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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.

sml_gallery_62972_10568_1098.jpg Stratagems

A Blood Angels force has a number of Command Points associated with it and these can spent on a plethora of Stratagems that are found in the various support books available to us. This guide explores what they are, what they do, an how best to maximise their use for our army.

Article Setup
The following are notes on the setup of article below:
  • Header in Blood Red, Stratagem is found in Supplement: Blood Angels
  • Header in Enchanted Blue, Stratagem is found in Codex: Space Marines
  • Header in Administratum Grey, Stratagem is found in the Warhammer 40,000 rulebook (BRB)
  • Keywords will appear in Bold format
  • Important points will appear in underlined format

Locations
The following points are where the Stratagems listed can be found in each sourcebook:

  • BRB Stratagems begin on page 255
  • Codex: Space Marines Stratagems begin on page 102
  • Supplement: Blood Angels Stratagems begin on page 48

Common rules
The following are common rules which apply to each Stratagem:

  • To use one, you pay the CP specified and deduct that from your CP pool. If you haven't got enough, you can't use the Stratagem
  • The same Stratagem cannot be used more than once per phase (Stratagems not used during a battle round are exempt from this)
  • If your army includes any Adeptus Astartes Detachments (excluding Auxiliary Support, Super-heavy Auxiliary, Fortification Network), you have access to the Codex: Space Marines Stratagems
  • If your army includes any Blood Angels Detachments (excluding Auxiliary Support, Super-heavy Auxiliary, Fortification Network), you have access to the Supplement: Blood Angels Stratagems - note that Successors exchange the Blood Angels keyword for their own, so they too have access

Links
The Stratagems a Blood Angels force can use are split into six different categories, the links to which can be found below:

Edited by Jolemai
Updated!
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sml_gallery_62972_10568_1098.jpg Battle Tactic Stratagems


Aggressive Onslaught
  • Cost: 1 CP
  • Duration: Use in the Fight phase, lasts until the end of that phase
  • Description: Select one Flesh Tearers Infantry unit from your army. Each model in that unit can move an additional 3" when it makes a pile-in or consolidation move.
  • Combos: tbc
  • Helps to get everyone in combat and/or slingshot them forward when needed

Death To The Traitors!

  • Cost: 1 CP
  • Duration: Use in Fight phase, lasts until the end of that phase
  • Description: Select an Adeptus Astartes unit. Each model in the unit can re-roll their to hit rolls against Heretic Astartes in melee
  • Combos: Fury Of The First, Adaptive Strategy
  • Especially useful for any specialist combat unit that's outside of any character buffs or inbuilt re-rolls (like Death Company), and/or any melee unit which has a negative modifier (like those equipped with power fists/thunder hammers). Can also make our other infantry that little bit deadlier (especially once the Assault Doctrine is active). If fighting Black Legion, use Vengeance For Sanguinius first

Descent of Angels

  • Cost: 1 CP
  • Duration: Use at the end of your Movement phase, lasts until the end of your turn
  • Description: Select one Blood Angels Core Jump Pack unit from your army that was set up during the Reinforcements step of this phase. Each time a charge roll is made or the unit, it can ignore any or all modifiers to that roll. Furthermore, each model has +1 to it's attack hit rolls
  • Combos: Hamer Of Wrath, Red Rampage, Upon Wings Of Fire
  • Useful for units with power fists (and for maximising other special weapons tbh). Ignoring negative modifiers will negative stratagems/abilities which hinder a charge. It's overlooked, but the +1 attack component can be applied to shooting too - so anything which has plasma (or melta) on he drop will benefit here, such as plasma Inceptors.

Fury Of The First

  • Cost: 1 CP
  • Duration: Use in your Shooting phase or the Fight phase, lasts until the end of that phase
  • Description: Select an Adeptus Astartes Terminator unit. Each time a model in the unit makes an attack, add 1 to the hit roll
  • Combos: Death To The Traitors!, Red Rampage
  • Useful for combat with power fists, thunder hammers, or for any shooting (especially with an assault cannon or cyclone missile launcher that moves). Well suited to use during the Tactical or Assault Doctrine

Gene-wrought Might

  • Cost: 1 CP
  • Duration: Use in the Fight phase, lasts until the end of that phase
  • Description: Select a Primaris unit. Each melee attack that rolls an unmodified 6 to hit automatically wounds the target
  • Combos: Death To The Traitors! Honour The Chapter
  • Any Primaris unit that generates a good chunk of melee attacks (either on their own or with character buffs) would be good here, such as Death Company Intercessors. Saving it to use during the Assault Doctrine is a good idea too

