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Ok. Now that those of you who have blood angels have had a while to play them using the new codex, what do you think? How do they compare to the old versoin. I currently play Tyranids and was seriously thinking about starting a blood angels army. Now, I don't know.
I really loved how they used to be soo crazy, like how any one of your marines could succumb to the black rage at the begginning of the game. Granted, this might not be too good, but it really gives them a unique flavor that is rarely seen nowadays in a 40k army. Alas, this is gone too.
Furthermore, I am shocked at how wexpensive (point wise) they are. They are soooo many points for a mere 5 guys. And that is another thing. Why can't you choose how many guys in a squad you want? In every single other codex, one can choose whether they want 4, 5, 6, 7, 8, 9, or 10 guys in a squad. None of this either 5 or 10 stuff. And you get to choose if you want a seargent. For blood angels, it seems that you can no longer make a unique army! I mean come on! That is pretty bad. Sorry if this sounds like a rant, but it is true.
So, should I start them? Do they have any redeeming factors? Or should I just go with another army? Thanks in advance.
It really depends what you're looking for in an army. If you're looking to play competetively, Blood Angels are a pretty darn good choice right now. They have some difficulty against the top lists like Mech Tau, Eldar and Nidzilla, but at the same time boast the ability to give all three a run for their money.So, should I start them? Do they have any redeeming factors? Or should I just go with another army? Thanks in advance.
As for the whole Combat Squads thing, the way I get around it is simply taking 5 man units for Troops, and then loading up on Veteran Assault Squads who can take between 5 and 10 models like many normal units.
One of my friends plays BA. He doesn't really like the fact that the only unit that rages now is the death company. But other than that, hes not complaining. The fact that you can only get 5 or 10 man squads isn't that bad eather. He really just takes a bunch of 5 man squads. Mainly because he gets a bigger death company.
And its up to you if you want to play them. Don't just play them for the rules, you need to like them. You got to get a feel for them if you know what I mean. And don't forget, you also got to be willing to paint them.
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Like Katie Drake mentioned, the random aspect of the army is gone, which is a shame, since it brought the "unreliability" of the units out. It was always funny to see my Devastators having a perfect shot at the side of a tank, but then decide to go berzerk and charge the friggin' thing 8Y
And Katie mentioned one good way to avoid the 5 or 10 man Tac squads. Veteran Assault squads are a great
Anyway, they are very competitive, especially now that the randomness has been removed, so they're even easier to use now since you can pretty much guarantee the unit will do what is needed. Only bad luck with dice rolls will affect that now, not the units running around mad...
The only really bad thing with BA at the moment is the "codex" The bunch of papers is really irritating...
Even though the rules have changed Drantically, and I don't like the loss of the randomness, there is nothing I can do about it, so let's play Blood Angels. BA have gone through a major change, but here's whats worth playing them IMO.
1.) Combat Squads. Some people don't like it, I do, More scoring units, more units for your opponemt to worry about, and the ability to shoot at more targets.
2.) Death Company, Awesome CC unit ever, Kinda like flying genestealers, takes on tanks, Infantry, and MCs equally. Another point is they are cheap, their cost is distributed to the whole army, so if they all get killed there is no huge point loss as with the old codex.
3.) Baal Predators, Kinda of a LST with heavier armor, and TL Assualt Cannon.
4.) Veteran Assualt Squads, for a few points more than normal Assualt marines you getr so much more.
Now the things that I really dont get.
1.) Lack of Flamers and Meltaguns in Assault Squads. It really perplexes me that they moved Assault marines to troops, and they can't get Flamers or Meltaguns, but they can get Plasma Pistols. WTF? I always thought that plasma pistols were something that was rare and only veterans had acsess to them b/c they were an ancient technolgy, and not something to be thrown around by the average joe SM. Guess not, b/c BA armies pass them out like its some kinda drug. But flamers and meltaguns, which are readilly availble weapons in the 40K universe aren't even availible to the basic troops. Does any one have an explantion?
2.) Raise price of Extra armor, tripling the price?, who's idea was that?
3.) Limit on size of Death Company, how gay is that, so the eleventh guy in the army goes crazy, and tries to join the DC, but the chappy says there is no room in the squad, and ties the wild man SM to tree for the battle.
4.) Raise price of Landspeeders, before I was loking at getting some, but now I am not goint to get them, Attack bikes are better and if I need LST, I'll get a Baal.
5.) Lack of Sanguitary Priests as A HQ. Before the rule changes I was working pretty hard converting a SHP for my army, themn the rules fell out from under neth them. The codex talks about them, but they are now just sidelined to the Honor Guard.
I am done talkin for now.
