put the Sergeant in the ranged unit with a combi-weapon for a total of three bolters and two special weapons in one squad, and a heavy weapon in the other for a makeshift Devastator Squad. *'''Angels of Death:''' A rule owned by all Space Marine whatever its colour, subdivided into four. Because GW likes to [[Derp|keep it simple]]. **'''And They Shall Know No Fear:''' When taking Combat Attrition Tests, ignore all modifiers. **'''Bolter Discipline:''' Models using a rapid fire bolt weapon can double their number of shots (i.e. ''rapid-fire'') if at least one of the following conditions is met. They don't stack, so no triple or quadruple shots if you meet more than one condition. The conditions are: *** The target is within the weapon's half range (normal rapid fire rules). *** The model is {{W40kKeyword|Infantry}} (excluding {{WH40Kkeyword|Centurion}}s) and every model of its unit remained stationary during the previous Movement Phase. ''If a Devastator's Heavy Weapon Marine moves, the Sergeant cannot use Bolter Discipline on his boltgun''. ****It gives your Marines the option to commit to those objectives instead of having to get close to the enemy. Factions like T'au may have long ranged small arms, but Space Marines can rapid fire from full range away. ***The firing model is a {{WH40Kkeyword|Terminator}} or {{WH40Kkeyword|Biker}}. ****This right here is the good shit. Footslogging Terminators now have a significantly improved threat capacity and Bikers are somehow even more deadly fast than they already were. **'''Shock Assault:''' 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 (meaning +2A if they can fight twice like with a stratagem). *** Gives the generally lackluster melee of most Primaris Infantry and chainsword Assault Marines a little bit of a boost. Killer on units with power weapons like Terminators. Also means foes have to be a bit more careful about charging at Tacticals and such to tie them up, more so if you use larger units, and that they can assist in a melee in a pinch. *** Remember that this ability is not Infantry exclusive; Dreadnoughts really appreciate the extra attack and even your Transports can hit a little harder in the first round of combat (Space Marines bring a whole new meaning to road rage). **'''Combat Doctrine:''' Feel like it's 7th edition all over again. 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 then must move through each Doctrine. 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 would prevent the Marine detachment from getting this rule, but allied Marine detachments are okay 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 Chapter from getting theirs, which encourages you to have a one-Chapter army. **#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 that the plethora of sniper rifles and heavy flamers (incendium/inferno/flamestorm cannons) are heavy weapons. **#On the 2nd turn you 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. Storm bolters and auto bolt rifles work wonders here love this. **#On the 3rd or 4th turn you shift to '''Assault Doctrine''' (you MUST change to assault on the 4th turn) giving the extra AP to your pistol and melee attacks. Don't forget your pistol can be fired if you're in melee with an enemy unit. *'''Death From Above/Teleport Strike:''' Deep Strike in another name, most common on Jump Pack and Terminator models. Set them to side during deployment and set them up 9" from enemy models during the Reinforcement Step. *'''Concealed Positions:''' Infiltrate in another name, most common on Scout and Phobos models. Set them up anywhere on field 9" from enemy deployment zone or models during deployment. *'''Outflank:''' Like Deep Strike, but must be wholly within 6" of a board edge and 9" from enemy models during the Reinforcement Step. *'''Martial Legacy (FW):''' Relic unit rules for certain Forge World models. If your army is battle-forged, each unit with this rule increases the cost of a detachment that includes it by 1CP. Essentially you pay 1CP per Martial Legacy unit in your army. ===Chapter Tactics and Unique Rules=== *'''The Red Thirst (Chapter Tactics):''' 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 3's or possibly wounding T4 on 2's if you manage to get +1S from a buff. This also means that if you charge or are charged, you'll wound ANYTHING in the game on a 5+ at the least. 