Honour the Chapter

  • Cost: 2 CP
  • Duration: End of the Fight phase
  • Description: Select an Assault Intercessor Squad that is within engagement range of any enemy units; that unit can fight again
  • Combos: Gene-wrought Might
  • Useful for getting another round of combat in with something to achieve something specific (degrading stats, objectives, etc). Becomes more appealing if any of the following are on the field: the Sergeant has an upgraded melee weapon; there are buffs nearby; other stratagems active; it's during the Assault Doctrine, but less so the more weakened your squad has become

Rapid Fire

  • Cost: 2 CP
  • Duration: Use at end of Shooting phase
  • Description: Select one Intercessor Squad or Veteran Intercessor Squad. That unit can shoot again
  • Combos: tbc
  • One of those stratagems that's suited to tailored lists that bulk out on Intercessors (i.e. those with redundancy). Combo in various Chaplain buffs when you absolutely need to delete something

Refusal To Die

  • Cost: 1 CP (five or fewer models), 2 CP (6+ models)
  • Duration: When the following criteria is reached, lasts until the end of that phase. Can only use this stratagem once per turn
  • Description: Models in that unit now has a 5+++ instead of a 6+++.
  • Combos: Transhuman Physiology
  • All about keeping your DC alive that little bit longer. DC Intercessors can boost this a little bit more with Transhuman Physiology too. This is also a nice little boost for a Death Company Captain or a DCD when needed

Transhuman Physiology

  • Cost: 1 CP (five models or less), 2 CP (more than five models)
  • Duration: Use in any phase, lasts until the end of that phase
  • Description: When a Primaris unit from our army is a target of an attack, it can ignore unmodified to wound rolls of 1-3
  • Combos: Unyielding In The Face Of The Foe
  • Good choices are when a Primaris unit is on an objective (even better if there's a cover bonus too), when an engaged unit falls back from combat leaving yours at the mercy of their guns, or when you absolutely need to be a speed bump for something nasty in combat

Unyielding In The Face Of The Foe

  • Cost: 1 CP
  • Duration: Use in any phase, lasts until the end of that phase
  • Description: When a Mk X Gravis unit is the target of an attack, D1 weapons add 1 to any saving throw
  • Combos: Transhuman Physiology
  • Makes any Mk X Gravis unit harder to shift off objectives and safer from anti-chaff weapons. Also useful for helping any Mk X Gravis characters caught out of position

Vengeance For Sanguinius

  • Cost: 1 CP
  • Duration: Use in the Fight phase, lasts until the end of the phase
  • Description: When a Blood Angels unit for your army is selected to fight, each time is makes a melee attack against a Black Legion unit it can re-roll both the attack's hit and wound roll
  • Combos: Adaptive Strategy, Fury of the First
  • Especially useful for any specialist combat unit that's outside of any character buffs or inbuilt re-rolls (like Death Company), and/or any melee unit which has a negative modifier (like those equipped with power fists/thunder hammers). Can also make our other infantry that little bit deadlier (especially once the Assault Doctrine is active). Use this before Death To The Traitors! (Which is just a re-roll of hits)
Edited by Jolemai
Updated!

sml_gallery_62972_10568_1098.jpg Core Stratagems


Command Re-Roll
  • Cost: 1 CP
  • Duration: Instant, use after any of the following criteria are reached
  • Description: After a hit roll, wound roll, damage roll, saving throw, Advance roll, charge roll, Psychic test, Deny the Witch test, or random number of attacks roll, you can use this stratagem to re-roll that roll/test/saving throw
  • Combos: tbc
  • Generally used when you have rolled low on something you should have passed. Charge rolls are a good example of this, as are damage rolls. Best avoid things that have a low probability of happening (like 5+ rolls). Note, that where multiple dice have been rolled, you re-rolled all the dice.

Counter-Offensive

  • Cost: 2 CP
  • Duration: Instant, use after the following criteria are reached
  • Description: After an enemy unit has fought in this turn, select one of your own eligible units and fight with it next
  • Combos: tbc
  • In the fight phase, those that charged and those that "always strike first" will go before our other units. This "interrupts the sequence" and permits a unit to fight early. Chose something that can deal a good amount of damage and attack an enemy that hasn't already fought as this may well significantly weaken any incoming attacks.

