Thursday, April 7, 2016

Hot or Not Elites Part 2

Rawdogger, from Frontline Gaming and Blood Angels player has been running a Hot or Not set of articles for the blood angels. Give them a click through.
Elites 2

Death Company Dreadnought (hot): Some good points here about the None Can Stay my Wrath rule and immobilization. I don't know how much sense it makes to take three of these dreadnoughts and no Death Company. I can see one drop podded in because they don't want it too close to the rest of the BA army. Otherwise, you should have some DC on the table if you are running them.

Furioso Dreadnought (hot): "Optimum" usage suggested is as a template laying down anti-infantry weapon is really running counter to the image of it as having double dreadnought close combat weapons. Again, this is poor rules design by the studio as a player could trade just one close combat attack and a built in weapon for the frag cannon. Regardless, feel no need to run the BA specific dreadnoughts merely because they are for us. Use what feels right for your forces and adds to the story.

[Tactical] Terminator Squad (not) and Terminator Assault Squad (hot): Unless you are doing boarding actions or running 1st Company, you should not have that many terminators on the field. You may want to throw your captain with either version (especially if your captain has upgraded his armour) in a Land Raider or Storm Raven. Don't lose perspective that the heart of your army is your tactical squads doing work (unless you are running 10th Company).

Vanguard Veterans (not) and Sternguard Veterans (not): If you are running veterans, just run the formation Sanguine Wing and get all the upgrades because that is what they lovingly deserve. If you are looking to run an infantry heavy force, this is a nice starting point for an army that will push your tactical genius on the board.




Tuesday, April 5, 2016

Hot or Not Elites Part 1



Rawdogger, from Frontline Gaming and Blood Angels player has been running a Hot or Not set of articles for the blood angels. Give them a click through.
Elites 1

Command Squad (hot): Basically using them as a meltacide unit out of a drop pod is an embarrassment. The only way to run them is with your company captain to heroically strike back against the enemy tide. If you are going to paint those models up right, let them hold some focus on the battlefield for your enhanced pleasure.

Death Company (hot): This is a very, very personal choice as to how many brothers have fallen and have joined the Death Company. I recommend going light to heavier as you progress through a campaign or a set of narrative games. The blood lust will be building in your army as they continue the grind of war and see brothers fall in the field.

Lemartes (not): If you have decided against using an HQ slot for a chaplain, Lemartes is a nice compromise to add in with your Death Company. Opponents still may underestimate lower powered units or devote too many resources to killing them if they are feeder units.

Sanguinary Guard (not): If you are running Dante, the Sanguinary Guard should probably be there too. This is a rather awkward unit that was slipped into the 5th Edition codex and some unfortunate aesthetic choices- wings, nipples and even perhaps gold armour. Ideally, this unit is best seen as an apocalypse game unit led by Dante. You don't want to run them where they will be a prime focus by the enemy and see them wiped from the battle in one turn.

Dreadnought (not): Dreadnoughts are pretty iconic, so don't forget to run one every once in a while. It may actually be a pretty nice counter attack unit (assault cannon, dccw), so don't be afraid to use unconventional units for certain battlefield roles. You know your units, so use that to your advantage for deception and keeping your opponent off-balance.

Image result for blood angel dreadnought





Monday, March 21, 2016

Hot or Not Troops

Rawdogger, from Frontline Gaming and Blood Angels player has been running a Hot or Not set of articles for the blood angels. Give them a click through.

Troops

Tactical Marines (hot), Scouts (not), RH1N0 (hot): Tacticals seem superior to scouts. The scouts in the Marine codex almost seem too good compared to Tacticals. The heavy flamer synergizes with putting them in a Rhino, but it seems odd for Blood Angels to being doing drive-bys. Your army should be formed by a core of Tactical marines, so you better get good at using them to their full potential while your enemy is focusing in on your killy units. Don't just min/max these guys. Name them and put them in dedicated squads and get used to their epic battles against most forces that will cause epic casualties.

It's probably not a bad idea to always throw a unit of scouts in with your army to harass the enemy and keep them off-balance as needed. Despite being BS and WS 3, they will usually get the job done.

Last, being a Blood Angel isn't all bad in that you get vehicles that don't sloth along. The Rhino can really draw some attention when you drive it straight at your opponent (thus becoming a feeder unit drawing fire from more important things). If an opponent ignores it, drive it to an objective until needed.

Thursday, March 17, 2016

Blood Angels' Codex Timelines Revisited

Here is the original post.

The 2nd Edition codex came out in 1996.

The 3rd Edition codex came out in 1998.

The 4th Edition codex came out in 2007.

The 5th Edition codex came out in 2010.


The 7th Edition codex came out in 2014.

