Jolemai Posted March 1, 2022 Share Posted March 1, 2022 (edited) 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: Rapier Carrier Rapier Carrier, Auberon What are you thoughts here folks? How best would you use your Rapier(s)? To compliment a list, or to build a list around? What else would affect your list(s) with this unit? Will you be running multiples? How are you buffing this unit? Will it babysit anything? What Wargear Options do you prefer and how much does it depend on the above choices? Stratagem synergy or note? Over to you Edited March 1, 2022 by Jolemai Link to comment Share on other sites More sharing options...
Jolemai Posted March 1, 2022 Author Share Posted March 1, 2022 Should you want your model on display here (or on another thread from the series), then submit a photo here please. Link to comment Share on other sites More sharing options...
Jolemai Posted March 4, 2022 Author Share Posted March 4, 2022 From the Land Raider Achilles thread: I make use of a Rapier Quad Mortar a fair bit (it's the same gun, but an artillery piece like a ThunderFire Cannon). As it's often placed out of sight, I normally use the Thunderfire shells but at times when it sees something, those Scatter shells are delicious. Rapiers have four gun options, the one I have experience with is the quad mortar. Imagine a smaller, slightly cheaper TFC with two weapon profiles. The first you use as you would a TFC, the second you use as a cannon in WFB (same for the other gun options tbh). Normally I put it out of sight and flak things, however, I was up against a Custodes force recently and realised that I should have been more aggressive with it and made use of the other profile more - bit of an eye opener really and one I will remember. Link to comment Share on other sites More sharing options...
BloodyB Posted March 7, 2022 Share Posted March 7, 2022 Perhaps the single-most prolific source of dakka available in the game, point-for-point they bring the most fire that I can think of. The weapons options are very diverse and are the defining feature of this unit. As standard, the Rapier mounts Quad heavy bolters. These mow down infantry easily, and can annihilate most marine MSU units outside of Gravis and Terminator armour in devastator doctrine, after that, they remain a valid threat to most light and medium infantry all game, while marines will still lose a couple of guys a turn to this. The Graviton Cannon is a rather unreliable weapon, making D6 shots with blast each turn. It compares mainly to the QHB, excelling more against infantry, while remaining a credible threat to T6 units, it's higher AP and damage makes it more dangerous to monsters and light vehicles, but the unreliable number of shots makes it unappealing to me. If it got a rework to be Heavy 5, or even Heavy 2D3 then I would be tempted, but alas. The Laser destroyer is an excellent tank killer, 3 shots that deal D3+3 damage is a good way to cripple enemy tanks. The downsides of this weapon are the same as every big gun,; it costs a lot, almost an extra 50% on top of the base choice. The last option is the quad mortar, which is expensive, but oh so fun! With two profiles, you can pick between a copy of the Thunderfire cannon from the Codex, or a four shot bootleg Lasfusil for anything that HE ain't killing. The shatter profile is great for dealing with custodes, terminators and anything else that keeps shrugging off small arms. Bear in mind that although otherwise identical, the YFC profile cannot use the stratagem the Thunderfire cannon can. For my money, any of these can compliment a list well, with the exception of the Graviton Cannon. It is too unreliable at present. If I had to pick, I would be torn between the Laser destroyer and the mortar. Both bring anti armour, but of differing kinds and flexibility. On the whole, the mortar is probably more useful, able to engage a range of targets without being wasted, plus extra range and ignore LoS on the frag rounds makes them easy to hide from return fire. General advice, these things are vehicles in name only, and any half decent shooting unit will be able to kill them with anti-infantry fire. They are glass cannons in the most literal way yet seen and are just too brittle to be up close to the fight. Sit them back, don't buff them or waste repair characters on them, keep the pressure on with other, flashier units. Aside from cover and LoS blocking, their isn't much you can do to improve their survivability, so distract as best you can. If you take multiple, and I recommend it, avoid focusing fire to avoid retribution. Only cross the beams when things absolutely have to die. If you can, keep them near another back line squad like Devastators, Hellblasters or your backfield objective holders to discourage deep strikers and consolidate the fire base. Last thought on these: the QHB is hilarious on a Zone Mortal is board. Plonk it at the end of a corridor and just laugh as your opponent realises that you now own an entire section of the board. N1SB and Majkhel 2 Back to top Link to comment Share on other sites More sharing options...
Jolemai Posted March 7, 2022 Author Share Posted March 7, 2022 Worth noting that as vehicles, a Techmarine can awaken (give +1 to hit) them if need be. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now