Warhammer 40,000/Tactics/Blood Angels(8E)

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Why Play Blood Angels[edit]

The Space Marines are the steadfast heroes of the Imperium. By their martial prowess and valor is Mankind preserved from extinction at the hands of a galaxy filled with unimaginable terrors. As one of the oldest and most revered of all Space Marine Chapters, the Blood Angels have stood at the forefront of humanity's defense for over ten thousand years. With bolter and chainsword they hold the foes of Mankind at bay in an unending battle for survival. Yet the Blood Angels are touched by a terrible flaw that threatens to undo their endless centuries of heroism, a dark madness that only strength of will can hope to contain.

The Blood Angels are the masters of war in all its forms, but they excel in the savage arena of close assault above all others. Every Battle-Brother feels the lure of hand-to-hand combat boiling in his blood - only eye-to-eye and blade-to-blade with the foe can the dark beast within the Chapter's collective soul be given full reign. Caution is not the Blood Angels' way, and it cannot be yours. Assault Squads, Death Company, Sanguinary Guard - these are the spearhead of your host, but the rest of the army must follow close behind. Stormraven Gunships roar over the battlefield, bringing fresh troops into the maelstrom. Tactical Squads make their implacable advance, heavy weapons fire scouring the bastions of the foe, and tanks spur forward to spit death at the enemy from point blank range. The Blood Angels are an army fit only for the boldest of generals. Do you have what it takes to lead them to victory?

The Players[edit]

Most Space Marine players tend to play like any other regular Joe. But we Blood Angels Players are different. While those with Ultramarines or Black Templars or similar forces will field their armies as you would any faction, mixing in tactics and strategy, Blood Angels players are just as susceptible to the Red Thirst as their plastic brethren. The temptation to snarl, bare your teeth and throw caution to the wind is an all too common occurrence for us. Strategy cards and tactical objectives are simply distractions to the real goal in a game: the complete and utter destruction of the enemy in close combat. So if you feel the temptation to sate your thirst in combat, or to rip your opponents' vertebrae from their body, you may be a Son of Sanguinuis.

Pros[edit]

  • You like any of these things: The colors red, gold, white and black, jump packs, assault, angels, vampires, blood, flamers, melta weapons, and going fast.
  • The Blood Angels are designed for blitzkrieg. Everything in this army is designed for maximum aggression; you basically have one tactic - race towards the opposing army and punch a giant hole in it.
  • Assault Marine spam is back and viable.
  • The vast majority of squads and vehicles that were previously not available to Blood Angels now are. Only a select few, such as Centurions remain unavailable. This means you can refine your armies even more.
  • With the reveal of the Codex, and what's involved (such as Red Thirst) it means Blood Angels will have a decent chance of hurting everything they face in melee. Even a tactical marine with a pencil will wound a Knight on a 5+ in CC as long as he charges.
  • We can also take jump packs on a few units that codex chapters can't.
  • The Baal Predator is the only vehicle with overcharged engines but it is better than it's ever been (Twin-linked Assault Cannon is now 12 S6 AP-1 shots)
  • Inferno pistols are worth taking because of the way pistols work in close combat. Point at the nearest heretic and leave a smoking hole where their chest used to be.
  • A Sanguinary Priest's blood chalice now grants a +1 strength AOE for all Blood Angels infantry within 6 inches.
  • The Sanguinor is a beast at S6 AP-4 D3 D with 6 attacks on the charge and +1 attack for all Blood Angels within 6 inches. He also gets to charge after falling back from a combat, so basically charge, kill, fall back, repeat.
  • The Sanguinary Guard are amazing now. Their Encarmine weapons do D3 damage, their Angelus Boltguns are AP-1, and they get to re-roll hits if they are within 6" of a Blood Angels warlord.
  • Death Masks now reduce enemy leadership by 1 in close combat which is excellent for the morale phase.
  • Furioso and Death Company Dreads can move 8 inches a turn, 2 more than regular dreads. Death Company dreads also get to consolidate 6 inches after a fight phase, which allows a potential consolidation into unengaged enemy units.
  • Great characters who give multiple bonuses, such as re-rolling charges, re-rolling hits, and allowing the Death Company to ignore morale.
  • Many of our vehicles have multi shot weapons which will keep pumping out auto hit shots no matter how much damage has been taken
  • Red Thirst giving us flat +1 to wound in close combat when charging/charged/intervened is one of the best army-traits.
  • You will be hard pressed to find better allies for other imperial armies. Brigades with lots of imperial guard infantry, maybe a few tanks here and there, and a ton of command points will give you all the support you need.

Cons[edit]

  • Sanguinius is one of two loyalist Primarchs along with Ferrus to confirmed to be dead. So unless GW pulls some BS Deus ex Machina, BA will be the only Astartes codex without a Primarch of their own. *sniff sniff*
  • Notwithstanding your extra toys and melee effectiveness, you're still Space Marines and just as vulnerable to anything that can counter your vanilla counterparts.
  • Not really that much of a Con, just a change: your army relies on a lot of internal synergy to really get the most bang for your proverbial buck.
  • You're going to have idiots complain about how it's "completely underpowered still" when we're the most competitive we've been in years. No we're not going to steamroll anyone like Guard/Tau or hell our 5th ed selves...but with careful execution and clever tactics we now aren't a complete write-off.
  • This is a high powered army, with ample melee power. Still, blood angels will not win wars of attrition , and will always be outnumbered, and we are only best on the charge. More so than ever, this army is built for quick annihilation of your opponent. If you cannot manage this you will surely be overwhelmed.
  • The Deathstorm characters seem to have been lost in the transition to 8th. While Karlaen can easily be recreated by giving a Termi-Captain the Hammer of Baal. The same can't said done for Raphen's Death Company or Cassor the Damned. Don't expect supplements to arrive until after every army has an up to date Codex (I think that's because they may have died during the Tyranid invasion).
  • As with any assault-focused army, your strengths in assault often run counter to the mission you are playing. This means you might have to disregard the mission being played and just go for the throat. Assault armies also run into the problem of being somewhat predictable. Thankfully, we have some stratagems to mix things up.
    • GOING FOR THE THROAT IS NEVER A BAD IDEA

