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Sons of Sanguinius: a Guide to the Blood Angles codex.
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Old 19 Oct 2008, 21:20   #1 (permalink)
Shas'El
 
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Default Sons of Sanguinius: a Guide to the Blood Angles codex.

Well, this has been something I've wanted to do for a while. I started it once during the summer, but I wasn't able to finish it. However, I'm once again inspired by Bolter and Chainsword's Blood Angels community. Sooooo......

MISSION STATEMENT:

This guide is meant to be a sum-total of Blood Angels possibilities. It is NOT to say which style of play is the only correct one, or which ones are to be banned; it is NOT to say that one unit is the only way to win, while others will make you lose; it is NOT to make you dependent upon a particular group of units, or a particular strategy. This guide is to tell you what each unit will bring to the field if you decide to take that unit by examining the strengths and weaknesses of each, yet no unit is to be trod upon as useless-- indeed, if there was such a useless unit, then it would not be included in this guide at its completion of all units, and this guide will have all units, because each has something to bring to the table, no matter how trivial or rarely-used that advantage is. It is to get the reader into the habit of looking at what a unit has to offer, and whether that will be a valuable asset to his or her respective list, or whether to do such a thing would be points that could be better spent elsewhere.

Now that we have that stated, We can move on to the Units.

HQ:

Dante-He is an extremely great HQ unit for Blood Angels. He is mobile with his jump pack, protected with his Invulnerable Save, has very unique and useful weapons, and gives those units near him preferred enemy, along with weakening the enemy. It is a great option to field him, as your troops will perform as godless killing machines that worship the God Emperor. IMO, much better than Abbadon, or any of the Chaos Special Characters for points value and mobility (and his invulnerable save is higher), and definitely better than any Tau HQ. He's even comprable to a Hive Tyrant. His usage is highly recommended. However, it should be noted that people often describe him as absolutely key to victory- this is not the case, as otherwise the humble author's record would be 0/0/7 instead of 7/0/0.

Mesphiton-Even though he does not have a jump pack like some other Blood Angels characters, the Wings of Sanguinus ability allows him to act as if he had one, making his mobility nearly equal to those who do. As a psyker, he is outstanding- his powers can bolster your forces as well as harm your enemies, and he can perform both in the same turn! He is also a great complement to Lemartes, as the piling together of powers is quite gratifying for those of you with the Red Thirst. His Psychic hood is also a great defense against highly- psychic armies, especially those with double-lash, with his high Leadership. However, he is still risky, as using several psychic powers give him an unprecedented chance to wound himself. He is probably the safest Plasma Pistol user possible, seeing as he has his Artificer Armor and FNP; however, the amount he costs is great. In addition, he is very vulnerable to instant death from weapons such as railguns or Carnefexii, and has no invulnerable save, so with just one shot or blow, you may have just lost quite a big chunk of your army. Force Weapons can also cause that problem, but his psychic hood is a very good defense against them. Even if he does survive the barrage of weapons that may cause him instant death, the lack of an invul save puts him in grave danger of Power Weapons and high AP shots that negate FNP.

Lemartes- He is a well-balanced character. His cost is nearly the same as a regular jump chaplain, yet his benefits make him unique, and well worth the extra 5 points. He is mobile with his jump pack, and is quite a match for Death Company with Jump Packs. His Death Mask can help if somehow your Death Company miraculously does not either wipe the opposing unit out completely or be wiped out themselves. He has an invulnreable save, so he is protected from Power Weapons and other prohibitive fire.

Corubulo- Very good in terms of raw support ability. However, unless stuck in a rhino, which subsequently may be destroyed with its small AV 11, he lacks in mobility. Fortunately, he has an invulnerable save, so he is protected from things that would deny him his armor save. When pairing him with the Death Company, his ability to give the units around him Furious charge becomes redundant, and he lacks the Litanies of Hate of the Chaplain, yet his exsanguinator may save one of them from death, and he is allowed to control them.

Tycho- A rather interesting character. Obviously a good choice against Orks, His combi-Meltagun in a way limits him. He suffers from the immobility of corrubulo, yet he does have the saving grace of both Artificer Armour and an Iron Halo. He seems a bit odd compared to the other characters, having nothing unique to himself.

