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Tuesday, 17 July 2018

Blood Angels codex review - Elite units

Next up are the elite squads, those units that consist of more than one model.

Sanguinary Guard

These are one of the iconic Blood Angles units, the golden clad warriors with there winged jump packs. Now, while they maybe an iconic unit, there stats on the table top are not exceptional, as they they still have the standard marine profile with just one extra wound and a slightly better save. There weapons are not particularly good either, mostly being just gaining d3 damage rather than the standard 1. That being said, there is something about the sanguinary guard that I like and if you keep them close to the warlord you get to re-roll hits as well. I will be looking at fielding some of these in the future but that's more for fluff then for there usefulness on the table top.

Aggressor Squad

A primaris unit, dedicated to close support. These guys are brutal up close, with powerful weapons both in shooting and melee but they are slow and getting them in to range can be difficult. As much as I like this unit, I won't be taking them as there primaris marines and I don't use them right now. If you do though, this is a good unit to have, especially as a counter charge or charge denial unit.

Death Company

Another iconic Blood Angles unit, the death company can be a very powerful assault unit. I really like these guys and run 15 of them, maxing out the squad size and while they tend not to do very well for me, I still love them. Granted I think the fault is how I'm using them and not the units itself. While the wargear options are limited, there are still some good options. Thunder hammers are good, but could do with some extra damage and inferno pistols are great, as you will be getting up close and personal with these guys. I'd stay away from hand flamers, as there are pretty useless unless your facing tau or guard. If you are going to run these guys, bigger certainly seems better, as they are not very resilient and will die quite easily.

Servitors

Er, yeah, servitors............

Ok, sensibly, these guys are cheap, 14 points standard and 12 at there cheapest but with bs\ws of 5+, they aren't hitting much. Even with an attendant techmarine there only going to hit half the time. I'd leave these on the shelf to be honest.

Company Veterans

With the loss of the command squad and the removal of sanguinary novitiate, champion and ancients from the squad, these boys are a little bit lost. They don't really bring much to the table, especially in the basic 2 man squads. I think if they changed the bodyguards rule slightly, it might make a difference. As it is, this is a very versatile squad, with options to take a lot of different kit but it is neither a combat specialist or a long range killing machine. There are other squads out there which can do better then this squad at the various rolls, only bring this unit if you really want the bodyguards rule.

Reiver Squad

The second and last of the primaris elite squads. There is no doubt that reviers are good, but they are primaris marines, so I'll not be using them. Tooled up for combat, these guys can make a mess of many light infantry and even MEQ's.

Terminator Squad

The good old terminator squad, while still lacking, is a lot better than previously. It should still have an extra point of toughness I think, but that's just my opinion. These guys can be a right pain to an enemy, dropping down late in the game and going to work on the back field. Even just keeping them in reserve can cause an opponent issues. I would look to upgrade to chain fists, as there slightly better in my opinion. As it is though, the Knights will not be running terminators, as there just too slow for the fluff but they are still a useful unit to have.

Terminator Assault squad

The assault variants of the terminators suffer the same issue as their long range brethren but are still formidable. I would generally go for hammers and go monster or character hunting with these guys, lightning claws are good, but you'll get bogged down in bodies before you can do what you want to do. I think of the two terminator units this is the best and the one I would run, if I was going to run a unit. 

I'll also mention the Cataphractii and tartaros terminator squad quickly. These are variants of the terminator squads, with there own quirks. Personally, I don't see much reason to take these over the normal terminators, yes there are certain advantages but nothing that says that one of these is that much better you have to take that unit as a must. Unless you have a spare squad of either lying around, I'd stick to the standard terminators.

Vanguard Veteran squad

This is another of the squads that seems to still be needing a proper role. Yes there really supposed to be for close combat and they do well with many good options, they are not quite the combat monster they should be, mostly due to the fact that they are, like a lot of the MEQ units, hit very hard by the new ap system. Against the right units, these guys can cause a lot of damage and I am still thinking about adding a second unit but you have to be careful with there use. They work well in support or counter charge, but they are just not resilient enough to go it alone. Well worth thinking about though, as you can tool them up for specific rolls very easily but just watch the points, they can rack up very quickly!

Sternguard Veteran squad

The last of the elites and a good one. These guys are like your standard marine stats wise but there bolters are better. They do struggle a bit against primaris marines, who can match or even surpass them in many ways but the ap -2 bolters are still good. Use them to target specific units or characters and they can do a lot of damage. I wouldn't bother with combi weapons or  the heavy flamers here, as BA tactical squads get that option, stick with the bolters all round. Keep them back and select your targets carefully and these will deliver.


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