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Battle Report- 1500pts- Blood Angels Vs Space Wolves 13/04/10

So this is my first battle rep on my blog and I cant think of a better way to start it off with the new Blood Angels.

My Blood Angel list

Librarian (Lib)

Sanguinary priest (SP)

Corbulo (Cob)

5 Terminators: 2TH/SS, 3LC (BATerm)
Land Raider Redemeer: MM, EA, DB (LRR1)

10 Assault marines: 2 meltahuns, power weapons (10AS)
Land Raider Redemeer: MM, EA, DB (LRR2)

5 scouts: sniper rifles, camo cloaks

Stormraven: EA, TL MM, TL LC (SR)

His list Space Wolves

Wolflord: Thunderwolf, Thunderhammer, Storm Shield, Runic armour (WL)

Runepreist: Murderous Hurricane, Living Lightning (RP1)

Runepreist: Jaws of the wolf, Living Lightning (RP2)

10 Wolfguard: 7 in terminator armour: 2 cyclone missile launchers, 4 storm shields, 2 powerfists (SWTerm)
3 power armour: 3 combi-meltas, 3 powerfists

5 Grey Hunters: flamer, mark of the wolfen, wolf standard (GH1 & R1)
Rhino


5 Grey Hunters: flamer, mark of the wolfen, wolf standard (GH2 & R2)
Rhino


5 Grey Hunters: flamer, mark of the wolfen, wolf standard (GH3 & R3)
Rhino
10 ferisian wolves (FW)

5 Long Fangs: 4 missle launchers (LF)

The guy I was playing Rob I had played before, once at the GT heats and once before at the club. The last time I played against him I got my ass handed (2 obilts left) to me when I played my double lash against his Space Wolves, this time it was the Blood Angels chance to claim revenge.

This list had changed slightly but the core ethos was still the same.

The game was billed "Twilight" cause of vamps vs wolves which I was then pointed out that I was Edward "uphisarse" cullen. Great!



So to begin with we rolled for the game type, we got loot counters, 3 of them, he won the roll for placement.
He placed the first counter pretty much centre, then I placed mine to one side and closer to one of the table edges near a bit of terrain and the last objective he place on the same side as the objective I had but kept it pretty much centre. This ment that there was a triangle of objective on one side of the board with two centred and one on one side of the board.

Rolled for deployment, Dawn of War and then rolled for Deployment/first turn, I had won and picked the side with the one extra objective.

Deployment

I deployed my LRR1 with the 10 man assault squad and the Lib about 18-20" on the board. Using this to push back the enemies deployment.

He didnt deploy anything, all on turn one.

Turn 1

I brought LRR2 with the terminators and Cob, the Sanguinary priest came on 6" directly behind the LRR1, the scout deployed in the Stormraven came on 6" and disembarked into the terrain near the objective. My LRR1 drove back 12" and picked up th SP. The Scout ran 5" and secured their location next to the objective.

He brought on everything, 2 RPs in R2 and R3 with the GHs, the WL was with the FW. One unit of grey hunters R1 went down the edge of the table as far as possible with the Wolflord following behind, the Long fangs deployed far on the other side of the table hoping to lay down firepower for the whole game with getting into trouble, they ran into a piece of terrain. All the rhinos popped smokes, and the Terminators ran forward.

Turn 2

Moved both LRRs forward hoping to get into assault cannon range, the SR moved 6". LRRs were out of range, the SR shot 2 bloodstrikes at on rhino and a TL LC at another, nothing! bar a shaken.

His turn 2 started with some movement (obviously) he moved the rhino on the edge 12" again (it was now very close to my lines) the other 2 rhinos moved 6" the Wolflord fumbled around abit clearly having trouble orgainising his pack of wolves and only managed a 1 for their fleet roll. The army then opened up with 2 living lightnings, 2 cyclone missile launchers and 4 missile launchers managed only 2 glancings and a penetrating, this was greatly aided by shield of sanugius which managed to deflect more than its fair share of shots (Cobs reroll was used here on the penatration hit, I know silly right, I was scared of losing the gunship that early anyways didnt work) the 2 glances managed under 5 so just shaken (Extra armour) and the pen scuffed it and managed a 2! pheeeww!