Cut Them Down

  • Cost: 1 CP
  • Duration: Instant, use after the following criteria are reached
  • Description: When an enemy unit Falls Back, this may be done before the models are moved. Roll 1D6 for each model from your army that's in Engagement Range; or each result of 6 the enemy unit suffers 1 mortal wound
  • Combos: tbc
  • Should be looked as bonus damage, but shouldn't be overlooked; a character with only a few wounds remaining (such as a Callidus) could be slain with this. You could even potentially finish off a tank...

Desperate Breakout

  • Cost: 2 CP
  • Duration: Use in your Movement phase
  • Description: Select one unit rom your army that hasn't been selected to move yet and is in Engagement Range with at least one enemy unit. Role 1D6 for each model and for each roll of 1, one model of your choice is destroyed. Now it can attempt to fall back and move across enemy models as if they weren't there, however, if any models remain in Engagement Range, they are destroyed. Provided the unit survives, it cannot do anything else this turn even if normaly permitted to after falling back
  • Combos: Power of the Machine Spirit
  • Takes a while to get you head round and mainly applies to larger units. It basically allows you to move in any direction, albeit with a price attached

Emergency Disembarkation

  • Cost: 1 CP
  • Duration: Instant, use after the following criteria is reached
  • Description: Use when a Transport model from your army is destroyed. Embarked units can be set up within 6" of the destroyed model rather than 3" before the model is removed. Instead of following the rules for the model's Explodes ability, each model that disembarks rolls 1D6 and is destroyed on a 1 or 2 instead. Units cannot declare a charge or perform a Heroic Intervention on the turn this happens
  • Combos: tbc
  • Anything which can't fit within 3" on a destroyed Transport is destroyed and given our models are commonly on 28mm, 32mm, and 40mm bases, this can be tough when there are enemy units nearby. So the obvious choice is to try and save your models this way. Alternatively, being able to disembark 6" could be worth getting into range of something (i.e. an objective) - it's just a risky move

Fire Overwatch

  • Cost: 1 CP
  • Duration: Instant, when the following criteria have been reached
  • Description: When a charge is declared against one (or more) of your units by an enemy unit, one of yours that was targeted can fire Overwatch before the charge roll is made
  • Combos: Wisdom of the Ancients
  • Personally, I love using stuff with a high volume of fire over high strength attacks here. So I'd always use a frag grenade over a bolt pistol, etc. Basically, if you have something which you feel can cause a dent, then use it. Just remember about range (so at times grenades and flamer weaponry might be out of range)

Insane Bravery

  • Cost: 2 CP
  • Duration: Instant, when the following criteria have been reached
  • Description: Automatically pass a Morale test. Only use once per game
  • Combos: tbc
  • It's there for that one time you need to hold, like a single chap left on an Objective
Edited by Jolemai
Updated!

sml_gallery_62972_10568_1098.jpg Epic Deed Stratagems


Angel's Sacrifice
  • Cost: 1 CP
  • Duration: Use in the Fight phase, lasts until the end of that phase
  • Description: Select on Blood Angels Character unit (excluding Vehicle units) from your army. When an enemy unit is selecting targets for it's attacks and this Character is in engagement range, then it can only target that unit
  • Combos: Transhuman Physiology, Refusal to Die
  • Any character that wants to use this to tank enemy hits ideally has a large number of wounds, toughness, and a storm shield. Captains on Bike, Primaris Chaplain on Bike, Death Company Captains are examples of suitable tanky characters.

Armour of Contempt

  • Cost: 1 CP
  • Duration: Use in any phase, lasts until the end of that phase
  • Description: Grants an Adeptus Astartes Vehicle a 5+++ against mortal wounds
  • Combos: tbc
  • Useful to defend against anything which causes a large amount of mortal wounds (such as Smite and similar psychic attacks)

Combat Revival

  • Cost: 1 CP
  • Duration: End of Movement phase
  • Description: Select one <Chapter> Apothecary unit from your army, then select one <Chapter> Infantry or <Chapter> Biker unit (excluding Invader ATVs) within 3" that's not at it's starting strength - one destroyed model from that unit is revived with it's full wound remaining
  • Combos: tbc
  • Anything your Sanguinary Priest babysits is an ideal candidate here, he choicer the better. For example, in a list that runs a character blob with a Sanguinary Guard, the Priest helps keep the SG alive so the characters remain unmolested for longer

Commanding Oratory

  • Cost: 2 CP
  • Duration: Start of any phase (not Command), lasts until the start of your next Command phase
  • Description: Select one Adeptus Astartes Chaplain that hasn't recited a litany this turn. Can recite one which hasn't already been recited by a friendly model this turn and it passes automatically
  • Combos: Hammer of Wrath, Descent of Angels
  • Gets around a Chaplain being off the board (Reserves, Embarked) during the Command Phase. So it gets deployed, and then you can pop a single Litany (such as Canticle of Hate). Note that Lemartes's special rule takes precedence here (so he can still use a Litany already used this turn)

