Monday, February 28, 2011

Vanguard Veterans

Our Vanguard Veterans are very similar to their Codex Marine equivalents. They’re a tiny bit cheaper, and they have the option to give the sergeant a glaive encarmine rather than a relic blade. While standard Vanguard Veterans are widely considered to be one of the most over-priced units in the Marine Codex, ours are amazing and worth every point because of one army-wide special rule: Descent of Angels.

Sternguard Veterans

Our Sternguard veterans are the same as for standard Marines. They provide excellent close-ranged shooting, and they can carry multiple heavy weapons in small squads. Sternguard are our most flexible shooting unit, and they also are a rare opportunity to take heavy flamers on infantry. The heavy flamers are a good option if the squad is mounted, as it greatly accentuates their short-ranged firepower. Finally, the squad can take multiple combi-weapons, allowing them specialized firepower while maintaining their specialized bolters.

Wednesday, February 9, 2011

Assault Terminator Squad

Assault Terminators tend to be a better fit in Blood Angels army than Tactical Terminators. They sacrifice their shooting for better close-combat weapons. This actually helps them fit in a mobile, aggressive army, as Blood Angels armies tend to be. Since they have no shooting, they don’t sacrifice anything by being kept off the table initially. This allows them to deploy by deep strike or in a transport, either a Land Raider or Stormraven, without sacrificing their influence on the battle. 

Terminator Squad

Blood Angels Terminators are no different than the standard Codex equivalents. They provide fairly mobile firepower (either anti-infantry with the assault cannon or anti-vehicle with the cyclone missile launcher) while being durable and pretty good in combat. While they won’t measure up to Assault Terminators in close-combat, they all have armor-ignoring weapons and will tear apart any enemy squad that’s not packing lots of power weapons.

Furioso Dreadnought

The Furioso Dreadnought is a close-combat monster. Its high armor value means that it can shrug off most incoming fire and, most importantly, it’s very difficult to hurt with power fists in close-combat. Unless the squad you’re fighting has a chainfist or S9+ attacks, the Furioso can munch through it with fairly little fear of taking damage. In addition, the Furioso has a truly bewildering array of options that allow you to tailor it for any opponent. 

Sunday, February 6, 2011

Sanguinary Guard

Sanguinary Guard are an elite assault squad, essentially the jump pack equivalent of Terminators. They cost the same and have the same 2+ save, but sacrifice their invulnerable save in exchange for a jump pack. Every Sanguinary Guard is armed with a glaive encarmine, which is a master-crafted two-handed power weapon, and an angelus boltgun, which is essentially a short-range but higher AP storm bolter.

Wednesday, February 2, 2011

Sanguinary Priests

Sanguinary Priests are the heart of most Blood Angel armies. They give every squad within 6” the furious charge and feel no pain special rules, so they are an incredible force multiplier. This increases both the killing power and durability of any squad, so almost any squad will greatly benefit from having a Priest around. They have the statline of a veteran sergeant with an extra point of weapon skill, so they are pretty fragile for an independent character. You have to take this into account to get the most out of them.


The Techmarine is a choice that simply doesn’t know what role it wants to fill. This is a problem he shares with his counterparts in other marine codices. He can be easily equipped for close-combat, but he can’t join another squad and his servitor bodyguard is better at shooting. However, but his servitors are far too easy to kill to be trusted with heavy weapons or power fists. He can repair vehicles, but he only does it well when equipped with a servo-harness and servitor bodyguard, which mean he’s too slow to keep up with our vehicles.

The best use I’ve seen for the Techmarine is as relatively cheap, reliable melta delivery. Give him a combi-melta and jump pack and he’ll put one melta shot exactly where you want it before dying horribly next turn. I generally prefer a Land Speeder for deep striking melta (as it’s more likely to survive and continue to contribute in subsequent turns), but the Techmarine gives you the option for deep striking melta in Elite slots.


This is the same Chaplain that standard marines have as an HQ choice. He has significantly less hitting power and durability than the Reclusiarch, but otherwise he fulfills the same role. He is a great support character for the Death Company, as he grants the same re-rolls as the Reclusiarch, and he grants re-rolls to hit to any squad he joins. There’s not much more to say about the Chaplain; he’s a Reclusiarch lite.

In general, it’s worth paying the points to take a Reclusiarch instead of a Chaplain. The main purpose of the Chaplain is as support for a squad after you’ve already filled your HQ slots.
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