Turn 3

My army buoyed by surviving the firepower, rode forward with the confidence that the emperor was truly protecting them this game (clearly Blood angles are more favoured :P). LRR1 went 12" dropping the assault squad out right infront of the rhino with the GH1, the second LRR2 went 12" slightly diagonally to get clear sight of R2 and R3. The gunship went 24" forward determined to halt the rhinos in there tracks. Shooting began with the 2 meltaguns from AS10 on R1 blowing it up on a 6 causing the unit to deploy in the rhino and allowed for them to be assaulted by the unit! the SR managed  an immobilisation on R2 and the assault cannons managed a pen but only a one on the chart, those crew must have concussions by now!
The assault of the GH went off with out a hitch (including the casting of Rage) killing all but one ie 5 and causing the unit to fall back 4", the unit then consolidated into the cover anticipating the charge from the Wolflord!

His turn 3 that stand alone GH managed a 11" run back, the SWTerm moved forward again, R3 not immobilised moved 6" forward dropping of the RP with jaws in a piece of terrain. The WL moved in on his prey now within like 3". Shooting here consisted of missile and lots, 8 missiles hit the SR with many hits missing from the 4+ cover save but in the end it lost it MM and then the Long Fangs earned their money by penetrating and destroying the Stromraven (the SR had been lucky so to see it go only so late in the game wasnt to bad). . The wolflord charged in with the wolves, the marines hit first cause they were in cover killin only 4!, the wolves inturn killed none and the WL battered 4 on the marines into pulp! not good but still draw in combat.

Turn 4

I moved LRR1 to the right of the SR and through a gap between the terrain moving 12" looking for a melta hit!, the other LRR2 moved into a piece of terrain to get with 12" of the rhino and the Terminators got out to charge their opposite number the Wolfguard! Shooting this turn was poor really, with the SR and LRR1 doing nothing, but LRR2 was in 12" of the R3 and managed to immobilise it. The BATerm charged the SWTerm.  Over to the other combat and the space marines had managed to kill all the rest of the wolves, 6, they managed 3 and the WL managed 3 causing another draw, but now all that was left was the Lib and SP, the combat didnt go as I had hoped, I expect to use the kills on the wolves to make the WL run. The terminator combat was one of the turning points of the game, the lighting claws on the terminators managed 8 wounds kill 6 of the terminators in an I5 smash! in reply the SWs missed all 6 power weapon attacks! (clearly demoralised by the death of all their battle brothers) the last 2 TH/SS terminators managed to hack one more terminator down and caused the unit (one man) to run away.

The space wolves were in shock after that combat, the terminators were clearly the only way to hold back any charge from the terminators. The space wolves stayed still manly (anticipating a last turn dash out of the rhinos onto the objectives, with RP2 moving into a better position to cast Jaws (did nothing that turn), the Long Fangs shot the LRR to no avail. Then in combat the Lib had managed to cause a wound on the WL then cast the force weapon which managed to evade the runic armours 5+ psysic ward but the 4+ from the RP prevented it at the last moment! argh, then the WL split attacks 3 on Lib and 2 on SP, killing the Lib but sparing the SP draw in combat ( the lib had taken a perils before).

Turn 5

In anticipation of my SP getting demolished by the WL and then moving on to the scouts I moved LRR2 back an picked up the scouts, LRR1 moved to flame the 1 man unit managing to kill him! The combat came around, The Terminators charged the immobilised and blew it up. And this time the SP caused 2 wounds and all the WL had to do was pass 2 2+saves! yup you guessed it, he got a snake eyes and bang he was dead! (rather ironically he died last time from the explosion of a LR) Game changing! The Terminators charged the imobilised and blew it up.

Now the space wolves were truly stunned, none of them were expecting that! the GHs that were not pinned in the other rhino got out and were preparing to charge the Terminators, the RP1 got out of the rhino and charged the SP hoping to get some revenge!, RP2 moved and cast Jaws, managing to cause the biggest fissure ever sucking 2 TH/SS and 1 LC terminator down noooo! but at least corbulo kept his baring and jumped out of the way! The RP charged the SP and killed it, the GH charged and killed one terminator but managed to beat up corbulo with the Powerfist, the terminators managed 4 but that wasnt enough for them to run.