We are now over two years into this book, and it has proven to be a fairly large disappointment. I am left wondering how long until we will be looking at a new book.

I was correct in wondering whether there wasn't going to be a 6th edition codex. I feel firm in my conclusion that there needs to be an advocate for Blood Angels in the design studio.


4th Company on Codex Needs

The Fourth Company Librarium has run an article on the Blood Angels Codex needs here.

4th Company splits the issues into datasheets vs. detachments/formations.

Datasheets

Blood Angels have gone through a very difficult time similar to Dark Angels where everyone gets your items and others have some things point reduced in comparison. 4th Company lists issues with Terminators, Vanguard, Scouts, Dreadnoughts and Tank squadron issues. I would also tack on that bizarre situation where we cannot take the Land Speeder Storm and Stormtalon Gunship.

There is also the issue of Devastators not being able to use grav-cannons and Assault squads Eviscerators. I have written to GW about this with no response, unfortunately.

4th Company also has concerns about anti-air, I would tend to agree about getting access to Hunters, Stalkers plus the aforementioned Stormtalon. I would have to disagree about giving the Baal Predator Skyfire as it doesn't make much sense based on the weaponry that is more short ranged against infantry.

I understand that there needs to be some distinctiveness between the codices. I like how the Dreadnoughts are different or no access to certain items but not at the cost of leaving massive weaknesses or just not being able to use all of the weapons in basic kits like Devastators or Assault squads. Further, why are Blood Angel Tactical marines allowed to use a heavy flamer but not Space Marines (especially Salamanders)? It makes no sense other than that the Blood Angels Tactical squad comes with a heavy flamer in the box because the sculptors decided to do it.

These are pretty simple and basic things that should never have happened in the first place to the BA codex. Why did GW need to rankle the BA players by actively annoying/ignoring them.

Detachments and Formations

4th Company is looking to bring the BA up to date with the Space Marine Gladius or the Armoured Task Force for example. Additionally, they look to build off of the existing formations to make them viable.

Battle Brothers Updated

Go ahead and check out the Battle Brothers links on the sidebar, especially for podcasts to check out.


Tuesday, March 15, 2016

Hot or Not HQ Part 2

Rawdogger, from Frontline Gaming and Blood Angels player has been running a Hot or Not set of articles for the blood angels. Give them a click through.

HQ Part 2

The Sanguinor (not): He is bemoaned for not being an independent character, but he is not really possible to be part of one due to his sudden, unexpected appearances on the battlefield. He almost should be like a summoned daemon where in games of above 1800 points he could come in if you have had two units wiped out or you are down 2+ maelstrom points at the end of a turn. He could come in and try to save the day. Anyways, if you like this rather unusual character, bring him out to do some work on anything without a 2+ armour save.

Astorath the Grim the Blood Angels high chaplain (hot), Chaplain (hot): GW has really continued its emphasis on chaplains for the Blood Angels, more specifically the Death Company, although we did lose the Reclusiarch option. Generally, Astorath is a weird character as he travels between Blood Angels and their successors, so you would not need to do the "counts as" with him for successors.  If you like the flayed skin armour look, go ahead and use him as you will but there is some pretty stiff competition for model aesthetics from the  new winged death company chaplain as well as the legendary Lemartes model. Spoiled for choice, choose the one you want to paint. In regards to the regular Chaplain, you probably would run him when you are not using Death Company because you want something to look badass on the board and toughen up something you can deliver into combat.

Blood Angels Chaplain With Jump PackAstorath the GrimLemartes, Guardian of the Lost

Sanguinary Priest (hot), Brother Corbulo (hot): This choice is going to be divisive. First, it is interesting to see apothecaries as HQ choices. I think it works for Blood Angels considering how important they are fluff wise in terms of the curse. It also fits in the same way you would let a chaplain lead smaller raids (or points games) where the company commander would not be involved. Previously, the option of running them all over the board with three available a slot obviously rubbed some opposing players the wrong way. Also, the new fetishized design aesthetic for the priest makes it a tough choice. It really should have just been labelled a Corbulo sculp update and left the old Sanguinary Priest alone. The other much older apothecary options have also quietly been culled other than the command squad. Disappointingly, the tactical dreadnought armour option is no longer available for making your own survivable priest. At least the helmeted version is available for the new one which kind of makes it a dual Corbulo / regular Sanguinary priest kit.

Brother CorbuloSpace Marine Command SquadSanguinary Priest

Techmarine (not): Narratively, a Techmarine is simply brilliant. Hunting for technology or a relic- he has all the sensors you need. Have an armoured convoy under ambush, he needs to be there. Needing to deliver a Techmarine to a radar array to be repaired is a great mission. Suddenly, this oft-ignored model is the center of the action. You are also spoiled for design choices.