Editing
Warhammer 40,000/8th Edition Tactics/Blood Angels
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Fast Attack=== *'''Assault Squad:''' The baseline alternative to the versatile Vanguards, your psychotic Death Company, and your elite Sanguinary Guard. This selection of jump infantry means you'll always have the right tool for the job, but you must know what you are coming up against. Assault marines will not best other dedicated assault units in combat. They don't have the weight of attacks the DC have, or the special equipment of the Vanguards or SG. Assault marines should be used as threat removal of enemy support elements. 2 attacks each doesn't sound like much, but up against the right targets you only need to inflict enough casualties to make them run in the morale phase. Just like the old days, these dudes can pack heat if you so desire. Double up on melta guns or plasma guns, with the matching pistol on the sergeant for roughly 100 points. Jump packs get you right into rapid fire range, but won't deep strike you close enough for melta bonuses or the inferno pistol, which sucks. Nevertheless, scrap the jet packs and ride in a razorback with a complimenting weapons loadout and you've got some serious close-range firepower. Choosing between a decent harassment unit that can wreck infantry without spending TOO many points or a powerful gun-jumping squad is a little tricky. Assault Marines slightly above half the cost of an Inceptor Squad at equivalent strength, but are a bit more expendable. They won't take down dead 'ard enemy units or outfight top tier assault specialists, but what they *can* do is to tie up and mop up squishy shooters, and do it on the cheap. As of Chapter approved assault marines with jump packs are now a point cheaper as well as all the cheaper gear makes them an affordable and quick gear carriers *'''Scout Bike Squad:''' Scout bikes got very interesting this edition. They lost scout but gained a second wound and a ''lot'' of firepower. Every rider comes loaded for bear. Each one has a combat blade, a shotgun and a bolt pistol plus the usual grenades. Add that to the twin bolter on the bike and that's every non-heavy weapon available to ground pounder Scouts. This also makes for SIX S4 shots at 12" two of which become S5 at 6". This is good cause the grenade launcher got nerfed in the rate of fire, now Assault 1 instead of rapid fire. On the bright side, you can fire it plus the shotguns if you advance. *'''Bike Squad:''' Bikes got buffed this edition. They move 14" and advance 6" without random rolling, can put out twice the damage of normal a boltgun, ''and'' gained an extra wound. The cost of this increased speed, doubled firepower and doubled wounds? At 21 points. Not bad but wait there's more. You can still swap out your bolt pistol for a chainsword. Double attacks on a biker! Goes a long way to mitigating the trouble they used to have in combat. Two bikers can instead trade those pistols for special weapons. Special mention for meltaguns as your speed can close to half distance easier than nearly any other unit. Don't forget you can target the special weapon and the twin-bolter at separate targets. ** Then there's the attack bike which likewise got buffed and more expensive. Its heavy weapons aren't as accurate as before so a MM may not be the best choice, especially with meltaguns available. ** A Biker Priest riding around with a squad or two of Bikes is a unique Blood Angels combo that works surprisingly well. Used as a flanking unit your opponent will be forced to devote heavy firepower towards them in order to remove any models, all the while you will be restoring each hard-earned kill. Attack bikes work even well in this manner by possessing 4 wounds apiece. *'''Attack Bike Squad:''' The attack bike got buffed and more expensive. Its heavy weapons aren't as accurate as before so a MM may not be the best choice, especially with meltaguns available. Cheapest FA unit available. **This is a promising yet often ignored unit. For 37 points you've got 4 wounds, T5, 14" movement with 6" advance, along with a heavy bolter and 4 S4 shots at 24". That's cheaper and tougher than Aggressors and Inceptors while being faster yet shooty. Provides some excellent fast close range dakka on a remarkably tough platform, just what BA needs. *'''Inceptor Squad:''' The confused offspring of an Assault Squad and a Seraphim Squad. The mortal wound caused by their pseudo-HoW might look good on paper, but when you only have 3 models in the unit and no melee weapons whatsoever the last place you want to be is in combat. Instead, take a page from the Seraphim's book and use your improved maneuverability to fire off strafing runs, courtesy of your Assault Bolters- effectively Assault 3 Heavy Bolters. As Big game hunters Assault bolsters are the shit, these guys will crank out 18 S5 shots every turn. S5 fills a magical sweet spot in 8th, wounding toughness 6-9 on 5s and up. You can reliably use these guys to blast HQ units, Monstrous creatures, and some vehicles. With only -1 to armor, avoid 2+ saves though. This will require some skill and careful positioning, even though they are tough and fast they might get overwhelmed in CC with only 3 models. Used smartly, this tactic can whittle down the big