Post by calitom on Sept 9, 2011 1:23:11 GMT -5
Shannon asked me to write up a kind of comprehensive guide that can let new players learn the ins and outs of the unit selections in the Codex for my favorite Space Marine chapter, the Blood Angels. So here, I'm gonna do just that.
Now before I jump into the Force Organization selections, I wanted to touch base and first go over the things that make the current Blood Angel codex different from the other Space Marine codices. A bit of it is comprised of special rules, and some is in selections- but here's the overview of these rules and selections.
The first thing is that every vehicle save the Land Raider and variants in the codex are fast. Yes, that means Rhinos, Razorbacks, Vindicators, Predators, Baal Predators and Whirlwinds. 18'' moving vehicles you say? It's one of the things that helps aid the general play style of the codex - fast, in your face and always on the move.
Next are the Death Company and Death Company Dreadnoughts. They are those of the Chapter whom have fallen to the Curse of the black rage and rampage around the battle field pretty much charging to their deaths in glorious battle. Incredibly fun and a very flavorful selection.
Another is easy access to Furious Charge and Feel no Pain via Sanguinary priests. This was originally introduced in the PDF White Dwarf Codex from Corbulo, but has since become available through an elite selection that you can easily tool up the way you want and customize in many different ways. Anything from special weapons to a bike or jump pack. It helps give the Blood Angels their vicious close combat ability and the fact that most anti - infantry firepower generally pings off of their troops.
Yet another is the ability to take Assault Marines as troops, and further that all Blood Angels equipped with a Jump pack have the Descent of Angels special rule, which allows them to re roll their reserve rolls as well as only scattering a D6 inches when they arrive from reserve. Pretty sweet! It justifies how the chapter feels more at home in the skies, and how many are more then willing to throw on a jump pack and go to town with a chainsword when needed.
Furioso Dreadnoughts are the close combat specialist Dreadnoughts of the codex and have access to some upgrades no other marine Dreadnought has, as well as the ability to become a Librarian Dreadnought. Psyker Dreadnoughts? I'm sure you think that's insane, but it adds some flavor to the usual Dread selection and gives access to psychic defense in a second FoC slot, which is nice.
Red Thirst is a special rule most of the codex has which signifies the early stage signs of the Black Rage, which grips the marine and gives him this rather nasty thirst for the blood of his enemies. If you happen to roll a 1 on a D6 before the game starts for a unit, they replace And They Shall Know No Fear with Furious Charge and Fearless. Yet another very cool thing that can happen- though you can't always rely on it.
Last but certainly not least is the Baal Predator. It's a Predator with the ability to take an Assault cannon or Flamestorm cannon turret, and either Heavy Bolter or Heavy Flamer sponsons. Sounds good, right? Did I mention it has the Scout USR? Outflanking or fast scouting tanks?! Now that's awesome!
Now you have some ideas for what's in store, and how the Blood Angels are unique as a Space Marine chapter. Next up in the HQ Selections, how you enjoyed the read!
Now before I jump into the Force Organization selections, I wanted to touch base and first go over the things that make the current Blood Angel codex different from the other Space Marine codices. A bit of it is comprised of special rules, and some is in selections- but here's the overview of these rules and selections.
The first thing is that every vehicle save the Land Raider and variants in the codex are fast. Yes, that means Rhinos, Razorbacks, Vindicators, Predators, Baal Predators and Whirlwinds. 18'' moving vehicles you say? It's one of the things that helps aid the general play style of the codex - fast, in your face and always on the move.
Next are the Death Company and Death Company Dreadnoughts. They are those of the Chapter whom have fallen to the Curse of the black rage and rampage around the battle field pretty much charging to their deaths in glorious battle. Incredibly fun and a very flavorful selection.
Another is easy access to Furious Charge and Feel no Pain via Sanguinary priests. This was originally introduced in the PDF White Dwarf Codex from Corbulo, but has since become available through an elite selection that you can easily tool up the way you want and customize in many different ways. Anything from special weapons to a bike or jump pack. It helps give the Blood Angels their vicious close combat ability and the fact that most anti - infantry firepower generally pings off of their troops.
Yet another is the ability to take Assault Marines as troops, and further that all Blood Angels equipped with a Jump pack have the Descent of Angels special rule, which allows them to re roll their reserve rolls as well as only scattering a D6 inches when they arrive from reserve. Pretty sweet! It justifies how the chapter feels more at home in the skies, and how many are more then willing to throw on a jump pack and go to town with a chainsword when needed.
Furioso Dreadnoughts are the close combat specialist Dreadnoughts of the codex and have access to some upgrades no other marine Dreadnought has, as well as the ability to become a Librarian Dreadnought. Psyker Dreadnoughts? I'm sure you think that's insane, but it adds some flavor to the usual Dread selection and gives access to psychic defense in a second FoC slot, which is nice.
Red Thirst is a special rule most of the codex has which signifies the early stage signs of the Black Rage, which grips the marine and gives him this rather nasty thirst for the blood of his enemies. If you happen to roll a 1 on a D6 before the game starts for a unit, they replace And They Shall Know No Fear with Furious Charge and Fearless. Yet another very cool thing that can happen- though you can't always rely on it.
Last but certainly not least is the Baal Predator. It's a Predator with the ability to take an Assault cannon or Flamestorm cannon turret, and either Heavy Bolter or Heavy Flamer sponsons. Sounds good, right? Did I mention it has the Scout USR? Outflanking or fast scouting tanks?! Now that's awesome!
Now you have some ideas for what's in store, and how the Blood Angels are unique as a Space Marine chapter. Next up in the HQ Selections, how you enjoyed the read!