Chaplain- The chaplain is possibly one of the closest things to neccesary in a Blood Angels army as you can get. You will require either him, Lemartes, or Corrubulo to control your Death Company. He automatically comes with a power weapon, and has some very awesome special powers. He complements the Death Company nicely, being able to go on foot, or in a transport, or take a Jump pack, in addition to being able to take a bike or Terminator Armour (even though the last option is slightly of less value than on other units, since the Rosarius grants the Chaplain a better Invulnerable save than that which comes from terminator armor). He also has a unique quirk- he can take a powerfist, yet when charging or if charged by a horde of non-powerfist neccesary units, he may just put the Powerfist away and bring out his crozius, allowing him to strike at his regular initiative and get the extra attack from 2 CCW. His option to take a combi-weapon is also interesting, as it can help greatly in a variety of situations. The combi-flamer can help the Death Company to kill hordes by softening them up slightly, the plasmagun option may help in case they are going to assault something with a high armor save or toughness, and the caombi-Meltagun can break open a rhino so he and his Death Company can assault the unit inside (hooray for 5th ed rule change!)

Librarian- The Librarian can be a true fiend. It has the Wings of Sanguinius psychic power, so it can accompany a unit of assault marines without needing a jump pack (even though, if one is afraid of making psychic tests every turn, that is still an option). Even better, he may use this power not only when in Power armor, but may instead take a bike and become a jetbike, or instead take terminator armor and make a flying Tactical Dreadnought-- something that would be extremely feared if only it could apply to an entire squad of terminators. however, if this range is not needed to get into assault, then either the force weapon may be used, or Might of Heroes, which can be very fearful indeed. He also has a psychic hood, which can be a gosend against armies that use psychic powers, such as a double-lash army. However, unless he takes Terminator Armour, he lacks an invulnerable save, and when he does take Terminator armor, he lacks Frag and Krak grenades and also a Bolt pistol to boost his attack, yet gains a stormbolter.

Company Captain
- A great all-around choice. You could make him an anti-infantry slaughtering machine with a pair of lightning claws and a storm bolter or combi-flamer, or have him be a lone tank hunter with a Powerfist or Meltabombs and a combi-melta or plasma pistol. You could make him into whatever you want. He can be given a bike, or a jump pack, or terminator armor, so his choices are many. In addition, he also has an Iron Halo, and gives your own units a boost through Rites of Battle.

Honor Guard- a very versatile unit, they can take a number of upgrades beyond what regular assault veterans can take, and provide an army with several otherwise absent characteristics. As an added bonus, they take up no FOC slot, yet are dependent upon how many Independent Characters you take, and as all HQ choices are Independent characters, you will always be able to take at least one. They can take a multitude of Power weapons, up to the point where all but one of them has a power weapon. In additon, they can be very mobile with either the choice of Jump Packs, or A Rhino, Razorback or Drop Pod. Each of their various characteristic upgrades is described below.

-Sanguinary Priest- The Exsanguinator that comes with this upgrade is very useful, as it allows you to ignore a failed save. One of the best uses for this is to place it near a squad of marines with a plasma gun, or take one in the squad. That way, if it overheats, you can be sure that the model carrying the gun will still be alive even if you fail your save, and your very expensive Plasma upgrade is not wasted. In addition, it is a failsafe against rending, Tyranids Implant attacks, and other such lethality for your Characters who have invul saves. With the addition of vehicle cover saves, it could easily save a tank from death (probably by injecting the crew with combat drugs that will remove the shaken and stunned results, or saving the crew from dying in a destroyed result).

-Tech Adept- Much like a Techmarine, but able to be more mobile with a Jump Pack or Transport. However, the ability to repair vehicles clashes with the other functions of a Honor Guard, rendering it a bit unusable (save for the Power Weapon and Artificer Armor).

-Standard Bearer- This upgrade is very useful for the amount of points it costs for similar upgrades in other armies, and has the added boost of the range being 6" rather than just a sole squad as it is with chaos, but the downside is that it is limited to only Honor guards. There is some amount of redundancy, however, with ATSKNF.

-Company Champion- There is little difference here between this Honor Guard and a non-upgraded one, the only advantage being the combat shield which no other member of the Honor guard may take one and gain a Invulnerable Save in close combat, which can be useful against power weapons.

