Tuesday 3 July 2018

Blood Angels codex review - Troops

This post will cover two sections of the Codex, the Troops section and also the Dedicated Transport section, as although the transports can be used with a number of different units, they are most commonly associated with the troops, plus it’s a small section of the codex, leaving lots of space on the post!

Troops

Tactical Squad

For a long time, these have been the staple of every marine list but with the arrival of Primaris marines they have been somewhat neglected. However, they are in my opinion very much still relevant and that’s not just because of the irrational dislike of Primaris Marines. The standard marine is still highly adaptable and customisable, being able to take a variety of heavy and special weapons, something Intercessor squads are, as yet, unable to do. These units in my armies’ form part of the support elements, although in a close support form, carrying numerous flamers. With the changes to combi weapons, they can be even more dangerous than they previously could. I still think that at the very least these make very good objective takers and holders, I would always look at taking a unit or two in an army, tooled up as close support units for other units.

Intercessor Squad

The Primaris troop choice and aside from not taking Primaris units in the army, I feel that these are rolled for a very specific role, that of anti-infantry, with no options to speak of, they are not very customisable. This is where I think the Tactical Squads have the big advantage, although there is no doubt that as anti-infantry units the Intercessor Squads are very efficient, being able to take out most threats before they can themselves be targeted.  I have yet to face these across the table, but I am not looking forward to the day that I have to!

Scout Squad

Scout squads are still a very popular choice these days, although their role has changed somewhat. Gone are the days that these were used to fill out the required troop slots as cheaply as possible, now they are taken on actual ability, although it really seems that its only one ability that counts. While scouts can take bolters, shotguns or pistols and knives, its is there ability to take snipe rifles that has seen them become possibly the number one troop choice. Sniper rifles really have come in to there own this edition, performing the role that they really should always have had. While I do see some Scout units used to camp on objectives in the centre of the board, most of the time they are armed with sniper rifles and targeted at the buffing characters. This is a very good use for them and can cause an opponent a lot of trouble and is something that I have looked at adding to my army on more than one occasion.  I would recommend Scouts as an option to anyone, but I would also suggest looking beyond arming them with sniper rifles.

Dedicated Transport

The options for transport have changed little over the last few editions, with only the addition of the Primaris Repulsor transport to the list, however, there has been significant changes to the transports roles, even if the actual transports themselves has changed little.

Rhino

The classic Rhino, little changed for numerous editions. These are the most basic marine transport and still have a place in most armies. It is always worth having a few of these vehicles around as you never know when your going to need to shift around a squad or two. With the changes to vehicles, even these are now durable, although their efficiency drops rapidly once they become damaged. I will eventually have a couple of these machines in my force and I have no doubt that when they are fielded they will prove there worth.

Razorback

Very similar to the Rhino, just with more guns and less transport. The overall profile of these is identical to the Rhino, the only decision that you need to make is whether you want transport space or more fire power. For general units, such as Tactical and Devastator squad, transport space is usually my priority but for elite units such as Sternguard or Company Veterans, then the added fire power is better. Take care what weapons you take though, as each has a specific role and they should be, in my opinion, complimentary to the squads’ mission. What I mean by that, is that if your running a bunch of Company Vets with melta guns, look at running the Razorback with either heavy bolters or Assault cannons. Alternately, if your running Sternguard Vets, then Lascannons would be a good choice. This means that your units will always has the support should they get caught out against the wrong target, afterall, melta guns are useless against a horde of infantry, but Assaut cannons work just fine!

Drop Pod

These are probably the unit hit hardest by the changes from 7th to 8th. The have shot up in price, effectively gone down in toughness and lost the ability to become objective secured, thus removing one of its key uses in the game. In addition to this, the changes to the reserve rules mean that you can no longer use it to deliver your units reliably where and when you want them, as deep strike is now not a gamble and no matter what you need to be 9 inches away from your enemy. So realistically, drop pods are, on the whole, no longer required. That being said there is nothing quite seeing drop pods crashing down on to the battle field and for certain units, like those that don't have the option to deep strike, using a drop pod can be quicker and easier than trundling across the field in a Rhino or Razorback. Yes, it cant relocate and it has very limited fire support, but it will get you there quickly. I still like pods and I would like to own a couple, mostly for my sternguard, but I don't see me getting any anytime soon.

Land Speeder Storm

The dedicated transport for scout squads and only scout squads. Like all of the land speeder varieties it has had a significant boost to survivability over the pervious edition. The Storm is a useful vehicle although it is very restricted in use, being as it can only transport scouts and only 5 at that rate. Scouts still seem to hold the position of being used to produce command points by filling out slots in battalion and brigade detachments. As such they tend to be run fairly cheaply or with sniper rifles and therefore storms are not needed or add addition cost which could be better spent else where. A good vehicle but to niche to really be of much use. 

Repulsor

The only transport that can transport primaris marines, and while it can take gravis armour, it cant take any other types of units. Which is silly in my opinion. Why cant Primaris marines get in a Land Raider or a normal tactical marines get in a Repulsor? Anyway, the Repulsor is a (un)holy union of a Land Speeder, Land Raider and Preditor, looks silly and over the top. As good as it is, ill not be fielding Primaris marines anytime soon, so I wont be fielding these either.


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