Turn 6

Now the scouts were risk free their LRR2 stayed still, LRR1 moved in on the pinned GH unit nicely bunched for a flamestorm. Shooting started with the RP getting shot by the LRR2s Multimelta and instantly melted, the LRR1 flamed the GH managing to kill all 6 of them. Combat with the Terminators ended with the terminators killing one GH with the mark of the wolfen still left. But stayed in combat.

The lone Terminator rallied moving back towards the fight, the RP had nothing to do as it couldnt do any damage (BATerm in combat, scouts in LRR) the Long fangs shot again with no avail. The combat ended with the last GH death and then the end of the game

Final Game Score
1-0 to the Blood Angels
The Survivors analyse!

My Blood Angel list

Librarian (Lib)

Sanguinary priest (SP)


Corbulo (Cob)

52 Terminators: 2TH/SS, 3LC (BATerm) (down to 2)
Land Raider Redemeer: MM, EA, DB (LRR1)

10 Assault marines: 2 meltahuns, power weapons (10AS)
Land Raider Redemeer: MM, EA, DB (LRR2)

5 scouts: sniper rifles, camo cloaks

Stormraven: EA, TL MM, TL LC (SR)

His list Space Wolves

Wolflord: Thunderwolf, Thunderhammer, Storm Shield, Runic armour (WL)


Runepreist: Murderous Hurricane, Living Lightning (RP1)

Runepreist: Jaws of the wolf, Living Lightning (RP2)

109 Wolfguard: 7 in terminator armour: 2 cyclone missile launchers, 4 storm shields, 2 powerfists (SWTerm)
3 power armour: 3 combi-meltas, 3 powerfists  (down to 1)

5 Grey Hunters: flamer, mark of the wolfen, wolf standard (GH1 & R1)
Rhino




5 Grey Hunters: flamer, mark of the wolfen, wolf standard (GH2 & R2)
Rhino




5 Grey Hunters: flamer, mark of the wolfen, wolf standard (GH3 & R3)
Rhino
10 ferisian wolves (FW)

5 Long Fangs: 4 missle launchers (LF)


What I learnt

Blood Angels are certainly good and can compete with the current best marines the Space Wolves. The sanguinary priest are certainly not for combat, I made a mistake of keeping corbulo near the front of the Terminator squad and then lost him the next turn from a fist (if that was earlier in the game then it could have made a big difference). Blood Angels armies will be smaller than all other marine armies, the inclusion of SPs are a big points sink (thats not to say they are not worth it). The jury is still out on the stormraven, it was ok but playing against any army with so many missiles its bound to be shot alot (enemies with Lascannons will shot the LRRs more) but say that it give the army some much needed mobility.

Best unit
Terminators with SP- I5 and Furious charge is not to be messed with, although they got a bit lucky I am sure that combat would have gone very different without the SP!

Most effective unit
The Land Raider Redemeer has to get this, it balances Blood angels armies very well allowing for horde control and the very much need MEQ killing which seem to be lacking in many Blood Angel lists.

Also special notes to the scouts, I really like this unit, as I have a stormraven they can always be transported, but camo cloaks is such a deterrent to enemy firepower!

What am I going to change?

hmm I think for now im happy with the army and will give it another couple of runs, the only thing is the possiblity of dropping corbulo for a normal SP.

BA HQs continued- Chaplain Tactica

Chaplains are critical to a Blood Angels force, the spiritual guardians of the chapter entrusted in keeping check on the Chapters Black Rage and the Death Company.


In this section im combining both the Reclusiarch and the normal elite chaplain in one, because I think its best to compare the two and see if there is any reason to take one or the other.


Reasons to take a chaplain

There are a number of reason why chaplains are worth having a look at, a free power weapon and iron halo already makes them close to worth their points IMO.
On top of that they have a special power called Honour of the Chapter which makes the unit they join Fearless.
And the most important power Liturgies of Blood allowing the Chaplin and the unit he has joined to reroll of missed hits in the turn they charge, and if the unit is a DC they can also reroll failed to wounds.

Uses

So first of these guys are unit enhancers, never leave these guys on there own.

