Memento Of Prospero Posted December 4, 2013 Share Posted December 4, 2013 This thread will serve as a Compendium for all my articles on the various Imperial allies ( Xenos be damned!) the Blood Angels have at their disposal. Over the next several weeks, the goal of these is to offer the community insight on : Potential allied combinations and synergies Enable various themes that were otherwise not possible for a purely BA force Complementing existing armies My first task will be to review Codex: Space Marines. It is by far the most significant source of allied detachment. It will first break down by noteworthy units, then by Chapter and their special characters. Codex Space Marines: http://www.bolterandchainsword.com/topic/284107-blood-angel-allies-detachments-a-compendium/?p=3537141 Codex Grey Knights: http://www.bolterandchainsword.com/topic/284107-blood-angel-allies-detachments-a-compendium/?p=3547457 Link to comment Share on other sites More sharing options...
Zynk Kaladin Posted December 4, 2013 Share Posted December 4, 2013 Oooh, can't wait 'till you get to the Guard. Looking forward to your articles! Link to comment Share on other sites More sharing options...
Memento Of Prospero Posted December 4, 2013 Author Share Posted December 4, 2013 Blood Angel Allies : Space MarinesPrefaceCodex : Space Marines contains a wealth of new units, wargear and chapter specific combat tactics. This article will bring forward new options available to the Blood Angels. It will be broken down in individual segments and brought back together when dealing with the various concepts and incorporating them into a Blood Angel army.Noteworthy unitsNoteworthy units are units that are not available to blood angels or different enough from our codex entry to warrant mention. Each of these will have a description of it's function and application in a blood angel setting.Chapter Master/CaptainFinally, after nearly two editions of pain and misery, the true heroes of the Space marines have taken their rightful mantles of Executive BAMF at the kicking ass and chewing bubble gum society. They can be made extremely durable and deadly in close combat. A great opportunity for BA players looking for more fluffy additions to their armies.Advantages Can be made extremely durable Unlocks Bike Squads as troop choices Chapter Master gets a free Orbital Bombardment Disadvantages Can end up with a hefty price tagTactical SquadWhile BA have access to tactical squad, C:SM tactical squads are flexible and considerably cheaper. They also benefit from chapter tactics - particularly Ultramarines- rerolling misses for one turn when using a plasma loadout squad and combi-weapon sergeant is a great, free force multiplier. These also give us access to 5 man teams with a special weapon, which our current codex does not allow.Advantages Flexible squad size for special weapons Increased cost efficiency Access to excellent chapter tactics that blend well with combi-weapons Disadvantages None!StormtalonDramatically cheaper than a Stormraven, it still sports 11AV and ceramite plating. The most common configuration of Assault Cannon and Skyhammer Missiles make it a great cost efficient dog fighter.Advantages 125 points with Skyhammer Missiles Great weapons fire rate Strafing Run Disadvantages Single Stormtalon for your fast attack slot The model looks like the unplanned pregnancy of a proper plane and a chopper Bike squadSpace marine bike squad are now fairly priced and units of 5+ can become troops under a SM Captain/Master on bike. A great unit to properly complement our speed and provide relentless gun platforms. The twin-linked bolters also provide great anti-troop support.Advantages Energizes well with BA's speed units of 5+ can be made scoring Can carry two relentless Grav Guns Amazing conversion opportunities Disadvantages Will contribute to a low model count reliant on jink cover saves to survive low AP weapons fire Centurion DevastatorsCenturion are very specialized in their utility. They can have an odd mix of weapons with varying ranges and strengths, but can serve well in areas where BA can struggle. Simply kitted with grav canons they can help us deal with monstrous creatures Mephiston would otherwise not be able to reliably dispatch ( tyranid shadow in the warp, tau Riptides, grey knights Dreadknights come to mind). They slow and short ranged, so proper deployment or transportation is required to field them effectively. They are greatly improved by prescient psykers, either from gaining rerolls to hit, ignoring cover or a 4+ invulnerable against shooting attacks.Advantages 2+ Save, multiple wounds Can shred monstrous creatures, MEQs and death stars thanks to Grav Cannons Equal efficiency against all levels of vehicle armour. Disadvantages