Only In Death Does Duty End

  • Cost: 2 CP
  • Duration: Use in the Fight phase, lasts until target is removed
  • Description: When an Adeptus Astartes Character that hasn't been selected to fight is destroyed, it can fight once the attacking model has finished making attacks. Once the destroyed character has finished attacking, the model is removed from play
  • Combos: tbc
  • Any character that's a decent beatstick is good here. As this is an "out of step" sequence of attacks, direct them at things which haven't already fought where possible, or things which give buffs/bubbles. Remember, Dante can use this for 0 CP

Power Of The Machine Spirit

  • Cost: 2 CP
  • Duration: Use in Command phase, lasts until start of next Command Phase
  • Description: Select an Adeptus Astartes Machine Spirit model from your army. Uses the top bracket for stats whilst stratagem is active
  • Combos: tbc
  • Generally, these are Land Raiders, Repulsors, Storm Raven and variants, and larger FW vehicles. Good for getting that extra bit of movement for positioning or falling back, and of course, firing stuff like twin-lascannons are full BS (especially if you can fire at BS 2 such as a Land Raider Excelsior within range of the Rhino Primaris)

Spiritual Might

  • Cost: 1 CP
  • Duration: Use in your Psychic phase
  • Description: Select one Blood Angels Psyker unit from your army. It can manifest one additional psychic power this phase
  • Combos: tbc
  • Our Psykers usually know two spells in addition to Smite. This allows us to manifest all three. Can be very useful for a Librarian with a specific task in mind

Visions Of Sanguinius

  • Cost: 1 CP
  • Duration: Use in the Fight phase
  • Description: When a Death Company Character model is selected to fight, it can do one of the following; If it has already used a Death Vision, it can use another this phase (but not one it's already used this battle); if the model hasn't already used a Death Vision, it can use two Death Visions this phase (but neither can be one that's it's already used this battle)
  • Combos: tbc
  • Flexibility where needed to combine things, such as The Grace Of the Angel and one of the two offensive Visions

Wisdom Of The Ancients

  • Cost: 1 CP
  • Duration: Use in Command phase, lasts until start of next Command phase
  • Description: Select and Adeptus Astartes Dreadnought (excluding Death Company). Gains either Rites of Battle (Aura) or Tactical Precisions (Aura) or the duration.
  • Combos: tbc
  • Whilst it will work on the Dreadnought itself (as they are Core), it's at it's most beneficial if you are babysitting something. So being a pseudo-Captain is good for babysitting a castle (i.e. shooting), whilst being a pseudo-Lieutenant is good for assisting a charge. Of course, you can further stack this by also having a Captain/Lieutenant nearby (i.e. use the other option)
Edited by Jolemai
Updated!

sml_gallery_62972_10568_1098.jpg Requisition Stratagems


Angel Ascendant
  • Cost: 1 CP
  • Duration: Use before the battle, when making your army. Can only use once
  • Description: Select one Blood Angels Sergeant and give him one of the following Special-issue Wargear Relics: Digital Weapons; Fleshrender Grenades; Master-crafted Weapon; Quake Bolts. It must be unique and it can't be used to give a model two Relics.
  • Combos: tbc
  • Each of these have their use, but Quake Bolts appear to be the standout option for the moment on a supporting unit. Like most things, you need to plan ahead to get the best out of them

Angel Exemplar

  • Cost: 1 CP
  • Duration: Use before the battle, when making your army
  • Description: After nominating a Blood Angels Character model that isn't a named character to be your Warlord, you can generate an additional Warlord Trait for them. It has to be from the BA table unless it has the Flesh Tearers keyword, in which case it must be from their table
  • Combos: tbc
  • Take your first trait from the the BRB/C:SM/S:BA, then add your choice of topping from S:BA

Hero Of The Chapter

  • Cost: 1 CP
  • Duration: Use before battle, when making your army
  • Description: If you Warlord has the Adeptus Astartes keyword, you can select a different Adeptus Astartes Character to have a Warlord Trait from BRB, C:SM, S:BA. Must be unique, can only be done once unless it's a Strike Force battle (1001-2000, twice), or an Onslaught battle (2001-3000, thrice)
  • Combos: tbc
  • All about placing a secondary trait where needed to a character that's not your Warlord

Honoured By The Arc Angelicum

  • Cost: 1 CP
  • Duration: Use before the battle, when making you army. One use only
  • Description: Once you have nominated a model from a Blood Angels Successor Chapter to be your Warlord, this allows you to give a Relic to a Character from the Relic of the Angels list instead of a Special-issue Wargear Relic or a Chapter Relic from C:SM (Replace all keywords with your Successor where necessary)
  • Combos: tbc
  • Gives you access to the BA Relics for your first one should you really want to.

