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  1. This thread is conceived to be in a similar vein to the Today in the hobby I... thread over in the Amicus Ades forum, but Blood Angels specific. Basically, what is the latest thing you've done and/or what are you currently working on in the BA or BA-related world?
  2. The Blood Angel Showcase 2.0 Welcome to the showcase gallery of the collected Blood Angels & Successor Chapter models. We invite you to post your completed work in this thread. There are no restrictions otherwise � show off your characters, your squads, your whole army � anything and everything BA is welcome. Post pics of your models on display or on the table-top; smashing down your opponents in-game, etc. Note: This thread is intended showing off your completed models and not for soliciting comments or presenting WIP. Replies like these will most likely be broken off into discussion threads in the main forum � or eliminated as the case may be. Our advanced thanks to everyone who shares their work with us.
  3. Version 1.0.0

    3 downloads

    A homegrown codex for the Blood Angels, Blood Drinkers, and Flesh Tearers Chapter for use in the 5th edition of the Warhammer 40,000 game.
  4. Sunday Preview – Rising From the Ashes of Faith - Warhammer Community (warhammer-community.com) NR&A Thread Blood Angels Captain in Terminator Armour (plastic) Brother Corbulo (resin) Chapter Master Gariel Seth (resin) Flesh Tearers Shoulder Pads (resin) Captain Tycho (resin) On the off chance anyone still needs some Firstborn goodness.
  5. Welcome to the Veritas Vitae Series! Following the release of the 9th edition Supplement, there is no better time to discuss all the tools that we have access to. This ongoing series of articles focuses on what a Blood Angels Force Commander has at their disposal, with advice, information, and tactics plucked from the readily available to the more obscure parts of GWs rulesets. Like all Veritas Vitae articles, these remain active and are in flux, so we can add and update them as the information contained within changes. So please chip in with any and all suggestions to help your fellow Frater to vicory against the daemon, the heretic, the xenos, and the traitor. Sourcebooks A Blood Angels force has a plethora of sourcebooks associated with it, each of which contains a wealth of knowledge be it fluff through to rules. This guide explores what they are and what is contained within each. Article Setup The following are notes on the setup of article below:Header in Administratum Grey, sourcebook is specific to the core game Header in Enchanted Blue, sourcebook is Space Marines specific Header in Blood Red, sourcebook is Blood Angels specific Where the sourcebook is in production, a link to it (UK based) can be found by clicking the associated cover art Links The Sourcebooks a Blood Angels force can use are split into three different categories, the links to which can be found below: Core sourcebooks Space Marines sourcebooks Blood Angels sourcebooks
  6. Any thoughts here folks? How do you see them unfolding for us? tl;dr is no more AoC, points decrease on most vanilla stuff, sticky objectives, free upgrades on most vanilla stuff
  7. Hey guys, I want to just do a very quick batrep... not really a full batrep because I've been experimenting a lot of different units lately and I also have some time restraints on me and as well I sold my Deathwatch (painted) army. So that being said I won't take many pics as I am re-painting the army from scratch and I hate unpainted batreps. That being said I wanted to do a quick reference for this game. We played an 1850 Maelstrom and for ONCE I got to play against Space Marines (very rare here). I mean at my local store there are a lot of marine players but they kind of hide out amongst themselves. But for tournie play not as much as you'd like to see. (Bloody xenos edition!) Back to the game... it will be a brief overview. In this experiment I took my normal CAD + BSSF, and I changed the list so many times I accidentally left out my Stalker Bolter squad, so I had to play 1850 without them. The true experiment was I wanted to play more games with the Culexus (I haven't used him in this army specifically and not played him in any army for quite a while, probably Ultra's last.) +++++++++++++++++++++++++++++++++++++++++ So from memory the Blood Angels were using Traitor's hate formation. It actually looked okay on paper, as he had a "CAD" getting him some ObSec with Scouts parked in a bush, and a good sized squad of Grav Bikes, Multi Melta Attack Bikes, a bout 3 Pods of Troops with a Libby and .... the BEEF of the army was Dante and his magical ballet of pretty men in angel outfits which can Deep Strike and then Assault! Scary stuff. +++++++++++++++++++++++++++++++++++++++++ I did get first turn, he failed to grab it. The game was VERY much back and forth. I had two big key moments, and one scary moment: 1. I had a key alpha strike. I unleashed solo Missile Termies, Dread, and (believe it or not) a Rhino with an Infernus Heavy Bolter in it at his Multi Melta bikes. The main alpha though was the Pod with Captain, and Frag Cannon unleashing on the Grav Bikers: - This opening salvo