By their martial prowess and valor is Mankind preserved from extinction at the hands of a galaxy filled with unimaginable terrors. With bolter and chainsword they hold the foes of Mankind at bay in an unending battle for survival. Yet the Blood Angels are touched by a terrible flaw that threatens to undo their endless centuries of heroism, a dark madness that only strength of will can hope to contain. The Blood Angels are the masters of war in all its forms, but they excel in the savage arena of close assault above all others.
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Pretty awesome , unlike the prissy Twilight sparkling shit you see elsewhere. Did we mention deep-striking Land Raiders? He can deal with pretty much any kind of enemy in the game with a decent chance of winning. Take him and Mephiston for extra lulz. Instead of making his normal attacks, he can instead inflict an automatic hit on every enemy model in base contact with him, which can be extremely useful against hordes.
Also, if an enemy rolls a one to hit him, Seth kicks them in the fucking balls. And he removes the limit on Death Company. Who needs scoring units anyway? Yes, he has high Initiative and WS 8. Yes, he has a master-crafted power weapon and a jump pack. He also costs about as much as a Land Raider. And his model also looks kind of silly. Mephiston is Okay, how to best describe this.
You know Abaddon the Despoiler? With his ridiculously overpowered powers, ridiculously overpowered stat-line, WS fucking 7, S6, T6, 5 fucking wounds and Initiative 7! Mephiston is the biggest cheese unit in the Blood Angels Codex. Expensive, but rightfully so, Mephiston can, without a doubt, kill anything in close combat. Transfixing Gaze is utter bullshit, and this power against Abaddon basically ensures victory. Mephiston can basically solo any commander in the game, including, but not limited to, Big Poppa Smurf, Yarrick, Ghazghkull, The Nightbringer He also, surprisingly, lacks Eternal Warrior, meaning that instant death weapons but not S10 weapons, thanks to his T6 will still one-shot him good luck getting to wound in the first place, though.
All in all, if you take him, be prepared for a LOT of people to hate you. He has a combi-melta, as he always had, but now it can fire the special-issue ammo that Sternguard get, making him a lot more versatile. On top of that, his close-combat attacks ignore armor and can roll 2d6 for armor penetration against vehicles.
Death Company Tycho: Tycho off his happy pills. Librarian: Identical to the vanilla Space Marines Librarian in statline, but has a different set of powers. Surprisingly killy in close-combat. Still has no Invulnerable save, unless you take Terminator armor. Reclusiarch: Chaplain on steroids. Captain: Not quite as good as the vanilla Marines Captain is which means "even more shitty". For one, he loses such fancy toys such as Hellfire rounds, Artificer armor, digital weapons, Auxiliary Grenade Launchers, and Relic blades.
Honour Guard: Just like the vanilla Command Squad, the difference being that you can take them for any HQ slot you have, not just Captains. Boast 4 special weapons, and combined with d6" scatter, can go and kill pretty much any vehicle on turn they arrive. Moriar the Chosen: Fucking Ward. Elite[ edit ] Chaplain: Pretty much the same as the vanilla Space Marines Chaplain, but moved to Elites for some reason.
Not worth the Elites slot; get a Reclusiarch instead. All equipped with jump packs, two-handed master-crafted power weapons and 12" AP4 Storm Bolters. One of them can carry the chapter banner, and all of them can swap out their usual gear for power fists, plasma pistols, or infernus pistols, and they can take death masks, which forces the enemy to roll a Leadership test or hit at WS1 on the turn they charge.
Attach a Sanguinary Priest to them for extra lulz. Plus you can drag vehicles close to you. Behind Mephiston, 2nd most potent unit in the Codex. Build several. Give them Blood Talons. Put them in Drop Pods. Drop them on your enemy. These badasses WILL. Watch as your enemies are cut down squad by squad. Work best in numbers of more than two.
Librarian Furioso: Flying Psyker Dreadnought, end of argument. Known to reduce grown men to tears. All the bullshit of the regular furioso up to eleven sums this abomination of a unit up pretty well. Heavy Flamers are cheap and ignore cover, and Assault Cannons and Cyclone Missile Launchers ensure long-range carnage.
If you get these guys, pray that you roll a 1 for their Red Thirst roll, because Furious Charge benefits these guys greatly. It is absolutely necessary that you take a Land Raider to ensure they make the long trip to the enemy. Yes please or a Librarian In case you needed yet another sledgehammer in your squad. Bottom line: great CC squad, but they can become really expensive, really soon. Techmarine: A minor chance to make a vehicle move again. One-wound model, though, so they are good for little else than deep-striking with a combi-melta, and even then, you can find a better use for an Elites slot.