Lucifer-Pattern Engines

  • Cost: 1 CP
  • Duration: Use before the battle, when making your army
  • Description: Select one Blood Angels Vehicle (that's neither a Dreadnought nor one which can Fly), that model gains the following ability: Overcharged Engines - each time his model Advances, do not roll or it, just add 6" to the Move characteristic.
  • Combos: tbc
  • Transports would benefit the most here, or any tank which is going to advance with jump troops and/or blast down a flank (Baal Predator, Sicarans, etc). Hilariously, this can be placed on a Thunderfire Cannon but I'd not recommend it...

Relic Of The Chapter

  • Cost: 1 CP
  • Duration: Use before the battle, when making your army
  • Description: If you Warlord has the Adeptus Astartes keyword, you can select an Adeptus Astartes Character to have Chapter Relic if it hasn't already got one. Must be unique, can only be done once unless it's a Strike Force battle (1001-2000, twice), or an Onslaught battle (2001-3000, thrice)
  • Combos: tbc
  • Taken from any source we have access to. Often worth the price
Edited by Jolemai
Updated!

sml_gallery_62972_10568_1098.jpg Strategic Play Stratagems


Adaptive Strategy
  • Cost: 2 CP
  • Duration: Use in Command Phase, lasts until start of next Command phase
  • Description: If <Chapter> Warlord is on the battlefield and a Combat Doctrine is active, select one <Chapter> Core unit and each time a model makes an attack, all Doctrines are considered to be active
  • Combos: Forelorn Fury, Steady Advance
  • Obvious choices here are to activate Devastator Doctrine on a Devastator (or similar unit) from T2 onwards, Tactical Doctrine on and line unit with a high rate of fire T1 or T3/4+, or getting Assault Doctrine active on something before T3 - Death Company are good for this with Forelorn Fury or even when equipped bolters - don't forget that grenades benefit from Devastator Doctrine!

Forelorn Fury

  • Cost: 1 CP (5 or fewer models), 2 CP (6+ models or a Dreadnought)
  • Duration: Use at the start of the first battle round, before the first turn begins
  • Description: Select one Death Company unit from your army. That unit can make a Normal Move of up to 12" as it it were your Movement phase, but has to remain more than 9" away from any enemy models. If both players have a rule/ability/stratagem like this, then it's done in turn order
  • Combos: Adaptive Strategy
  • Best with a jump pack unit and *maybe* a footslogging DCD. If going first, push them up field to ready for another move and charge in subsequent phases. If going second, you can use this to essentially redeploy (or even hide) your unit.

Guerilla Tactics

  • Cost: 1 CP
  • Duration: Use in the Movement phase
  • Description: Select a Phobos unit more than 6" away from an enemy unit and place it in Strategic Reserves if the missions rules allow. Note, it can't arrive back on the battlefield that turn
  • Combos:
  • Useful for redeploying later to grab secondary objectives and possible shenanigans with characters.

Hammer Of Wrath

  • Cost: 1 CP
  • Duration: Use in the Charge phase
  • Description: When an Adeptus Astartes Jump Unit finishes a charge move, select one enemy unit in engagement range of said Jump Pack unit and roll 1D6 for each Jump Pack model that is within engagement range. Each roll that equals or exceeds the enemy unit's Toughness characteristic, it suffers one mortal wound
  • Combos: tbc
  • Whilst it should be viewed as bonus damage, it can still tip the balance - especially on, say, a large squad of RAS deploying late in the game. It's one of those things you weigh up and see if you need that extra bit of damage. Wouldn't use it on a single character, however.

