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Blood Angels Codex brief review


JamesI

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At least their heavy thunderhammer has special rules that reflects the need to wield it with two hands.

 

What rules? :dry.:  It's the hammer that does all the work, not the marine. Absolutely nothing would change if it was dropped on target with one handed strike.

 

But that's not my issue. My issue is that the rule writer thinks SM, a genetically enhanced soldier with inhuman reflexes, is a moron literally not capable of such difficult tactic as *gasp* taking one hand off the shaft, grabbing pistol, firing it, then re-holstering (or mag-clamping) as he closes to CQC and grips the hammer with both hands again. They even deleted one justification such rule could have, +1A for having a pistol (not that it was really relevant, THs were always specialist weapons)...

 

 

Agreed but the 1 handed versions should have the -1 since they are just swinging wildly while holding a gun. Where our 2 handed version shouldn't have the -1. Both for giving up a gun and actively using one weapon on the battlefield.

 

That could work too.

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At least their heavy thunderhammer has special rules that reflects the need to wield it with two hands.

 

...

But that's not my issue. My issue is that the rule writer thinks SM, a genetically enhanced soldier with inhuman reflexes, is a moron literally not capable of such difficult tactic as *gasp* taking one hand off the shaft, grabbing pistol, firing it, then re-holstering (or mag-clamping) as he closes to CQC and grips the hammer with both hands again. They even deleted one justification such rule could have, +1A for having a pistol (not that it was really relevant, THs were always specialist weapons)...

 

Everyone (and I do mean everyone) knows that genetically enhanced inhuman reflexes have a hard time with holstering.   What Marine wants to put his weapon away!?! That :cuss is tough, yo!

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I dunno guys I might be tempted to do a whole unit of death company with hand flamers and power swords. 25 pts per model. 15d6 str 3 shots that autohit....come on, who doesn't want to see how many hits you can get with that.  Nothing is as satisfying as rolling a literal handful of dice.

 

Bolters or Bolt Pistols are just so much better though. Every model needs to get within 6" of an enemy to hit with the hand flamer, ...even if it went from D3 to D6 hits (did it?)... it's still only S3 also.

 

Mathhammer is all good and fine except when it comes to drastic Range limitations and limited opportunities to actually use said weapon.

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I dunno guys I might be tempted to do a whole unit of death company with hand flamers and power swords. 25 pts per model. 15d6 str 3 shots that autohit....come on, who doesn't want to see how many hits you can get with that.  Nothing is as satisfying as rolling a literal handful of dice.

I have my T'au Flamer Crisis squad for that. 3x3 Flamer is a LOT of S4 hits. :D

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I dunno guys I might be tempted to do a whole unit of death company with hand flamers and power swords. 25 pts per model. 15d6 str 3 shots that autohit....come on, who doesn't want to see how many hits you can get with that.  Nothing is as satisfying as rolling a literal handful of dice.

 

Bolters or Bolt Pistols are just so much better though. Every model needs to get within 6" of an enemy to hit with the hand flamer, ...even if it went from D3 to D6 hits (did it?)... it's still only S3 also.

 

Mathhammer is all good and fine except when it comes to drastic Range limitations and limited opportunities to actually use said weapon.

 

 

Oh it's only d3 hits? Well crap, I didn't realize that. Oh well, my fantasy was fun while it lasted.

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I dunno guys I might be tempted to do a whole unit of death company with hand flamers and power swords. 25 pts per model. 15d6 str 3 shots that autohit....come on, who doesn't want to see how many hits you can get with that.  Nothing is as satisfying as rolling a literal handful of dice.

 

Bolters or Bolt Pistols are just so much better though. Every model needs to get within 6" of an enemy to hit with the hand flamer, ...even if it went from D3 to D6 hits (did it?)... it's still only S3 also.

 

Mathhammer is all good and fine except when it comes to drastic Range limitations and limited opportunities to actually use said weapon.

 

No, still d3 attacks.

 

I'm using them mainly since I modeled some and they are relatively cheap (actually put 2 wounds on a biker captain yesterday with a hand flamer, but that is pure luck)

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I dunno guys I might be tempted to do a whole unit of death company with hand flamers and power swords. 25 pts per model. 15d6 str 3 shots that autohit....come on, who doesn't want to see how many hits you can get with that.  Nothing is as satisfying as rolling a literal handful of dice.

I have my T'au Flamer Crisis squad for that. 3x3 Flamer is a LOT of S4 hits. :biggrin.:

 

 

My favorite crisis suit setup. :happy.:

 

 

I’m tellin’ ya...D6 S3 hits or D3 S4 hits for a 1pt hand flamer = golden. Just don’t cut the mustard as they are.

 

I agree. But the unit has a very defined role with flamers. They are there to clear chaff. I honestly feel Chainsword is better here. Save the power swords for a unit that is actually going to be targeting big things. 

 

From everything I've read about Death Company and seen about them on the board and in games. They are amazing at what they are built for. Shredding large units. The problem with sending them in against elite units is you will run into problems like the following: Can't kill enough of them and they hit back hard, Kill them then are left open, don't kill them and they withdraw and they are left exposed.

 

Remember these are raving lunatics. Just send them in to do the damage they can against the targets they are designed for and use the rest of your force to mop up whats left. These guys are strike missiles imho.