Elites:

Death Company- Extremely good at taking out anything in close combat. They are more durable than the standard marine with FNP, and better in CC due to rending. However, they will charge straight towards teh enemy unless they have a chaplain, and this may requite them to do very dangerous feats, such as take otherwise unnecessary dangerous terrain tests, and go into open ground where they will be easily picked off in shooting, so taking a chaplain with them, or other unit that will allow them to move under your control in order to preserve them from avoidable danger. However, with Furious Charge, they will easily destrot most units with an excess of attacks at raised initiative and strength, and also possibly Litanies of Hate if you took the chaplain. Without any upgrades, they are already 33% more deadly in CC than a standard marine if they select a Chainsword over a Bolter. However by themselves they have a problem with mobility, and as a Close-combat unit, mobility is key. There are three options, being Jump packs, Drop Pod and Rhino. The Drop Pod is a very dangerous option, as you will not have a chance to get into assault the turn you deep strike, and after you deepstrike, you have no added mobility. The Rhino is better, as you may move up to 18" a turn, get protection due to the rhino's armor, and also get back in, but there is still the problem of not being able to assault after you disembark, and there is also the problem that if the Rhino gets destroyed, immobilised, or shaken they will lose their mobility, and also if they are inside the Rhino, there is danger if it explodes to the Death Company and any other models inside. The Jump Packs are the most reliable option, and also allow you to deep strike, But afford no protection. However, they are the cheapest option if the Death Company numbers 6 models or less, yet requires you to also take a similar option on your chaplain. Whatever solution you decide upon for the mobility, it is advisable for you to take the free ones you get from the squads you take.

Terminators- Terminators are extremely resilient, as they have their great save and also a built-in Invulnerable save. They are great to take down vehicles or Monstrous Creatures if they either keep their Powerfists, or are even better when upgraded with Chainfists or Thunder Hammers. With lightning claws, they are outstanding at taking down infantry in large numbers due to the increased number of wounds inflicted. They can also be a very tough unit for an amount of firepower, especially with the Assault Cannon. They lack some element of mobility, yet can make up for this if taken with a Land Raider or Teleporting. In addition, their cost is the same as their counterparts from the Dark Angels codex, instead of 30 points higher as with all other Death Company-producing units, in a way giving you a comparatively 'free' Death Company.

Furioso Dreadnought- This Dreadnought is extremely deadly in Close Combat against both regular infantry and Vehicles. With the two Dreadnought Close combat weapons, its strentgth will be less easy to reduce as a regular dreadnought. With its meltagun, it is a highly effective Tank buster, and due to a rules change in 5th, if you shoot at a transport and destroy it, you may assault its contents if your opponent is foolish enough to place them on your side of the wreck, or if they are unlucky enough to have the transport explode. It is a footslogging unit, yet this can be solved with a drop pod if it is necessary. Its already formidable AV 12 can be improved with the Venerable upgrade, and the Extra Armour has an added bonus that other vehicles do not have: it still allows the Dreadnought to charge. This is only complemented by the Death Company upgrade, although keeping it near the chaplain can be desireable, but not as urgent as it is with the Death Company.

Dreadnought- The Dreadnought is a reliable fire platform that is still formidible in CC even without its CCW because off its high armor value. Its choice of Weapon will determine how it may be used- with the standard Assault Cannon, it is good for mowing down infantry (and then charging them, maybe); with the Missile Launcher, it is reliable for taking out vehicles and, to a lesser extent, infantry; it is vice-versa with the TL Autocannon. Plasma Cannon is good at destroying vehicles and Heavier infantry, such as Terminators or Marines, and the Lascannon is obviously extremely good against Vehicles and Monstrous creatures. The upgrades and the mobility is the same as the Furioso, but the mobility is not as serious a problem as for the short-range Furioso, even though dropping something with a Lascannon behind a Leman Russ can be quite spectacular to watch.

