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==Stratagems== To access the complete list of Blood Angel Stratagems, you will need The Blood Angel Codex and Psychic Awakening: Blood of Baal. Please note that Blood of Baal does not invalidate existing stratagems the way that Codex Space Marine 2019 did, at least not until we get a FAQ saying otherwise. ===Codex Blood Angels=== ====Codex Space Marines 2017 Copypastes==== *'''Armour of Contempt (1 CP):''' Gives a vehicle a 5+ save vs Mortal Wounds for a phase, used right before a vehicle would take a Mortal Wound. *'''Auspex Scan (2 CP):''' Allows a single friendly unit to fire on an enemy unit within 12″ of one of your Infantry units when it is set up on the battlefield with a -1 to-hit modifier. Basically, the return of the Interceptor rule. *'''Cluster Mines (1 CP):''' Used when a Scout Biker unit falls back from combat. On a 2+, they deal D3 Mortal Wounds to a unit within 1″ before they leave combat. *'''Datalink Telemetery (1 CP):''' This stratagem is used when a Whirlwind fires on an enemy target within 12″ of one of your Land Speeders. The Whirlwind’s attacks automatically hit the target. *'''Empyric Channeling (1 CP):''' Used at the start of the psychic phase if a Blood Angels Psyker is within 6″ of at least 2 other Blood Angels Psykers. The Psyker can immediately attempt to manifest one additional power and when he does so, adds +2 to the test. ** Hilariously awful and so incredibly situational as to be practically useless - between 3 Librarians you can literally cast every available power anyway (and if they're within 6" of each other then its not like they're going to be out of range of their target), and a single model can't cast Smite more than once (and even if they could it'd be at a ''-3'' penalty). *'''Flakk Missile (1 CP):''' Used when a Blood Angels Infantry model with a Missile Launcher fires at an enemy unit with the Fly keyword. Add +1 to the hit roll, and if the target is hit, you deal D3 Mortal Wounds instead of the normal damage. *'''Hellfire Shells (1 CP):''' Used when firing an Infantry model’s Heavy Bolter. Instead of firing normally, fire one shot and on a successful hit you deal D3 Mortal Wounds to the target. Use this to get past tough units like Daemons, damaged vehicles, and units with a good Invuln save. *'''Honour the Chapter (3 CP):''' Select a Blood Angels Infantry or Biker unit to fight for a second time at the end of the Fight phase. ** Expensive but awfully useful. BA are a calculating army, and you almost always don't want to get bogged down in combat. Finish off the first target and move on to the next, and plan your consolidations in advance. We also have tough as nails characters, this helps them finish of other characters with invuln saves and what not. The more active your army is the better. *'''Killshot (1 CP):''' Use this stratagem in the shooting phase if a Predator is within 6″ two other Predators. Add 1 to the wound rolls and damage of all of the attacks of each Predator if they target a Vehicle or Monster. ** Now only effects baseline Predators, not Baal or Deimos patterns. Because we're just not allowed to have fun, are we? *'''Linebreaker Bombardment (1 CP):''' Used in the shooting phase if a Blood Angels Vindicator is within 6″ of at least two other Vindicators. Instead of firing normally, they pick a point within 24″ of all three tanks and every unit within 3″ of that point takes 3D3 Mortal Wounds on a 4+ adding +1 if they contain 10 or more models and subtracting 1 if they are a character. *'''Masterful Marksmanship (1 CP):''' This stratagem is used when a unit of Sternguard with Special Issue Boltguns shoots. They add 1 to their wound rolls in that shooting phase. *'''Only in Death Does Duty End (2 CP):''' Use this strat when a Character in your army dies, before removing the model they can either shoot as if it were the shooting phase or fight as if it were the fight phase. *'''Orbital Bombardment (3 CP):''' This stratagem is used once per battle, if your Warlord doesn’t move or fire their weapon normally, they may select a point on the battlefield visible to him. Every enemy units within D6″ of that points takes D3 Mortal Wounds on the roll of a 4+. Characters are hit on a 5+. *'''Tactical Flexibility (1 CP):''' Allows you to Combat Squad a unit of 10 Blood Angels that have the rule, splitting them up in to two 5 man units. *'''Wisdom of the Ancients (1 CP):''' Gives a Blood Angels Dreadnought a Captain's 6" re-roll 1s to-hit aura for that phase. **This includes your Chaplain and Librarian dreads. Very good for Libby dreads in the combat phase since it lacks a huge amount of shooting. Also works on a Redemptor, which is handy for when you need to overcharge a Macro Plasma Incinerator. ====Codex: Blood Angels Exclusive==== *'''Armoury of Baal (1/3 