Useful Tactics[edit]

Playing with Blood Angels can be a double-edged sword. Move too aggressively and you'll find some of your squads isolated and overwhelmed. Move too slowly and you'll struggle to make an impact. Here are some useful tactics to use in 8th edition. With Red Thirst returning we can pretty much ruin anything we face. Even a scout will wound Magnus on a 4+. How'd you like them apples? There's only really one tactic you need to know when playing Blood Angels, ABC "Always Be Charging." You don't play BA to sit back and shoot, there are other Chapters that do it much better than we do. Blood Angels are at their best on the charge, so to that end, you should design your force with an emphasis on close combat and speed.

  • Sword and Shield: This tactic relies on combining decent firepower to pin an enemy force (or elements of that force) in place whilst your attacking squads advance and seize the objective or destroy other enemy squads and vehicles. This tactic is useful against highly mobile opponents, such as Ravenwing or Eldar. One or more squads or vehicles with heavy weaponry act as a stationary firing platform to prevent the enemy from exploiting that flank, while the remainder of the Blood Angels force advances. This tactic is less useful against hordes. Imagine a warrior holding a shield (that's the heavy weapons on the flank) and the sword, ready to thrust (that's the attacking force). Also useful for pinning enemy elements in place before assault.
  • Hammer and Anvil: Derived from previous editions and codices, Hammer and Anvil relies on fast-moving vehicles, air units or teleportation to move multiple squads and characters across distance to close the gap in as little time as possible, thus surprising enemy positions with a dominant attacking force in specific locations that your opponent cannot reinforce in time. Stormravens are often used to excess in this regard, as are Sanguinary Guard, Terminators and Death Company equipped with jump packs. This force benefits greatly from character buffs, such as Chaplains and Captains. Imagine the days of old with Dante, a shitload of Sanguinary Guard and Terminators all arriving like Death From Above.
  • Steel and Flame: A tactic used specifically for hordes such as Tyranids or Orks. This calls upon the Blood Angels commander to field squads, vehicles and characters that specialise in killing scores of enemy troops. If used correctly, a seasoned commander will deploy with overlapping fields of fire, good line of sight and defensive positions designed to slow the enemy advance. Baal Predator tanks, Whirlwinds, flamers, rapid-fire weapons and characters that improve accuracy or penetration are best employed here. Each squad or vehicle should be able to both advance and retreat under covering fire from other supporting troops or vehicles. Deployment is key here. Position your forces too far forward and your squads will be overrun. Pull back too far and your range will be limited and you'll have nowhere to fall back to when things get hairy. Razorbacks armed with twin assault cannons should not be overlooked here, and each squad, vehicle or character must support and be supported by other elements. In this scenario, an isolated squad is a dead squad. It should be noted that this is primarily a defensive tactic, but counter-attacks can swing the outcome of the battle here. One example would be to utilise a Land Raider Crusader (with assault troops/terminators/Death Company inside) as a mobile shredding platform, continually pulling back as the enemy advances, keeping it out of range of assault. If the enemy get too close, and you have nowhere to move, that's when you counter-attack with whatever is inside the vehicle.

To really blitz fuck your enemy and win the game in 3 turns or less, you need to be thinking about the charge after the charge. Essentially you need to anticipate where your models will be after you carefully win your first combat. Ideally, you want them to be in a position to get off another charge, or better yet an immediate consolidation. Try to take advantage of the DC Dreads 6" consolidation move, heroic interventions, jump packs 12" movement, and the Upon Wings of Fire stratagem. All of these will position your models well for more rounds of close combat; key here is repeating close combat often which triggers the Red Thirst repeatedly. Also consider units like terminators or dreadnoughts over softer 1 wound models for a charge that may result in prolonged combat. These units will last longer in the second turn of fighting. Utilize fully supported and buffed death company or sanguinary guard to wipe out entire units in one round. (And to be badass, its doesn't get much better in 40k than marching 15 Death Company Marines down your opponents throat with Astorath up front literally giving the most mind bending pep talk in the galaxy). Remember three things when your opponent attempts to counter you: 1) The more often you charge, the more often your are getting many important bonuses. 2) The more turns you spend in combat, the less firepower you take. 3) Avoid getting shot at in between and after combats when possible, and plan complex charges to mitigate or avoid overwatch altogether.

With all this sexy talk about close combat, never forget fire support. Warfare typically revolves around a cycle of applying fire and movement. One option for the savvy son of Sanguinius is to tie up large portions of the enemy with carefully planned charges, not cumbersome frontal assaults; and utilize mobile medium ranged fire power to neutralize any models out of reach of your assault. As the game progresses use air support and your armies impressive mobility to adjust. Maneuver your firepower to avoid return fire, then remaining assault units switch to protecting your firepower. Units like razorbacks and baal predators do this well and can move very fast when needed, land raiders provide good anchors for your army. Stormravens have a gun for any target, and nearly your entire army has options for jump packs. Sometimes its best to sit back a turn or two, blast your opponent to shit, *cough Imperial Guard, then clean up in combat with very opportune and convenient charges.

Special Rules[edit]

And They Shall Know No Fear: Re-roll failed morale tests. Great for when your close combat goes awry.

Black Rage: Add 1 to the Attacks of a model with this rule that charged in the preceding Charge Phase. In addition, roll a D6 after every wound, on a 6 the damage is ignored. Rip and tear indeed.

