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Tuesday, 21 August 2018

Blood Angels codex review - abilities and psychic powers


This time we will be looking at the Sanguinary psychic discipline and also the various abilities that are available to the various units of the Blood Angels.

The Psychic Powers of the Sanguinary Disipline

Quickening
One of the two powers that targets the psyker themselves, and is aimed at improving there combat abilities. Really this is aimed at a psyker that is going to charge this turn but could be used defensively. A good power but not the best. Having said that, combine it with Wings of Sanguinis and you have a very powerful combo.

Unleash rage
This is one of the powers that I use a lot, mostly one either my death company before it charges or on my vanguard's before they charge. The power itself grants one extra attack and when combined with other abilities it can be very useful but you need to be quite selective on who you cast it on.

Shield of Sanguinius
This is another power that I use a lot. Granting a unit a 5+ invulnerable save to a unit can be quite powerful, especially with all the plasma guns going around. There is not really a bad unit to use this power on, apart from units that have an invulnerable save already. 

Blood Boil
This is a power that I don't use much but it is a useful power. It works best against characters but can be used against any number of units. Personally, I think that it would be most useful against the units that are the hardest for it to wound. Low toughness models are easy to wound in general and don't need a psychic power that can deal lots of mortal wounds to help, high toughness models, which are hard to wound in general and will be with this psychic power, are the models that would be most effected by the power. 

Blood Lance
Potentially a very powerful power, which with good positioning and a bit of luck could cause a lot of mortal wounds. However, it does require you getting close and is very dependent on getting good dice roll. Not only have you got to roll to get the power off but you have to roll to actually cause any damage. This power, while it has the potential to be very powerful, is just to random for my liking.

Wing of Sanguinius
This is the second power that targets the psyker and has a number of uses but will most likely be used to get in to close combat quicker. It's one of the easiest powers to cast and gives you a large threat radius and when combined with the Quickening, can quickly turn your psyker in to a combat monster. Oh and this is always fun to use on a librarian dreadnought for the look on your opponents face, flying psychic brick anyone?

So, most of the powers in the new Disipline have a use, some more so that others. I still don't think that librarians are combat orientated, especially without an invulnerable save, and are more suited to buffing units nearby but they can be used as offensive weapons just as easily, they are just not as reliable at this though.

As with all armies these days, the blood angels come with a number Abilities built in to them. Some are standard across the marine family, some are more akin to chapter tactics.

And They Shall Know No Fear (aka ATSKNF)
This is the same as with all marine varients and grants you a re-toll for failed moral  tests, which is always useful. Not as important for marines as for some armies but can be useful for keeping models where they should be, on the table.

Defenders of Humanity
This grants troops the old objective secured rules, meaning that they trump any other units, except other troops, when claiming objectives. It's a standard rule across the board for most armies, under one name or another.

These are the general abilities, the next two are more akin to chapter tactics.

Black Rage
This is applicable to certain units, most notable the death company units. This gives them some added resilience, although I very rarely actually make the 6+ roll needed to ignore wounds. The other bonus of an addition attack on the charge is also very useful and can really up the level of damage a unit can do, especially a full 15 man unit of death company. All in all its a good addition to many already good units.

Red Thirst
This is a classic blood Angles rules that has been around in one form or another for many years and in this edition it grants a +1 to wound on any unit that is in its first round of combat, whether it was charged or did the charging. It can make a huge difference against many different units, I just have to remember to use it!

All in all, the blood angels get some good abilities that really add to the individual flavour of the chapter. They have always been a chapter that favoured the up close and personal touch more so than many other chapters and it is reflected in the "chapter tactics". I just hope that we get some death company primaris marines at some point in the dim and distant future.

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