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Welcome to part two 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:

sml_gallery_62972_10568_1098.jpg Chief Librarian Mephison
sml_gallery_62972_11847_105607.jpg
Chief Librarian Mephiston, Thoridon


What are you thoughts here folks? How best would you use Mephiston?
  • To compliment a list, or to build a list around? Will the beta rules affect your list(s)?
  • Footslog or transport? Bodyguard of note?
  • How are you buffing this unit? Will it be babysitting anything?
  • What spells are you using? Suitable to be a Warlord?
  • Stratagem synergy of note?
  • Do you dare supercharge his plasma pistol?

Over to you

Please note that Legends: Chief Librarian Mephiston wlll be discussed elsewhere

Edited by Jolemai

Mephiston. His very presence on the battlefield can change the flow of battle ;) And I actually mean it. 

He is one of the beat-stickiest spellcasters out there and I would expect most of my opponents to assume I will throw him screaming and frothing right in his army's face. Which obviously I will, however I strongly believe him to be a glass-canon in his current state. We all know that T5, W6, 2+/5+++ is as good as it may seem. Also he's limited to Sanguinary discipline which is mostly offensive, but not that good at it.

I would use him to try and dictate my opponents deployment and battle plans - a distraction Carnifex of sorts. Keep him all menacing and brooding but safe behind other units. When time is right I would indeed charge him against enemy's troops and vulnerable units first. Preferably supported by something he can hide behind once the combat is over. Later on, he can try taking on tougher targets.

As for psychic powers: Wings, first and foremost (although nerfed a lot) to give him mobility. Others I would tailor for the specific opponent.
Shield/Unleash Rage, to get some utility out of him.
Quickening/Blood Boil to increase his damage potential

Strats:
Spiritual Might - if for any reason you'd like to throw an additional psychic power
All the usual combat goodies: Transhuman Physiology, Gene-wrought Might, Only in Death Does Duty Ends
 

I've found him to be most effective used as a guided missile. Wings and Quickening are my primary go-to powers for him, for the enhanced movement and bonus attack output.

 

I'll typically target some kind of big nasty monster and do what I can to get Mephiston into position for an easy charge into it. Preferably a target that's tied to a victory objective. Similar to a smash Captain, I aim to take out whatever I throw him against and then if he's alive to continue destroying stuff after it's a bonus.

 

As with Majkhel, I look to protect him with other units and terrain while moving into position.

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