So either this guy runs in a DC or another unit so lets look at each separately:

In Death Companys Chaplains are a must, the ability to reroll to hit and wound on the turn they charge makes even a 5 man DC a formidable combat unit. On the charge a DC can more than likely kill any unit in the game.

Attaching a Chaplain to a normal squad gives them Fearless but not the reroll to wound, the Chaplain is a versatile character being able to take jump packs and bikes therefore he can be in any squad. Combining a Chaplain with an Assault squad and a priest can make for an expensive but highly resilient unit that wont run from morale checks and pinning.


Are they worth their points?

First we must compare the two and why would take either over the other:

Reclusiarch (HQ)
Pros: Not an Elites choice (very useful), Extra wound and attack etc
Cons: cost 30 pts more (for not much)

Chaplain (Elites)
Pros: cheaper
Cons: takes up an elites slot

So it essentially comes down to your army build in most cases if you have a extra elite slot then go for the regular chaplain but if you dont or you need a HQ then go for the Reclusiarch.

Now we need to see if they are worth their points in comparison to the rest of the choices in the Blood Angel codex.

Well the main competitor to the Chaplain has to be the Librarian, with the preferred enemy power (which can be used every combat round) it can do the same role as a chaplain but slightly differently, straight of the bat we have a different set of wargear, the Libby has a force weapon and hood but lacks the 4++ sv. But the Libby has a second power and this tips the scales in favour of the libby for most people as it makes them much more versatile (I will take more about them in my Librarian Tactica). But the Chaplain is not doomed it still has fearless and the fact that its reroll is much better than the Librarians for two reasons, it can be used against tanks and secondly its not a psychic power (obvious why).


So when will taking a Chaplain be useful?

  • When using a Death Company
  • When you need a unit to be fearless
  • When more you have more than 1-2 big combat units
  • Cause they are cool!
Special mention to Chaplain Lemartes: he is a good value character upgrade and packs a punch but Im not going to talk about him until the DC tactica, but he is extremely hard to use as he has a jump pack and therefore the DC should really be having jump packs and that means rage which is as I have said before a big problem when it comes to DC.

In the end most armies will look past the Chaplains as most armies will not bother with DCs as rage makes them difficult to play. Which is a pity because they are such an important part of the Blood Angels theme.

40k codex creep

While I was going through the new Blood Angels codex you soon realise how good it is, well at least compared to that old pdf we had. But in a sense it was good, it layed the foundation that the new dex is build on, im sure if the pdf hadnt come out people will be chanting out for the writer of the codex which can now take uber cheap assault marines as troops. O how funny the human mind is............

40kreddy

BA HQs continued- Mephiston, Lord of Death

Now we are on to the Lord of Death (cue evil dramatic drums), although for one of the supposed most powerful modern-day (41st millennium) space marines peoples say he dies to easy, well thats what they say..............



Mephiston has been a roller coaster in terms of rules, sometimes he looks viable, other times he seemed weak and sometimes he was awesome and fit the bill. In terms of the model/character well thats always been straight forward, loved the character but the model, well lets say a revamp is desperately required.

Stats 

Well isnt this half the reason why you buy him? WS7, S6, T6, I7 and 5 Ws Wow! he has drawn comparisons to Monstrous Creatures and rightly so but as I will get on to later I dont think thats altogether fair.....

Wargear


This just reinforces the importance of those stats. Artificer armour, force weapon, plasma pistol and of course Psychic hood, thats it, no fancy weapons and why would he need them when you've got powers like he does.......

Special Rules


Fleet, has it obvious uses, coupled with Wings this guy can cover big distances. Transfixing gaze, pick an enemy IC, if they fail a Ld test on -4 then Mephiston can re-roll to hit and to wound ouch!
The most important of all his special rules has to be, Psyker, this allows him to cast 3 powers a turn and he can pick from, Wings, Rage and Sanguine sword! remember that means he can cast each one as many times he likes and that is very important.........

