Saturday, April 30, 2011

Destroying Heavy Tanks

The second major class of targets that I always consider is enemy heavy tanks. In my mind, this includes any vehicle with AV12 or higher with significantly threatening weaponry.

There are two things you need to consider when dealing with enemy tanks. The simplest and most straightforward is destroying them. Though lascannons and missile launchers have the capacity to take out heavy tanks at range, they cannot do so reliably. In general, this will require your units to get close and engage the tanks with melta weapons or in assault. While this is your ultimate objective, it often is not feasible until late game.

While you’re waiting for your chance to destroy enemy tanks, you need to minimize the damage they do to your army. For Blood Angels, this often means using speed to stay out of their lines of fire. However, it is important to be able to suppress enemy tanks to grant your troops freedom to move through their field of fire. This is generally done with large amount of medium strength firepower, such as that provided by autocannons. Your goal here is to inflict any damage result which will prevent the tank from firing. Once you stun or shake a tank, switch your firepower to targeting the next one. Suppressing fire is only concerned with preventing the maximum number of tanks from firing in the next turn.

When prioritizing targets, always be sure to think about the damage each tank will be able to do in the next shooting phase, not just its overall potential to deal damage. In other words, target priority must take into account not only what guns the tank has but what it can shoot at. No matter how dangerous a tank is, it’s low priority if it doesn’t have any target to shoot at.

Tuesday, April 26, 2011

Army Building

I’ve finally finished my unit reviews, so I can move on to discussing how to build and use a Blood Angels army. For the time being, I’m going to be concentrating on armies that are predominantly jump infantry. While there are other types of Blood Angels armies that work very well, I started playing Blood Angels because of Assault marines. For me, Blood Angels armies will always be dominated by jump troops.

Sunday, April 24, 2011

Brother Corbulo

Brother Corbulo is a special character that can be purchased in place of a standard Sanguinary Priest. While he’s more expensive (though not too much more expensive than a Priest with jump pack and power weapon, my most usual build), he has a significantly better statline, some good equipment, and a very useful special rule.

Tuesday, April 19, 2011

Locator Beacons and Teleport Homers

I want to discuss the locator beacon and teleport homer separately from the units they can be deployed with. Both options increase the accuracy of your deep strikes (the locator beacons for all deep strikes, while the teleport homer only works with Terminators) if you deep strike near them.

Saturday, April 16, 2011

Land Raiders

Land Raiders are the ultimate assault tank, heavily armored, packing tremendous firepower, and able to deliver squads directly into assault. All of this comes with a significant price tag, though, so you have to be careful with them. Land Raiders are generally pretty safe from enemy fire, as long as you keep them away from lance and melta-weapons. They are best used aggressively to deliver assault units, usually Terminators, into the enemy line. Once there, they can use their weapons to support your assault. Power of the Machine Spirit allows the Land Raider to always fire an extra weapon, and to fire it at a different target, so it can stay pretty mobile while engaging multiple targets.

Drop Pods

The Drop Pod allows a unit that otherwise couldn’t to deep strike. This can be an great way of getting slower units into combat reliably. I won’t discuss specific units, as those that really benefit from a Drop Pod were mentioned in their own entries. Here, I’ll concentrate more on how to use a Drop Pod within an army.


The Razorback is similar to the Rhino, sacrificing some of its transport capacity in exchange for a heavy weapon. Razorbacks can be a cheap way to add more firepower to your list, regardless of force organization choices.

Tuesday, April 12, 2011


The Rhino is usually referred to as ubiquitous, and with good reason. It’s almost a required upgrade for every powered armored squad in the game. Ours is very similar to the standard Rhino, but it’s fast. This is an excellent upgrade, whether the Rhino carries a shooty or assaulty squad.

Honor Guard

Note: I wrote this back when I was doing the HQ section, but I forgot to post it, so it's a bit out of order.

The Honor Guard is without a doubt our most flexible unit. It can take a full range of close combat equipment as well as special weapons. In addition, it comes with a Sanguinary Priest built into it. This means he can’t be picked out in close combat, making him much less vulnerable than the Elite Sanguinary Priest.

Sunday, April 10, 2011


The Whirlwind is a mobile artillery piece, and it isn’t too common in any Space Marine army. It can indirectly fire a large blast heavy bolter or a large blast bolter that ignores cover. This works best against medium to light infantry, which most Space Marines don’t have much trouble with due to having lots of bolters. In addition, the Whirlwind has very little capacity to damage vehicles. Predators and Baal Predators can provide lots of more reliable anti-infantry firepower in a more survivable tank that can also engage vehicles. In addition, we pay extra for our Whirlwinds because they’re fast, an advantage that they will rarely if ever use.

I’ve seen Whirlwinds used to good effect in certain Codex Marine armies, but I’ve yet to find a good use for Whirlwinds in a Blood Angels army. Between our Assault marines and Predators, Blood Angels rarely have problems with massed light infantry.


Vindicators are a blunt instrument, packing one extremely powerful gun onto a reasonably tough chassis. Our Vindicators, like our other vehicles, are fast, making it even harder for your enemy to avoid the Vindicator’s fire and overcoming the Vindicator’s biggest weakness, the short range of the demolisher cannon.

The Vindicator is very destructive, but it does have some drawbacks that must be considered. First, it only has a single gun, meaning that any “Weapon Destroyed” results neuter it. Second, the demolisher cannon is so dangerous that the Vindicator is guaranteed to attract a lot of firepower. This can often keep a single Vindicator from firing a single shot all game. Finally, the demolisher cannon is lethally dangerous to our own marines if it scatters on them. This makes the Vindicator dangerous to include in armies with lots of Assault troops, as they’ll often be very close to the enemy squads that it will want to target.

The Vindicator can make a strong addition to mechanized, shooty Blood Angels armies. In general, it’s best to take two or three of them to make them harder to suppress. In more assault-based armies, such as jump pack heavy armies, they don’t fit as well.

Tuesday, April 5, 2011

Devastator Squads

Devastator squads provide a great deal of firepower combined with the durability of an infantry squad. Codex Marine Devastators pay a premium for their heavy weapons, but our Devastators pay the same as Tactical Marines. This means that our Devastators provide the cheapest, most durable firepower that we have access to. However, they’re totally immobile when they fire.


The standard Predator is a great asset to most Space Marine armies, providing excellent anti-infantry or anti-vehicle firepower with good durability and mobility, for very reasonable points. Blood Angels Predators are a bit different, in their rules and points as well as their role in the army.

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