may have saved me. - all but one biker dies, all but one Multi Melta Attack Bike dies. (it did take all the forces I had on the board to do it.) Ironically the last surviving members of each squad would live up until the last turn! (those boys know how to Jink!) 2. I FAIL to get KEY reserves in on T2. Reminding me for the Millionth time you cannot take this army without some form of reserve manipulation ( a bad design element of the BSSF). This is scary because in his T2, his Dante, pods, and 2 large squads of Sanguinary Guard come in and can assault. They get good reserve rolls, re rolls and only 1D6 Deviation! The Sanguinary Guard can and do assault the turn they come in. I got one squad shot up pretty good, and the Sanquinary Guard came in and just annihilated me. 3. My failure for reserves set up a bizzarre situation..... When I failed both rolls for my Pod + Aquila, I knew it was game over since I just watched two of his Sanquinary guard wipe some of my stuff... .so in an act of pure desperation I took my Infernus Hvy Bolter Kill Team, and "Angelis Beacon'd" them across into the heart of the kill zone without deviation. The funny thing is I was wishing so badly at this point that I had not taken that Infernus because I desperately needed a Frag Cannon. The Infernus template hit 7 of his Tacticals, and I rolled four 6's !! These would have been rends, and with the Frag cannon I would have had 14 hits. He failed enough saves, that the rest of the Infernus squad weapons mopped up the Tacticals giving me some breathing space, but what about the Sanguinary Guard? This is where the second big desperate act comes in..... ^This guy made Assassinorium Great Again! 4. The Culexus did 'okay' here but ripping buffs away was one thing, he just did okay enough to assist in turn 1 with killing his libby and assisting in the kill of the squad ,but the big moment is next turn... In the next turn the Culexus would wander up (north of this picture) and get 6 shoots from my psychic pool at his Sanquinary guard which were about to gank my Deathwatch Captain after smoking one of my squads. The Culexus was pro. He leveled his pistol and wacked 5 guard!!! This left only Dante in the squad. The other Sanguinary squad was in CC I believe at this point. 5. The Captain had a brave Deathwatch with a Stormshield who took two blows from Sanquinary Axes before falling. I made a key decision to try to hold on for one more turn..... I decide the Captain is the only one who can handle his turn's worth of attacks, and I take them all on the captain, he tanks all the 3+ power weapons and of all the axe attacks the Halo saved all but 1!!! Close call. 6. The rest of my squads come in (finally). But the Infernus squad is basically one shotted by Dante... no joke, that guy came in, wound up his axe and murdered the whole kill team.... BUT that left him standing in the open. (when your Deathwatch, you gotta know when to die.) In retaliation my Captain's remnant squad, and everything around him including the Culexus let it rip at Dante. He saved so much stuff... ridiculous. It was a simple special ammo poison round that saw Dante fail his 2+ save and die for Warlord kill. This gave me the lead for the first time in the game.... 7. The game was winding down. I had a few scattered units, and a few solo Termies rolling around, but had managed to kill off the rest of his army except for the Pods, and the scouts in the corner (which had no shot/effect all game). With that he conceded and what started as a very back and forth game got very hairy for a while and then concluded with the death of his Warlord. Conclusions: - Infernus: Still not sold. I thought it was doing okay in a Rhino, but because Deathwatch like to inherently get close and use every shot possible, this felt like a bad play. - Culexus. One of the stars of the game. Not that the Blood Angels really relied on anything Psychic wise, the Culexus was key in crippling one of his 2+ save Sanguinary guard.
  8. I plan on running an Ironhands CAD and a Blood Angels CAD together Is this allowed? (Ive heard that its okay, but I havent found an offical statement) What am I losing by doing this? (are my troops still Ob Sec?) Can an HQ IC from the BA CAD join my IH CAD tac squad?(Ive heard that its okay, but I havent found an offical statement) Can that squad then ride in a BA CAD fast attack razorback? Can they start in it? (its not dedicated) I plan on having 3 groupings 1)Ironclad Dreads w/ Ironstone tech-marine 2)Baal Preds + Razorbacks w/ tech-marine on bike (can he even keep up?) 3)Scouts Im mostly picking these because I think I can make the coolest models/conversions with them, but exactly how bad is this list going to be? IH Tech Marine + harness + ironstone IH Tech Marine + harness + bike IH Ironclad dreadnaughts x4 IH Tac Squad x2 IH Scout bikes (3 dudes) x2 IH FA land speeder storm BA Sanguianry Priests x2 BA Scouts Bolters/shot guns BA Scouts Snipers/cloaks BA Razorbacks (flamers or H. bolters) x2 BA Baal Predators (assault cannons) x2 The list is sitting at 1750 with very little upgrades purchased. Do I have enough anti-flyers weapons? was just going to snap shot with the assault cannon preds, and my random heavy bolters.