Jump Pack Assault: Allows you to deploy any models with a jump pack at the end of any movement phase, provided you stay at least 9" away from the nearest enemy model. (Combine with Lemartes for great alpha-strike)

The Red Thirst: In any turn in which a unit with this ability charged, was charged, or made a Heroic Intervention, you may add 1 to its wound rolls in the fight phase. This means you'll be wounding T4 on 3s or possibly wounding T4 on 2s if you manage to get +1 Strength from a buff (such as a Blood Chalice). This also means that if you charge or are charged, you'll wound anything in the game on a 5+. ANYTHING. Simply put, this new chapter tactic is extremely good at making a Space Marine army very choppy. Our red marines won't do as many attacks as a Khorne Berzerker but we hit way harder.

  • This makes power axes, and especially power swords, more relevant. Fists, mauls, and hammers are no longer the only way to reliably wound things. A power sword under the Red Thirst will never wound worse than a 5+, whilst having AP-3, all for 4 points.

Defenders of Humanity Same "ObSec with the serial numbers filed off" that every other Space Marine codex has. All troops with the keyword Blood Angels control the objective within three inches regardless of how many enemy models are within the same distance.

Stratagems[edit]

Codex Space Marines Copypastes[edit]

  • Armour of Contempt (1 CP): Gives a vehicle a 5+ save vs Mortal Wounds for a phase, used right before a vehicle would take a Mortal Wound.
  • Auspex Scan (2 CP): Allows a single friendly unit to fire on an enemy unit within 12″ of one of your Infantry units when it is set up on the battlefield with a -1 to-hit modifier. Basically, the return of the Interceptor rule.
  • Cluster Mines (1 CP): Used when a Scout Biker unit falls back from combat. On a 2+, they deal D3 Mortal Wounds to a unit within 1″ before they leave combat.
  • Datalink Telemetery (1 CP): This stratagem is used when a Whirlwind fires on an enemy target within 12″ of one of your Land Speeders. The Whirlwind’s attacks automatically hit the target.
  • Empyric Channeling (1 CP): Used at the start of the psychic phase if a Blood Angels Psyker is within 6″ of at least 2 other Blood Angels Psykers. The Psyker can immediately attempt to manifest one additional power and when he does so, adds +2 to the test.
  • Flakk Missile (1 CP): Used when a Blood Angels Infantry model with a Missile Launcher fires at an enemy unit with the Fly keyword. Add +1 to the hit roll, and if the target is hit, you deal D3 Mortal Wounds instead of the normal damage.
  • Hellfire Shells (1 CP): Used when firing an Infantry model’s Heavy Bolter. Instead of firing normally, fire one shot and on a successful hit you deal D3 Mortal Wounds to the target. Use this to get past tough units like Daemons, damaged vehicles, and units with a good Invuln save.
  • Honour the Chapter (3 CP): Select a Blood Angels Infantry or Biker unit to fight for a second time at the end of the Fight phase.
  • Killshot (1 CP): Use this stratagem in the shooting phase if a Predator is within 6″ two other Predators. Add 1 to the wound rolls and damage of all of the attacks of each Predator if they target a Vehicle or Monster.
  • Linebreaker Bombardment (1 CP): Used in the shooting phase if a Blood Angels Vindicator is within 6″ of at least two other Vindicators. Instead of firing normally, they pick a point within 24″ of all three tanks and every unit within 3″ of that point takes 3D3 Mortal Wounds on a 4+ adding +1 if they contain 10 or more models and subtracting 1 if they are a character.
  • Masterful Marksmanship (1 CP): This stratagem is used when a unit of Sternguard with Special Issue Boltguns shoots. They add 1 to their wound rolls in that shooting phase.
  • Only in Death Does Duty End (2 CP): Use this strat when a Character in your army dies, before removing the model they can either shoot as if it were the shooting phase or fight as if it were the fight phase.
  • Orbital Bombardment (3 CP): This stratagem is used once per battle, if your Warlord doesn’t move or fire their weapon normally, they may select a point on the battlefield visible to him. Every enemy units within D6″ of that points takes D3 Mortal Wounds on the roll of a 4+. Characters are hit on a 5+.
  • Tactical Flexibility (1 CP): Allows you to Combat Squad a unit of 10 Blood Angels that have the rule, splitting them up in to two 5 man units.
  • Wisdom of the Ancients (1 CP): Gives a Blood Angels Dreadnought a Captain's 6" re-roll 1s to-hit aura for that phase.
    • This includes your Chaplain and Librarian dreads. Very good for Libby dreads in the combat phase since it lacks a huge amount of shooting.

Blood Angels Exclusive[edit]

