Let's get something straight here:
I don't like Blood Angels. I really dislike them. Mostly thanks to many butt-kickings that I received from their armies in my earlier days playing. To a newer, inexperienced player, they can seem like a daunting obstacle. To BA players, they can seem a nigh-invincible force. To me, they, and the 3rd edition Necrons, are the reason the Dreadsock (NSFW) was invented. I will, however, give you your money's worth (Do you see what I did there?) of a rundown of the Army.
Alright already, we get it,so how do they differ from the other incarnations of Space Marines?
Well, there's a few differences in the units. There's also a few new units and vehicles. Oh, and Assault squads are Troops choices. Basically, they're a fast-moving, offensive, Space Marine army. All of their Jump Pack forces may re-roll their Deep Strike rolls from Reserve and Scatter rolls (Descent of Angels). Most of their units roll at the beginning of the game to swap "ATSKNF...," for Furious Charge and Fearless (The Red Thirst). This includes Dreadnoughts. Also, just like every non-codex chapter, They have a much better list of Psychic Powers. That being said, there are some unique units to the Chapter.
How does this make them better?
It makes them fast and vicious. Between all the Furious Charge, Fearless, and Assault-driven abilities, equipment, and units, you've got a force designed to take out larger forces in quick, decisive rounds of Assault. This method works much better with Chaplains, Sanguinary Priests, and Reclusiarchs leading the charge.
What's the catch?
Your only really ranged units are Tanks and Devastators. Sure, you've got all those other units (Veterans, Terminators, Tac Squads, Scouts), but, let's face it, you're not playing Blood Angels so you can castle. You're playing to fly into your opponent's face and turn it into an Annihilation game before he realizes it, and exactly 5 seconds after he's lost two-thirds of his force. You pay for this in a question: do you go all-out assault, or risk losing front-line backup for long-range firepower (and if you get long-range firepower, is it enough)?
I've opted to purchase a bucket of glitter, clown makeup, and tell people I'm a vampire. Where do I start?
HQ. Get a Librarian at lower point battles, as he's still HQ, and gives you some tactical options on the cheap. Add a Reclusiarch later on (1000+ pts). Buffs are your best bet with this army. Also, Get Chaplains and Sanguinary Priests if you can afford it, for the same reason as the Reclusiarch. You want the majority of your Troops to be Assault Squads, with a mounted Tac Squad or Dev Squad for backup, which is where all those "buff" units and characters come into play. Death Company are cool, but be wary of using them, as they can't hold objectives and can be easily "distracted." On the other hand, you can have a Death Company Dreadnought for every 5 of them (It's a Troops choice, and, therefore, can take and hold objectives. HINT). As you're already focused on getting close in, I would suggest either small Devastator units with Razorbacks or using Tac Squads with Razorbacks for your anti-tank. Or you can do the "All In" option, take a bunch of Furioso/Death Company Dreadnoughts, and give them all magna-grapples or blood talons.
I'm staring down the table at a swath of Blood Red paint and angel wings. What do I do?
Stay calm. Use their lack of range to your advantage. Stay out of Assault range, and take out their long-range units quickly. Then turn your guns on Buff units and characters. Next comes Death Company. Remember, avoid assault, especially with them. If they're going to assault, and there's nothing you can do, force them into a disorganized assault, that way they lose their bonuses from Furious Charge and Rage. Regardless, keep them at bay. Crowd Control and Area Denial are very important. Make them come to you, and using the path that you want them to.
In conclusion...
Basically you're looking at an aggressive, infantry strong, Space Marine force. They've got their strengths and weaknesses, and I realize this closing is really weak, but it's all I gots. Until next time...
JaegerWolf
I don't like Blood Angels. I really dislike them. Mostly thanks to many butt-kickings that I received from their armies in my earlier days playing. To a newer, inexperienced player, they can seem like a daunting obstacle. To BA players, they can seem a nigh-invincible force. To me, they, and the 3rd edition Necrons, are the reason the Dreadsock (NSFW) was invented. I will, however, give you your money's worth (Do you see what I did there?) of a rundown of the Army.
Alright already, we get it,so how do they differ from the other incarnations of Space Marines?