Slow, Very Bulky Next to useless against low armour value targets The models look like vending machines Thunderfire CannonInfinitely more efficient at anti-troop duties than a whirlwind, the thunderfire cannon comes with wounds instead of armour and a techmarine with a 2+ save to soak. It is fairly priced and great if it can get stuck in an entrenched position to bombard enemy lines.Advantages Can Ignore Cover Is a Barrage Can be used for crippling advances Disadvantages Must make good use of cover to survive Takes your only heavy support slot in an Allied Detachment Stalker/HunterTwo new anti air options for BA, they lack the flexibility of a storm talon and ground ground to ground firepower. They somewhat make up for this with their relatively low cost.Advantages Features AV 12 Very affordable Anti-air capabilities Disadvantages Near useless without enemy flyers Hunter has a single shot weapon Stalker's split fire is not twin-link and resolves at BS 2 The ChaptersUltramarinesThe Ultramarines have a great set of chapter tactics to empower tactical squads and smooth the overall game play. They are the best allies to get for a fire power base allied detachment thanks to their Chapter Tactics. The chapter provides: Flexible Chapter Tactics A great special character selection The Tactical squads in the codex Chief Librarian TiguriusAt 165 points, Tigurius outclasses anything we have access to. Easily the best addition to a BA force the codex can offer. He completely outclasses our Lv 2 Librarians, can reroll his picks and makes a perfect HQ choice to support potent units as a force multiplier.Advantages Extremely cost efficient Mastery lv 3 and rerolls spell picks Access to divination Disadvantages Gift of Prescience only works for the allied detachment Needs a hammer unit to truly shine Captain SicariusAt 185 points he his on the expensive side of the curve, but he brings a fair amount of utility to the field. His Surprise Attack affects all reserve rolls.Advantages +1 to reserve rolls while on the board Coupe de grace at initiative Provides infiltrate to a tactical squad Disadvantages A little on the expensive side Medium fighting capabilities Sergeant TelionTelion brings stealth to a scout squad, and allows you to fire a BS6 missile launcher should you need it. Also great at manning a quadgun. Overall great in a defensive setting.Advantages Guaranteed precision shots Provides BS 6 missile launcher on demand Provides stealth Disadvantages Only available to Ultramarines No close combat fighting capabilities White ScarsWhite Scars bring a fast paced combat doctrine, which can mesh well with our fast vehicles and jumpers. You can possibly bring 3 bike squads in an allied detachments with Kor'sarro Khan or a master/captain on a bike. The Ultimate mounted support force. The chapter provides: Hit and Run (transferable to allied units via independent characters) The best bike squads in the codex Kor'sarro KhanWith a Captain stat line, the Khan ranges at 150 pts with Moondrakkan. Cheaper than most captain builds, he however lacks artificer armour. His main fault is that he needs to be the warlord to grant scout. He cans till grat hit and run to any unit he joins. at best cheap, dangerous character hunter if need be. At worse, a cheap allied HQ. Advantages Potential Instant death at initiative Cost effective Multiple Hammer of Wrath Provides Hit and Run Disadvantages Not as resilient as most captain builds Average fighting capabilities Cannot Benefit from Master of the Hunt Imperial Fists / Crimson FistsThe sons of Dorn's legendary fighting abilities have been oddly penned in their set of chapter tactics. Bolter drill is alright, but still a let down as it does not affect sternguard special ammunition. Another oddity is that devastator units get +1 to building damage tables. I can't remember the last time that came into in any of my games. So what is there to benefit from the Fists? Tank hunters. Great for devastator squads and non-grav cannon centurion setups. The chapter provides: Increased efficiency for bolter weapons Tank hunter for Devastator units Captain LysanderLysander is the pinnacle of resilience - eternal warrior, terminator armour and a storm shield. With the fist of Dorn he can crack open any armour, cause instant death to pesky T5 daemon princes. My only issue is that Mephiston outshines him in every department, but he does no rely on psychic powers to deliver Hammer Time. Advantages He is an unstoppable Juggernaut provides S10, AP 1 attacks Disadvantages Costly investment cannot benefit from Icon of Obstinacy Pedro CantorPedro allows sternguard units from his detachment to score. His Oath of Rynn only works when he his your warlord and that is his second major asset. This greatly limits