  • Armoury of Baal (1/3 CP): The “extra Relics” stratagem. Your relics are all solid choices (well, aside from the Archangel's Shard), so the 3 CP version may actually be a good choice this time.
  • Behold the Golden Host (1 CP): Used after a Blood Angels unit with a Death Mask is set up on the battlefield; until the start of your next turn, the range of their Death Mask ability is increased to 12″. Very situational, but can be a real threat. Best used if you have some units in close combat or shooting that are guaranteed to make a good amount of damage. Deep strike a unit of Sanguinary Guard and activate this Stratagem to make the following Morale Tests extra painful for several units at once.
  • Death Visions of Sanguinius (1 CP): Use when mustering your army. Select any non-Primaris generic Captain, Chaplain, or Lieutenant; they gain the Death Company keyword and the Black Rage ability that comes with it. This can be a nice way to make your character even more killy and durable by giving him the Black Rage bonuses.
    • Combine with gift of foresight warlord trait, and you have 5+++ rerolling 1s.
  • Descent of Angels (2 CP): Used in the Charge phase for a Blood Angels Jump Pack unit that has been set up on the battlefield that turn. They roll 3D6 for their charge instead of 2D6. This is an ability that is not to be taken lightly. Getting off charges the turn you arrive from deep strike is key, you can figuratively break your opponents with well timed charges. Now, keep in mind, this doesn't apply to terminators, who also can't benefit from Lemartes' re-roll for charges, so sanguinary guard/vanguards/death company are your focus. Keep the terminators in a storm raven.
    • This brings your odds of pulling off a deep strike charge up to 74%, but you can't use this stratagem on multiple units in the same phase; Lemartes can help fix this for Death Company, bringing your odds up to 93.28%. Combine with Upon Wings of Fire, below, for maximum shenanigans.
  • Forlorn Fury (2 CP): Used before the first Battle Round, but after the game begins; a unit of Death Company Infantry may move and advance as if it were the Movement phase. A Round 0 move will work wonders in getting them into charging distance. Especially useful for a Jump Pack unit, meaning 13-18" extra movement in turn 0.
    • Except you could soar on wings of fire in your first movement phase instead. For just one CP. But this can let you move them into inferno pistol range if you want to bring some...
    • It is a little bit similar to Raven Guard infiltration except you can use it after you know whether you have first turn or not.
  • Lucifer-Pattern Engines (1 CP): Use this stratagem before advancing with a Blood Angels Vehicle (other than a Dreadnought or a vehicle that can Fly). Increase its movement by 6″, rather than rolling. If the unit is a Baal Predator, increase their movement by 6+D6″. Would be a lot better if you had more ground vehicles with assault weapons, since it turns a vehicle into a temporary bike.
    • Why hello Relic Sicarian...did you know red ones go faster? *primes red spray paint*
  • Red Rampage (1 CP): Used in the fight phase to give a Blood Angels Character that charged in the charge phase 1d3 additional attacks for the duration of the fight phase. Given that charging will cause Red Thirst to kick in, this means your character will be able to throw out even more attacks that wound on nothing worse than a 5+, but it's obviously best on characters that hit a lot already.
    • Mephiston with Quickening and this adds 2d3 extra s10 ap-3 d3 damage attacks that wound everything up to toughness 9 on 2s...holy shit it won't matter if there can be only one, there's gonna be nothing left! WHERE ARE YOUR GODS NOW ABBADON?
  • Strike of the Archangels (2 CP): On the turn you set up a Blood Angels Terminator, it can re-roll all failed rolls to hit. A bit pricey for 2 CP, because either you are taking a shooty unit of Terminators to make guaranteed use of this Stratagem (meaning you're burning a lot of CP on mostly storm bolters, and not using your chapter tactic), or hitty ones, and due to the difficulties you'll have getting your Terminators to pull off a charge, one has to ask why you're not employing a Terminator Ancient or Chaplain instead. Because it costs 2 CP, not really worth it to buff a single character, either.
  • Upon Wings of Fire (1 CP): Use in the movement phase before moving a Blood Angels unit with a jump pack. You can remove it from the battlefield and deep strike it elsewhere, with the typical limitations. Awesome, because this gives you so much flexibility! Reacting to an enemy deep striking unit? Done. Shifting over to a critical objective in the last moment? Done. Redistributing buffs? Done. Astorath can trigger his Mass of Doom, then redeploy to give his other bonuses to another group of units. The only limit is your imagination when you soar UPON WINGS OF FIRE.
  • Vengeance for Sanguinius (1 CP): Used in the Fight phase when one of your units fights. For each hit roll of a 6+, you generate one additional attack. If fighting against Black Legion units, you generate additional attacks on a 4+. The extra attacks cannot also trigger extra attacks.
    • Hilariously also includes Abbadon. That armless failure can't catch a break.
    • Combine this with Astorath's Mass of Doom to generate the attacks on 5+ and 3+, respectively, provided you aren't using Power Fists or Thunder Hammers.
      • Conversely, never combine this with a unit of hammers or fists without the Mass against not-Black Legion; you'll be incapable of rolling the 6s you need.

Tactical Objectives[edit]

11 - Valour of the Angels
1 VP for killing an enemy Character in the Fight Phase, d3 VP if the model that did the killing was a Character.
12 - Aerial Assault
1 VP for destroying an enemy unit that turn when the last model in the unit was removed by an attack made by a unit that has the FLY keyword. d3 VP if the unit in question arrived as reserves on the turn it got the kill.
13 - Purity Through Bloodshed
1 VP if you destroyed an enemy unit in the Fight Phase and the killing attack was made by a Blood Angels unit. If 3 or more units were destroyed, it's d3 VP, and if 6 or more units were destroyed it becomes d3+3 VP.
14 - Decapitating Strike
When drawing the objective, determine which of your opponent's characters has the highest Power Rating; if there's a tie between multiple characters, choose one of them. If that character is slain on the turn you get the objective, gain 1 VP.
15 - Swift Advance
1 VP if 3 or more of your units Advanced this turn. Easy.
16 - Noble Self-Sacrifice
1 VP for each of your characters that is slain this turn. Ask yourself a question: is losing your beatstick or a vital support character worth the VP you get in exchange?

Psychic Powers[edit]

In addition to Smite, Blood Angels get access to the Sanguinary Discipline.

Sanguinary[edit]

This contains 2 worse-than-Smite Mortal Wounds powers, 2 buffs for a target Blood Angels unit within 12", and 2 buffs that are self-only, meaning you shouldn't ever need more than one librarian for buffing and one for being its own beatstick.

