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==Tactics== You have an army made expressly for one purpose, '''blitzkrieg!''' Watch as your opponent cries out in horror as your army crosses half the board in the first turn. Your troops are utterly focused on getting close as fast as humanly possible to the enemy and obliterating them at close-range and/or in CQC. You have the best conditions for deep striking of any army if you use Commander Dante or have the appropriate Warlord Trait, Use Dreadnoughts in drop pods, combine them with fast flying Stormravens carrying a ten-man assault squads joined by a Sanguinary Priest and Overcharged Vindicators on the ground lobbing strength 10 large-blast templates all over the table. The Death Company are point-for-point still the last word in CQC. A fully tricked out Death Company will turn anything it comes in contact with into a fine red paste in one turn. Glorious times....and then GW decided to release Wulfen. Sanguinary Priests are your friends, especially for allied armies. Since most armies only have FNP distributed either in a Command Squad (aside from Wolf Priests), you'll be better off taking one to assist a team you'll expect to take a lot of fire. (as they take up an HQ slot for one it may be worth considering if you want a Libby or a Chappy instead) Now you can take 10-man squads of assault marines with two meltas in free Drop Pods or Fast Rhinos (transports are no longer free via FAQ update, bringing them in line with other chapters). They are Fast Attack now though so go fill your troops with all that's left. 10-man Tactical Squads with flamer/heavy flamer in Fast Rhinos compliment the above well for a comparable points cost, and they're capable of annihilating hordes. Mechanised tactical and assault marines is a surprisingly competitive list. 7th Edition Tactics: '''Remember ABC - Always Be Charging!''' Your units are at their best when you play aggressively and are charging into combat! With Furious Charge and The Red Thirst you can wipe out most enemies before they ever get a chance to hit back. If you aren't charging into combat you should be maneuvering to get into charge range for next turn. ====Psychic==== Blood Angels Psykers have access to almost all rulebook powers except for Telepathy, which got replaced by the unique and awesome Sanguinary Discipline. Here are the sets of powers ranked from best to worst. *Sanguinary: What did you expect? It's a Psychic discipline designed by Blood Angels, for Blood Angels. Quickening granting fleet and +D3 Initiative and Attacks is a lot like Warp Speed from Biomancy, Unleash Rage giving you more attacks, blanket invulns to ensure your squad w/ Sanguinary priest remain immortal demigod soldiers. *Biomancy: If anything, Biomancy is a very aggressive Discipline, ensuring you can dish out the damage (Iron Arm, Warp Speed), and take it at the same time (Life Leech, Endurance). Second only to Sanguinary. *Geokinesis: You can fucking move any piece of terrain around. This allows you to juggle objectives over to you. Thanks GW. *Fulmination: Can give your Psyker a temporary storm shield, and allows you to literally trade places with any unit (friend or foe) within 24". Great for either springing a trap or pulling your guys out of one with another unit that can take the heat. *Librarius: It has a power that lets an entire unit re-roll saving throws. [[Death Company]] with that power on it will not go away and will kill everything in their path. Thanks GW. *Divination: Prescience also grants you re-rolls in Combat, allowing you to stretch out your good shooting too. Perfect Timing and Misfortune are epic powers as well. It's just that Blood Angels are the Assault marines, they need more choppa, even at the sacrifice of a good amount of Dakka (Sternguard and Tactical Squads). *Technomancy: Get to take control of an enemy vehicles weapon for a turn (Funny as hell when you turn that Imperial Knight's Rapid Fire Battle Cannon on the enemy), and pull all kinds of buffs like restoring hull points, and increasing AV to make an AV15 Land Raider. Thanks GW. The rest of the disciplines aren't very good. Pyromancy is all about Psychic Flamers and Melta, which you already have in abundance, Telekinesis is a schizo-discipline, and Daemonology risks your psyker blowing up on any double. ===Tactical Objectives=== *'''11 - Valor of Angels:''': +1 VP for issuing a challenge. EASY MONEY. *'''12 - Aerial Assault:''' +1 VP if you have a Jump/Skimmer/Flyer unit destroy an enemy unit. +1d3 VP if the unit that did the killing arrived from reserves on the same turn. *'''13 - Purity Through Bloodshed:''' +1 VP if you killed a unit in Assault. +1d3 if 3-5 units die. +1d3+3 if you killed more than 6 units in Assault. *'''14 - Decapitating Strike:''' +1 VP if you killed the Warlord on this or any prior turn. Nice. *'''15 - Swift Advance:''' Draw the card, opponent chooses two objective you must hold. Win 1 VP if you control one of them at the end of your turn, win 1d3 if you secure both. *'''16 - Noble Self-Sacrifice:''' In order to [[Sanguinius|better imitate their Primarch]], you win 1 VP if your Warlord dies during your assault phase. However, if you ever refuse a challenge, this goes away. [[Category: Space Marines]] [[Category:Warhammer 40000 Tactics(7E)]] {{Warhammer_40k_Tactics}}
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