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Welcome to part three of the Blood Angels Unit of the Week series!

 
Following the release of the 10th edition Index, 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 discuss the units from the units found within Index: Blood Angels, parts two to four will discuss Index: Space Marines, part five will be Imperial Armour, and part six will be Legends.
 
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 Heavy Intercessor Squad


What are you thoughts here folks? How best would you play a Heavy Intercessor Squad?

  • To compliment a list, or to build a list around?
  • MSU or full squads? Are you taking multiple units?
  • Which Detachment are you using?
  • What delivery options are you using? 
  • What Deployment options are you using?
  • What Leaders are you attaching?
  • What weapon choice are you using?
  • Stratagem synergy of note?

 

Over to you.

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Should you want your model on display here (or on another thread), then submit a photo here please.

 

(Once I work out how best to float it!)

 

***

 

As an aside, the thread setup may change over the coming weeks until I'm happy with them. This includes the photos.

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I like to put 5 on a home objective and challenge my opponent to move them. If he/she takes me up on that, they'll either have to dedicate far more than incidental fire to move them (which is better than my heavy hitters getting hit), or just fail. 
 

simple, but effective. 

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I agree, it's hard to go wrong with one squad as home Objective Campers. You really want them on an Objective as the +1 to their saves makes them really hard to shift. In my last game my opponent teleported a squad of Chaos Termies and a Sorcerer behind my lines to try and shift them. Despite making their charge, he only managed to kill 2 of them which meant that they could fall back in my turn and still contest the Objective while I charged the Terminators with something a bit choppier. Not bad going considering the Terminators cost more than twice the HIs.

 

They hit a sort of sweet spot in being just tough enough that your opponent is really going to have to try to wipe them out. I find they work well as they are and don't really need Character support. I haven't tried running multiple squads but I will usually try to find the points for one.

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