Hit-And-Run Warfare

  • Cost: 1 CP
  • Duration: Use in he Movement phase
  • Description: When an Adeptus Astartes Biker, Land Speeder, or Storm Speeder from your army Falls Back, you can use this stratagem to enable it to shoot this turn.
  • Combos:
  • Gives the choice of further softening up the previously engaged unit, or shooting elsewhere (for the vehicle, it means it has a choice of targets rather than having to clear the engaged unit first)

Orbital Bombardment

  • Cost: 3 CP
  • Duration: Use in the Command phase. Once per game.
  • Description: Usable if an Adeptus Astartes Warlord in on he battlefield. Place a marker anywhere on the battlefield. At the start of your next Command phase, roll 1D6 for each unit within 6" of the centre of the marker, adding 1 if they are within 3" of the centre, and subtracting 1 if the unit is a Character. On a roll of 2-5, that unit suffers D3 mortal wounds, on a 6+ it takes D6 mortal wounds
  • Combos: tbc
  • It's a threat to clear an objective, to wound annoying things like Shield Drones, or to even toss into combat...

Red Rampage

  • Cost: 1 CP
  • Duration: Use in your Command phase once the Assault Doctrine is active, lasts until your next Command Phase. Can only use once per battle.
  • Description: Each time a Blood Angels model from your army makes an attack with a Pistol or melee weapon, on an unmodified roll of 6 to wound, the AP of that attack is increased by 1. This in cumulative with the Combat Doctrines ability
  • Combos: Wisdom of the Ancients
  • All for the decisive combat phase, but remember that it affects Pistols in the shooting phase too (which is basically a bonus). Try to see the flow of the game and resist the urge to save it for later, unless you have a plan to do on the last turn for Objectives and so on.

Savage Destruction

  • Cost: 1 CP
  • Duration: Use in the Morale phase, lasts until the end of the turn
  • Description: When a test is failed for an enemy unit with Engagement Range of any Flesh Tearers units from your army, subtract 1 from any Combat Attrition tests for that unit
  • Combos: Red Rampage
  • All about needed something to flee, usually off an objective. Anything which stacks in favour of combat is of use to boost this

Skilled Riders

  • Cost: 1 CP
  • Duration: Use in your opponent's Shooting phase, lasts until the end of that phase
  • Description: When a Adeptus Astartes Biker, Land Speeder, or Storm Speeder unit from your army that Advanced is selected as a target of a ranged attack, each time an attack is made, subtract 1 from the dice roll
  • Combos: Transhuman Physiology
  • Useful for keeping a unit alive that's made a (final) push towards an objective or into the enemy deployment zone. Land Speeder Storms do this often, and with Transhuman Physiology, it's an option for any Primaris biker unit.

Steady Advance

  • Cost: 2 CP
  • Duration: Use in the Movement phase, lasts until the end of the turn
  • Description: When an Adeptus Astartes Infantry unit makes a Normal move, it is considered to have Remained Stationary
  • Combos: Adaptive Strategy
  • All about repositioning, such as needing a Devastator Squad to move and not lose effectiveness (which is where Adaptive Strategy can combo well) or needing something to rapid fire after moving like Intercessors with a Chaplain buff.

Suppression Fire

  • Cost: 1 CP
  • Duration: Use in Shooting phase, lasts until the end of the phase
  • Description: When a Whirlwind model is selected to shoot with it's Blast weapon and a hit is scored, the target cannot fire Overwatch, be Set to Defend, and will fight after all eligible units from your army has done so
  • Combos: Descent of Angels
  • All about softening up an enemy unit for a charge, and invaluable against Tau and Slaanesh opposition.

Terror Troops

  • Cost: 2 CP
  • Duration: Use in your Command phase, lasts until the start of your next Command phase
  • Description: Select one Reiver unit from your army. It gains the ability Terror Troops (Aura) which switches off the enemy's Objective Secured rule (or equivalent) if they get within 3". Furthermore, if this unit ends a Normal Move, Advance, or charge move within 3" of an enemy unit performing an action, role 2D6 and if the score exceeds the enemy unit's Leadership, that action is cancelled.
  • Combos:
  • Useful for objective hunting, especially home defence. A good counter for things like Scouts using the LSS trick to get in your Deployment zone in T1 and doing things like Scramblers.

Unbridled Ardour

  • Cost: 1 CP
  • Duration: Use at the end of the Heroic Interventions step of you opponent's Charge phase
  • Description: Select one Sanguinary Guard unit rom your army that is within 6" horizontally and 5" vertically of any enemy units. They can perform a Heroic Intervention as if they were a Character and each model can move up to 6"
  • Combos: tbc
  • Basically getting your SG into combat when the opponent has avoided them. With SG being our elite unit hunters, their D3 damage weaponry can be very useful but like all Heroic Interventions, they can be retaliated on so make sure it counts (unless it's to add redundancy for a Character)

Uncompromising Fire

  • Cost: 2 CP
  • Duration: Use in the Shooting Phase
  • Description: Select one Adeptus Astartes Infantry unit from your army that is performing an action. That unit can shoot this phase without that action failing
  • Combos: Hellfire Shells, Flakk Missile, Rapid Fire
  • Quite self-explanatory, but it really depends on what the unit is armed with to see if it's worth it. Devastators in Drop Pods and Inceptors on the turn they arrive can really shine here.