Techmarine- Quite obviously, the techmarine is the savior of vehicles that are immobilised and are within one or two turns of being charged by a Carnifexii, as if the vehicle remains stationary, it will suffer a number of high-strength hits that will automatically hit. This is also a good thing if you payed for an upgraded weapon, such as a turret lascannon for a predator, thusly saving you points, and possibly wasting those of your enemies if he payed for a combi-meltagun or a combi-plasma gun. However, this unit is a true fiend not only for his ability to repair, but also for his combat abilities. He already has a Power weapon, and may take a bolt pistol to further raise his attacks. He may also take a plasma pistol, which, on him, is a much safer option than most of his contemporaries due to his artificer armor and also multiple wounds. His servo arm allows him an extra attack that is equivalent to a single powerfist attack. However, the Servo-Harness further enhances this: He not only gets to re-roll any repair result, doubling your chances of a successful repair, and also gets a flamer and a TL Plasma pistol, both of which he can fire, or instead only one, and a weapon he carries on his person, and also gets two servo arms, which, with a full retinue of servitors, allows for six Marine Powerfist attacks in CC, all at the same strenght of a Marine's powerfist due to the Servo-arm entry. The techmarine has some problems with mobility, yet he can take a drop pod to allow him to deep strie, or either a rhino or razorback.

-Servitors- These are a generally great complement to your techmarine. They not only allow him to repair vehicles with more ease, but also provide him with some extra wounds in case he is attacked by power weapons, which he is vulnerable to without an invulnerable save, but also can provide him with additional vehicle-killing power, and also provide fire support with heavy weapons. It should be noted that these weapons cannot fire if the Techmarine and unit move, but since you have to replace your move with repair, this might not be such a hindrance as one might expect. However, if they do chose the option to get the heavy weapons for their extremely low points cost, then they will not be able to assist the techmarine in repairing the vehicle. Overall, they are a very cheap, elite unit with their raised WS and BS, and also they cost as much as a standard power fist.

Veteran Assault Squad- These assault squads are just like the Honor guard with similar upgrades, save that they lack the occupational upgrades, and have some additional weapons options. With their additional upgrades, they can become more specific as to be anti-armor or anti-infantry. To be the latter, they can take a combination of Power Fists, Thunderhammers, and melta bombs on the Close-combat option; as to shooting, they may take meltaguns and plasma guns and pistols(and their combi-weapon variants). As to anti-Infantry, they can take Lightning claws (wither alone or as a pair) and Power weapons; for anti-infantry firepower they may take Storm bolters, Flamers and Plasma Guns and Pistols (and their combi-weapon variants). In addition, they can gain an invulnerable save in CC by taking either combat shields or storm shields storm shields- for the latter, this would probably be best spent on the units with either thunder Hammers, single Lightning claws, Powerfists, Bolters, or Meltabombs so as to not reduce their close-Combat attacks. Without any upgrades, they are already 33% more deadly in CC than a standard marine if they select a Chainsword over a Bolter. This unit is highly mobile, as they have Jump Packs included in thier cost, and may also take a Rhino or Drop pod if they drop their jump packs.

((continued later on in thread))

((This thread is WIP for now, I'll finish the rest of the units shortly- it should go a bit more quickly, since the options and tactics are a bit more straightforward. Feel free to comment, and ask for something to be put in. I'll also add some other things seemingly out of nowhere either through personal revelation or through comments that I recieved on Bolter and Chainsword, as I'll be posting a parallel thread there.))
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Old 20 Oct 2008, 00:07   #2 (permalink)
Shas'Ui
 
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Default Re: Sons of Sanguinius: a Guide to the Blood Angles codex.

Quote:
-Sanguinary Priest- The Exsanguinator that comes with this upgrade is very useful, as it allows you to ignore a failed save. One of the best uses for this is to place it near a squad of marines with a plasma gun, or take one in the squad. That way, if it overheats, you can be sure that the model carrying the gun will still be alive even if you fail your save, and your very expensive Plasma upgrade is not wasted. In addition, it is a failsafe against Instant Death for your Characters who have invul saves. With the addition of vehicle cover saves, it could easily save a tank from death (somehow, since it is a model).
N.... No, no not really. First of all, an exsanguinator explicitly cannot be used against Instant Death, regardless of whether you have an invulnerable save or not. As far as Vehicles go, why don't you try sticking a medical needle through armoured plating and tell me how that works out for ya. I don't even think the 'two aspirin and call me in the morning' bit would work.

The rest of the article is pretty well-written, if a bit redundant at some parts since there are plenty of tacticas that cover what Space Marine units do. Keep going though, I do want to see the rest completed. I'm tempted to write my own Tactica for the Blangels now that I've grown very familiar with them. We'll see if we can get a nice representation for the Sons of Sanguinius!
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Old 20 Oct 2008, 02:40   #3 (permalink)
Shas'El
 
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Default Re: Sons of Sanguinius: a Guide to the Blood Angles codex.

