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Welcome to part four 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 Primaris Company Champion

What are you thoughts here folks? How best would you use your Primaris Champion?

  • To compliment a list, or to build a list around? Will the beta rules affect your list(s)?
  • Will you be running multiples?
  • How are you buffing this unit? Will it babysit anything?
  • What Blade Stance do you like to use against what targets?
  • Stratagem synergy or note?

Over to you

Please note that Company Champion and Company Champion on Bike will be discussed elsewhere.

Edited by Jolemai

Before anyone asks:

 

The is the 2022 event special model that went straight to Legends. Following the changes to 9th edition, we now have access to any "generic" unit in Warhammer Legends: Space Marines, which includes this unit. You can find the rules on games-workshop or Battlescribe.

 

Of course they are a Legends unit which could hamper their use in competitive play, but they remain a legal unit for this edition.

The lack of a combat shield on him (if I'm reading his datasheet right) kinda makes me think that putting artificer armor on him is a must, but he otherwise looks really good.

One of his stances gives him a 4++ save. Having said that, relic armour is really good with AOC now.

 

The lack of a combat shield on him (if I'm reading his datasheet right) kinda makes me think that putting artificer armor on him is a must, but he otherwise looks really good.

One of his stances gives him a 4++ save. Having said that, relic armour is really good with AOC now.

The defensive parries only works when he's in engagement range. As are how all of his dances work.

 

I think in order to fully utilize him within our builds, he needs a transport as to not get picked off early, for me he is a mid game beat stick.

 

His special ability activates every fight phase, so depending on what he's in combat with each of the stances offers the ability to at least do something. Like when he's on one wound and is more than likely going to be killed, you can activate whirling blade to attempt to snipe a few wounds before he dies etc.

Upgrading to Chapter Champion is worth a look. While he already has 5A, the other abilities he gains are pretty good. -1 to hit when attacked in combat and rerolls to Wound vs Characters are nice abilities. The Blade of Triumph is worth a look for 3 Damage but the really nice thing is Martial Exemplar. We love to get into melee and rerolling charges for all nearby CORE and CHARACTER units is a good way of making sure we don't fluff crucial rolls. I know we have Icon of the Angel but if you are attacking on multiple fronts, it allows you to spread the rerolls around a bit.

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