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==Stratagems== The new stratagems are nice but unfortunately BA lost a few flavourful ones. <tabs> <tab name="Battle Tactics"> *'''Descent of Angels (1 CP):''' Used at the end of your Movement phase, select one Blood Angels Core Jump Pack unit that has been set up on the battlefield that turn. Until the end of the turn, each time a charge roll is made for that unit, ignore any or all modifiers to that charge roll (Note - key word here is any because you can choose which modifiers to ignore). Each time a model in that unit makes an attack, add 1 to the hit roll for that attack's hit roll (Note - it doesn't specify melee, which means shooting and melee are both affected). Useful for charging units with some sort of negative modifier to charges. The real nice part is the +1 to hit rolls. Death Company/Sanguinary Guard/Vanguard Vets are your focus. Death company/Vanguard Vets with power fists/Hammers will go back to hitting on 3's. Sanguinary Guard can be placed away from your warlord and next to a captain to hit on 2's, rerolling 1's. Also good for shooting with Plasma Inceptors on 2's. *'''Vengeance for Sanguinius (1 CP):''' Used in the Fight phase when one of your Blood Angels units is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against Black Legion unit, you can reroll that attack's hit roll and that attack's wound roll. Really good when fighting against Black Legion, otherwise useless. Good thing its only worth 1 CP. **Hilariously and fittingly, this includes Abbadon. That armless failure can't catch a break. *'''Refusal to Die (1 CP/2 CP):''' Use in any phase after the Death Company are selected as the target of an attack. Until the end of the phase, when they take a wound, roll a D6; on a 5+, that wound isnβt lost. You can only use this once per turn (So can be used twice per battle round). Costs 1 CP if your squad contains 5 or fewer models; 2 CP otherwise. Nice for making a DC unit slightly more resilient. Best used to counter damage 2 weapons. Be careful on which phase you chose to use it. *'''Aggressive Onslaught (1 CP):''' {{W40kKeyword|Flesh Tearers}} only. Select one {{W40kKeyword|Flesh Tearers Infantry}} during the fight phase and give them a 6" pile-in and consolidation distance. Quite helpful as this will guarantee that all your troops are in the heat of battle rather than standing around gormlessly and getting shot. </tab> <tab name="Epic Deed"> *'''Angel's Sacrifice (1 CP):''' Use this stratagem in the Fight phase. Select one of your Blood Angels Character units. Until the end of the phase, each time an enemy unit is selected to fight, if it is in engagement range of that Character unit when your opponent is selecting targets for its attacks, those attacks can only target that Character unit. Super useful to throw a bunch of attacks on a beefy character rather then something else of value. Librarian dreadnoughts and terminator captains should be your focus. *'''Spiritual Might (1 CP):''' Use this stratagem in your Psychic phase. Select one of your Blood Angels Psyker. You can attempt to manifest one additional power with that unit this phase. If you Psyker knows more than two powers then this could be useful. Otherwise its just to get smite in addition to your other two powers. *'''Visions of Sanguinius (1 CP):''' Use this when a DC Character model from your army is selected to fight. That model can do one of the following: **If that model has already used a Death Vision, it can use another Death vision this phase (this cannot be one that you have already used during this battle). **If that model has not already used a Death Vision, it can use 2 different Death visions this phase (neither can be one you have already used during this battle). Useful to get a little bit more out of your DC Character. The second bullet also enables a death company character that did not have the death visions rule to use death visions (the only DC character without death visions is lemartes </tab> <tab name="Requisition"> *'''Angel Exemplar (1 CP):''' Use this stratagem to give a your (non-named character) warlord an additional warlord trait and it must come from the traits in the BA book (Flesh Terrors must draw from their traits). Each trait must be unique. This stratagem can only be used once. Really good for Flesh Terrors. You are better off saving this CP for bring extra traits from the Space Marine codex or extra relics. (Alternate take this is really powerful. It lets you artisan of war for a mastercrafted weapon on a beatstick that still gets a warlord trait and a relic. Or lets you throw gift of foresight on a beatstick with imperiums sword) *'''Angel Ascendant (1 CP):''' Use this stratagem before the battle to give a Sergeant model one of the following Special-issue Wargear Relics: Master-craft weapon; Digital Weapons; Fleshrender Grenades; Quake Bolts. Each relic in the army must be unique and this