Uses


Well he is a one man monster, the size of a space marine with the ability to cause 6 S10 wound relativity easily, hes a beast in combat. The only major downside to Mephiston is the lack of a Invulnerable save and Eternal Warrior. To be honest though its the Inv save thats really worrying, the lack of EW is not to bad, remember hes T6, the only thing that will really hurt him are Force weapons, Boneswords and stuff like wraithcannons.  The invulnerable save only really matters in combat IMO, at range Mephiston is small enough to hid either completely or partially (4+cover save) from ranged shots, but in combat he has no where to hide! He must get nightmares about hidden fists, cause this will be the bane of his life literally. Admittedly most hidden fists are limited to 2/3 attacks, but without an invulnerable save he is going to lose wounds quick. With almost every unit now taking hidden fists if they can Mephiston can probably hit 2-3 units before dying. While saying that not all armies have hidden fists, infact only 5/12 races can have them and for 2 races (IG and Witch Hunters) they have S6 PFs which reduce effectiveness towards Mephistion.

Another element that makes Mephiston who he is is physic powers, he has 3 as ive mentioned before and can cast 3 a turn. Obviously if your opponent lacks physic defence then your ok, he can cast powers off merrily, but anything from a physic hood to Runes of Warding can be detrimental to Mephiston. The key here is the fact that mephiston can cast 3 a turn so that means you can cast wings, if that fails you can cast wings again. This is fine when facing the likes of a physic hood but without any protection from perils Runes of Warding can do more damage than the eldars shooting phase (RoW makes you take physic tests on 3D6 with a roll of 12 and above causing perils).

One thing that is undeniable is Mephistons ability to kill! and kill meta game, nob biker, thunderwolf cavalry etc. 6 S10 attacks rerolling to hit is awesome and on  top of that any IC that treads Mephistons path is surely dead, instead of casting rage (You have Transfixing Gaze!) then cast the force weapon, although against most ICs the S10 will do it already, but Tyranids be warned with no EW anymore they are perfect targets for Mephiston.

When we consider Mephiston for all round competitive armies, I would highly suggest a free transport, such as a Stormraven (which will be acting as a gunship otherwise) when facing physic defence and you need a way for Mephiston to get into combat when relying on Wings may not be an option.

One of one favourite ways to run him is with honour guard with JPs, this gives him FNP, 4+ cover (he can easily hide) and a unit that can support him! It reduces his weaknesses against horde and hidden fists (the honour guard can mow a 10 man marine squad before it hits back). Also lets not forget Furious Charge, which lets him win meph on meph! I like:

Honour Guard: JPs, 2 melta bombs, 1 power weapon, 1 blood champion: 210

Now of course you will face armies without Physic defence or with very weak defence and armies with few hidden fists but you still have to remember how much mephiston realises on powers and T6 before you pay his hefty price tag.........

Cost


To be honest it is very difficult to gauge if Mephistion is worth his points, certainly there is no other HQ to compare him to and there is no other model in the SM range that he can be compared to, indeed he does bring something to the BA army which is irreplaceable. Comparisons to a LR is where anyone might start but he plays entirely different roles in armies. One of my main problems with Mephiston is he is so 1 dimensional, your opponent knows what he is in your army for and more than likely what you plan to do with him. He will struggle against certain armies for sure, Orks, Eldar and IG off the top of my head but there are armies I think he is well suited to fight Nids, SM , Necron and Choas. But there is no denying his combat prowess, he can turn the tide of a battle and certainly be a major threat to your opponent, physic powers or not.  The real choice is not is he worth the points but are you willing to take the gamble......

40kreddy

credit to paranoimiac for the mephiston image

BA HQs continued- Captain Tycho

The long dead Captain Tycho, now in 2 forms, normal and DC, but they really shouldnt have bothered putting him in with rules like this!


Captain Tycho

Stats


Well compared to a normal captain Tycho has no improvement other than the 2+sv from the Artificer armour

Wargear

The dead mans hand: attacks ignoring armour saves and roll2D6 for armour penetration (he does not have a power weapon and hence does not get an extra attack). His digital weapons allow him to re-roll a single failed to wound roll.
Iron halo as per captain standard.
And he combi-melta called blood song with special ammunition (the bullets the sterguard vets have)
 
Special Rules

Rite of battle is the only real good one here, and for some bizarre reason hes the only HQ that has that rule!
Hes got preferred enemy to Orks (basically ignore it when it come to building competitive lists)

Cost/Uses


I just dont see it, and if someone else can tell me! what do you pay 75 extra points for over a captain? Dead mans hands ok but its not worth say 30 odd points (10 pts for the combi-melta, 15pts for artificer armour and 20pts for rites, which is a bit much IMHO) great he can do damage to tanks and also be versatile and hit troops ant initiative order but at the end of the day he is not good at either! and only 4 attacks on the charge, an honour guard can have more attacks than that. hes not worth the points.

