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Hey guy just wanted to share my thoughts on Blood Angels with you all.
Here is my blog
I have written about all the special characters so far, I hope to continue and write on the rest of the HQ choices.
Then hopefully go on and talk about the rest of the BA codex
Well he looks fairly ok here, only thing that stands out is his I6 and A4(5) which are pretty good.
2+ save and 4++ inv, solid.
Master-crafted power weapon and inferno pistol, the power weapon is a bit of a let down but the inferno pistol is a nice addition
Death Mask of Sanginius: -1WS, W, I, A plus the normal rules for death mask, this could come in handy but altogether against most opponents is going to reduce the effectiveness of their Combat HQ or just soften him up.
This has to be where Dante makes his points up, army wide rules but not all you might expect!
Tactical Precision: Dante and the unit he joins (provided they have Jump packs) dont roll to scatter when Deep Striking! This rules opens up alot of options, especially when he is with a 10man squad or Honour Gaurd, Melta weaponry will always been in 6/3" which is very reassuring.
Surgical Strike: Hit and Run, alot of people overlook this, its really good, especially in an army where charges are so destructive, Furious charge, can be game changing
Ontop of all that he make Sanguinary Guard troops, obviously this is only good if you plan on taking SG which might not be as straight forward a choice...
For his points I think Dante is worth it, given that he is more of an enhancer rather that a CC monster I think he fits straight into most Jump pack armies and is going to be a safe choice for those wanting alot of golden in their armies...
Very obvious is to point out that this guy needs to be in a unit with JPs, no doubt. Make use of his Tactical Precision and rock out some meltas or flamers. Obvious choice being HG with the ability to take 5 melta/flamer weapons, but I would be more inclined to go for a Assault marine squad and pop a sanguinary priest in, give you great flexibility and they are scoring, you can never have to many of those, ontop of that the new codex lets you take 2 meltaguns and an inferno pistol- thats 4 melta shots! and you still have more bodies behind you.
Or you can go for Sanguinary Guard, not my favourite unit due to there high points cost and will be the most expensive of the 3 choices for number of models but they are scoring and have some of the most beautiful models I have ever seen!
Just a note for those who are wondering, Vanguard Vets cant have ICs and Heroic Intervention so he cant join them.
10 Assault Marine: 2 meltaguns, Inferno pistol, Powerfist, JPs: 250
and a Sanguinary Priest: JP: 75
Honour Guard: 5 meltaguns, JPs: 215
Honour Guard: 5 flamers, JPs: 190
Sanguinary Guard: 2 inferno pistols, 2 powerfists: 240
The reason I didnt give the SG a priest here is because they should survive light fire and FNP wont help against ap1 and 2 shots.
Although I am not a fan of SG because of their cost, there is no doubting their effectiveness when paired with Dante.
To me its clear, if you want bodies go for AS, if you want good and scoring go for SG and if you want pure points effectiveness go for HG.
Mephiston, Lord of Death
Now we are on to the Lord of Death (cue evil dramatic drums), although for one of the supposed most powerful modern-day (41st millennium) space marines peoples say he dies to easy, well thats what they say..............
Mephiston has been a roller coaster in terms of rules, sometimes he looks viable, other times he seemed weak and sometimes he was awesome and fit the bill. In terms of the model/character well thats always been straight forward, loved the character but the model, well lets say a revamp is desperately required.
Well isnt this half the reason why you buy him? WS7, S6, T6, I7 and 5 Ws Wow! he has drawn comparisons to Monstrous Creatures and rightly so but as I will get on to later I dont think thats altogether fair.....
This just reinforces the importance of those stats. Artificer armour, force weapon, plasma pistol and of course Psychic hood, thats it, no fancy weapons and why would he need them when you've got powers like he does.......
Fleet, has it obvious uses, coupled with Wings this guy can cover big distances. Transfixing gaze, pick an enemy IC, if they fail a Ld test on -4 then Mephiston can re-roll to hit and to wound ouch!
The most important of all his special rules has to be, Psyker, this allows him to cast 3 powers a turn and he can pick from, Wings, Rage and Sanguine sword! remember that means he can cast each one as many times he likes and that is very important.........
