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Tuesday, 4 September 2018

Blood Angels codex review - stratagems


Next up are the blood angel Stratagems. I had intended to publish this post last week but with the arrival of Kill Team my enthusiasm for finish this review has dipped somewhat. However I have started and So I shall finish.
So here are the Blood Angle Stratagems,  There are quite a few here, some of which will be familiar to all marine players but some are chapter specific. 

Armoury of Baal - 1/3cp
This is the standard relic stratagem given to every army. Not much to really say here.

Forlorn hope - 2cp
A Death Company stratagem, granting a death company unit a free move and advance before the first turn. This is a good stratagem to use if you know your going first, to get right up and secure that first turn charge which is vital for death company units as they are quite a fragile unit these days. 

Behold the golden host - 1cp
This only applies to Sanguinary guard with death masks and double the range the turn that they appear from deep strike. I can say much about this but I guess it could be useful in the right circumstances. 

Auspex Scan - 2cp
This stratagem sounds quite good at first, being able to hit a unit deep striking near one of your units, but with the short range and the negative hit modifier, it's not actually as good as you think. The eldar version is very powerful but this is useful but expensive for what it is. If Used carefully it can be game changing.

Death Visions of Sanguinius - 1cp
This is a good stratagem, especially if your running a big unit of death company. Used pre-battle it turns one of your captains, lieutenants or Chaplains in to a death company version, with the extra death company rules. I tend to use this on a chaplain to accompany my death company unit and it has proved quite successful at times.

Wisdon of the Ancients - 1cp
One of the standard marines Stratagems found across multiple books, this gives you re-rolling of 1's when near by a dreadnought. Useful at times if you not running or near a captain.

Strike of the Archangles - 2cp
Terminators only and used after deep striking, it grants re-rolling to hit for the unit. A good bonus for when you place you unit down but for 2cp you'll probably want to use it on the biggest unit possible for the best returns.

Tactical Flexibility - 1cp
Another marines standard, for 1cp you can combat squad a unit at any point in the game, provided of course that you follow the standard rules for combat squading a unit. Personally I have never used this, nor do I think I will, as generally you either want the squads big or small from the start. If you could go the other way and combine squads when they get whittled down, then I would use it a lot!

Hellfire shells - 1cp - heavy bolter, single hit, d3 mortal
Again, this is the standard stratagem, giving you just one shot but doing d3 mortal wounds to a unit. A good stratagem to have for those times you really need to do some damage.

Descent of angles - 2cp
This is probably one of my most used stratagems, being used almost every game so far. A 3d6 charge is always useful, although I have managed to roll a 4 inch charge on one occasion! It's a shame it's just limited to jump pack equipped marines but I can understand why. Definitely a stratagem to have on hand if you have jump troops.

Red rampage - 1cp
This is limited to characters and allows them to gain up ton3 extra attacks on the charge. Now I don't like that it's so random but for 1cp you can't complain to much. I would prefer a flat number of extra attacks but I'll take the d3. Throw this on to a death company character for even more punching.

Armour of contempt - 1cp
This stratagem, despite the name suggesting otherwise, is for vehicles and grants a 'fnp' style roll for mortal wounds. It's always good to have some sort of save against mortal wounds, something that is quite limited for vehicles. As yet I haven't really seen much use for this, as mostly your just taking a wound or two and it only last one phase. If it lasted a turn then I would be more impressed by it but as it is, I wouldn't bother with this much.

Flakk missiles - 1cp
Another general marine stratagem, flakk missiles enable you to make a single roll against against FLY units, with a handy +1 to hit, and does d3 mortal wounds. It can only be used by a missile launcher but if you've the points I think it can be worth sticking one in somewhere in your army. With the number of FLY units these days, you'll usually always be able to find a target.

Vengeance for Sanguinius - 1cp
A good card if you are fighting heretic astartes or black legion bit useless if your not. This stratagem mean that for every 6+ that is rolled to hit you get an extra attack or if your fighting the black legion, you get an extra attack on a 4+. This is a good stratagem for units which kick out a lot of attacks, such as the death company or Sanguinary guard and combined with some of the other Stratagems this could result in a large number of attacks. In the right situation this can be a good card and being cheap it can be worth a throwing the card down when a unit is in combat.