But still there is a bit of me that still wants to use the him for the coolness factor.........

Death Company Tycho

Stats


Difference between DC and captain is DC Tycho has WS7 and 4A including a drop in to BS4, the drop in LD to 8 can largely be ignored cause hes Fearless and not an IC.

Wargear


Hes got all the same stuff as normal Tycho here

Special Rules


Fearless, FNP, Fleet, FC, Relentless and PE:Orks, but this is where DC Tycho falls apart, Black Rage, so hes running all over the place, no IC status.

Cost/uses


I could put Costs/Uses:Dont Buy/None but thats a bit harsh, although hes not worth his points at all (same cost as 7 DC with a power weapon and a powerfist!) There is one, just one use I have for him. Put him in a Stormraven, get him out, fleet and assault. even then I would say hes not very good at that job for his points!

40kreddy

BA HQs continued- The Sanguinor, Exemplar of the Host

Sorry this is just the stupidest special character that GW have brought out for a while! Appears out of nowhere, some sort of essence of Sanguinius. Anyways im not here to talk about fluff!


This is not The Sanguinor, Exemplar of the Host but Sanguinius the Blood Angels Primarch, stunning similarity, I suppose if you ever wanted to use pre-Heresy Blood Angels...........


Stats


Its difficult to compare hes stats to any other character, and rightly so, but there is a few things here that stand out, WS8 is nice, S5 is a must considering he only has a power weapon, 5A is alot, but only 3W and T4........


Wargear


Artificer armour, JP obviously and Glaive Encarmine (MC-Power weapon) nothing special really.


Special Rules


There are alot of these. 
Aura of Fervour: +1A for all units in 6" (except himself)
Avenging Angel: pick one of your opponents HQ units and for the rest of the game the Sanguinor can re-roll to hit and to wound against that unit.
Eternal Warrior, Fearlesss & Furious Charge
The Sanguinor's Blessing: randomly pick a sergeant to gain +1WS, A, I, A (basically a mini HQ)
Undyielding Will: and finally a 3++ inv save

Uses


Starting at the basics, hes not an IC! shock, ya major blow for this guy, so what can we do with him.
Well with EW and a 3++ he can take plenty of shots, which he doubtless will be doing. keeping a SP near by will improve this guys chances of survival. So essentially the Sanguinor must be near other units (but cant be in them) so you make the most out of that +1A bubble and try and smash him into the HQ unit you picked.
Its not a great prospect I find when you have to build your army around a Special Character just to make him work and thats exactly what you have to do with the Sanguinor. Personally I would want to make the most of the +1A, so Id keep him near 2 10 man Assault squads and an Honour Guard, so you get FNP and FC for all. This would be a solid block of marines which should be aimed at the main bulk of your enemies force. Give the Honour Guard unit a banner and watch your opponent scratch his head over what unit to shoot at (each honour guard will then have 2+1(banner)+1(Aura)+1(2CC)+1(charge)= 6 attacks each (and they dont cost a bomb either). He is rather good at absorbing anti-tank fire (which is whats needed to take him down from distance) 13-14 bs4 s>6 ap<3 shots are required to kill him! now that puts him in an odd position, instead of having him in an army with assault marines, have him in a mechanised force, using him as a way to draw firepower away from your army, with rhinos and LRs following behind your opponent has to decide to shot him or let him live and your full army can come out of transport and charge with his aura.


Cost


This is unfortunately where the Sanguinors quest for a spot on my army list halts, to a stop. See for that many points is he really worth it? hes only good at killing infantry at s6 max, hes got a decent save but that's not so great when you consider that hes not an IC, the blessing is random (which makes it half useless, unless all your sergeants are kitted out), your opponent knows what HQ you've pick and will promptly avoid his charge. I think that hes not worth his points certainly there are better choices both HQ and otherwise in the Blood Angels codex........