Upon Wings Of Fire

  • Cost: 1 CP
  • Duration: Use in the Movement phase
  • Description: Select one Blood Angels Core Jump Pack unit from your army and remove it from the battlefield, In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that's more than 9" away from any enemy models. If the battle ends before this happens, the unit is destroyed
  • Combos: Descent of Angels
  • The main thought here is to redeploy a combat unit ready for a charge next turn, however, that's not the only option. For example, redeploying a humble RAS to grab an Objective has it's merits and tbh is something they are decent at these days. Technically, this can be used to get out of combat without falling back and is a great way of getting VPs for Oath of Moment secondary late on.
Edited by Jolemai
Updated!

sml_gallery_62972_10568_1098.jpg Wargear Stratagems


Auspex Scan
  • Cost: 2 CP
  • Duration: Use at the end of the Reinforcement step of your opponent's Movement phase
  • Description: Select one Adeptus Astartes Infantry unit that is not within Engagement Range of any enemy units. That unit can shoot as if it were it's Shooting phase, but only at an eligible enemy unit that was set up as Reinforcements that turn and is within 12"
  • Combos: Wisdom of the Ancients
  • Very hard to combo, requires a buff to already be active (which might be enough to put them off but I digress...) - so even though it counts as a Shooting phase for that unit, it isn't so Shooting phase stratagems aren't usable... Useful for any unit which can do some notable ranged damage

Assault Launchers

  • Cost: 1 CP
  • Duration: Use at the start of your Charge phase
  • Description: Select one Adeptus Astartes Assault Launchers unit from your army and one enemy unit within 9" that's not a Monster or Vehicle. That unit has two options; if it chooses to brace, it suffers D3 mortal wounds; if it chooses to duck and cover, then until the end of the turn subtract 1 from the unit's attack characteristic and it cannot fire Overwatch or Set to Defend
  • Combos: tbc
  • LRC and LRR niche stratagem. Where you would normally have to charge the Land Raider to eat the Overwatch, this way allows the tank to hover outside and do the same thing, thus allowing it to charge elsewhere or shoot where it wants next turn. A reach of 9" means it can also touch stuff it couldn't normally reach due to cover/access (where Set to Defend would come into play)

Chalice Overflowing

  • Cost: 1 CP
  • Duration: Use in the Command Phase
  • Description: Select on Sanguinary Priest model rom your army. That model can use it's Blood Chalice ability one more time
  • Combos: tbc
  • Suitable for any Priest that's accompanying any assault-based units as the get ready for a charge before T3.

Flakk Missile

  • Cost: 1 CP
  • Duration: Use in your Shooing phase
  • Description: When an Adeptus Astartes Infantry model from your army targets an Aircraft with a missile launcher. Make one attack this phase with +1 to hit, that causes 2D3 mortal wounds
  • Combos: Uncompromising Fire
  • Added bonus for those of us that still field missile launchers on our Infantry and as almost every army has an Aircraft these days, it's a little tool worth remembering. Uncompromising fire would permit a surprise from a Tactical Squad sitting on an Objective, etc.

Grav Pulse

  • Cost: 1 CP
  • Duration: Use in your Movement phase, or your opponent's Charge phase. Both last until the end of that phase
  • Description: If you used in the Movement phase, an Adeptus Astartes Repulsor Field unit is sill eligible to shoot should it Fall Back. If used in your opponent's Charge phase when an Adpetus Astartes Repulsor Field unit is the target of charge, everything that charges it that phase must subtract 2 rom the charge roll.
  • Combos: Power Of The Machine Spirit
  • Gives flexibility or defence when needed for any of our Repulsors, be it getting out of combat and remaining effective (especially with Power Of The Machine Spirit) or hindering those trying to charge from, say, Deep Strike.

Hellfire Shells

  • Cost: 1 CP
  • Duration: Use in your Shooting phase
  • Description: When an Adeptus Astartes Infantry model from your army shoots with a heavy bolter, hellstorm heavy bolter, executor heavy bolter. Make one attack with that weapon this phase and should it hit, it cause D3 mortal wounds (unless the target is a Monster, in which case it's a flat 3 mortal wounds)
  • Combos: Uncompromising Fire
  • Always useful should you need that extra damage and the weapon can be buffed by things like a Devastator Sergeant's signum, and so on. Uncompromising fire would permit a surprise from a Tactical Squad sitting on an Objective, etc.

