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====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.
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