his potential as an allied detachment. He however still retains great utility with a power fist and Dorn's Arrow. Advantages Provides scoring Crimson Fist sternguard units Great utility Orbital bombardment Disadvantages Can be fragile using his power fist without eternal warrior Steep cost without benefiting from Oath of Rynn. Ravenguard The Ravenguard were given chapter tactics to accomodate Jump infantry and slealthy troops. While C:SM does not provide better jump infantry than our current codex, ravenguard units can complete our fast paced style. The chapter provides: Scout for non-bulky units, stealth first turn Stealth and infiltrate for any jump infantry unit via Shrike Shadow Captain Shrike Shrike can provide us with interesting benefits for a death star setup. Providing stealth and infiltrate to a jump infantry unit can deny your opponent deployment reactions while letting you place your unit where it can do the most harm to your opponent. Stealth will greatly improve the unit's ability to weather the storm of the first turn. Advantages Provides Stealth Provides Infiltrate Rending, shredding attacks Disadvatanges Requires specific setups to maximize his special rules Can only join jump infantry Black Templars Black Templars have limited utility to provide Blood Angels outside of Adamantium Will and crusader squads. None of their characters provide any particular advantages useful to us, so I will not be listing anything else for them at this time. The chapter provides: Adamantium Will Crusader Squads Salamanders Salamanders chapter tactics have specific usage, but can still benefit Blood Angels in some cases. The chapter provides: Twin-linked flamers Master-crafted character weapons (inclues combi-weapons sergeants) Forgefather Vulkan He-Stan Vulkan usually brings a wealth of utility to a Salamanders army. As an allied detachment, he is denied his biggest asset in using The Forgefather only if he is your warlord. He still sports a twin-linked heavy flamer and a 2+/3++ save. Advantages Twin-linked heavy flamer Very resilient Great anti-MEQ ability in close combat Disadvantages Cannot benefit from The Forgefather Noteworthy wargearGrav weaponsGrav weapons are the new featured weapon of the C:SM. They are very deceptively bad on non-relentless models They salvo weapon status and relatively low range means they will always be at odds with the rest of the squad in most cases. 6th edition requires scoring units to jockey for position at all times.The Shield EternalA great staple for Masters and captains in an edition where instant death lurks around every corner. Coupled with an artificer armour, it make a great damage sponge leading from the front.Teeth of Terra VS Burning BladeThe Teeth of Terra are very cost effective considering you are paying 10 points more than a relic blade for rampage and strike down. It while it is a specialist weapon, it is not two handed. The Burning Blade looks great at first glance, but it costs twice as much as a power fist. The AP is where your money is at - but if you need AP 2 a power fist seems in order when also using the Shield Eternal. Link to comment Share on other sites More sharing options...
Memento Of Prospero Posted December 4, 2013 Author Share Posted December 4, 2013 cleaned it up a bit. Will add more units tonight Link to comment Share on other sites More sharing options...
Memento Of Prospero Posted December 4, 2013 Author Share Posted December 4, 2013 Do you guys like the format so far? Link to comment Share on other sites More sharing options...
CaptainHelion Posted December 4, 2013 Share Posted December 4, 2013 Looks pretty great to me. Good, concise list, that avoids going into anything too specific. Link to comment Share on other sites More sharing options...
Chaplain Admetus Posted December 4, 2013 Share Posted December 4, 2013 Might add the synergy with Corbulo to the Centurions section. I've seen SM players allying in BA to put Corbulo in front to tank wounds with his FnP (plasma, mostly), and there's normally Tigger iaround as well to get them a nice invulnerable save. No reason it can't work with the armies flipped. Link to comment Share on other sites More sharing options...
infyrana Posted December 4, 2013 Share Posted December 4, 2013 Looks a great start and a good idea indeed, thank you! Last year I purchased a small contingent of Space Wolves to add as allies, and more recently looking into Crimson Fists. Specifically to make use of my Heavy Bolter dev's and units of Sternguard. So I'll be keeping an eye here for anything helpful :) Link to comment Share on other sites More sharing options...
t4play Posted December 4, 2013 Share Posted December 4, 2013 Looking v good :-) Link to comment Share on other sites More sharing options...