Honour the chapter - 3cp
This is a very situational stratagem. Used by the right unit at the right time and this can be a very powerful card. The card enables a bike or infantry unit to fight again in the fight phase. It's expensive but as I said it can potentially be very powerful. Getting a full unit of death company to fight again on the turn they charge can be a huge but getting a combat squad of assault marines to fight again will be slightly underwhelming. This is a good card but getting an opportunity to actual use it can be difficult, most armies will have around 8 command points, spending 3 in one go is a large chunk of your allowance.

Only in death does duty end - 2cp
Similer to the previous stratagem but limited to characters this time. This enables a character to fight or shoot again when it dies. In reality, your going to be using this to fight again, unless you have a very good shooting weapon. Fighting again is always a good thing and with a character that usually means the possibility of doing quite a bit of damage. I would not be to keen on using this card everytime a character dies but it's worth keeping to hand.

Cluster mines - 1cp
Scout bikes will quite often be pushing up the battle field, getting close to the enemy and this stratagem gives them the ability to fall back out of combat and still do some damage. It only works if your in combat to start with and does require a dice roll to take effect, although it's only a 2+ roll. The damage is not particularly powerful, being only d3 mortal wounds, but it is better than nothing. Useful for getting scout bikes out of trouble but still quite limited in uses.

Upon wings of fire - 1cp
This is another good stratagem and it enables you to remove and replace a jump pack unit form\to anywhere on the board. I've used this a lot to relocate units or characters when there out of position or to get them out of an unfavorable situation. For 1cp it has multiple uses and is always worth having to hand if you have jump pack units around.

Orbital bombardment -3cp
A classic marine option and available to all flavours of marines. There's nothing like dropping a big load of hurt on your enemy, although I'd drop this early if I were you. A one use only job and if your warlord doesnt move or shoot, you can drop it anywhere on the battle field and every enemy unit around suffers mortal wounds (on a 4+). The only downside to it is that it's so random. Firstly the range (d6) is random, then you need to roll to see if you damage (4+) and then roll for the actual damage (d3).

Masterful marksmanship - 1cp
For use with your sternguard units and gives those firing special issue ammunition a plus to wound. A good bonus, especially for high toughness targets. Now, special issue ammo is not as good as it use to be but this does help, meaning you'll be wounding most models on a 4 or less and could cut through the likes of guard on 2's! A good stratagem to have in your hand.

Data link telemetry - 1cp
This stratagem is very hit and miss. It gives you the ability to automatically hit with shots from a whirlwind, however you have to have a land speeder within 12 inches of the target. It is this element that makes it hit and miss, as if you don't succeed in wiping out the target, they will probably wipe out your speeder in return and even if you do, your speeder will probably be very much exposed and in danger. I would be cautious about using this stratagem in all but the most critical cases or when you don't really care about loosing your speeder.

Lucifer pattern engines - 1cp
BA classic Blood Angels stratagem here. The Angels are know for there love of speed and in previous editions there vehicles were always faster and this is the new version. A straight up 6 inch advance or even more fun 6 plus d6 for the Baal Predator. It's just a shame that assault cannons are "heavy" weapons, imagine is they were actual "assault" cannons. I like this stratagem, great for getting your rhinos up the field fast or reposition supporting vehicles.

Empyric channeling - 1cp
This is very reminiscent of one of the old 7th edition formations and enables you, if you have 3 psyker, to use one to cast an additional power with a casting bonus. The down side is that you have to have all you psyker next to each other. I don't know many players who field 3 librarians and even if they did I can't imagine why you'd want to keep them together. A cheap power but not one I can see a lot of use for really.

Kill shot - 1cp
This is one of the big vehicle Stratagems, requiring 3 predators to use it. Using this stratagem you can get a +1 to wound and to the damage when targeting monsters and vehicles, as long as all 3 vehicles are close to each other. This sounds like a very good stratagem, capable of dishing a lot of damage but it is going to be pricey, requiring 3 predators, and mean that you need to keep them close by to each other. Could be useful in certain circumstances but I'm really not sure how often you would actually be able to use it.

Linebreaker bombardment 1cp
This is the second of the big vehicle Stratagems. You need 3 vindicators this time, and if you pick a point within range of all three you get to deal mortal wounds (on a 4+) to every unit near by. That's every unit, not just enemy units, but it can deal a lot of mortal wounds, possibly up to 9 and at least 3. Yes it's going to be pricey for 3 vindicators in the first place but at least it's only 1cp for the stratagem. Never seen this used, in person or batraps, so no idea if it's actually any good but it sounds very cool.

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