 

My preferred build is still bolters and chainswords on these guys with maybe 1-2 thunder hammers just in case your opponent leaves a juicy target open.

 

Why bolters?

 

Your DC drops in at just over 9" away. Outside of flamer range. Then rapid fires with 30 bolter shots. If you still don't understand how good this is just take a look at hurricane bolters and the damage they do. DC get these for free. Then you rock the chainswords giving your psychopaths an extra attack on top of black rage bring them up to 40 attacks. Lets say you toss on the +1 attack psychic power for giggles. That will be 75 chainsword attacks on the turn they charge wounding space marines on 3s and hitting on 3s. But wait.. these guys are designed to fight against chaff. So they will most likely be assaulting cultists, guardsmen, zombies etc.  The plague zombies are going to be a bit more of a problem but this unit can still shred a unit of them between the firing and assault phase. 

 

I don't think people are undervaluing Death Company, but I do think they are trying to use them in a role that they are not designed for. Despite the 6+++ save they are not a unit that is designed to be resilient. Pretend they are hunter-killer missiles and watch them utterly destroy what ever you point them at and move on. Besides we don't want to have to round up the survivors.. think how many marines we might lose just trying to round them up!

Edited by Aothaine
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I dunno guys I might be tempted to do a whole unit of death company with hand flamers and power swords. 25 pts per model. 15d6 str 3 shots that autohit....come on, who doesn't want to see how many hits you can get with that.  Nothing is as satisfying as rolling a literal handful of dice.

I have my T'au Flamer Crisis squad for that. 3x3 Flamer is a LOT of S4 hits. :biggrin.:

 

 

My favorite crisis suit setup. :happy.:

 

 

I’m tellin’ ya...D6 S3 hits or D3 S4 hits for a 1pt hand flamer = golden. Just don’t cut the mustard as they are.

 

I agree. But the unit has a very defined role with flamers. They are there to clear chaff. I honestly feel Chainsword is better here. Save the power swords for a unit that is actually going to be targeting big things. 

 

From everything I've read about Death Company and seen about them on the board and in games. They are amazing at what they are built for. Shredding large units. The problem with sending them in against elite units is you will run into problems like the following: Can't kill enough of them and they hit back hard, Kill them then are left open, don't kill them and they withdraw and they are left exposed.

 

Remember these are raving lunatics. Just send them in to do the damage they can against the targets they are designed for and use the rest of your force to mop up whats left. These guys are strike missiles imho.

 

My preferred build is still bolters and chainswords on these guys with maybe 1-2 thunder hammers just in case your opponent leaves a juicy target open.

 

Why bolters?

 

Your DC drops in at just over 9" away. Outside of flamer range. Then rapid fires with 30 bolter shots. If you still don't understand how good this is just take a look at hurricane bolters and the damage they do. DC get these for free. Then you rock the chainswords giving your psychopaths an extra attack on top of black rage bring them up to 40 attacks. Lets say you toss on the +1 attack psychic power for giggles. That will be 75 chainsword attacks on the turn they charge wounding space marines on 3s and hitting on 3s. But wait.. these guys are designed to fight against chaff. So they will most likely be assaulting cultists, guardsmen, zombies etc.  The plague zombies are going to be a bit more of a problem but this unit can still shred a unit of them between the firing and assault phase. 

 

I don't think people are undervaluing Death Company, but I do think they are trying to use them in a role that they are not designed for. Despite the 6+++ save they are not a unit that is designed to be resilient. Pretend they are hunter-killer missiles and watch them utterly destroy what ever you point them at and move on. Besides we don't want to have to round up the survivors.. think how many marines we might lose just trying to round them up!

 

 

I don't disagree with any of this, especially the hand flamers bit.  I agree they suck; but man it would be fun to BURN!!!!!!!

 

With regards to power swords, it just seems like a waste to not capitalize on those 3 attacks with +1 to wound on a cheap weapon who's only downside is its lack of str bonus, which we just happen to have a work around for!  Add in Sangy or Libby and you're looking at an extra 1-2 attacks, meaning LOTS OF FREKKING ATTACKS at -3 AP.  Plus...power swords look BALLER AS :cuss.

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I don't disagree with any of this, especially the hand flamers bit.  I agree they suck; but man it would be fun to BURN!!!!!!!

 

With regards to power swords, it just seems like a waste to not capitalize on those 3 attacks with +1 to wound on a cheap weapon who's only downside is its lack of str bonus, which we just happen to have a work around for!  Add in Sangy or Libby and you're looking at an extra 1-2 attacks, meaning LOTS OF FREKKING ATTACKS at -3 AP.  Plus...power swords look BALLER AS :censored:.

 

 

I feel ya. I just don't think you need 15 power swords. When your designing a unit to take out meq you need a unit that can do it with a few wounds left to spare. Running 15 power swords you might as well be attacking a Primarch or Imperial Knight and then you would want something with a bit more damage like a power fist or thunder hammer. I say leave the power swords on regular assault marines. They have less attacks but they benefit from the silly banner we have. That banner will help keep them up and running and doing more damage than just an instant nuke only to have the unit wiped right after. I think you'll often find your Death Company charging larger units anyway to make use of their silly number of attacks. Just seems a bit over-kill on Death Company imho. 

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