Melta Bomb

  • Cost: 1 CP
  • Duration: Use in the Fight phase
  • Description: When an Adeptus Astartes Melta Bomb unit from your army is selected to fight, a single model in that unit may make a single attack this phase against a Vehicle that causes 2D3 mortal wounds should it hit
  • Combos: tbc
  • A little bonus for a Tactical Squad, RAS, or VAS when facing vehicles. Best used on a model with basic weaponry...

Shock And Awe

  • Cost: 1 CP
  • Duration: Use in your Shooing phase, lasts until the start of your next turn
  • Description: When an Adeptus Astartes Shock Grenades or Land Speeder Storm unit from your army is selected to shoot, select one enemy unit within 6" of that unit. The selected unit cannot fire Overwatch or Set to Defend. Furthermore, each time the selected unit makes an attack, they subtract 1 from the hit roll.
  • Combos: Terror Troops, Adaptive Strategy
  • Useful for Reivers should you really need to remove something you're about to charge. For the LSS, it can be great for a support role or a more direct one when delivering Scouts for a charge

Smokescreen

  • Cost: 1 CP
  • Duration: Use in your opponent's Shooting phase, lasts until the end of that phase
  • Description: When an Adeptus Astartes Smokescreen unit from your army is selected as the target of an attack, subtract 1 from the hit roll for each attack made
  • Combos: tbc
  • Vehicle defence, always good to use after advancing. The less vehicles you have the more important this may become... Note that Scouts and Scout Bikes have this too which is important given how fragile they now are in relation to everything else

Tremor Shells

  • Cost: 1 CP
  • Duration: Use in your Shooting phase, lasts until the end of that phase
  • Description: When selecting a target for a Thunderfire Cannon model from your army, each time it makes a ranged attack, subtract 1 from the attack's wound roll. It a hit is scored against a unit that is neither Titanic or Fly, then until the start of your next Movement phase, they halve their Movement characteristic (rounding up) and subtract 2 rom any Advance or Charge rolls they make
  • Combos: tbc
  • With the preferred target for a Thunderfire Cannon being chaff, and with chaff often being an Objective Secured Infantry choice, slowing them down when moving towards an Objective or getting a charge on one of units seems like a good idea
Edited by Jolemai
Updated!

Just a few ideas to get the ball rolling.

Descent of Angels: Good for some shooty units as well as melee ones. A large unit of Plasma Inceptors dropping in from Reserve and hitting on 2s is awesome. This also means that you are not dependent on pulling off a successful charge to get the benefit on the stratagem.

 

Angel Ascendent: As noted, Quake bolts are a great choice. I like them on a an Eliminator Sargeant for the native BS2+.

Just a few ideas to get the ball rolling.

 

Descent of Angels: Good for some shooty units as well as melee ones. A large unit of Plasma Inceptors dropping in from Reserve and hitting on 2s is awesome. This also means that you are not dependent on pulling off a successful charge to get the benefit on the stratagem.

Ooooh I like that! Combine with a jump captain for maximum output!

I rarely find myself using stratagems in my games, especially the BA-specific ones. If I’m using Death Company, I’ll maybe use Forlorn Fury and Refusal to Die. If I happen to be in range I’ll use the strat for my SG to heroically intervene. Other than that, most of the strats we have access to are somewhere between situational and useless.

I really like using upon wings of fire for a turn 1 redeploy in case I'm not sure if I want to reserve something or not; also ensures that at least one jump unit will get their assault doctrine charge off. I also think using uncompromising fire on drop pod devs/inceptors on the turn they come in is a great way to score ROD on a hard to reach quadrant. 

Possibly a pricey one cp wise but playing red rampage and dropping Descent of angels onto some vanguard vets with lightning claws arriving from deepstrike. Will probably need a chapie popping canticle or someone with Icon of the Angel as well but if they got into combat then hit on 2s, reroll wounds to fish for 6s. 

 

Alternatively red rampage and with fury of the first on a unit of lightning claw termies, rolling with a captain. Will be hitting on 2's re-rolling ones and can use the re-roll wounds on the claws to fish for 6s. 

 

So on a  6 lightning claws are Ap - 3 or -4 in assault doctrine. 

  • 3 weeks later...
  • 2 weeks later...

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