CP):''' The “extra Relics” stratagem. Your relics are all solid choices (well, aside from the Archangel's Shard), so the 3 CP version may actually be a good choice this time. *'''Behold the Golden Host (1 CP):''' Used after a Blood Angels unit with a Death Mask is set up on the battlefield; until the start of your next turn, the range of their Death Mask ability is increased to 12″. Very situational, but can be a real threat. Best used if you have some units in close combat or shooting that are guaranteed to make a good amount of damage. Deep strike a unit of Sanguinary Guard and activate this Stratagem to make the following Morale Tests extra painful for several units at once. *'''Death Visions of Sanguinius (1 CP):''' Use when mustering your army. Select any non-Primaris generic Captain, Chaplain, or Lieutenant; they gain the Death Company keyword and the Black Rage ability that comes with it. This can be a nice way to make your character even more killy and durable by giving him the Black Rage bonuses. ** Combine with gift of foresight warlord trait, and you have 5+++ rerolling 1s. *'''Descent of Angels (2 CP):''' Used in the Charge phase for a Blood Angels Jump Pack unit that has been set up on the battlefield that turn. They roll 3D6 for their charge instead of 2D6. This is an ability that is not to be taken lightly. Getting off charges the turn you arrive from deep strike is key, you can figuratively break your opponents with well timed charges. Now, keep in mind, this doesn't apply to terminators, who also can't benefit from Lemartes' re-roll for charges, so sanguinary guard/vanguards/death company are your focus. Keep the terminators in a land raider. **This brings your odds of pulling off a deep strike charge up to 74%, but you can't use this stratagem on multiple units in the same phase; Lemartes can help fix this for Death Company, bringing your odds up to 93.28%. Combine with Upon Wings of Fire, below, for maximum shenanigans. **Also makes it much easier to launch a long distance charge. So, if you brought a 15 man squad of death company, you can potentially tie up whole portions of your opponents army by simply getting one model stuck in *'''Forlorn Fury (2 CP):''' Used before the first Battle Round, but after the game begins; a unit of Death Company Infantry may move and advance as if it were the Movement phase. A Round 0 move will work wonders in getting them into charging distance. Especially useful for a Jump Pack unit, meaning 13-18" extra movement in turn 0. **2 Command points is taxing indeed, so use this strategy as a backup plan. Leaving a single MSU unit of DC with a hammer or two, maybe swords but preferably completely stock, will keep your opponent honest and will give you the easy option of a quick kill. Can also clog up choke points on the battlefield and/or tie up important footslogging blobs allowing your own army room to position. Consider the unit entirely expendable as chaplains/Lemartes can't tag along but this stratagem can surprise people. **Works wonderfully with the Death Company Intercessors from Blood of Baal, move them to a midfield objective and they will hold that for the next decade while double tapping with Bolter Discipline the whole time *'''Lucifer-Pattern Engines (1 CP):''' Use this stratagem after declaring an advance with a Blood Angels Vehicle (other than a Dreadnought or a vehicle that can Fly). Increase its movement by 6″, rather than rolling. If the unit is a Baal Predator, increase their movement by 6+D6″. Would be a lot better if you had more ground vehicles with assault weapons, since it turns a vehicle into a temporary bike. **Why hello Relic Sicarian...did you know red ones go faster? *primes red spray paint* *'''Red Rampage (1 CP):''' Used in the fight phase to give a Blood Angels Character that charged in the charge phase 1d3 additional attacks for the duration of the fight phase. Given that charging will cause Red Thirst to kick in, this means your character will be able to throw out even more attacks that wound on nothing worse than a 5+, but it's obviously best on characters that hit a lot already. **Mephiston with Quickening and this adds 2d3 extra s10 ap-3 d3 damage attacks that wound everything up to toughness 9 on 2s...holy shit it won't matter if there can be only one, there's gonna be nothing left! **Anyone in your HQ section will enjoy this for 1 CP, even the techmarines riding next to your BAAL predators. This is part of the combo which allows Jump Pack characters to kill greater demons! *'''Strike of the Archangels (2 CP)''': On the turn you set up a Blood Angels Terminator, it can re-roll all failed rolls to hit. A bit pricey for 2 CP, because either you are taking a shooty unit of Terminators to make guaranteed use of this Stratagem (meaning you're burning a lot of CP on mostly storm bolters, and