  1. Quickening: WC 7. Add 3 to the advance and charge rolls made by the Psyker, and make d3 additional attacks in the fight phase, until your next psychic phase. Remember, psychic is after movement, so this won't make you advance faster until the following turn; accordingly, a lot more useful for buffing a charge you're about to make, but still of somewhat limited use, since it's self only. Cast this and Wings on your librarian dreadnought and watch him zoom across the board to smack something. Highlander references optional.
  2. Unleash Rage: WC 6. Select a Blood Angels unit within 12", and they gain +1 Attack. Oh joy! Better with larger squads.
  3. Shield of Sanguinius: WC 6. Select a Blood Angels unit within 12" and gift them a 5++ until the next Psychic Phase. Death Company with 5++? Yes, please!
  4. Blood Boil: WC 6. Select an enemy unit within 6" and roll 2d6, comparing against the highest toughness value in the unit. If the roll exceeds that value, the unit suffers 1d3 mortal wounds. If the total is more than double, the mortal wounds become an automatic 3. Like most non-Smite powers, significantly worse than Smite in the vast majority of cases, especially since its ultra short range means you generally can't use it to murder something Smite would ignore; after accounting for its worse chance to be cast, this only beats Smite against T2 or T1 targets, although it's only slightly worse against T3.
  5. Blood Lance: WC 6: Select a visible enemy model within 12". Draw a line between the psyker and the model. Roll a d6 for each model (friend or foe) the line crosses; on a 5+, the model's unit suffers a mortal wound. This can potentially hit a unit multiple times, so it's best used on hordes with lots of models in them. Don't forget, you can draw the line from any part of your base to any part of the target's, so draw from opposite sides to maximize coverage, as a general rule. Because the line is defined as between the two models, and it seems unlikely the power is intended to hurt the caster, this can't hurt the target; because it is harder to cast than Smite, you need to draw the line over at least 8 models to probably do at least as well as Smite would have done, although 7 models isn't drastically worse than Smite.
  6. Wings of Sanguinius: WC 5. The psyker can immediately move as if it were your Movement phase, but his Move characteristic is also increased to 12" (this is RAW, so it's not clear what happens if his Move was already greater than 12; since you don't have access to librarian bikers, this is unlikely to come up) and he gains the fly keyword until the start of your next Psychic phase (this also means he can shoot if he Fell Back in his Movement phase, of course, since he'll have fly in the Shooting phase). In addition, whilst this power is in effect, you can re-roll failed charge rolls for the psyker. Awesome, now your flying Librarian Dreadnoughts are actual flyers! Just watch out for those anti-air weapons, though.

Warlord Traits[edit]

A solid 4 or 5/6 of our Warlord Traits are superb, and even our worst one is not egregiously bad. As is tradition, named characters have their traits statically assigned.

  • Speed of the Primarch: Your warlord always strikes first, even if he didn't charge, unless the enemy charged or has a similar trait (Emperor's Children, Space Wolves with their version of this trait, etc.) Really only relevant during Heroic Interventions, this is probably still better than Selfless Valour, but is pretty meh. If you performed a heroic intervention the enemy charged so this trait is worthless for that.
    • Pretty nice if you choose to build a Blood Angels MURDERWINGS with Black Rage. You do have the relic jump pack and plenty of ways to increase attacks and make them explode.
    • Mephiston has this trait.
  • Artisan of War: One of your Warlord's weapons does 1 extra damage (this does not apply to Relics). Power Swords become master-crafted (D2), Thunder Hammers and Furioso weapons get D4. Pretty rad on a beatstick, but obviously not as good as providing more support for your army.
  • Soulwarden: You can attempt to Deny the Witch with your Warlord; if they already can, you can do it an additional time. One of the better options, simulating the Ultramarines relic (which is one of the best in their Codex), and providing potentially a lot of battlefield support against psyker heavy armies.
    • Astorath and Lemartes have this trait.
  • Heroic Bearing: All friendly BLOOD ANGELS units withing 6" autopass morale tests. Absolutely phenomenal if you have a large Death Company ball you want to keep on the table without relying on Astorath.
    • Dante and the Sanguinor have this trait.
  • Gift of Foresight: FnP 6+++, re-rolling 1s. If your Warlord has the Black Rage, increase the FnP to a 5+++ re-rolling 1s, but the Black Rage doesn't provide another FnP on top of that. Definitely has its uses, like on a Librarian Dreadnought you want to make sure won't die.
    • Corbulo has this trait.
    • Want to stack bodies on a budget? Take a captain with a power sword, give him this warlord trait, Death Visions of Sanguinius stratagem before the battle, and Red Rampage before he charges... that's 78 points and two command points and you have 6-8 attacks, WS2+ re-rolling 1s, S4/+1 to wound, and AP-3 with a 4++ and 5+++.
      • Want one of the best HQs in the game? Chapter Master Slamguinius has heard your prayers! Copy that stratagem setup but with a Jump Pack Captain with a Thunder Hammer and Storm Shield and the Angel's Wings relic so he can charge without getting overwatched and re-roll his charge if he fails; this durable, hard-hitting jerk will thus lock a unit in combat, allowing your nearby assaulty unit to also charge without getting overwatched, because they're already engaged. Then, because he's got a jump pack, he won't be stuck walking after the turn he charges.
        • Ah, fuck it. Might as well cast Unleash Rage for 7-9 attacks - did you bring a Librarian buddy?
          • Now have fun remembering this process.
  • Selfless Valour: Your Warlord can heroically intervene at 6″ instead of 3″. Not great, but not worthless, as you can set up for a quick one-two punch from your bodyguard and then your Warlord.
    • Gabriel Seth and both versions of Tycho have this trait.

Space Marine Armoury[edit]

Melee Weapons[edit]

These are sorted by profile similarity, so you can compare apples to apples.

