Editing
Warhammer 40,000/7th 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!
==Allies== ===Battle Brothers=== *'''Adepta Sororitas:''' Why? All the good units they have to offer are the Priests and Jacobus (Much cheaper and better than chaplains for War Hymns to potentially give your Death Company rerolls on wounds and any saves), you already have fucktons of flamers and meltas while your tac marines can do the same as normal bolter babes with +1 S/T. However, putting 4 Dominions with meltas in 3 drop pods can be great, especially considering the Dominion act of faith ignores cover. 4 meltagun shots that ignores cover? Great for tank hunting. *'''Adeptus Mechanicus/Skitarii:''' Skitarii bring numerous, cheap and flexible troops that can provide a variety of roles that compliment a BA force. Ruststalkers/ Infiltators add specific melee counters and will do will charging something that the Death Company do too. The Army is Fast enough to keep up and for real lulz you can put them in pods for some super strong alphastrike. Plus Array Onagers are the death of flyers. Period. Mechanicus on the other hand bring spades of Grav and or MC, something the BA also lack. *'''Dark Angels:''' - A very good combo with Blood Angels, as they are the more shooty and resolute marines compared to your own quick moving, melee marines. You can also perform really good alpha-strikes with lots of <s>turn 1</s> TURN 2 with the new and improved Deathwing Assault special rule *cough sarcasm *cough Deathwing deep strike (particularly with [[Belial]]) and are one of the few other Space Marine chapters with access to divination, while this is no longer the go-to discipline as it was in 6th edition it combos especially well with Mephiston if he's already on biomancy steroids and will force your opponent to make panic induced mistakes. *'''Grey Knights:''' It's just repeated deep-striking and a massive points sink. It's purely redundant like the Black Templars from Codex Space Marines. *'''Imperial Guard:''' Excellent fire support for a up-in-your face army. A neat little army list is a CCS in a chimera (so he doesn't die if the enemy sniffs at him), a veteran squad with camo behind an ADL w/quad gun (or an infantry platoon if you have the points), and a few leman russes. All the fire support you'll ever need. So for a CCS in a chimera, Camo veterans, and ADL w/quad gun and a Leman Russ, this all costs only 445 points (a little more or less depending on the Leman Russ variant and if you take upgrades for your Veterans or if you take an infantry platoon. With an ADL, the chimera isn't a necessity anyway). Alternatively, you could take them as meat shield distractions. But it's mainly recommended that you use them as long range fire support/ objective campers. Priests are highly welcome here to make sure that blob of Guardsmen can never die. *'''Inquisition:''' Servo-Skulls and Mystics work really nice with your deep-striking units. Inquisitors also have hilarious shit like the Conversion Beamer (small blast that gets stronger the farther the target is from the Inquisitor holding it) and the Psyocculum which gives your units BS10 when shooting at units containing Psykers and Brotherhood of Psykers/Sorcerers. Death Company got the assault gear, Inquisition lays down a shooty advance. You can take Crusaders to suck up heavy weaponry and Power Weapons with their storm shields, so they are awesome meatshields too. Always a good choice. *'''Space Marines:''' Pretty nice alpha strike potential here if you throw in Vulkan He'Stan. You can also combine with White Scars or Raven Guard to come from nowhere to hit your foes everywhere, or bring Iron Hands for slightly more durable Predators, Devs and other support. Iron Hands benefit from your Pirest's FNP Aura. Yes, you can now give basic marines a 3+FNP with a Priest, IH IC from the Gorgon's Fist Strike Force + the native bonuses. Oh and Smashfucker has easy 2+ FNP with the Gorgon's chain. There is a reason the 9th Legion are so close to the 10th in number. *'''Space Wolves:''' Long Fangs for epic long range shooting prowess, and Rune Priests. But Mephiston can do it better. Space Wolves with Counter-Attack make fantastic defensive allies to hold the line while Blood Angels go out and [[rip and tear]]. *'''Imperial Knights:'''' Nothing much to say but yes! Big scary, fast Super-heavies to give your target too many things to shoot at in too little time. ===Allies of Convenience=== *'''Eldar:''' this army has the advantage of actually being able to keep up with you, but you might find that there to be a lot of overlap within the two codxes, that being said they are really quite a bit less durable than your standard troops, so just think carefully about whether or not you just want more Blood Angels. One thing the Eldar do bring, though, is the ability to defeat heavy armor - Wraithguard and Fire Dragons are the bane of anything without strong cover or invuln saves (WG a little better against MCs, FD a bit better on vehicles), plus all shuriken weapons have quasi-rending. Might be useful if you're having trouble chewing through big or heavily armored foes fast enough. On the flipside, you now get grav-guns. Consider using some. Better yet! Take a couple of wraith knigths and win every game. *'''Harlequins:''' the clown elfs are vaguely similar in style to your red-armored ragemarines- fast-moving melee specialists. While they have the potential to hit a little harder due to their various kinds of almost-rending attacks (making them especially good against TEQ's), they totally lack your Marines' survivability (almost everything is T3, 5++). You're not really gaining a lot out of this relationship unless you're fighting a Terminator-heavy army and you take a lot of caresses and/or zephyrglaives. ===Desperate Alllies=== *'''Tau Empire:''' If all else fails, use them in the same fashion as Guardsmen. Rail guns and other devastating long-range shooting, but you must always remember One Eye Open. Crisis, Stealth and Riptide battlesuits are better for close-in support, and fast enough to both keep up and stay out of OEO trouble range. Riptides also have the advantage of being good anti-air and not entirely helpless in melee. *Alternative View* Tau Crisis Suit Teams deep striking down the board to support your Elite Jump Troops. Taking Tau Flyers/Broadsides with Velocity Trackers are much better and cheaper anti-air options than the 2 lone ones available to Blood Angels playing a bound list (Storm Ravens and Missle Launchers with Flak Missles). Take a horde of Kroot for your mandatory troop choice to infiltrate and a Battlesuit Commander with Body Guards deepstriking so you don't have to worry about deployment. Now you have deep striking Crisis Suits helping to slaugter the enemy down the board with your Elite Jump Troops assaulting and fast tanks blowing up everything in sight. Only downside is having to remain 6 inches apart but the Tau should be in a support shooting role versus the Blood Angels core assaulting ahead of them so should be easy enough to avoid each other. A mob of Kroot with Krootoxes in cover and Crisis Suits can hold one third of the board long enough to wipe out the other two thirds. *'''Dark Eldar:''' BA are bad enough right now without allying with literally the worst codex in the game right now. No thanks. ===Come the Apocalypse=== *'''Necrons:''' Similar to the vanilla; take blobs of warriors to eat enemy attacks while you deep strike your marines to carry the day. Excellent amout of anti-tank too, leaving you free to load up on anti infantry. *'''Orks:''' Well...I guess it can work? The fact is, One Eye Open stings like a bitch so big Ork hordes necessitate Deep-striking. Also OEO doesn't apply to units locked in combat already. That's an advantage. *'''Tyranids:''' Look at Orks pretty much. Also, the new Tyrannocyte Spores provide deep-strike synergy with 'Nids so OEO doesn't sting so bad. *'''Chaos Space Marines:''' You can do assaults better, why the hell would you take this when your main army can do all that without allying at CtA levels? Pass! Just take Loyalist Marines! *'''Chaos Daemons:''' Psysic overload ahoy! Thats it. You need SHOOTING, not more CQC. Pass. Take inquisition or GK if you want that stuff so badly.
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