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Showing posts with label Death company. Show all posts
Showing posts with label Death company. Show all posts

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.

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
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