  • Chainsword - Now actually has a use! Still the basic CCW profile, but allows for one extra attack. It's free and a good weapon for clearing out hordes.
  • Power Weapons - Each type of Power Weapon has its own profile now, so pick the right one for the situation. All Power Weapons have a damage value of 1:
    • Power Maul/Power Lance - S+2, AP-1. This is the one you want to use against lightly armored units that rely on toughness to shrug off hits.
    • Power Sword - S User AP-3. Your best bet for dealing with MEQs and TEQs. A bit better on higher Toughness targets than it is for vanilla Marines since you can wound T4 units on a 3+ with Red Thirst.
    • Power Axe - S+1 AP-2. A good enough compromise between the Sword's armor negation and the Maul's brute force. You can wound T3 and T4 on 2s, provided you can trigger Red Thirst.
    • Force Weapons - Librarians come with these. Identical to their Power Weapon counterparts (with Force Staves filling in for the Power Maul), but deal D3 damage instead of 1 damage, for twice the cost - slightly less efficient, since they'll do less than twice as well against W2 or W1 targets, but nice and hitty.
      • Encarmine Weapons - Comes in Sword and Axe form, but basically just overcosted (the sword costs half again as much, the axe 60% again as much) Force weapons of the same name.
      • Relic Blade - Available to Vanguard Veteran Sergeants and Captains. At S+2 AP-3 D1d3 (combining a force maul with a force sword), for the same cost a Character pays for a Thunder Hammer, it's garbage on the Sergeant (who will do more work for fewer points with a Thunder Hammer); on the Captain, there's a better case to be made, but the math still says the hammer will usually be far better for the same cost, since you're shelling out points to take down multi-wound targets in melee.
    • Lightning Claws - SUser AP-2 D1. Allows you re-rolls to wound and gain an extra attack if you have two of them; one of them costs twice as much as a power sword, and two of them cost triple, so needless to say, always bring them along in pairs - thanks to the Red Thirst, one claw will seriously struggle to be worth it compared to a power sword.
  • Power Fist - Sx2 AP-3 D1d3. Unwieldy has been replaced with a -1 penalty on to hit rolls, which can be annoying, but does mean you're no longer screwed by being forced to attack last all the time.
    • Chainfist - Like a Power Fist, but AP-4 and a fixed 2 damage, both of which are upgrades (the latter makes you better against W2 targets, and the former is obvious), but costs more than a Thunder Hammer for less damage, so avoid if you can.
      • Eviscerator - A chainfist (at the same cost, too!) that deals 1d3 damage instead of 2 (i.e. it's worse against W2 targets), this is strictly worse than a chainfist, and you have only yourself to blame if you waste points on one.
    • Thunder Hammer - Like a Power Fist, but deals 3 Damage instead of d3. All the strengths (and the -1 to hit modifier) of the Power Fist, with none of the random damage. Costs a third again the cost of a power fist for slightly better than a flat half again the damage, so it's a flat better choice than a Fist for Sergeants. 5 points more for Characters means it costs them 3/4 again for half again the damage, but the extra reliability could mean the difference between one-shotting a Centurion or getting an Assault Drill in the face, so consider that 5 points investment over a fist for them.

Dreadnought Melee Weapons[edit]

  • Blood Talons - S+4 AP-2 D3, re-rolling both failed hits and wounds, and only comes in pairs (meaning you can't combine them with a frag cannon); costs 15 points more than its competitor, a pair of Furioso fists, meaning you're paying 15 points and losing 1 point of AP and 2 of S to re-roll failed wounds. Since both weapons will wound S9 or less on a 2+, thanks to the Red Thirst, the fists actually hurt anything with a 4+ or better save more than the Talons do, even before you realize the Talons cost more, so you're a lot better off taking the Fists, and applying a lieutenant or sanguinary ancient for situations where you want that re-roll. Better now than the Index version, but still a little disappointing. Re-rolls for hitting and wounding helps though, especially when combined with Red Thirst.
    • Dreadnought Combat Weapon - Sx2 AP-3 D3, for 40 points.
    • Furioso Fist - Sx2 AP-3 D3, re-rolling failed hits when you take a pair; the second one only costs 10 more points. As a pair, far better than Blood Talons; as a single, completely identical to a Dreadnought Combat Weapon.
    • Furioso Force Halberd - S+4 AP-4 D3, and only available on librarian dreadnoughts, who have to take a fist as well; the halberd will almost always be far better, due to the Red Thirst. Thankfully free.

Ranged Weapons[edit]

  • Boltgun - You know what a Bolter is. 24" Rapid Fire S4 AP-0 1 D. The loss of AP hurts, but if your opponent has a brain he'll be keeping his 5+/6+ units in cover anyway.
  • Combi-Weapon - Now infinite use, can be fired independently of the Bolter or at the same time. Firing both the Bolter and the special weapon causes a -1 to hit. Special mention to Combi-Flamers, since the flamer part auto-hits.
  • Storm Bolter/Combi-Bolter - Cheap as chips Rapid Fire 2 Boltgun. Typically seen on Terminators, decent midrange Characters but otherwise should only be taken if you don't want to spend the points on anything better.
  • Angelus Boltgun - 12" Assault 2 S4 AP-1 1 D weapon. Better now due to how AP works.

Pistols[edit]

  • Bolt Pistol - It's a Bolter Pistol. Like other pistols, has a shorter range but can be fired when locked in close combat so it's useful enough for choppy units.
    • whenever you are choosing between a Bolt pistol, and a chainsword or another S4 attack, take the chainsword because of red thirst.
  • Plasma Pistol - Fairly effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage but kills the user on a roll of 1 to hit. Cheaper and more effective than the Grav-Pistol against units with high toughness, but the warning about supercharging applies here too- you do not want to get your expensive character killed just because of one bad roll. That said, given that a Captain lets Marines around him, including himself, re-roll those bad 1s To Hit away, don't be too worried. 1/36 chance of killing yourself are acceptable odds.
  • Grav-Pistol - Deals more damage against targets with an armor save of 3+ or higher, but it's not quite as good as it used to be, especially since immobilization spamming is out.
  • Inferno Pistol - in terms of close combat, this is the best pistol, period. S8 AP-4 D D6 means this is effective against most targets. You take these because Blood Angels don't really get the most use out of Devastators. This pistol lets you damage high toughness, multi-wound targets while still being able to use the Red Thirst. Not good for deep-striking troops, but what the hell Rhinos are assault vehicles now!
    • Now 9 points in the new Codex, 10 less than a Combi-Melta and on the pistol list rather than Combi list. Fine on characters to pop wounds off vehicles or other heavy targets before charging in, just don't go crazy.
    • Always take one in your squads because you want to be close up and in combat meaning you will have plenty of chances to shoot the pistol for a huge amount of damage. With clever positioning in close combat you can get a nice shot at enemy characters.
    • You cannot shoot them arriving pistol deep-strike, but if you survive combat it acts as a cheaper one-hit power fist rather than a pistol.
  • Hand Flamer - Pistol that auto-hit D3 times with S3 AP-0 Range 6" and got cheaper now. D3 auto-hits against T3 wounds on a 4+ or T4 on a 5+ and you can fire it in close combat. Great pistol for anti-horde melee troops, but really really useless on anything deep-striking.
    • The Hand Flamer has the combination of being able to shoot in melee range and hitting automatically going for it. It will certainly not blow through tanks and characters as well as a Plasma Pistol, but a couple of them most definitely help with fighting your way through hordes. Those 2 hits on average will add up fast, especially when combined with a bunch of Chainswords. Additionally, the auto-hits will help a lot with getting past To Hit modifiers like Venomthropes.
    • At 1 point in the Codex, replacing some bolt pistols with these is a much more attractive option.
      • two on average strength 3 shots is better than one strength 4 shot. That combined with the fact you're auto-hitting both during the shooting phase and during overwatch makes this a clear winner if you got a handful of points to spare.
      • most of the time you can take a real ranged weapon, and then a chainsword. The hand flamer averages two auto hits at S3, but your chainsword gets you one hit at essentially S5 with red thirst and is free. So if your up against T4 or more, take a chainsword, plasma pistol, or power sword