Dakka, dakka, dakka. Not as useful for Blood Angels, with the amount of anti-infantry and meltaguns they usually posess, but still a fine buy. You can take three of them for one Elites slot. They can have Jump Packs, or even Terminator Armor. Bullets no longer hurt your troops. As if marines needed to become even more survivable. Enjoy your immortal demigod soldiers. Brother Corbulo: Bullets no longer hurt your troops and you get one free re-roll. And this can be for any roll except deployment or game continuation.
Troops[ edit ] Tactical Squad: Shooty. Just like vanilla Space Marines. Good for camping on objectives, and not much else. Death Company: No longer a required troop choice, but you played Blood Angels for the sauce and this is it.
AAnd they are Relentless, so give bolters to fist-equipped guys. Taken together they make Death Company the last word in terminal close encounters. His awesome special rule can be willingly triggered by simply allocating an unsaveable wound onto him, then prepare for 6 power weapon attacks at Str.
He is a br00tal spearhead for a Death Company squad. At pts, you can make a Death Company over times more deadly, or spend those points on a Dread that will get blown up by a 10pt Melta on the 2nd turn.
Seriously, Lemartes is wicked but only if you have the points, of if your army theme fits. Death Company Dreadnought: Stupidly powerful. Can swap normal dreadnought claws for super Blood Talons. For free. Talons mean it keeps attacking so long as it causes a wound. Combined with 5 attacks on the charge, fleet, and the inability to be stunned or shaken!
See Furioso Dreadnought. Scout Squad: Cheap, infiltrating, and scoring like every other Scout unit. Unlike every other Scout unit they have "The Red Thirst" special rule which can turn them into mini berserkers if taken with an HQ choice like Astorath. Another tiny, easy to miss upgrade that separates BA Scouts from their weedier codex brethren is their ability to take a Locator Beacon.
Yeah, now you can flawlessly deepstrike, say, Land Raiders, within 6" of the enemy. Should the Scouts live doubtful, since they will almost undoubtedly attract ridiculous amounts of fire from this , they can guide in all the other deep-striking bullshit that BA have access to as well, like, Vanguard.
Assault Squad: Mobile, deadly, and cost effective. They can be tooled any number of ways and most of them are deadly.
Their Sergeant also gets uber gear at a discount. Be careful not to go overboard on the wargear; they WILL draw fire, and they can get very expensive, very fast. If you run one, run two, same as other vehicles.
Of course, if your enemy ignores them, then you probably get a chance to pop something with your Multi-meltas, so you might win either way. Attack Bike Squad: Bikes with heavy weapons. Give them Multi-Meltas and go tank hunting. Other units can handle anti-infantry roles, such as the Baal Predator.
FNP and FC bikes? Yes please.
Warhammer 40,000/Tactics/Blood Angels(8E)
Pretty awesome , unlike the prissy Twilight sparkling shit you see elsewhere. Did we mention deep-striking Land Raiders? He can deal with pretty much any kind of enemy in the game with a decent chance of winning. Take him and Mephiston for extra lulz. Instead of making his normal attacks, he can instead inflict an automatic hit on every enemy model in base contact with him, which can be extremely useful against hordes. Also, if an enemy rolls a one to hit him, Seth kicks them in the fucking balls. And he removes the limit on Death Company.
Warhammer 40,000/5th Edition Tactics/Blood Angels
They are well-known across the galaxy for their bloodthirsty nature in battle, and feared for the curse of flawed gene-seed they carry. With these tithes of new recruits, and the recent arrival of the Primaris Space Marines during the Indomitus Crusade , the Blood Angels were able to replenish their losses, though they still face a time of trial like none the Chapter has known since the days of the Horus Heresy. The Blood Angels are the noble descendants of that most puissant and angelic of the Primarchs -- Sanguinius. Yet, hidden from the multitudes, the Blood Angels harbour a terrible curse. From that day forth, every Blood Angel has been tormented by visions of the last moment of Sanguinius. The older the Space Marine gets, the more frequent and debilitating such waking nightmares become.
Jump to navigation Jump to search Example early 3rd edition Codex Imperial Guard Each codex had its own lettering style for the title. Example late 3rd edition Codex Imperial Guard All of these longer codexes had a standard black border and common title style. Example 4th edition Codex Space Marines All codexes had a standard grey metal-effect border and common title style. Example 6th edition Codex Space Marines All codexes had a standard grey name and the word codex. Early 7th Edition Codexes continued this styling.