nasty monsters out there and wound them to the point where they are critically wounded and are either slow or can't hit shit in CC and you can kill very dangerous enemies without taking much damage. If you have the spare points these guys in an outrider detachment are an excellent complement to the Blood Angels play style. Three squads of three will give you 54 S5 -1AP 1D shots on a highly mobile and reasonably tough platform. This kind of mobile close-range firepower is exactly what the Blood Angels need to pin down enemies while your melee units chew through squads. **Plasma Exterminators are really expensive in terms of points and are only truly effective when fielded in a squad of 6. Yep, that's right. I said 6. So you're looking at 500+ points for the squad and Β£60 in Sterling. That being said, 6 guys throwing out (D3) a potential 36 plasma shots (optimistically) with an average of 12-24 shots per turn at -1 AP. That's a lot of hurt. Couple with their improved survivability over regular assault troops due to 2 wounds, 10" move and FLY, they're pretty effective. But each model lost is felt. Especially if you overcharge, you crazy bastard. Though it's slightly mitigated if you overcharge near a captain, like usual. *'''Suppressor Squad:''' Three-man squad only, functionally a long-ranged version of an Inceptor since they come with AP-2 autocannons. Can {{WH40Kkeyword|FLY}} and Deep Strike but lack the Inceptor's T5 or mortal-wounds-when-charging. They can, however, chuck out smoke grenades, and if they make a kill in the shooting phase, that unit cannot fire overwatch in your charge phase. This unit is all but purpose-built to wreck Tau face, allowing you to shut down they are obnoxious For the Greater Good rule and flood their gunlines with Assault Marines, Terminators, and melee Dreads, as the Emperor fully fucking intended. *'''Land Speeders:''' Zoom Zoom. fast and a whole lot tougher, but loses jink shenanigans. Though now base cost of 50 points without wargear it does its job for pretty cheap. **Only T5 with 6W so taking hits is not meant for this guy, so use that speed to avoid harmful line of sight and fly to pop out suddenly to lay the hurt down. If you want maximum mobility and firepower out of this model, take three in one unit which increases their speed to 20" and equips two with heavy bolter assault cannon, and one multi-melta and typhoon missile launcher. ====Forge World==== *'''Land Speeder Tempest:''' A tiny drop in movement (well, sort of; see below) from the vanilla type, but has better T and Ld (not that the latter usually matters). Each one is equipped with an Assault Cannon and two Tempest Salvo Launchers (36" Heavy 1d3 S6 AP-3 D2; at only 10 points each, drastically better as a pair than a Typhoon Missile Launcher against anything at all, but the Tempest itself is a good deal more expensive than vanilla). When Advancing, they must move between 20" and 35"; they also impose a -1 to hit against them in the next Shooting phase and prevents units without the FLY keyword from charging (or being charged by) them. **Relative movement: These guys don't have Anti-grav Upwash, so a unit of 3 of them is 5" slower than a unit of 3 vanillas, rather than 1", when not Advancing. When Advancing, they are much faster, regardless of unit size, since they can go their choice of 20-35" (no need to roll), instead of 16-21 for a small unit or 21-26 for a large unit of vanillas. Unfortunately, there's no option to take Assault weapons on them of any stripe. *'''Tarantula Sentry Gun:''' Whoooo boy, these suckers got a huge buff in 8th edition. They ended up gaining a whopping +1 BS, along with Toughness 5 and 4 wounds, which makes them fairly sturdy for a 20 point model before guns. In addition, they also now all count as separate units once deployed, so they can serve as some obnoxious MSU tools. Tarantulas can be equipped with the following loadouts: **Twin Heavy Bolters: These are the default weapons. Good against infantry, but comes with the Caveat that it MUST target the nearest infantry model. 37 points each **Twin Lascannons: The other default, good against tanks. Also comes with a restriction that it MUST target the nearest enemy tank. 70 points each **Twin Assault Cannons: Arguably the best option. Tarantulas with Dual-assault cannons lose their targeting restrictions and gain a whopping 12 shots each. 64 points each **Multi-melta: Same deal as the Lascannons, but mathematically worse. However it does unlock your targeting restrictions, so a multi-melta equipped tarantula can fire at anything you want. 47 points each *'''Tarantula Air Defence Battery:''' As above, but stuck with S8 AP-2 D3 D anti-air missiles that get +1 to hit against flyers and -1 against everything else. MUST target the nearest enemy flyer, and otherwise the nearest enemy non-flyer, but you were probably already planning to do that when you took this unit. *'''Deathstorm Drop Pod:''' A Drop Pod full of automated guns; it can choose either an 18" 2-shot gun with S8 AP-2 D3 D or a 12" 6-shot S6 AP-1 1 D gun. In either case, it must make 1 full shooting attack against anything in range (except for CHARACTERS, who still can only be shot at if they're the closest unit in range).
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information