cannot be used to give a model two relics. This stratagem can only be used once. Broken add quake bolts to a Sgt and have your vanguard or assault intercessors hitting on 2's *'''Lucifer-Pattern Engines (1 CP):''' Use this stratagem before the battle. Select one Blood Angels Vehicle (other than a Dreadnought or a vehicle that can Fly). It gains an ability that instead of making an Advance roll, it adds flat 6" to the Move characteristic. Would be a lot better if you had more ground vehicles with assault weapons, since it turns a vehicle into a temporary bike. Did you know red ones go faster? *primes red spray paint* *'''Honoured by the Arx Angelicum (1 CP):''' Basically allows a Blood Angels Successor to take a relic from the Blood Angels instead of a Special-issue wargear. And of course its Blood Angels keyword is replaced with your chapter keyword. This stratagem can only be used once. If you play as a successor, use this to take Icon of the Angel. period. </tab> <tab name="Strategic Ploy"> *'''Red Rampage (1 CP):''' Use this in your Command phase if the Assault Doctrine is active. Until your next Command phase, each time a Blood Angels model from your army makes an attack with a pistol or melee weapon, on an unmodified wound roll of 6, the AP of that attack is improved by 1. This bonus is cumulative with Combat Doctrines. This stratagem can only be used once. Limited to only being useable turn 3 onwards, this is kind of on the line between good and bad. If a significant amount of your army can charge and the enemy units don't have invulnerable saves, then this could be good. Taking away saves with AP -3 chainswords, AP -4 lightning claws/hammers, or AP -5 power fists means potentially taking away saves from most infantry all the way up to vehicles/monsters. Still, its only triggered on 6's. (It should be noted that if your hitting on 2's rerolling ones and reroll wounds (say if your a lightning claw that almost 1/3 of attacks). *'''Unbridled Ardour (1 CP):''' Use in the enemy's Charge phase to let a Blood Angels Sanguinary Guard unit Heroically Intervene 6" by 5" as though it were a character. This got nerfed as it now only affects Sanguinary Guard but don't forget this, if the situation arises you could release a potent counter-charge. *'''Forlorn Fury (1 CP/2 CP):''' one use only. Used at the start of the first Battle Round, but before the first turn begins; a unit of Death Company may make a Normal move up to 12" and must end more than 9" away from any enemy models. If that unit is a Dreadnought, this stratagem costs 2 CP; Otherwise 1 CP. This is perfect for a 10-man DC unit with jump packs. Or a DC jump pack character on a suicide mission. A Round 0 move is always nice for repositioning some units or getting closer to the enemy units. Just remember not to over extend and leave your characters and their precious reroll abilities behind. 2 CP to move a dreadnought 6" is not worth it. *'''Upon Wings of Fire (1 CP):''' Use in the movement phase. Select a Blood Angels Core Jump Pack unit. You can remove it from the battlefield and deep strike it elsewhere next turn. If the unit is not on the battlefield by the end of the game, it is destroyed. Super great stratagem because this gives you so much flexibility and its only 1 CP! Reacting to an enemy deep striking unit? Done. Shifting over to a critical objective in the last moment? Done. Redistributing buffs? Done. Astorath can trigger his Mass of Doom, then redeploy to give his other bonuses to another group of units. Realistically, it can used like this (usage is in bold): #'''Up turn 1''', Down turn 2, '''up turn 3''', down turn 4. #'''Up turn 2''', down turn 3, '''up turn 4''', down turn 5. In the first method, going up turn 1 and down turn 2 can be redundant since you could just put the unit in deepstrike anyway. (It lets you get round reserve limitations as that 300pt Sanguinary guard unit would be on the table t1) *'''Savage Destruction (1 CP):''' {{W40kKeyword|Flesh Tearers}} only. Use this in the Morale phase, when a Morale test is failed for an enemy unit that is within Engagement Range of any Flesh Tearers units. Until the end of the turn, that enemy unit subtracts 1 from Combat Attrition tests. Very fluffy, though somewhat situational. When used right can trigger lots of value, though in all honesty if you should be finishing the job in the fight phase already. </tab> <tab name="Wargear"> *'''Chalice Overflowing (1 CP):''' Use in your Command phase to let a Sanguinary Priest use his Blood Chalice ability an additional time. A good turn 2 stratagem to get extra AP and attack. Pick two units that you expect to get a charge off and watch as they rip the enemies of the Imperium to apart. If your opponent moves his units aggressively close, then DC or Sanguinary Guard can ruin their day turn 1 (just make sure you have all your precious rerolls)! </tab> </tabs>
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