Editing
Warhammer 40,000/8th Edition Tactics/Blood Angels
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Dedicated Transports=== *'''Rhino:''' 10 Wounds and a 3+ make the old [[METAL BOXES]] harder to crack open than ever before, and it comes with a mean new trick- at the start of the turn, you roll a d6, and on a 6+ the Rhino restores a lost wound. It might not seem like much, but it can make the difference between moving 12" and 6" if it moves you back a step on the damage table. *'''Razorback:''' Transports that produce offensive output, like a Razorback, are VERY strong this edition. 8 lascannons fired by devastators will not destroy a Razorback in one turn on average. That is a lot of Dakka to absorb. If you run them with Heavy Flamers, then no matter how injured your Razorback is, it will still always autohit, until said Razorback is dead. *'''Drop Pod:''' Grants a Power Armor unit deepstrike. Tactical Marines can use it to capture objectives, and hamper enemy movement. Melta units can get in close for a hard strike. Assault units can charge out of it if you can make 9 on 2D6. No longer scatters and arrives at the turn you chose. He's now cheaper than a rhino as of Chapter Approved ** You may think these guys aren't good, here where you're wrong. These models are cheaper and now being the only unit in the entire game that can do this, but drop pods can now deep strike turn 1 and don't count towards your maximum tactical reserves ** Get a bunch of assault marines without jump packs, shove a librarian into one pod with them, drop turn one and Wings of Sanguinius your way into your enemies lines and smash whatever important guns he has hiding. *'''Land Speeder Storm:''' The scout-only pimp-mobile is not a straw box. But on the other hand it is a lot shootier than the Rhino. Also open-topped so you can have the scouts add their fire. Better than a Rhino for scouts since it doesn't degrade and won't auto-die when a lascannon looks at it. Should you want to deploy it, give the scouts inside a heavy bolter so you can shoot two. *'''Repulsor:''' Holds 10 Primaris Marines (models with Gravis armor count as 2) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. While it can be built to be a veritable battle tank in its own right, it is a heavy point sink and requires support to get the most out of its statline. As most of its anti-tank damage comes from having the potential to equip the equivalent of four lascannons, it might be best to aim for a mixed build to capitalize on its potential to melt hordes and severely damage vehicles. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you're probably better off taking a Land Raider variant. It also has the FLY keyword with all of it's dis-/advantages. Take it with a squad of 8 Reivers, a Primaris Chaplain and Apothecary for a rather mean, if expensive assault/harassing Unit. Just hope it survives the onslaught of AT weapons long enough to get them in position. ** If you're just looking for lots of lascannons or horde-clearing weaponry, there are probably cheaper - if somewhat slower - means of getting them on the table, like a Devastator Squad or Redemptor Dreadnought. Anti-armor setups in particular have the issue that the las-talon has only half the range of the twin lascannons, which means it'll only be able to unleash half its anti-armor firepower at its farthest range. At that matter, most of it's other weapons struggle with an equally short range compared to most vehicle-mounted weapons, so it will likely need support when dealing with long-ranged attackers. Defensively, it's nearly identical to a Land Raider; although its armor is only a 3+, it has the same number of wounds as a LR and does a good job at discouraging charges with its Repulsor Field rule (-2 from any charge rolls). The optional Auto Launchers supplement this with an extra -1 to hit on opponent shooting rolls if the Repulsor doesn't shoot. *'''Impulsor:''' The dedicated primaris transport we've all been waiting for. As it stands, minimum 79 points (which is including its 2 storm bolters) with a 14" flying movement (so, ignore terrain and Fall Back at will), holds up to 6 models (but can't transport Gravis Armor models), and as long as it didn't advance that turn it can disembark models ''after'' moving. However, said models can't charge that turn, so it still won't help you pull off a first turn charge. The unit can still shoot, though, so loading this up with Hellblasters and a Captain is a good way to get right up in your enemies face and start deleting something expensive. ** This model can also be equipped with a few special gear options: a pair of anti-air heavy stubbers that are pretty underwhelming, a frag/krak/flakk missile launcher if you're desperate for some more firepower, a 4++ invulnerable that will keep your boys safe if your opponent gets to go first, and a one-use orbital bombardment that can't be spammed but should let you get in a mortal wound or two. ====Forge World==== *'''Infernum Pattern Razorback:''' Razorback with multi melta. That's all. *'''Lucius Pattern Drop Pod:''' Costs 80 points, but worth it, especially when normal drop pods lost the ability to transport Dreads and you can charge out of it. ** Remember, that Lemartes gives re-rollable charge also to DC dreads, so you can create one of the strongest alpha-strikes with waves of Death Company backed up with dreads, re-rolling charges, and deep striking without scattering. *'''Termite Assault Drill:''' It's neither a drop pod or a rhino, but something of both. Like a drop pod, the Termite can be deployed at the end of a movement phase close to the enemy. Once deployed, however, the termite acts like a very slow Rhino. At 8 inches, this thing isn't going anywhere fast. Not to mention the melta cutter is so short-range its only real use is to fight back if it happens to be caught in the melee. So why bother? Well, the termite has some neat little things going for it. First is the transport capacity. At 12 standard marines(Not terminator, jump pack, or primaris) this little drill is quite the metal box. Add in that deployment and who cares if this thing only moves 8 inches a turn. Then there is the subject of weapons. Storm Bolters are the way to go most of the time due to the range and fire output. Heavy flamers are meh, though the increase in the movement has helped make the weapon somewhat more viable. Volkite chargers are iffy. They have more range and damage than the flamer but have a negative 1 to hit on the move. Honestly, the Storm Bolters are your best bet. The termite also has a decent melee game, though this is more for protection than anything. That being said, the drill makes for a nasty anti tank melee weapon. Now for the bad news. This thing is expensive points-wise, way more so than the drop pod. **Much, much better at blocking LOS for a squad than a Drop Pod. Consider using one to attack an exposed enemy, with the disembarking squad attacking and the Termite covering for them. With luck, you'll eliminate the target and leave your guys blocked off from retaliation.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information