Special Weapons[edit]

  • Flamer - An 8" Assault D6 S4 AP-0 1 D which automatically passes rolls to hit. A classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. The changes to how Flamers work give them a bit of effectiveness against small, lightly armored units as well- the number of hits they can score means that a single unit can be hit more than once. They are a surprisingly decent AA option too, given they auto-hit even Hard to Hit models. Keep in mind that this weapon is pretty poor value against non CQC armies, as by itself its not fantastic due to high cost. The main kicker is the auto-hit on overwatch, which only happens if you get charged. Also, you can Advance and shoot the Flamer, at the cost of not being able to charge.
  • Grav-gun - 18" Rapid Fire 1 S5 AP-3 1 D. The loss of the ability to wound on a roll equal to the target's armor save is a big nerf to the former game-breaker of 7e, to say nothing of its poor meh strength and range compared to the now-safer Plasma Gun. However, it does D3 damage when it wounds an enemy with an armor save of 3+ or higher so it can still be decent against heavy infantry. Don't bother against vehicles, though- S5 isn't enough to dent most tanks now, and immobilization spam is no longer a thing anyway.
    • Since it fires 2 shots just outside melta-range it can knock off more wounds than you might think. Just not as good as the melta, or the cannon version. Costs somewhere between the plasma and melta. Mostly held back by its piss-poor range.
  • Meltagun - 12" Assault 1 S8 AP-4 D6 D, best used with Drop Pods. (Don't use drop pods try infernum, inferno?, razorbacks) If within half its range (so 6" or closer) it rolls 2D6 D and selects the higher number, so it's good against Monsters as well as vehicles now. It's worth noting that Drop Pods and its passengers cannot disembark closer than 9" from an enemy, so you won't be in Melta range on the drop. Try Multi-meltas for that.
  • Plasma gun - The plasma gun works differently from its earlier incarnations- for a start, it now has two firing profiles, both of which share Rapid Fire 1 and a 24" range. In its normal mode, it's S7 AP-3 1 D so it's basically a flat upgrade from a Bolter that does a good job of taking out MEQs and TEQs. In its supercharged mode, it has one extra point of Strength and Damage that lets it one-shot Terminators. But be careful: firing the supercharged mode triggers the new version of Gets Hot!, and this time it just kills a model with no saves on a to hit roll of 1. So only fire the supercharged mode when the boosts are worth the risk of killing the user on the spot.

Heavy Weapons[edit]

  • Grav-cannon with grav-amp- Identical to the Grav-gun, but with Heavy 4. Compared to the Plasma Cannon, it fires more shots but suffers from all the nerfs that the Grav-gun has gotten. It's now effectively a souped up Heavy Bolter.
    • The most expensive heavy here, but the safest and highest ROF weapon for dealing with TEQ. Not bad against vehicles either since you can afford to miss one or two shots, unlike the lascannon. Killing one terminator pays for the cannon so give it a thought.
    • Strength 5 sounds bad but so few vehicles are toughness 10 that you still have 1/3 chance to hurt a vehicle for d3 wounds. Still, consider bringing lieutenants for your grav-cannons.
  • Heavy Bolter- 36" Heavy 3 S5 AP-1 1 D. Good against hordes at long range due to its high number of attacks, and not too bad against lighter vehicles either. It is also extremely cheap.
    • hellfire shells stratagem can deal out a startling amount of mortal wounds
  • Heavy Flamer- A flamer with an extra point of Strength and AP-1. More effective against almost everything than its smaller brother.
  • Lascannon- 48" Heavy 1 S9 AP-3 D6 D. Your primary anti-vehicle weapon.
    • The best range here. Hence has that advantage over the more expensive grav-cannon. Works better with accuracy buffs than wounding buffs.
  • Missile Launcher- Can fire either Frag Missiles that act like D6 Bolter shots, or a Krak Missile with S8 AP-2 D6 D. Not quite as good as Heavy Bolter or a Lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. With its D6 D AP-2 it can still make a nasty surprise for a HQ caught in the open. Has the exact same cost as the Lascannon, so its only worth taking if you KNOW you will be shooting infantry with them at some point.
  • Multi-melta- A 24" Heavy 1 Meltagun. Cooks vehicles from a slightly safer range than the regular Meltagun, but unlike the Meltagun you can't advance and then shoot with this. The Multi-melta can fulfill a role previously filled by the Meltagun: Drop Pod threat removal. Due to its 12" Melta range, that means your D6 D will be more reliable on the turn you come in, at the price of a 16% decrease in accuracy. To offset that you have the Armorium Cherub and the Sergeant's Signum.
    • If you think about this gun the grav-cannon is only a single point more for a better volume of fire, but not as good a wound roll, but this gun is useless once you run into a horde, or even cheap MEQ.
  • Plasma cannon- Identical to the Plasma gun, but has a 36" range and is Heavy D3. The larger number of shots it has the potential to fire make it more useful against larger groups of enemies than the regular plasma gun.
  • Frag Cannon- Double Heavy Flamer on steroids with 8" 2D6 S6 AP-1 1 D auto-hits. Hordes beware. Also an assault gun on a very fast model so you can advance and roast.