Well he is a one man monster, the size of a space marine with the ability to cause 6 S10 wound relativity easily, hes a beast in combat. The only major downside to Mephiston is the lack of a Invulnerable save and Eternal Warrior. To be honest though its the Inv save thats really worrying, the lack of EW is not to bad, remember hes T6, the only thing that will really hurt him are Force weapons, Boneswords and stuff like wraithcannons. The invulnerable save only really matters in combat IMO, at range Mephiston is small enough to hid either completely or partially (4+cover save) from ranged shots, but in combat he has no where to hide! He must get nightmares about hidden fists, cause this will be the bane of his life literally. Admittedly most hidden fists are limited to 2/3 attacks, but without an invulnerable save he is going to lose wounds quick. With almost every unit now taking hidden fists if they can Mephiston can probably hit 2-3 units before dying. While saying that not all armies have hidden fists, infact only 5/12 races can have them and for 2 races (IG and Witch Hunters) they have S6 PFs which reduce effectiveness towards Mephistion.
Another element that makes Mephiston who he is is physic powers, he has 3 as ive mentioned before and can cast 3 a turn. Obviously if your opponent lacks physic defence then your ok, he can cast powers off merrily, but anything from a physic hood to Runes of Warding can be detrimental to Mephiston. The key here is the fact that mephiston can cast 3 a turn so that means you can cast wings, if that fails you can cast wings again. This is fine when facing the likes of a physic hood but without any protection from perils Runes of Warding can do more damage than the eldars shooting phase (RoW makes you take physic tests on 3D6 with a roll of 12 and above causing perils).
One thing that is undeniable is Mephistons ability to kill! and kill meta game, nob biker, thunderwolf cavalry etc. 6 S10 attacks rerolling to hit is awesome and on top of that any IC that treads Mephistons path is surely dead, instead of casting rage (You have Transfixing Gaze!) then cast the force weapon, although against most ICs the S10 will do it already, but Tyranids be warned with no EW anymore they are perfect targets for Mephiston.
When we consider Mephiston for all round competitive armies, I would highly suggest a free transport, such as a Stormraven (which will be acting as a gunship otherwise) when facing physic defence and you need a way for Mephiston to get into combat when relying on Wings may not be an option.
One of one favourite ways to run him is with honour guard with JPs, this gives him FNP, 4+ cover (he can easily hide) and a unit that can support him! It reduces his weaknesses against horde and hidden fists (the honour guard can mow a 10 man marine squad before it hits back). Also lets not forget Furious Charge, which lets him win meph on meph! I like:
Honour Guard: JPs, 2 melta bombs, 1 power weapon, 1 blood champion: 210
Now of course you will face armies without Physic defence or with very weak defence and armies with few hidden fists but you still have to remember how much mephiston realises on powers and T6 before you pay his hefty price tag.........
To be honest it is very difficult to gauge if Mephistion is worth his points, certainly there is no other HQ to compare him to and there is no other model in the SM range that he can be compared to, indeed he does bring something to the BA army which is irreplaceable. Comparisons to a LR is where anyone might start but he plays entirely different roles in armies. One of my main problems with Mephiston is he is so 1 dimensional, your opponent knows what he is in your army for and more than likely what you plan to do with him. He will struggle against certain armies for sure, Orks, Eldar and IG off the top of my head but there are armies I think he is well suited to fight Nids, SM , Necron and Choas. But there is no denying his combat prowess, he can turn the tide of a battle and certainly be a major threat to your opponent, physic powers or not. The real choice is not is he worth the points but are you willing to take the gamble......
hear are the rest;
Chapter Master Gabriel Seth
Astorath the Grim
The Sanguinor, Exemplar of the Host
Hope you enjoy the read and any feedback will be much appreciated.
I'd rather see this laid out as an article than links to your blog, as Dante and Mephiston were. If you have already discussed them, just copy and paste.
Little more spacing with some paragraphs and use of bold and italics to make text stand out/easier to read.
It might be better to lay out each character with Weaknesses and Strengths, citing counters to them (not specific units just general counters) and what they're best used for or any tricks you may have for them. You already have some of that but breaking it up makes it easier to read, if I'm a non-BA player and you cite weaknesses, I have still learned something.
Probably not needed to list a unit to put them in, that varies greatly from army to army and based on what a person wants them to do. It's fine to say Dante is good for units with DoA but giving the unit and all it's upgrades etc. is a bit much.
Don't mind the petty critics. You've done some good work here and I for one thank you for posting. Good job and keep it up!
I have heard improving things is strictly for fools only.