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Goatboy – Some Deep Blood Angels Thoughts

4 Minute Read
Mar 28 2010
Warhammer 40K


Goatboy here again – with some Blood Angels Thoughts. Our local store has the new codex so we have been playing with it as well as theorizing some new and interesting things with the list.

It is definitely a crazy one, with some wonky new rules and abilities that will create a unique force to deal with on your local table top. I think it is pretty good, with some things that should help shake up the game a bit and hopefully bring some other armies up front as they will have an easier time dealing with the Space Vampires.

So lets look at some of the things that I think are pretty dang interesting out of the new codex.

All Reserves

This is one of the few armies that can play an all reserved game and actually succeed. Mixing the sheer speed of their basic transport as well as options to deep strike where you want, means you have a lot of options with this army. You can now come in off the table edge, get smoke, and still not lose any true distance you might have lost by getting shot at first. Also knocking a turn off your opponents shooting is a great way to keep your metal boxes alive longer. Vindicators are fast, so shooting 12 inches off the board edge can get you some serious range on what was once considered a kinda bum tank.

Faster Then a Speeding Bullet

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This army is fast. We haven’t had this speed with solid, cheap transports in awhile. Yes I know Orks have fast trukks, but we all know if you stare at them too long they just fall apart. Fast, smoke covered Rhinos and Razorbacks are pretty scary. Lets think if CSM had access to them. Could you image Berzerkers in your stuff that much faster? It would change up the game pretty quickly. This push of fast vehicles all over the Blood Angels codex means that you will be getting down to business quickly. It also means you will always be hitting a red tank of a 6+ and it still gets to shoot stuff at you. They also now have access to a very fast flyer. I know I am not the only one that hates the Valkaryie (As well as Vendetta). Now imagine a Valkaryie with loads more weapons, a mad dreadnought, as well as guys who can kick the crap out of you in assault. This game has moved away from 12 inches of doom to 24 inches of doom and these fast vehicles are pushing it even farther.

All Transport Options Belong to US

When have you seen every options available for transport? I swear the Blood Angels must have a ton of cash from selling Twilight merchandise or something, as everyone can get themselves a pimp ride. I have seriously thought about how good a Deep Striking, TH/SS unit might actually be, dropping 12 inches in front of your army. Yeah you will probably pop the LR, but it will take a lot to get it out of there especially if it smoked. When you try to assault it, you will need 6s still and if nothing has killed it then it is going to drop off its goodies where it wants too.

FEEL NO PAIN For all the Good Vampires!

You can spam a lot of Feel No Pain. I know people got made at me for my nob bikerz rolling lots of 4+’s so just imagine those same TH/SS terminators you hated with Vulkan, not surviving a whole lot of dakka. The best way to handle TH/SS is just weight of fire, and adding FNP in the mix has really got me thinking that one squad of Hammer Time jerks might just be what you need. The best thing is even the Sanguinary Priest doesn’t need to even get out to let his homies have a test of his pimp juice.

Pick a Card – Any Card

With lots of ways to have psychic powers in this army, you are really going to need some form of anti psychic protection. Hoods are going to be mandatory and Rune Priests are going to be running around. The power I think might be the best is the Fear the Darkness power. Yes a lot of armies can ignore it, but some will just fall down to some well placed spooky darkness. Blood Lance is an interesting spell too, especially if there are a lot of massed up metal boxes.

FA = Heavy?

The Baal predator gets put into probably the most interesting slot within the FOC. I think it is a pretty cool edition and really shows some thought went into the codex. Instead of just making the model obsolete in the heavy slot, they instead pushed it into where it kinda needs to belong. I think it might be too cheap for what it does and it will take time to really see if the Flame Storm cannon free upgrade is worth it. Scout really pushes the power level on the unit as well as giving it fast too. Look out for lots and lots of side shots coming at you.

So there are some of the things I have found interesting within the new Blood Angels codex. There are tons more and these are just some of the top ones on my list. The coming months will show if it is truly time for Jawaballs to cackle madly at the power within his Space Vampires.

As usual – shoot me an email to [email protected]. I will be posting lists on my own personal blog for Blood Angels so come on over and give me your two cents.

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