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 or hit as accurately as our furry brothers, but we hit way harder. ** This makes power weapons much more relevant. Power swords are your most useful bet, wounding the common T3 and T4 models on a 2+ and only being 5pts. ** The bonus to charge distances helps guarantee your melee units reach their targets without wasting precious CP. 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, the 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 frankly are very much as dominant as everyone else). *'''Fury Within (Chapter Tactics):''' A variant of Red Thirst specifically for the {{W40kKeyword|Flesh Tearers}}. Retains the +1 to wound rolls of the Red Thirst and joined with unmodified 6's to wound with a melee weapon improve that weapon's AP by 1 (e.g. AP0 becomes AP-1). The second half is explicitly stated to stack with Combat Doctrines. ** You trade more reliable charges for more damage. Suddenly Chaplains with Canticle of Hate have a lot of value because they give +2 to charging, which doesnโt stack with Red Thirst. You lose out on some special characters but you can still make some incredibly scary characters with FT warlord traits. An FT chaplain or librarian can be buffed to obscene levels of butchery. ** FT care less about power weapons as buffing a power sword to AP-4 is rarely ever going to matter, but buffing an Astartes chainsword to AP-3 is a huge deal. Plus, you save on upgrades. *'''Savage Echoes (Specialist Doctrine):''' During the Assault Doctrine, units that benefit from this Doctrine gain +1A if they charge, were charged, or Heroically Intervened. One of the most powerful Specialist doctrines available to Marines. *'''The Lost:''' Upgrades up to one Captain (+1PL and +20pts) and two Lieutenants (+1PL and +10pts each) to the Death Company. Those units gain Black Rage and Death Visions, cannot be your Warlord, cannot be upgraded to Chapter Command, are excluded from the Company Command limits, and their Rites of Battle (Captain Aura) and Tactical Precision (Lieutenant Aura) only affect Death Company Core units instead of Blood Angel Core units. *'''Black Rage:''' Rip and tear indeed, but does have it's pros and cons. Pros include gaining an additional +1A if they charge and ignoring lost wounds on a 6. Cons are that the unit cannot Fall Back or Perform Actions. ** The pros are pretty much earlier editions Black Rage, with the Cons adding some fluff. After all, your frothing-at-the-mouth melee-murderers don't give a shit about running away or typing on a computer (but they WILL run away due to morale). *'''Death Visions''': Once per battle, when this model is selected to fight, it can use one of the Death Visions listed below. The same Death Vision cannot be used more than once per battle. **The visions themselves are separate from the death visions rule and Lemartes can access them through a stratagem without having the death visions rule. **'''On the Bridge of the Vengeful Spirit:''' A model can only use this DV if any enemy {{W40Kkeyword|Infantry Character}} or {{W40Kkeyword|Monster Character}} units are visible to it. If a model uses this DV, that model gains +1A for every five enemy models that are within 6" of it and can re-roll failed hit rolls until the end of the turn. ***Best on a Lieutenant, both since the additional attacks are more noticeable the fewer you start with, and since it will stack with his re-roll aura much better than it will with the Captain's. **'''The Grace of the Angel:''' A model can only use this DV if any enemy {{W40Kkeyword|Infantry Character}} or {{W40Kkeyword|Monster Character}} units are within engagement range of it. If a model uses this DV, that model gains a 3++ invulnerable save until the end of the turn. Best used on a Lieutenant who lacks any invulnerable saves to begin with. **'''To Slay the Warmaster:''' A model can only use this DV if any enemy {{W40Kkeyword|Infantry Character}} or {{W40Kkeyword|Monster Character}} units are within engagement range of it. If a model uses this DV, it cannot make any attacks for that fight, but both players roll off. If you win, select one of those enemy models; that model suffers d3+3 Mortal wounds. ***This has a 15/36 (41.67%) chance of successfully dealing any mortal wounds, and then, on average, deals 5, for a net result of slightly more than 2 mortal wounds, on average. Unless you fucked up and the guy using this DV isn't carrying a melee weapon worth a damn, this should be less than what you can deal by just attacking, so don't use it.
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