Monday, July 7, 2014

Jump Packs

Jump pack usage is particularly relevant to Blood Angels players.

This can be found in the Unit section under Jump Units.

Angels of Death have the complete breakdown on this here.

To actually get into assault, it is always better to use your jump pack in the movement phase.

What if things are looking a little desperate and it is time to make a calculated gamble to get off Hammer of Wrath? Up to 5 inches is pretty much a lock. 6" is still over 90%. 7" drops it to over 80%. 8" will drop it to 65% and everything else is under 50% after that. Unless you think it will be last turn or a way to kill a unit to take the objective, those Hammer of Wrath attacks are not that particularly strong nor valuable compared to the increased chance of actually making your assault.

Sunday, July 6, 2014

Best of 7th Edition Links

Here is a compilation of the best 7th Edition Links now that there has been enough time to digest most of the changes.

Let's start with the quizzes by Thor at Creative Twilight.

Movement Phase

Psychic Phase

Shooting Phase

Assault Phase

General Overviews

Frontline Gaming

3++

Team Belgium

More Detailed Overviews

From the Fang

Part 1

Part 2

Part 3

Part 4

Part 5

Imperator Guides

Part 1

Part 2

Part 3

Detailed Tidbits

3++ Alter of War vs. Maelstrom

3++ Small Changes

3++ Jink Saves

Psychic Phase

3++

Frontline Gaming

Torrent of Fire Mathhammering

Specific Blood Angels

7th Edition B&C

7th Changes B&C

Psychic Powers B&C















Wednesday, June 4, 2014

Blogging Update

I will be updating a few things on Blood Angels' Devastators and hopefully posting more often.

Sunday, February 16, 2014

Blood Angels Painting Tutorial from Tale of Painters

Tale of Painters Blood Angel Painting Tutorial

Link

I will make a copy in case of later broken links or whatnot, so don't worry.

Friday, December 27, 2013

Techmarine

I nabbed a Techmarine off of an Internet auction for my son. I put on a plasma pistol to help remind me if he has a servo-harness on where he gets a twin-linked plasma pistol and flamer. Maybe I should add a scope to remember it's twin-linked too...

Your basic Techmarine comes in at 50 points from the Elites slot. It can fix vehicles on a 5+, bolster a ruin adding +1 to the cover save and has one extra S8 AP1 attack. For 25 points more you can upgrade to a servo-harness to be able to shoot that twin-linked plasma pistol and the flamer (as long as you don't fire with your boltgun or bolt pistol) and you get an extra S8 AP1 attack (2 total) and fix vehicles on a 4+. If the Techmarine came with Feel No Pain or a 5-6+ invulnerable save, I'm sure we would see a lot more of them on the table. If you pull them out of a vehicle, try to not leave them out in the open. Have them blocked to line of sight or in a squad hopefully within the Sanguinary Priest Feel No Pain bubble.






Monday, December 23, 2013

Video Content


Flashgitz made some Space Hulk videos, and they're a little old but new to me.







Saturday, December 21, 2013

The Return

A quick message to announce that more regular blogging will commence following the Techmarine's prayer's to the machine spirit and the striking of the runes on this machine of war.

For the Emperor and Sanguinius!



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