Quote:
Terminators- Terminators are extremely resilient, as they have their great save and also a built-in Invulnerable save. They are great to take down vehicles or Monstrous Creatures if they either keep their Powerfists, or are even better when upgraded with Chainfists or Thunder Hammers. With lightning claws, they are outstanding at taking down infantry in large numbers due to the increased number of wounds inflicted. They can also be a very tough unit for an amount of firepower, especially with the Assault Cannon. They lack some element of mobility, yet can make up for this if taken with a Land Raider or Teleporting.
Something to note here; unlike most other Death Company producing units, these guys do not cost an additional 30 points over their Dark Angel equivalents. This is a small plus, but it's there. They essentially give you a "Free" Death Company member.
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I believe so, I get mine at Walgreen's for around $7. Brake Fluid works too (Pine Sol Works on metals, not so well on plastics), but I prefer the spraycanniness of the Easy Off. Spray it (Wear gloves, it's important), let it sit, and take a toothbrush to it later.
so what your saying is that oven cleaner can remove paint from plastic models? and after that, you take a toothbrush to your plastic model, and the paint just comes off?
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Old 20 Oct 2008, 04:19   #4 (permalink)
Shas'El
 
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Default Re: Sons of Sanguinius: a Guide to the Blood Angles codex.

Quote:
Originally Posted by Kaffl
Quote:
-Sanguinary Priest- The Exsanguinator that comes with this upgrade is very useful, as it allows you to ignore a failed save. One of the best uses for this is to place it near a squad of marines with a plasma gun, or take one in the squad. That way, if it overheats, you can be sure that the model carrying the gun will still be alive even if you fail your save, and your very expensive Plasma upgrade is not wasted. In addition, it is a failsafe against Instant Death for your Characters who have invul saves. With the addition of vehicle cover saves, it could easily save a tank from death (somehow, since it is a model).
N.... No, no not really. First of all, an exsanguinator explicitly cannot be used against Instant Death, regardless of whether you have an invulnerable save or not. As far as Vehicles go, why don't you try sticking a medical needle through armoured plating and tell me how that works out for ya. I don't even think the 'two aspirin and call me in the morning' bit would work.

The rest of the article is pretty well-written, if a bit redundant at some parts since there are plenty of tacticas that cover what Space Marine units do. Keep going though, I do want to see the rest completed. I'm tempted to write my own Tactica for the Blangels now that I've grown very familiar with them. We'll see if we can get a nice representation for the Sons of Sanguinius!
Right about instant death thing, but the Vehicle cover save is still a save. It'd probably work for Ard Boyz and other things. And remember, it isn't neccesarily sticking a needle into a tank-- the units do have crews too, and that is why there is the Crew Shaken and Stunned results. And as to a dreadnought, the same applies. In addition, he could save them from vehicle destroyed results, since when the vehicle is destroyed, the crew is assumed to have died.

EDIT: Already to 2nd post...... wow, didn't expect that so fast.
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Old 20 Oct 2008, 05:56   #5 (permalink)
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Scout Squad- This unit is very versatile, and can take a number of options depending on how they are to be used. Without any upgrades, they can provide a considerable amount of firepower from a strongpoint, or can possible seize a building and man its weapons before it would be otherwise possible. They may be made into a more close-combat oriented unit by the addition of chainswords/combat blades, shotguns, and a power weapon on the Sargeant. They can also take sniper rifles, which makes them a boon against high toughness creatures, especially the armor-save lacking Greater Daemons, and also the extremely tough Chaos Spawn, and are still dangerous to units that lack an invulnerable save due to their rending ability. In addition, they may take a Heavy Bolter to help with hordes of infantry, or a Missile launcher, which may help with both vehicles and also Monstrous creatures, and slightly against high-toughness infantry. There is also the option to take a Power Fist in case an unlucky vehicle draws near. Scout Squads are probably best kept in cover, as their armour save is easily penetrated by weapons that would not penetrate the armor of a regular Marine, such as Tau pulse rifles, and lack invulnerable saves. If set up normally, they provide a problem with their mobility, yet they also have the option to infiltrate and outflank, each of which has additional tactical value in addition to their mobility, and they can also take a Drop Pod.