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I suppose they're more competitive now than they used to be. I can't seem to get them to work. The increased cost-per-model and the lack of Scouts really was a kick in the balls.
I don't like it, but that's because I think it's a pile of steaming monkey poo. A lot of other people like it. Some people even say it's broken, which is funny, because they said the last codex was broken.
I'm inherently against Combat Squads, because I tend towards lots of infantry and being forced to take them either in tiny, ineffective 5-man units or clunky and expensive 10-man units just kills the army's flexibility. I've always got a handful of points left over I can't do anything with. Plus, the Armoury's out, which means I'm using Chaplain Lemartes every game. Call me silly, but I'd like to take an adamantine mantle or a thunder hammer once in a while.
My advice is go for Space Wolves. They're still awesome. JJ did the last Space Wolves codex and it was a pretty good job. Plus, the current idea is that they'll get the next update. Otherwise, Black Templars are more fun than Blood Angels in their current form, and there's always Chaos. Chaos is looking reeeeally appealing right now.
The Scouts shift and Combat Squads are what really put me off. Ever since the update, my BA have been gathering dust at my friend's house. I'm getting into Chaos now. It's just that Combat Squads ruined the idea of smart army lists, which I was always good at, and the Scouts shift buggered my army, which was basically 2 Tactical squads and 4 large Scout squads backed up by Dreadnoughts and Baals, with the Death Company as the main assault unit. Now that the Scouts are Elites, I can only take 3, and every one I take is a Dreadnought I can't take.
I don't actually play Warhammer that much anymore, and I blame the Blood Angels update entirely for that. It effectively ruined my game. :p
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Mr_Wayne: "Some people believe that the World Eaters do not field any ranged weaponry. Those people often die at a distance."
I have found that the new Blood Angels are most successful now as a counter assault army. If you want a straight assaulty army, Blood Angels are probably not for you. The cost of models in the new codex simply limits our numbers too much in order to field the necessary amount of bodies to overwhelm most armies in assaults. The real strength of the new codex is in the speed: Blood Angels are extremely fast now. But the core of the army is still the tactical squad.
The ten man tactical squad in a rhino provides a great static gunline that moves quickly with the overcharged engines. What seems to work best for me is to create a front line with tactical squads, attack bikes, and Baal Predators (or normal predators - they still work well too) backed up by a veteran assault squad and death company as counter assault units. The fact that our units all have veteran sergeants means I am almost always purchasing a power fist for each tactical squad. They also all have bolt pistols, so they can fire and charge with the power fist to great effect, with the assault units coming in for backup as necessary. It seems to be a pretty effective tactic.
At first the assault squads as a troops choice seemed really sweet. An all jump pack army looked very appealing. However, after trying them out some, the cost of the units simply made it too expensive to be very effective. Sure there were some situations in which it worked out really well, but overall the tactical squads still seem to be necessary in order to win consistently. It also seems very difficult to justify taking a 5 man assault squad when a 5 man veteran assault squad only costs 10 more points. The only exception seems to be in small games (1000 points and below). The 5 man assault squads with a power fist seem to be fairly effective in those games.
One other possible and somewhat nasty combination is to take a lot of scouts and Corbulo. Something like two units of 10 scouts, all with close combat weapons. Take a 5 man tactical squad and stick Corbulo with them, rush the rhino up turn one, spin it around, shove Corbulo out the back, and have all your scouts get furious charge on turn 2. It does not cost a whole lot, and generally has a large assault impact the turn they assault. Then back them up with the death company, and possibly a veteran assault squad. Corbulo can stay near the death company to provide guidance.
Anyhow, those are some of my general thoughts on the new Blood Angels.
I think that the new BA armylist really has improved the ways in which they can be played. Now you'r sure that the armylist you've written will be the one you field on the tabletop, not that your terminators and devestators will be stranded in a huge deathcompany. You don't always need to field a chappy with the army (although it's still the best choise of HQ). And you can field LOADS of assaultmarines if that's what you want (11 squads in total, including the DC).
The things I miss with the old armylist is the black rage; I just loved when my red little marines ran forward across the battlefield without taking cover - just craving for the blood of the enemy. I also miss furious assault on all marines and scouts as a troop-choise instead of assaultmarines, but thats all.
The new list is very much more playable than the old one. It's more fluffy with 5 or 10 man squads (combats squads being a really great thing - especially with devestators). The hightened points-cost for standard squads is there because you'r paying for a DC marine for every squad you field (so they are no longer completely without cost). The rending of the deathcompany is really great too - I had a 5-man DC without a chappy charge a 10-man squad of marines that was inside a building and whiping the whole squad in one turn.
Conclusion - the new list is great, but there's some things that one miss from the old one...