Well, there's a few differences in the units. There's also a few new units and vehicles. Oh, and Assault squads are Troops choices. Basically, they're a fast-moving, offensive, Space Marine army. All of their Jump Pack forces may re-roll their Deep Strike rolls from Reserve and Scatter rolls (Descent of Angels). Most of their units roll at the beginning of the game to swap "ATSKNF...," for Furious Charge and Fearless (The Red Thirst). This includes Dreadnoughts. Also, just like every non-codex chapter, They have a much better list of Psychic Powers. That being said, there are some unique units to the Chapter.
- Reclusiarch: HQ choice, basically a Chaplain that allows you to re-roll fails to hit (and wound with Death Company Squads). Chaplains are an Elites choice
- Sanguinary Guard: Elite Jump squad. Equipped with artificer armor, master-crafted power weapons, and an AP4 boltgun. And they're Fearless. But, they're expensive.
- Furioso Dreadnought: A dreadnought with two Dreadnought Close Combat Weapons. Can be upgraded with a Librarian (complete with Force Weapon and Psychic Powers), or with Lightning Claws that can pretty much allow infinite attacks. Also gets the Red Thirst.
- Sanguinary Priest: Basically, a cheap, roving Elites choice that gives any unit within 6" Furious Charge and FNP.
- Death Company: 3-30 upgradeable Troops (Jump Packs cost +15/model) with Rage, Fearless, FNP, Furious Charge, and Relentless. But they can't hold objectives. And are 20 pts apiece base.
- Death Company Dreadnought: Troop Choice. 2 Dreadnought CCW's. Subject to Fleet, Furious Charge, Rage, and None Can Stand My Wrath (ignores Crew Stunned and Crew Shaken).
- Baal Predator: Fast Attack Fast Tank with Twin-Linked Assault Cannon. Honestly, keep the turret as is.
- Stormraven Gunship: Expensive Fast Skimmer (Heavy Support). May carry 12 Models and a Dreadnought. Armed with Twin-linked Heavy Bolter and Assault Cannon (upgradeable).
All this combined means speed, and lots of it.
How does this make them better?
It makes them fast and vicious. Between all the Furious Charge, Fearless, and Assault-driven abilities, equipment, and units, you've got a force designed to take out larger forces in quick, decisive rounds of Assault. This method works much better with Chaplains, Sanguinary Priests, and Reclusiarchs leading the charge.
What's the catch?
Your only really ranged units are Tanks and Devastators. Sure, you've got all those other units (Veterans, Terminators, Tac Squads, Scouts), but, let's face it, you're not playing Blood Angels so you can castle. You're playing to fly into your opponent's face and turn it into an Annihilation game before he realizes it, and exactly 5 seconds after he's lost two-thirds of his force. You pay for this in a question: do you go all-out assault, or risk losing front-line backup for long-range firepower (and if you get long-range firepower, is it enough)?
I've opted to purchase a bucket of glitter, clown makeup, and tell people I'm a vampire. Where do I start?
HQ. Get a Librarian at lower point battles, as he's still HQ, and gives you some tactical options on the cheap. Add a Reclusiarch later on (1000+ pts). Buffs are your best bet with this army. Also, Get Chaplains and Sanguinary Priests if you can afford it, for the same reason as the Reclusiarch. You want the majority of your Troops to be Assault Squads, with a mounted Tac Squad or Dev Squad for backup, which is where all those "buff" units and characters come into play. Death Company are cool, but be wary of using them, as they can't hold objectives and can be easily "distracted." On the other hand, you can have a Death Company Dreadnought for every 5 of them (It's a Troops choice, and, therefore, can take and hold objectives. HINT). As you're already focused on getting close in, I would suggest either small Devastator units with Razorbacks or using Tac Squads with Razorbacks for your anti-tank. Or you can do the "All In" option, take a bunch of Furioso/Death Company Dreadnoughts, and give them all magna-grapples or blood talons.
I'm staring down the table at a swath of Blood Red paint and angel wings. What do I do?
Stay calm. Use their lack of range to your advantage. Stay out of Assault range, and take out their long-range units quickly. Then turn your guns on Buff units and characters. Next comes Death Company. Remember, avoid assault, especially with them. If they're going to assault, and there's nothing you can do, force them into a disorganized assault, that way they lose their bonuses from Furious Charge and Rage. Regardless, keep them at bay. Crowd Control and Area Denial are very important. Make them come to you, and using the path that you want them to.
In conclusion...
Basically you're looking at an aggressive, infantry strong, Space Marine force. They've got their strengths and weaknesses, and I realize this closing is really weak, but it's all I gots. Until next time...
JaegerWolf
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