Troops:

Assault Squad- The Assault Squad is the more assault oriented of the two Troops choices. They are obviously assault oriented, hence the name. They can further enchance this power through options for the sargeant: If they are to grind through the troops of other armies, then he may take a power sword to help him greatly against units with high armor saves. If the squad is to assault monstrous creatures and vehicles, then a Powerfist is in order, or melta bombs, although they will provide no help with the former. He may also take a Combat shield to provide himself with a defence against weapons that would pierce his armor in Close Combat. However, assault alone is not always the best way to defeat an enemy, and to help in the shooting phase against their target in assault, they can take powerful plasma pistols to puncture armor in vehicles, drain the health of monstrous creatures, and also help against tough infantry. It is especially devestating when a transport is destroyed or explodes and releases its cargo of the enemy, which in 5th ed can be assaulted if they have to disembark from their transport. Mobility for Assault Squads is nary a problem- they come equipped with jump packs, and are already able to deep strike, and if desired, can take a Rhino or Drop Pod. Each of these has their own advantages, as discussed in the Death Company topic.
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Old 20 Oct 2008, 16:26   #6 (permalink)
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Originally Posted by Dark Ace Cipher

Dante-He is an extremely great HQ unit for Blood Angels. He is mobile with his jump pack, protected with his Invulnerable Save, has very unique and useful weapons, and gives those FRIENDLY units (a big advantage in Apoc or tag-team, since allies recive benefits too) near him preferred enemy, along with weakening the enemy.
Just one thing to point out, Dante's Inspiring ability is "any friendly unit of Blood Angels within 12'' of him".
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Old 20 Oct 2008, 17:22   #7 (permalink)
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Looking at the dex, there was one key thing i wanted clarifying:
Normal Assault squads get 1 attack base, this is bumped up by them having bp+cc wep to two attacks, three on the charge, per marine. Comparing to codex marines..
Veteran assault squads and DC have 2 attacks base, bumped up to 3 by their bp+cc wep, 4 on the charge, per marine.

Correct, no? :-X
If so, maybe worth adding in to the Vet assault squad entry that they are 33% more killy than normal assault marines on the charge :P

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Old 20 Oct 2008, 19:49   #8 (permalink)
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Default Re: Sons of Sanguinius: a Guide to the Blood Angles codex.

Pulse rifles don't penetrate scout armour, Pulse rifles are AP5 while a scout armour save is 4+
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Old 21 Oct 2008, 00:39   #9 (permalink)
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Default Re: Sons of Sanguinius: a Guide to the Blood Angles codex.

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Originally Posted by Deris87
Quote:
Originally Posted by Dark Ace Cipher

Dante-He is an extremely great HQ unit for Blood Angels. He is mobile with his jump pack, protected with his Invulnerable Save, has very unique and useful weapons, and gives those FRIENDLY units (a big advantage in Apoc or tag-team, since allies recive benefits too) near him preferred enemy, along with weakening the enemy.
Just one thing to point out, Dante's Inspiring ability is "any friendly unit of Blood Angels within 12'' of him".
Thank you for pointing that out, somebody else on B&C caught on to it. Stupid line ending :P.

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Originally Posted by Thantos
Looking at the dex, there was one key thing i wanted clarifying:
Normal Assault squads get 1 attack base, this is bumped up by them having bp+cc wep to two attacks, three on the charge, per marine. Comparing to codex marines..
Veteran assault squads and DC have 2 attacks base, bumped up to 3 by their bp+cc wep, 4 on the charge, per marine.

Correct, no? :-X
If so, maybe worth adding in to the Vet assault squad entry that they are 33% more killy than normal assault marines on the charge :P

I nominate you for a Karma cookie
Hm, that is true; however, both the Vets and the DC have the option to take Bolters, so it is slightly different. And that applies to sargeants too, unless they have a Powerfist.

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Pulse rifles don't penetrate scout armour, Pulse rifles are AP5 while a scout armour save is 4+
AARGH! Was switching the statline for bolters in my head... thanks for pointing that out.
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Old 21 Oct 2008, 08:34   #10 (permalink)
Shas'Saal
 
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Default Re: Sons of Sanguinius: a Guide to the Blood Angles codex.

Good job - can't wait to see the rest
Rmyr
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