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Warhammer 40,000/9th Edition Tactics/Blood Angels
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===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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