Memento Of Prospero Posted December 4, 2013 Author Share Posted December 4, 2013 Alright then - will move forward with it. @ Chaplain Admetus - combinations and synergies will come in a later part. Would you guys rather see that under the unit entry? Link to comment Share on other sites More sharing options...
infyrana Posted December 4, 2013 Share Posted December 4, 2013 If you have the information to provide it with the unit entry, sure. If not, if it's too much additional work - I am sure that someone could collate it later :) Link to comment Share on other sites More sharing options...
killersquid Posted December 5, 2013 Share Posted December 5, 2013 Looks good. I'm curious to see what you think about the Inquisition supplement due to the ability to add in units for very little cost. It's like adding in the grey knights codex, with only needing the HQ. Thinking of it as a useful way to kill under 100pts by adding a characterful character to my army, even another psyker. Link to comment Share on other sites More sharing options...
Memento Of Prospero Posted December 5, 2013 Author Share Posted December 5, 2013 Inquisition will be next after C:SM, and they definitely have some useful tools for us, at very cheap cost. I will kitbash an inquisitor as well! Link to comment Share on other sites More sharing options...
killersquid Posted December 5, 2013 Share Posted December 5, 2013 Awesome, I look forward to your thoughts on it then! Link to comment Share on other sites More sharing options...
Memento Of Prospero Posted December 5, 2013 Author Share Posted December 5, 2013 Working on merging synergies into unit entries, this will increase the entry sizes quite a bit. Will reorganize units by FOC slots. Link to comment Share on other sites More sharing options...
Memento Of Prospero Posted December 8, 2013 Author Share Posted December 8, 2013 Added two more chapters. Should be complete by monday night. Link to comment Share on other sites More sharing options...
Ushtarador Posted December 9, 2013 Share Posted December 9, 2013 I frequently run BA+GK recently, and there are some very nasty combos, if you want I can write down some of the great synergies :) Link to comment Share on other sites More sharing options...
Rafen IX Posted December 9, 2013 Share Posted December 9, 2013 Exactly what this forum needed. Updated guidelines, good job. Link to comment Share on other sites More sharing options...
Memento Of Prospero Posted December 9, 2013 Author Share Posted December 9, 2013 You sure Ushtarador! I could incorporate it in my next peice and credit you for the contribution if you do not wan to make a complete article. Link to comment Share on other sites More sharing options...
Memento Of Prospero Posted December 12, 2013 Author Share Posted December 12, 2013 The deed is done. Is there any more feedback concerning the format or information containted here? Is there more information to be added? Link to comment Share on other sites More sharing options...
Ushtarador Posted December 16, 2013 Share Posted December 16, 2013 Blood Angel Allies : Grey Knights I started painting a GK army and I allied them with my BA quite often in the past few months, so I'd like to share some insights :) Feel free to add your own experiences! What Grey Knights offer complements our weaknesses quite well. They have strong troops that excel at midfield shooting, something we BA sorely lack. They also have a Mephiston Dreadknight. On the other hand, they sometimes struggle against heavily armored vehicles, which we BA don't have a problem with thanks to an overabundance of melta. Dreadknight That thing is the perfect complement to Mephiston and 2-3 Fragiosos in pods. Having T6 and a 2+ save he falls in the same target category as them, and being able to shunt 30'' in the first turn and lay down a devastating flamer template increases threat saturation. He also easily kills most units in close combat. Advantages Same target category as Mephiston and Fragiosos Very fast with a teleport module Flamer excels at killing weakly armored units (pathfinders, rangers, etc.) Draws a lot of fire Disadvantages Expensive Hard to hide and gets focused down rather easily if placed incorrectly Recommended Loadout Teleporter is necessary Flamer to increase turn 1 threat potential Sword is optional. I usually equip it because it greatly increases the cc potential and makes sure you don't get tarpitted so easily. On the other hand, the Dreadknight often gets focused down as soon as possible, so you might not need it. Strike Squad The Grey Knight strike squad is one of the best troops options there is in my opinion. Equipped with stormbolters, force weapons and a psycannon, they can take on almost every opponent. For just 50 points, you can add a S6 heavy