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Blood Angels Detachment of the Week Series

 

Welcome to part one of the Blood Angels Detachment of the Week series!

 
Following the release of the 10th edition Codex 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 discuss the units from the units found within Codex Supplement: Blood Angels, and part two will discuss Codex: Space Marines.
 
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 Liberator Assault Group


What are you thoughts here folks? How best would you use the Liberator Assault Group Detachment?

  • How are you building your lists, and at what points level?
  • What Characters are you using?
  • What units are you using?
  • Enhancement synergy of note?
  • Stratagem synergy of note?

 

Over to you.

Of all the Detachments GW have released for the divergent Chapters I think that LAG stands out as being the most competitive while perfectly capturing the feel of the Blood Angels. It is not subtle or sneaky with complex moving parts, it is simply hordes of blood-crazed vampire angels crashing into the enemy and ripping them apart in melee.

 

The most obvious advantage is that it elevates all our melee units, not just a subset. You can go for quantity over quality and spam Assault and Jump Intercessors, go heavy on Death Company or go elite with Bladeguard Vets and Sanguinary Guard. All you need are about 10 melee infantry for each 500 points in your army and a way to get them to grips with the enemy quickly. Your remaining points are normally spent on a mix of fire support, Objective holders and action monkeys.

 

The Enhancements take what the list does well and either amplify it (like Rage Fuelled Warrior) or cover its weaknesses like Icon of the Angel. There are no bad choices here, just a question of which ones fit best in a particular role. Here are some particularly good combos:

  • Captain on foot with Rage Fuelled Warrior leading Assault Intercessors. Trigger Rage Fuelled Warrior and Finest Hour on the same turn, preferably when attacking your OOM target for a crazy number of hits with Dev Wounds and rerolls to wounds as well. If you target is the OOM target and on an Objectivem you can reliably dish out 10+ MWs and about 10 hits at S7 with a Master Crafted Power Sword.
  • Lieutenant with Speed of the Primarch leading Bladeguard Vets. Lethal Hits are great on BGVs as it really lets them punch up against hard targets (as does the charge bonus from LAG). The LT's ability to Fall Back and Charge keeps the charge bonuses active and can let you bounce onto fresh targets. Speed of the Primarch gives you a one-off Fights First which is handy if your opponent tries to tackle you with his own elite infantry.

As if all of this was not enough, we have a great set of stratagems. In fact my main lament is that we cannot get a CP battery character like Calgar or Azrael. You are likely to want at least one Capatain in your list for Rites of Battle to help keep Red Rampage flowing. Other stratagems give us more attacks or allow Advance and Charge. It really is the perfect toolbox to allow our units to get where they want to be (usually melee) and turn them up to 11 when they get there.

 

After relying gimmicks like Smash Captains in past editions, I really love the LAG for making Blood Angels feel both fluffy and effective. I love the sight of my melee units in crimson, black and gold soaring over the battlefield on wings of fire before hitting like a freight train in melee.

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