40kreddy

BA HQs continued- Astaroth the Grim

Bad boy Astaroth has now taken the place of High Chaplain and Redeemer of the Lost, well no actually he always was! we all just thought Lemartes was! anyways with GW sending us a swanky new vampire model our way let have a look if hes really up to that title.....


Stats


Astroboy (ya thats my nickname for him) has to be compared to a Reclusiarch, and not very impressively here he has got +1WS. But hes got artificer armour which combined with the 4++ thats pretty good.

Wargear


Executioner's Axe has to be my favourite weapon in the BA codex (thats not very hard considering the rest are all Master-crafted force weapons). Its two-handed s6 power weapon and I love this bit, makes your opponent re-roll all successful invulnerable saves!
Other than all the normal chappy stuff thats it.

Special rules


Honour of the Chapter: as with all HQ chaplins it makes the unit he joins fearless.
Liturgies of Blood is the same again allowing Astorath and his squad to re-roll missed hits and if its the Death Company all wounds as well on the turn they charge.
Lastly he has the Shadow of the Primarch ability which I suspect is why most people will take him, making Red thirst on a 1,2 & 3 for all units.

Cost


Well in comparison to a Chaplin hes worth the points, well I think he would be, cause the Chaplin doesnt have very many options to bring him up to his standard and what cost do you put on the Executioner axe and an army wide special rule? I think hes worth every point you spend but saying that is he really that useful?

Uses


See although he may be worth the points, where does he fit into your army? It would seem that Red Thirst is obsolete when you have Sanuinary Priests in the army (and you will, they already give FC and let your units keep "ATSKNF" which is not that worse IMHO)  He clearly works best with Death Company (as with all chaplins, you may as well take a Librarian if your not joining them to DC) but here is the problem, Death Company suffer the Rage special rule which means that they will run at the closest thing essentially making them out of your control, for this reason DC with Jump packs are highly inadvisable. Since Asrorath has a JP what do we do with him?

Astorath's JP gets in the way alot of the time but here is you options:

Stick him with a unit of 10 assault marines, make them fearless and plough your way through your enemy

Or try and stick him with DC which makes the Stormraven the only viable option really, so you take 5 DC with JPs and stick Astorath in, there is no doubt that this unit will pack a punch! But its going to make your Stormraven attract alot of firepower (which is not good, as I will explain when I get around to the Stormraven)

Lets be fair though in the end he cant do much better than a chaplin really! the Shadow of the Primarch is not that effective and certainly leaving a 50/50 chance for the units that need FC is not a good idea. Of course hes a beast in combat but not by much really, a bog standard HQ chaplin has 5A on the charge and will kill 2.9 marines and he kills exactly the same amount, with the cost difference of 65 pts, hes obviously better at killing better tougher stuff but still its never going to be that much better....

40kreddy

BA HQs continued- Chapter Master Gabriel Seth

Gabriel Seth is the Chapter Master of the Flesh Tearers. There it is in one sentence why you might want to take Seth! Flesh Tearers, one of my favourite chapters, but lets look past his fluff and get down to the bare bones..........

Stats

You have to compare this guy to a Captain, hes go +1A & W which is a good start, although im not sure how useful +1W is without eternal warrior, certainly +1A will be benefitical.

Wargear


Blood Reaver and of course an iron halo.
Blood Reaver is a two-handed s8 chainsword that causes rending. Right time to take a step back and figure out what all that means. Two-handed, well that extra attack is all the more important now! s8 going at initiative order, sounds good on paper but when is that going to be better than a powerfist? most things that you need strengeth 8 for will also have 3+ saves and you cant be relying on rending to cause wounds now can you!


Special Rules


Whirlwind is an intresting rule, hes can automaticly hit all models in base-to-base with his s8 rend, now thats great if your character is mobbed by models (then you can get 6) but most of the time you are not. Now there is one intresting application to his rule, hit a vehicle with it, automatically! if hes got a priest near by (likely) then you can automatically hit a vehicle thats moved greater than 6" (not to mean that you cant hit them otherwise!) with a st9 rending attack! and most of the time ur hitting rear armour 10, bye bye waveserpent/falcon (altho on the falcon youll probably shake it!)
He also has Ferocious Instincts which lets him make a st4 attack that automatically hits (doesnt he love autohit) for each 1 the enemy rolls to hit, this is a good side add on, in the cases where this will do damage ie 30 orks all hitting him! he will be dead by the end of combat anyways.


