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Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

So I'm getting my Blood Angels army back from my cousin to whom I previously sold them, and I'm contemplating options for jump pack assault units and characters to buff them.

I'm curious as to what you guys think about loadouts and points-efficient combinations with characters as it seems like, while there are great options, this is something that could become a points sink very quickly.

Infantry units (my take)

Death Company - Best for anti-horde. I can see their worth as a cruise missile against vehicles and monsters if given thunder hammers; however, this makes them into even more of an expensive glass cannon than they already are. Also, the option of giving them boltguns in addition to close combat weapons means they can be surprisingly shooty without compromising on choppiness.

Sanguinary Guard - these guys were supposed to be the elite killers while the DC focused on the chaff. I didn't like them before because of random damage, but the new Death on the Wind stratagem seems like a massive boost for this role as they are now killing a primaris marine or terminator with every successful (unsaved) wound.

Vanguard Veterans (with jump packs) - to my mind these are best used with thunder hammers and storm shields for killing vehicles and monsters as DC and SG outclass them against other targets. Basically, flying assault terminators.

Buffing characters (my take)

Lemartes - awesome with DC as he can let them re-roll hits without using a litany (which he can't do if you deep strike him as he's not on the table) and re-roll charges, and he's reasonably choppy in his own right. It could be said he's a bit DC-centric as he doesn't do a lot for SG or Vanguards, but his auras also apply to characters with DC keyword, which makes him a bit more versatile than he gets credit for.

Astorath - great buffing potential in general and making DC fearless is a nice bonus for them. Very choppy. Can't grant re-rolls on the turn he deep strikes in, but Mass of Doom makes up for this and arguably combos well with smash captain aura as you are now hitting on 2s re-rolling.

Normal Chaplain with jump pack - Not really worth it as he can only buff things by using litanies which you can't use on the turn you deep-strike in.

Smash Captain - arguably the choppiest of the lot in his own right. Buff aura isn't that great compared to the others; however, he is probably going to be your warlord which means SG will benefit from Heirs of Azkaellon.

Sanguinary Ancient - lieutenant buff aura, albeit for fight phase only. However, also has option of taking Standard of Sacrifice for 5+++. Good choice.

Terminator Ancient - I thought this guy was worth a mention because, despite the lack of a jump pack, he can still deep strike, he's quite choppy with a thunder hammer and his re-roll misses aura affects all blood angels, not just Terminators as you might expect. However, he does have the problem that he lacks mobility after the initial turn of deep-striking.

Jump Lieutenant - not really worth it. His only slight advantage over the Sanguinary Ancient is that his aura works on shooting too, but that's not such a big deal for blood angels. Sanguinary Ancient does more for less points.

Sanguinary Priest with jump pack - +1 strength is all-round great. It takes barebones DC and SG with swords up to wounding Orks and MEQs on 2s on the charge, and takes anything with power fists and thunder hammers up to wounding knights on 2s on the charge.

Dante - re-rolling failed hits aura is still nice even if it hasn't been updated. However, SG get that within 6" of the warlord anyway and DC have other ways to access it. Quite choppy.

The Sanguinor - +1 attack is very nice for SG or vanguard vets, not such a big deal for DC who have attacks coming out of their ears anyway. Quite choppy and capable of falling back and then charging, which is nice.

Librarian with jump pack and unleash rage - the least choppy of the lot. Arguably not worth it with DC for the same reason as the Sanguinor, plus you can't guarantee that Unleash Rage will go off. Not choppy enough in his own right to benefit much from quickening, unlike Mephiston, and other BA psychic powers are meh. However, does give your army a bit of psychic defence which it will need anyway.

So what do you guys think?

This message was edited 10 times. Last update was at 2020/05/26 15:24:15


 
 
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