Jolemai Posted October 10, 2021 Share Posted October 10, 2021 (edited) 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. 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 SetupThe 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 LocationsThe 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 rulesThe 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 LinksThe Stratagems a Blood Angels force can use are split into six different categories, the links to which can be found below: Battle Tactic Stratagems Core Stratagems Epic Deed Stratagems Requisition Stratagems Strategic Play Stratagems Wargear Stratagems Edited October 22, 2021 by Jolemai Updated! Majkhel and BrotherAtrox 2 Back to top Link to comment Share on other sites More sharing options...
Jolemai Posted October 10, 2021 Author Share Posted October 10, 2021 (edited) Battle Tactic Stratagems Aggressive OnslaughtCost: 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 November 28, 2021 by Jolemai Updated! BrotherAtrox and Majkhel 2 Back to top Link to comment Share on other sites More sharing options...
Jolemai Posted October 10, 2021 Author Share Posted October 10, 2021 (edited) Core Stratagems Command Re-RollCost: 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 October 22, 2021 by Jolemai Updated! BrotherAtrox and Majkhel 2 Back to top Link to comment Share on other sites More sharing options...
Jolemai Posted October 10, 2021 Author Share Posted October 10, 2021 (edited) Epic Deed Stratagems Angel's SacrificeCost: 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 November 8, 2021 by Jolemai Updated! BrotherAtrox and Majkhel 2 Back to top Link to comment Share on other sites More sharing options...
Jolemai Posted October 10, 2021 Author Share Posted October 10, 2021 (edited) Requisition Stratagems Angel AscendantCost: 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 January 15, 2022 by Jolemai Updated! BrotherAtrox and Majkhel 2 Back to top Link to comment Share on other sites More sharing options...
Jolemai Posted October 10, 2021 Author Share Posted October 10, 2021 (edited) Strategic Play Stratagems Adaptive StrategyCost: 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 October 26, 2021 by Jolemai Updated! BrotherAtrox and Majkhel 2 Back to top Link to comment Share on other sites More sharing options...
Jolemai Posted October 16, 2021 Author Share Posted October 16, 2021 (edited) Wargear Stratagems Auspex ScanCost: 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 October 22, 2021 by Jolemai Updated! Majkhel and BrotherAtrox 2 Back to top Link to comment Share on other sites More sharing options...
Jolemai Posted October 22, 2021 Author Share Posted October 22, 2021 Right folks, so get thinking! There are a number of combos, synergies, and strategies that I've likely missed, so post them below and I'll add to the thread as we go alongTM Charlo 1 Back to top Link to comment Share on other sites More sharing options...
Karhedron Posted October 22, 2021 Share Posted October 22, 2021 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+. Paladin777 and Jolemai 2 Back to top Link to comment Share on other sites More sharing options...
Paladin777 Posted October 22, 2021 Share Posted October 22, 2021 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! Jolemai and Karhedron 2 Back to top Link to comment Share on other sites More sharing options...
Khorneeq Posted October 23, 2021 Share Posted October 23, 2021 Good candidate for Only in Death does Duty End is Commander Dante as he can use it without spending these 2CP- good deal Karhedron and Jolemai 2 Back to top Link to comment Share on other sites More sharing options...
Morticon Posted October 25, 2021 Share Posted October 25, 2021 This looks awesome so far! Jolemai 1 Back to top Link to comment Share on other sites More sharing options...
DistractionTacMarine Posted October 25, 2021 Share Posted October 25, 2021 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. Link to comment Share on other sites More sharing options...
Paladin777 Posted October 25, 2021 Share Posted October 25, 2021 Then what do you spend your CP on? Jolemai 1 Back to top Link to comment Share on other sites More sharing options...
keeblerartillery Posted October 25, 2021 Share Posted October 25, 2021 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. Majkhel and Jolemai 2 Back to top Link to comment Share on other sites More sharing options...
Jolemai Posted October 26, 2021 Author Share Posted October 26, 2021 Updated! Keep the ideas coming folks, there are lots of ideas we have missed so far. Morticon 1 Back to top Link to comment Share on other sites More sharing options...
DantesRevenge Posted October 26, 2021 Share Posted October 26, 2021 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. Jolemai 1 Back to top Link to comment Share on other sites More sharing options...
Paladin777 Posted November 16, 2021 Share Posted November 16, 2021 Gene-wrought might with death co. Intercessors. That many attacks on the charge is gonna make a lot of auto-wounds! Link to comment Share on other sites More sharing options...
Jolemai Posted November 28, 2021 Author Share Posted November 28, 2021 Updated Link to comment Share on other sites More sharing options...
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