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So, for 8th edition, with my space wolves complete, I was thinking of assembling a new force, and settled on Blood Angels, since they're assault oriented, and I could run them alongside my Wolves. So, how would you all build a complement of Blood Angels, to accompany a force of Space Wolves? I was thinking a force of Death Company with jump packs, accompanied by Lemartes and Astorath, or a force of Sanguinary guard, with Dante and the Sanguinor at the head, but I can't really settle on either. So, what do you all think?

Death Company in drop pods alongside GH's in drop pods with Ragnar. At least that's how my friend and I team up for two on two tournaments.

 

Still though? The pod tax is real and pretty prohibitive IMO.

The tax is heavy. I just think it's worth it to drop in close. It all comes down to fighting style v/s points you're willing to pay. Kind of like finding a wife, they're all crazy...it's just finding the crazy you're ok living with. Just joking of course. :biggrin.:

 

I guess you could go with rhinos and razors instead. I just like getting into close assault as fast as possible. I seem to roll better dice in hand to hand.

Edited by Wintermane
I've switched to jump pack WGs instead. Cheaper than pods, and extra movement, and fallback + shoot thanks to fly. With no special pod rules, or something like ObSec my pods feel more useful as paperweights :p I suppose pods are still effective to wall off parts of the board though, thanks to increased durability.

The only problem is that BAs and SWs overlap to some extent. The role of JP Company Vets can be filled by Wolf Guard. Death Company and Blood Claws both excel as horde-slayers. WG Terminators are probably better than their codex counterparts due to flexibility and the ability to take cheap SB/PS dudes.

 

One thing that BAs (or most other Chapters) give access to is Sniper Scouts. I have found these promising in my early games.

 

Another tactic you could try is Character Dreadwall. Bjorn, Murderfang and Librarian Dreadnoughts are all characters meaning they cannot be targetted unless they are the closest units. Take 3-4 of these guys and run them a couple of units in Transports prevent them being targetted. Turn 2 your transport units disembark and charge alongside the Dreadnoughts. You can have the Dreads charge first against flamer squads to eat the overwatch or the infantry first against melta squads to make sure that if they get any lucky 6s, they only vape 1 MEQ rather than busting a Dread.

 

Sanguinary Guard are really nice for BAs and are a signature unit. They work really well with plasma pistols and a Sanguinary Ancient as your Warlord. The SG can reroll all misses within 6" of your Warlord meaning they can overcharge their plasma pistols to deal with tough targets with little risk. The Ancient also makes them immune to Morale and allows them to reroll 1s to wound in the Fight phase to maximise the value of those Encarmine weapons. He is a bargain at just 84 points before weapons. If you have points spare, a Sanguinary Priest with jump pack will give the unit +1S (always tasty) and can patch up wounded squad members.

 

Mephiston is a beat-stick to rival Bjorn. Put him in a transport with a cheap Company Veteran squad to tank wounds for him and dish out some special weapon attacks and he is a beast. BAs and SWs both have pretty good psychic powers so maximising this can be good.

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