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===Dataslate=== *'''Blood Angels Battle Company''' - Captain and Chaplain, Command Squad, 6 Tac Squads, 2 Assault Squads, 2 Devastator Squads, 1 DC, and a Dread of the standard & Furioso Patterns. You not only get the Re-roll of WT and the +1 I on all charges, but you also shockingly get Objective Secured for the Tac Squads. Imagine the look of those yiffs' faces when you run this and get ObSec. ** This dataslate gets Objective Secured while the Blood Angels Demi-Company from the Angel's Blade Strikeforce does not. Run this with an auxiliary formation of your choice. Since you can have an army of formations and still be battle forged, the only things you're missing out on is Zealot when all squads dip below 50% however. Despite how this selection's limited, it's still better than running 2 Angel's Blade Demi-Company formations which do not get Objective Secured at all. *'''The Carmine Host (Start Collecting! Blood Angels)''' - One Captain in Terminator Armour, one Tactical Squad and one Baal Predator. Once per game the Captain gives all units from this formation within 12" of himself Feel No Pain and It Will Not Die for a turn. Honestly rules wise this formation is pretty meh, but played against the other Start Collecting! sets it will hold up well enough. Model wise for starting a Blood Angels army this is what you'll want. *'''Flesh Tearers Blood Rain Strike Force (White Dwarf 47)''' - A Death Company Squad, Vanguard Veterans, Assault Squad, a Furioso Dreadnought, and a Stormraven to cart them all in if you don't give absolutely everyone here a Jump Pack. Everyone gets Crusader, which is okay for this assault squad. If they ride the Storm Raven, anyone that disembarks can re-roll failed charge rolls and has Rage for that turn. If you don't use the Storm Raven as a transport, then all the little guys must Deep-Strike on the board as a single unit and get Fearless and Counter-Attack the turn they arrive. *'''Angel's Fury Spearhead Strike Force (White Dwarf 47)''' - 3 Tactical Squads of 10 with Homers (for free) get 3 Stormraven Gunships to ride in. Not only do these guys get Objective Secured to shove it in the other Marines' faces, but they also let anyone (blood angel's faction) who Deep Strikes within 12" of them to not scatter and charge as soon as they arrive. And as a plus to this, the entire formation has to enter reserves and can drop in as soon as Turn 1 (with a re-roll to reserves). All in all, a shockingly good take. An extremely expensive formation, both in terms of points as well as actual money. *'''Angel's Wrath Intervention Force (White Dwarf 47)''' - A Vanguard Veteran Squad joins 2 Assault Squads, all with Jump Packs. The formation has to arrive from reserves, but if the Assault Squads arrive 6" from the Vanguard Vets, there's no scattering. In addition, any suckers within 6" of them has to take an S4 AP- hit and are stuck in difficult terrain for the rest of the turn and the beginning of the next. While this helps the team avoid getting charged like bitches and is a cheap setup since you probably have so many Assault Squads thanks to 4E/5E, but...this really can't do much to make them necessarily good. *'''Strike Force Deathstorm (Deathstorm)''' - Put the Deathstorm Blood Angels units together. Aside from everything else, you get Fearless (Or Counter-Attack for the DC since they have Fearless already) and once per game, Karlaen can allow everyone to re-roll to-wound one assault phase. Helpful for the rape train of DC, but...they seem to be the least astounding of the pack. *'''Space Marine Company (Apocalypse)''' - A Captain, Chaplain, Command Squad with Standard, and trio of Dreads have a choice. If they're from a battle company, they must have 6 Tac squads, 2 Assault Squads, and 2 Devastator Squads. If they're from a reserve company, they must have all 10 squads be of one type of the three. All squads must have 10 men. ** A fluffy formation that really works depending on how you kit them out. No matter what, they get an Orbital Strike Strategic Asset and Counter-Attack. If they're within 12" of an objective, they get Stubborn. If someone charges an infantry unit of this formation within 12" of them, they get the Tau Supporting Fire rule once per assault phase. *'''Masters of the Chapter (Apocalypse)''' - A Chapter Master can take an optional Honour Guard squad along his 4-10 Captains of the same chapter. Any of them can be replaced with a named Character where fitting. ** This is not an assault force; it's too small for that. What it can do, though, is give you 3 additional assets on the first break and give them a 3++ on the turn they use their Finest Hour/Sons of the Primarch ability. *'''The Black Rage (Apocalypse)''' - Astorath grabs 1+ Chaplains, 3+ Death Company squads (with one holding Lemartes) and 2-4 Death Company Dreads. They can also get DC Tycho as well. ** This is a straight-up murder squad. Their biggest boost is a bonus to their charge equal to the number of turns it is from turn 2 onwards. Things will DIE here. *'''Lucifer Armoured Task Force (Apocalypse)''' - Tycho, an Honour Guard, and 3 Tac Squads get 2 Predators, 2 Baal Predators, and 4 Land Raiders of any sort. ** The Land Raiders get Fast and Scout in exchange for a Hull-Point, so make sure you keep a good eye on them and their health while transporting the teams where they need to be. Other than that, they're the same as normal. *'''Wings of Sanguinius (Apocalypse)''' - JETPACKS FOR EVERYONE! A Captain and a Chaplain get 10 Assault Squads of 10 and a choice of either an Honour Guard or Sanguinary Guard. Oh, and optional Sanguinor. ** Since everyone's a jump unit, they all get Deep Strike and Descent of Angels, with the option to Deep Strike at ANY TIME THEY WANT. THE SHIT. They also all get Shrouded the turn they Deep Strike.
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