Cost


This is where picking Seth just doesnt add up, literally! As ive said already he has very few uses, mainly combat, with no army wide modifing? A captain with a powerfist has -1W and -1A but doesnt need to worry about rending (35pts cheaper) and will actually cause those vital wounds on MCs etc, bar the autohit vehicle rule there is nothing special that Seth actually bring to the table.

Uses


His roles on the battle field are limited, Ideally he should be taken with a 9/10 man assault squad and bundled up the battlefield in a rhino or LR........... to be perfectly honest Im only going to take him when the Fleshtearers role out.....


40kreddy

GW character focus! more like show some shiny pics.........

............and hope people buy.

O the sad truth, GWs articles are going down hill! just look at this one.

First it was White dwarf now even the online articles are getting rubbish. (and they werent bad about a year ago, some decent work)

Now GW seems driven to produce "buy me" articles with very little substance.

Well it was inevitable........

BA HQ choices! Dante



So to get the ball rolling on my blog im going to start with the army im loving the most atm, Blood Angels........



First off lets just have a look at what we are looking at, we have a number of special characters, Reclusiarch, Librarian and the captain along with Honour Guard as sort-of rentinue.

Special Characters

Commander Dante

Well every BA codex I have ever looked at this guys is the first page I turn to. From the outset he seems like a decent choice. lets break him down....




Stats

Well he looks fairly ok here, only thing that stands out is his I6 and A4(5) which are pretty good.

Wargear

2+ save and 4++ inv, solid.
Master-crafted power weapon and inferno pistol, the power weapon is a bit of a let down but the inferno pistol is a nice addition
Death Mask of Sanginius: -1WS, W, I, A plus the normal rules for death mask, this could come in handy but altogether against most opponents is going to reduce the effectiveness of their Combat HQ or just soften him up.

Special Rules

This has to be where Dante makes his points up, army wide rules but not all you might expect!
Tactical Precision: Dante and the unit he joins (provided they have Jump packs) dont roll to scatter when Deep Striking! This rules opens up alot of options, especially when he is with a 10man squad or Honour Gaurd, Melta weaponry will always been in 6/3" which is very reassuring.
Surgical Strike: Hit and Run, alot of people overlook this, its really good, especially in an army where charges are so destructive, Furious charge, can be game changing
Ontop of all that he make Sanguinary Guard troops, obviously this is only good if you plan on taking SG which might not be as straight forward a choice...

Cost

For his points I think Dante is worth it, given that he is more of an enhancer rather that a CC monster I think he fits straight into most Jump pack armies and is going to be a safe choice for those wanting alot of golden in their armies...

Uses

Very obvious is to point out that this guy needs to be in a unit with JPs, no doubt. Make use of his Tactical Precision and rock out some meltas or flamers. Obvious choice being HG with the ability to take 5 melta/flamer weapons, but I would be more inclined to go for a Assault marine squad and pop a sanguinary priest in, give you great flexibility and they are scoring, you can never have to many of those, ontop of that the new codex lets you take 2 meltaguns and an inferno pistol- thats 4 melta shots! and you still have more bodies behind you.
Or you can go for Sanguinary Guard, not my favourite unit due to there high points cost and will be the most expensive of the 3 choices for number of models but they are scoring and have some of the most beautiful models I have ever seen!
Just a note for those who are wondering, Vanguard Vets cant have ICs and Heroic Intervention so he cant join them.


Typical units:

10 Assault Marine: 2 meltaguns, Inferno pistol, Powerfist, JPs: 250
and a Sanguinary Priest: JP: 75
total: 325

Honour Guard: 5 meltaguns, JPs: 215
Honour Guard: 5 flamers, JPs: 190

Sanguinary Guard: 2 inferno pistols, 2 powerfists: 240

The reason I didnt give the SG a priest here is because they should survive light fire and FNP wont help against ap1 and 2 shots.
Although I am not a fan of SG because of their cost, there is no doubting their effectiveness when paired with Dante.

To me its clear, if you want bodies go for AS, if you want good and scoring go for SG and if you want pure points effectiveness go for HG.

40kReddy
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