not using your chapter tactic), or hitty ones, and due to the difficulties you'll have getting your Terminators to pull off a charge, one has to ask why you're not employing a Terminator Ancient or Chaplain instead. Because it costs 2 CP, not really worth it to buff a single character, either. Seemingly replaced by Fury of the First with PA (not Pennsylvania). *'''Upon Wings of Fire (2 CP):''' Use in the movement phase before moving a Blood Angels unit with a jump pack. You can remove it from the battlefield and deep strike it elsewhere, with the typical limitations. '''''Awesome''''', because this gives you so much flexibility! Reacting to an enemy deep striking unit? Done. Shifting over to a critical objective in the last moment? Done. Redistributing buffs? Done. Astorath can trigger his Mass of Doom, then redeploy to give his other bonuses to another group of units. The only limit is your imagination when you soar UPON WINGS OF FIRE. *'''Vengeance for Sanguinius (1 CP):''' Used in the Fight phase when one of your units fights a Heretic Astartes. For each hit roll of a 6+, you generate one additional attack. If fighting against Black Legion units, you generate additional attacks on a 4+. The extra attacks cannot also trigger extra attacks. **Hilariously and fittingly, this includes Abbadon. That armless failure can't catch a break. **Combine this with Astorath's Mass of Doom to generate the attacks on 5+ and 3+, respectively, provided you aren't using Power Fists or Thunder Hammers. ***Conversely, ''never'' combine this with a unit of hammers or fists ''without'' the Mass against not-Black Legion; you'll be incapable of rolling the 6s you need. ===Psychic Awakening: Blood of Baal Exclusives=== ====Codex: Space Marine 2019 Copypastes==== *'''Duty Eternal (1 CP):''' When a {{W40Kkeyword|Dreadnought}} is chosen as the target for an attack, until the end of the phase, it reduces all damage taken by 1 to a minimum of 1. You'll likely be needing it more than most because you want your dreads knee-deep in bodies. Great on a librarian warlord dread with Gift of Foresight, especially when using invuln psychic power, making them super durable to all forms of attacks (Invuln save, FNP, damage reduction, character protection). *'''Masterful Marksmanship (1 CP):''' When a Sternguard Squad shoots, it adds 1 to wound rolls with its special issue boltguns. **+1/6 to wound on a BS3 unit equals +0.11 wounds per shot, regardless of the target. At most this is 10 Sternguard at 15" do +2.2 wounds the enemy might still save. While not that much, Sternguards are a solidly fun unit and a few couple extra casualties could make the difference when attacking a priority target, like Berzerkers going your way. Just don't expect them to solo a Leman Russ, is what we're saying. **This ''can'' stack with Catechism of Fire, which can provide a minimum of 4+ to wound for a unit of Sternguard. Combined with the Tactical Doctrine to get AP-3, this can be the bane of other Marines and even serve to poke vehicles. *'''Fury of the First (1 CP):''' A {{W40Kkeyword|Terminator}} unit gains +1 to hit until the end of that phase. Now TH/SS doesn't NEED to be babysat by a Chaplain, and Tactical termies can use it in their shooting phase as well. *'''Hunter-slayer Missile (1 CP):''' A variation on the flakk Missile Stratagem for dealing mortal wounds to big targets. Target an enemy vehicle or monster within 48" of a {{W40kKeyword|Repulsor}} and not within 1" of an ally. Roll a dice. If it is equal to or greater than the Repulsor's Ballistic Skill (meaning it ignores [[Eldar|modifiers to hit]]), the enemy unit takes d3 mortal wounds. One use per Repulsor. *'''Bolt Storm (2 CP):''' At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad's Auto bolt rifles automatically hit if they target an enemy within half range. **Effectively multiplies your Intercessors' shooting by 1.5x, but most importantly it completely negates BS penalties and it's nice extra damage before melee. *'''Rapid Fire (2 CP):''' At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad's Bolt rifles become Rapid Fire 2. **Better 2x multiplier than the Auto Bolt Rifle's Bolt Storm's 1.5x from further away and with better AP. If you run a squad of 10, you are looking at 40 S4 AP-1 shots at 15", or AP-2 at 30" with Bolter Discipline and Tactical Doctrine, as the codex demands. That is some good dakka. *'''Target Sighted (3 CP):''' At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad's stalker bolt rifles gain the ability to snipe Characters and cause mortal wounds on a wound roll of 6+. Costs 2 more than the Specialist Detachment version of the same name, however no longer requires the veteran upgrade meaning you don't need to lock in 1 CP before the battle. **Rather expensive for something Eliminators do better (S5)...on the other