  9. Welcome to part one of the Blood Angels Unit of the Week Series! Following the release of the 9th edition Supplement, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will focus on the unique BA units and part two will focus on BA units that are new to this edition of the Codex, part three will discuss how to get the best use the generic units from the past that are still with us (and that many of us have in our armies still), and part four will discuss the Legends units that we still own and love. Finally, part five will be dedicated to the reinforcements from Forge World. Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed. Without further ado, here's this week's entry: The Sanguinor The Sanguinor, Emissary What are you thoughts here folks? How best would you use The Sanguinor? To compliment a list, or to build a list around? Will the Chapter Approved changes affect your list(s)? Are you taking his Warlord Trait? How are you making use of Miraculous Savior and Avenging Angel? How are you buffing this unit? Will it babysit anything? Stratagem synergy of note? Over to you.
  10. I´m having an ineffective day at work, so I took a long lunch and want to share som crazy thoughts about BA future and game balance. Many BA players feel we are left out in the cold, being a chapter that has many our our unique units specialized for melee. Overall this edition is deadly. Models die and reaching close combat might seem hard. So I have it some thought and came up with these crazy ideas. Primaris Deat Company?! The primaris marines still suffer from both the red thirst and the flaw? So primaris death company would be a logical step? Think about DC with 2 W, one more attack (based off current primaris stats compared to ASM/TM). Depending on the cost this could be efficient. Their "FnP" would help a little more for 2W models. And for reaching combat I we could get some sort of stratagem that lets JPA units roll and extra d6 on the charge move when charging after "deep strike". "Cometh the host" 2CP Chose one unit that set up by JPA this movement phase. This unit and all units within 6" that set up with JPA may roll an extra d6 when charging this turn. This would increase the chances of reaching combat with a few units, but it would not invalidate tactics regarding DS, such as screening or using scouts ect to control where units may be placed. Feel free to share some mad ramblings with me. And keep up the good spirits and sportsmanship. We don´t want any whining here ;-P
  11. Here's a quick reference for the all of you to see which commanders you want to take for which job. All bubbles/auras are for UNITS within 6" unless otherwise noted. Also remember, as per 8th ed. aura rules, these all affect the model too, unless otherwise noted. Also needs to be mentioned that these will only affect your Chapter. CAPTAIN - * "Rites of Battle" - Reroll to hits of one. CHAPLAIN - * "Litanies of Hate" - Reroll failed hits in combat. * "Spiritual Leader" - Use Chaplain's Leadership. PRIMARIS LIEUTENANT - (74) * "Tactical Precision" - Reroll to wounds of one COMPANY ANCIENT - * "Astartes Banner" - Add one to Leadership * "Astartes Banner" - Roll a 4+ for any <Chapter> Infantry MODEL that dies within 6" and that model may shoot one weapon or make one attack. PRIMARIS ANCIENT - (same as COMPANY ANCIENT) CHAPTER ANCIENT - (same as COMPANY ANCIENT) BLOOD ANGEL SPECIFIC HQ DANTE - (215) * "Chapter Master" - Reroll failed hit rolls. - NOTE: There is a typo here, as it says friendly Blood Angels - not UNIT or MODELS - where as every other Chapter Master entry says "units" * "Death Mask" - Enemies at -1Leadership within 3" TYCHO - (95) * "Rites of Battle" - Reroll failed hits of one THE SANGUINOR - (170) * "Aura of Ferver" - Add one to attack characteristics. * "Death Mask" - (Same as DANTE) CORBULO - (94) * "RED GRAIL" - BA Infantry and Bikers increase their Strength by one. * "RED GRAIL" - BA units generate an extra attack in combat on hits of six. (tese dont generate extra attacks) SANGUINARY PRIEST - (69 Base) * "Blood Chalice" - BA Infantry and Bikers increase their Strength by one. SANGUINARY GUARD ANCIENT - (106 Base) * "Blood Angels Banner" - Reroll failed wounds of one in combat * "Blood Angels Banner" - Auto Pass morale check TERMINATOR ANCIENT - (117) * "Archangels Standard" - Reroll failed hit rolls in combat * "Archangels Standard" - Add one to leadership LEMARTES - (129) * "Guardian of the Lost" - DC use his leadership * "Fury Unbound" - DC reroll failed charges. ASTORATH - (143) * "Redeemer of the Lost" - BA units use his leadership * "Redeemer of the Lost" - DC automatically pass morale * "Litanies of Hate"- Reroll failed hits in combat * "Mass of Doom" - Once per game all units within 6" roll a d6 and get: 1: A mortal wound. 2-5: +1 to hit in Combat 6: +1 to hit in Combat and a 4++ save until the end of your turn. Enjoy.
