Special Rules
Black Rage
An extra attack while charging and a feel no pain is good for the limited units that have this rule.
HQ
From Codex Space Marines
Techmarine, Primaris Lieutenants, Lieutenants, Captain in Gravis Armour, Primaris Captain, Captain in Terminator Armour, Captain in Cataphractii Armour, Captain, Chaplain, Primaris Chaplain, Chaplain in Terminator Armour, Librarian in Terminator Armour, Primaris Librarian, Librarian.
Commander Dante
Built for hunting and killing characters in epic duels, he is actually to be feared when used in this capacity. Keep him away from hordes though, the weight of numbers will bring him down.
Gabriel Seth
Surprisingly good at tearing vehicles and monsters apart. His abilities to fight again and score extra hits are a little too random though.
The Sanguinor
Gives your infantry +1 Attack, so makes a really good character to back up your main assault unit.
Brother Corbulo
Has a personal re-roll once per turn and his Grail can generate extra attacks. Otherwise not actually better than a regular Sanguinary Priest.
Sanguinary Priest
Like an Apothecary, but also buffs the Strength of nearby Blood Angels. This actually makes a massive difference for wound rolls in melee if the Red Thirst rule is in play.
Chief Librarian Mephiston
Can Cast and Deny two powers and has his own feel no pain. The Sanguine Sword is amazing, especially when combined with Psychic buffs.
Librarian Dreadnought
A dreadnought with the Character keyword and the protection that comes with it. Can Cast two and Deny one. Interesting choice if you want a tougher Psyker.
Astorath
Gives an aura of re-roll hits in melee and once per game can also give +1 to hit. Feels a little expensive for these buffs though.
Lemartes
Like a normal Chaplain, but also lets the units re-roll failed Charges. Well worth the points to upgrade from a normal Chaplain.
Tycho the Lost
Swaps Rites of Battle for Black Rage. Flavourful, but not useful.
Captain Tycho
Like a regular Captain, but with a bonus against Orks. Again, flavourful but not useful.
Troops
From Codex Space Marines
Scout Squad, Intercessor Squad, Tactical Squad.
Elites
From Codex Space Marines
Redemptor Dreadnought, Contemptor Dreadnought, Dreadnought, Sternguard Veteran Squad, Vanguard Veteran Squad, Tartaros Terminator Squad, Cataphractii Terminator Squad, Terminator Assault Squad, Terminator Squad, Reiver Squad, Company Veterans, Company Champion, Primaris Ancient, Company Ancient, Servitors, Aggressor Squad, Primaris Apothecary.
Sanguinary Guard
Like an Assault Squad, but on steroids. I can see why this is a key unit for the Blood Angels. Great shooting to thin out screens and then decent melee weapon choices for taking on the real target.
Sanguinary Ancient
Essentially a Lieutenant with a Jump Pack and all the benefits for being Sanguinary Guard. Worth taking to buff your key assault unit.
Sanguinary Novitiate
An Apothecary with a different name.
Death Company Dreadnought
A melee Dreadnought with an extra Attack and a feel no pain. Upgrade the Furioso Fists to Blood Talons and start tearing things apart.
Death Company
An Assault Squad with extra Attacks and feel no pain. A large unit of these has to be dealt with and is a pain to shift.
Terminator Ancient
An Ancient in Terminator Armour, although their banner re-rolls melee attacks instead of the usual effect. Your Captains should be in place to do this though, so probably not worth taking.
Furioso Dreadnought
A close assault Dreadnought. I really like the Frag Cannon upgrade, to send it out to mess up infantry.
Fast Attack
From Codex Space Marines
Inceptor Squad, Scout Bike Squad, Land Speeders, Attack Bike Squad, Bike Squad, Assault Squad.
Heavy Support
From Codex Space Marines
Land Raider Redeemer, Land Raider Crusader, Land Raider, Vindicator, Whirlwind, Stalker, Hunter, Hellblaster Squad, Predator, Devastator Squad.
Baal Predator
Twin Assault Cannon plus Two Heavy Bolters makes this really food at killing infantry. I'd pass on the flame weapons as they are far too short ranged. The Overcharged Engines don't really do anything either.
Dedicated Transports
From Codex Space Marines
Repulsor, Land Speeder Storm, Drop Pod, Razorback, Rhino.
Fliers
From Codex Space Marines
Stormtalon Gunship, Stormraven Gunship, Stormhawk Interceptor.
The Red Thirst
This rule is the Real Deal! Adding 1 to your Wound rolls means that Tactical Marine fists are wounding Imperial Knights on 5s. So any Strength increase becomes unreal, and you end up being able to wound a lot of things on 2s and 3s in melee. It encourages you to build an assault army and focus your shooting on clearing screens. The high Toughness of Vehicles and Monsters is less relevant to your army. This is an amazing rule.
Stratagems
Stand-out Stratagems
- Forlorn Fury
- Strike of Archangels
- Upon Wings of Fire
- Killshot
- Auspex Scan
- Descent of Angels
- Red Rampage
- Vengeance for Sanguinius
The Speed of the Primarch is okay, but the best choice here is Artisan of War. A Captain with this and a Thunder Hammer hits on 3s, re-rolls 1s and is Strength 8 with plus 1 to wound and does 4 Damage a strike!
Relics of Baal
Stand-out Relics
- The Angel's Wing
- The Veritas Vitae
- Standard of Sacrifice
The best powers in the Sanguinary Discipline are the character buffs. They can make units like Mephiston and the Librarian Dreadnought terrifying in melee, plus Wings of Sanguinius can get them there quicker.
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