hand, Eliminators can't really be spammed and the ludicrous firepower of 10 Stalker Intercessors can drop a Lieutenant. If with 3CP you can kill a character your enemy relies on then, by all means, go ahead. *'''Big Guns Never Tire (1 CP):''' Select a {{W40Kkeyword|Vehicle}}; until the end of the phase, that unit does not suffer the penalty for moving and firing heavy weapons. *'''Transhuman Physiology (2 CP):''' Select something with the {{W40Kkeyword|Adeptus Astartes}} keyword that is not a {{W40Kkeyword|Vehicle}} or Servitor, until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll below a 4+ always fails, irrespective of the abilities the weapon or model may have. ''S10 attack? Effective T10 marines aw yee''. *'''Vengeance of the Machine Spirit (2 CP):''' If a {{W40Kkeyword|Land Raider}}, Stormraven, or {{W40Kkeyword|Repulsor}} is destroyed, it can either auto-explode, shoot one last time, or attack in melee one last time. In the latter two cases, it acts as if it was at the top bracket of its damage chart. *'''Steady Advance (1 CP):''' Move an {{W40Kkeyword|Infantry}} unit and Bolter Discipline will be applied as if they remained stationary. *'''Hammer of Wrath (1CP):''' {{W40kKeyword|Jump pack}} models within a unit that successfully end a charge move within 1" of an enemy unit cause mortal wounds on a 5+. Makes your big units of assault marines/VV punch much harder. *'''Gene Wrought Might (1 CP):''' When a {{W40Kkeyword|Primaris Infantry}} unit from your army has chosen to fight, until the end of the phase, when resolving an attack made with a melee weapon a hit roll of 6+ automatically hits and wounds. *'''Veteran Intercessors (1/2 CP):''' AKA that specialist detachment stratagem from Vigilus part one. +1 attack, +1 leadership to a unit of {{W40kKeyword|Intercessors}}. Costs 1 for a 5 man unit, and 2 for a unit of 6 or more. **Compared to the Indomitus Crusaders version of these stratagems, they're more expensive but they don't need to pay entry CP, which does matter when spammed (20 Vets cost 3CP vs 4CP), and their bolt-variant strats aren't restricted to Veterans. Until GW retcons that formation away, of course. *'''Hero of the Chapter (1 CP):''' Select a {{W40Kkeyword|Character}} from your army that's not your warlord and determine a warlord trait for it. ====Blood Angel Exclusives==== *'''Visage of the Damned (1 CP):''' Use in the Fight phase on a Blood Angels unit that has the Death Mask ability. Until the end of the phase, units that attack that unit get -1 to hit. This is important! This gives Sang Guard much needed durability. *'''Refusal to Die (1 CP):''' Use in any phase after the Death Company are targeted with an attack. Until the end of the phase, when they take a wound, roll a D6; on a 5+, that wound isn’t lost. You can only use this once per turn. Return to previous levels of refusing to feel pain. You can even use it on Slamguinius if you chose Artisan of War over Gift of Foresight, but still want to weather some blows. *'''Death on the Wind (1 CP):''' Use in the Fight phase. Pick a Sanguinary Guard unit. Until the end of the phase, when you resolve an attack for a model in that unit, damage results of 1 become 2s. They are wielding some of the greatest power weapons ever forged, after all. *'''Unbridled Ardour (1 CP):''' Use in the Charge phase to let a Blood Angels unit Heroically Intervene as though it were a character and move up to 6” when doing so. *'''Explosive Judgment (1 CP):''' Use in the shooting phase to give a unit of Sanguinary Guard re-rolls to wound with Angelus boltguns for a phase and their targets don’t get the benefit of cover. Helps keep the squad cheap by temporarily upgrading the cheapest guns. *'''Chalice Overflowing (1 CP):''' Use in your Movement phase to let a Sanguinary Priest use his Narthecium ability an extra time and you can double up targeting a unit with Narthecium in a turn. Pourin out the good stuff for the fallen homies. Aggressors will never die, bring the banner to ensure! *'''Honoured by Baal (1 CP):''' Lets you give a Blood Angels relic to a successor. A copypaste in form, if not in name. *'''Savage Destruction (2 CP):''' {{W40kKeyword|Flesh Tearers}} only. Target one enemy unit during the fight phase. Every time you kill a model in that unit, that kill counts as two for the sake of morale. If you already have an edge over the enemy, this might just let you wipe them entirely. *'''Aggressive Onslaught (1 CP):''' {{W40kKeyword|Flesh Tearers}} only. Select one {{W40kKeyword|Flesh Tearers Infantry}} during the fight phase and give them 6" pile-in distance. Quite helpful as this will guarantee that all your troops are in the heat of battle rather than standing around gormlessly and getting shot. 15 man DC will use this often and to great affect.
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