  12. Its us and the dark angels (in separate books!) https://www.warhammer-community.com/2017/11/03/news-codexes-heroes-blood-glorygw-homepage-post-3/ and for completeness just spotted this in the N&R forum: http://www.bolterandchainsword.com/topic/341025-next-codexes-ba-da-and-deamons/
  13. Welcome to part one of the Blood Angels Unit of the Week Series! Following the release of the 9th edition Supplement, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will focus on the unique BA units and part two will focus on BA units that are new to this edition of the Codex, part three will discuss how to get the best use the generic units from the past that are still with us (and that many of us have in our armies still), and part four will discuss the Legends units that we still own and love. Finally, part five will be dedicated to the reinforcements from Forge World. Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed. Without further ado, here's this week's entry: Commander Dante Commander Dante, evildrcheese What are you thoughts here folks? How best would you use Dante? To compliment a list, or to build a list around? Will the Chapter Approved changes affect your list(s)? Are you taking his Warlord Trait and/or making use of the +1 CP? How are you buffing this unit? Will it babysit anything? Stratagem synergy of note? Over to you.
  14. New edition, new Codex, new thread! In the new Codex our Captains got what we wanted them to have: they became cheaper, they gained access to cool stratagems and warlord traits and, they gained access to Relics of Baal. This versatility coupled with their inherent durability has made them a move viable choice and one we're likely to see/use on the field of battle. The following thread is to be a database for all the types of build we can make for our Captains. I will keep this thread updated with each legal suggestion (and a tip of the hat to he who suggested it) so we have an easy reference. To submit a build, please do the following: ~ Give your build a name ~ Give it a list of wargear (if not found in C:BA, then please state what supplement) ~ Give it a total point cost (please remember that individual points for options are not permitted on B&C) ~ Give a small summary why it's good/cool/fluffy I'll start the ball rolling with two favourites from the past: *** *** *** *** *** Hammertime ~ Artisan of War ~ Two Thunderhammers ~ 116 Classic ~ Artisan of War ~ Lightning Claw, Power Fist ~ 92 ~ (add transport of choice) Watchdog ~ Aothaine ~ Artisan of War (Boltgun) & Death Visions of Sanguinius ~ Master Crafted Boltgun, Power Sword, Jump Pack ~ Will edit and add this when I get home Frank the Tank ~ Aothaine ~ Gift of Foresight & Death Visions of Sanguinius or Artisan of War(Power Sword) ~ Power Sword, Storm Shield, Jump Pack ~ Will add points later Crusader ~ olcottr ~ Power Sword, Storm Shield ~ 93 Riot-Control ~ olcottr ~ Master-crafted Boltgun, Storm Shield ~ 92 Captain Smashypants ~ 9x19 Parabellum ~ Thunderhammer ~ Chainsword/storm shield ~ Artisan of War ~ Angel's Wing ~ 114/129 The VERY Angry Marine ~ sfPanzer ~ 2 x Powerfist ~ Angel's Wing ~ Death Visions of Sanguinius ~ Legendary Fighter (BRB one that gives +1 Attack) MC Hammer of Baal ~ Brother Aether ~ Hammer of Baal ~ Stormshield ~ Jump Pack ~ Gift of Foresight ~ 129 Eddie the Trooper ~ Crimson Ghost IX ~ 2 x Lightning Claw ~ Jump Pack ~ 107 The Ripper ~ Lord_Ikka ~ Cataphractii Armor ~ 2 x Lightning Claws ~ Gift of Foresight (Trait) ~ Death Visions of Sanguinius (Stratagem) ~ 138 Captain Shooty McKillya ~ Adorondak ~ Artisan of War + combi-plasma ~ Season to taste (though I'm leaning toward JP and Hammer of Baal) Captain Hammerica ~ unerde ~ Death Visions of Sanguinius ~ Angel's Wing ~ Thunderhammer ~ Hand-Flamer ~ Artisan of War Warlord Trait PlasmaTola Khomeini ~ brother_b ~ Combi Plasma ~ Power sword ~ Artisan of War
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