bolter on a razorback, which is infinite times better than a regular heavy bolter. And of course they are scoring, and let's face it, BA troop choices are just lacking at the moment! Advantages Excellent midfield shooting Psycannon is very versatile and can threaten every target Razorback offers great utility and protects the strike squad Warp Quake is situative, but can be a gamechanger Disadvantages Low model countRecommended Loadout I usually run 5 man squads with a psycannon and a razorback with psybolt ammunition. The squad only gets psybolt ammunition if they are 10 man strong. Inquisitors/Inquisitor Coteaz Inquisitors are the cheapest HQ in the game. Upgrading them to lvl 1 psykers gives them access to divination, making them the perfect buffbots. Coteaz costs more points but is still very cheap, and the utility he offers is unmatched. For the same cost as our basic librarian you get a lvl2 psyker (with divination) in terminator armor with a hammer and a bunch of awesome special rules. Advantages Cheap Offer great utility Unlock versatile retinue squads (that are troops with Coteaz) Disadvantages Weak in close combatRecommended loadout I usually run a minimal setup, only giving them the psyker upgrade.Retinue My standard squad are 3 plasma cannon servitors and some ablative bodies in a chimera. A more expensive option is a large squad of crusaders and death cult assassins in a land raider, opening up some interesting lists as well. Sadly, the land raider will occupy the HS slot. Link to comment Share on other sites More sharing options...
Brother_Dan'l Posted December 19, 2013 Share Posted December 19, 2013 Excellent thread. The SM entry has given me some good ideas and I'm very much looking forward to the thoughts on IG allies. Link to comment Share on other sites More sharing options...
Memento Of Prospero Posted December 21, 2013 Author Share Posted December 21, 2013 I am working on a peice for the inquisition, should be short enough to be finished before X-mas. Imperial guard are due out after Tyranids in the new year, I might hold out till then and write up codexes that are further down the road. Link to comment Share on other sites More sharing options...
Cleon Posted December 21, 2013 Share Posted December 21, 2013 Blood Angel Allies : Space Marines Stalker/Hunter Two new anti air options for BA, they lack the flexibility of a storm talon and ground ground to ground firepower. They somewhat make up for this with their relatively low cost. Advantages Features AV 12 Very affordable Anti-air capabilities Disadvantages Near useless without enemy flyers Hunter has a single shot weapon Stalker's split fire is not twin-link and resolves at BS 2 Just remember that Skyfire allows you to fire with full BS at Skimmers as well as Fliers. With Tau, both flavours of Eldar and Necrons all using skimming tanks it's only really against Demons, Tyranids, Orks and Chaos marines that there might not be targets in the core of their build for these new tanks (although I wouldn't count against Flying MCs in all but the Orks). The Hunter with it's 2d6+7 is pretty good against the heavier grav vehicles (quantum sheilded Necrons, Tau tanks, fire prisms/falcons) whereas the Stalker can be of more use to get efficient hits to ground FMC as well as against Land Speeder squadrons, Vypers and Piranahas. Link to comment Share on other sites More sharing options...
Memento Of Prospero Posted December 21, 2013 Author Share Posted December 21, 2013 Blood Angel Allies : Space Marines Stalker/Hunter Two new anti air options for BA, they lack the flexibility of a storm talon and ground ground to ground firepower. They somewhat make up for this with their relatively low cost. Advantages Features AV 12 Very affordable Anti-air capabilities DisadvantagesNear useless without enemy flyers Hunter has a single shot weapon Stalker's split fire is not twin-link and resolves at BS 2 Just remember that Skyfire allows you to fire with full BS at Skimmers as well as Fliers. With Tau, both flavours of Eldar and Necrons all using skimming tanks it's only really against Demons, Tyranids, Orks and Chaos marines that there might not be targets in the core of their build for these new tanks (although I wouldn't count against Flying MCs in all but the Orks). The Hunter with it's 2d6+7 is pretty good against the heavier grav vehicles (quantum sheilded Necrons, Tau tanks, fire prisms/falcons) whereas the Stalker can be of more use to get efficient hits to ground FMC as well as against Land Speeder squadrons, Vypers and Piranahas. I am aware of it, but did not word it properly. I will edit it to flyer/skimmer. Thanks for pointing it out! Link to comment Share on other sites More sharing options...
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