Grenades[edit]

  • Frag Grenade - It explodes, 6" D6 S3 AP-0 1 D, good against GEQs.
  • Krak Grenade - It explodes even harder, albeit only one shot at range 6" S6 AP-1 D3 D, always remember to throw one , because now it can one-shot (small chance, but...) multi-wound enemies.
  • Melta Bomb - Now can be thrown at 4" with S8 AP-4 D6 D, which is brilliant, and in 8 edition there are no restrictions on using it, so it's perfectly viable to throw Melta Bombs at enemy characters, as well as usual targets, like vehicles and bigger enemies.

Wargear[edit]

  • Combat Shield - Grants the model a 5++ Invulnerable save.
  • Storm Shield - Grants the model a 3++ Invulnerable save.
  • Camo Cloak - If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1.
  • Death Mask - Reduces enemy leadership by 1 while they are within 3" which helps in the Morale Phase.
  • Magna-grapple - You add 2" to your charge rolls if charging a vehicle, which helps your choppy dreads reach combat, especially when they already move faster than vanilla ones.

Relics[edit]

It's been a long time coming, but holy shit, was it worth it. Most of our Relics are fucking rad! Be careful here, many a command point was spent in test games just to cap out on all 3 relics, they're just that good.

  • Archangel's Shard:Replaces a power sword or master-crafted power sword. If the target is a monster, the damage is 1d3; if it's a daemon monster, it's 1d6. Otherwise, it's a power sword. This is particularly bad if you swap out a master-crafted power sword, because it's worse than one against everything but a daemon monster; against monsters, this is ever so slightly worse than upgrading a standard power sword to a master-crafted one, making this relic "worth" maybe 6 points if you're feeling generous - very meh.
  • Angel's Wing: Jump Pack only. Re-roll failed charge rolls, and cannot be overwatched. EXCUSE YOU!? This one is probably an easy second best, edged out only by just how useful Command Points are in 8th; lets you make a downright terrifying Blood Angel Banshee or Murderwings. Put this on a Jump Librarian with Quickening, Unleash Rage, and a Force Sword, and toss at whatever offends you, or commit like you mean it, and put it on a Death Company Jump Captain with a Thunder Hammer (see above).
  • Gallian's Staff: Force staff that gives a +1 to manifesting smite; not terrible, as Smite is always useful for Mortal Wounds, but inferior to the White Scars relic that does the same thing, as theirs doesn't force you to carry a force staff - because this one does, you can't put it on a Primaris Librarian or a Librarian Dreadnought.
  • Hammer of Baal: Thunder hammer with no penalty to hit. For Sx2 AP-3 D3 with no penalties to hit, this is a surprisingly killy relic. S8 (S10 if there's a Blood Chalice nearby; consult the Designers' Commentary, Question 1, if you're wondering why), with the Red Thirst improving your wound rolls by +1, will ensure that you can wound almost anything without much difficulty. Hardly an auto-include, especially since the base hammer costs 21 points (since only a character can carry a relic) and a captain especially doesn't mind the base to-hit penalty enough to really warrant a relic slot, but fairly punchy.
    • Wording of specific ruling: "First you must determine the model’s current Strength characteristic. To do so apply all modifiers to it that multiply or divide the value, then apply any that add or subtract to it. Having done this, you then modify this value as described by the weapon’s Strength characteristic."
  • Standard of Sacrifice: Ancients only. Grants FnP 5+++ to non-Death Company Bikers and Infantry within 6" of the bearer. Solid choice, especially if paired with hammernators or Sanguinary Guard; it can make for a terrifyingly durable unit that can mulch through anything with the banner's re-rolls. Who says they got rid of Death Stars? Stacks with Gift of Foresight, although the latter won't let you re-roll 1s for the former. (Note you can't stack it with Gift of Foresight and Death Vision of Sanguinius since it gives you the Death Company keyword.)
  • Veritas Vitae: When using a Stratagem, roll a d6; you gain a CP on a 5+. Yes, even your Stratagems have Feel no Pain. Easily the best of the bunch; a 33.33% chance to get a CP back after you spend 1-3 on a Stratagem by merely existing on the field makes the one of the best Relics in the whole game. The only relic a librarian dreadnought can take.
    • If you're using the multi-relic Stratagem and are taking this relic, make sure you've defined with your opponent what "before the battle" means - you can't recover CP with this until the model carrying it is deployed, so any CP spent prior to deployment are lost. Also, be careful of armies with strictly superior variants of the same rule; the Imperial Guard, for example, have a Warlord Trait which does this on a per-CP basis, while yours only recovers 1 CP, no matter how expensive the Stratagem. So no IG or Eldar shenanigans.

Successors[edit]

If your Warlord is from a Successor Chapter, the only relic you can hand out is a nearly worthless Archangel's Shard. Oh, well. Sucks (even more than usual) to be Lamenters.

Unit Analysis[edit]

HQ[edit]

  • Captain: The most basic version of the Captain is the no-frills HQ choice: access to a variety of wargear, good overall stats, and grants all nearby friendly BLOOD ANGELS units the ability to re-roll a result of 1 to hit, which you should use to keep your plasma weapons from killing you as this lets you roll those lethal 1s away (do note vehicles have the BLOOD ANGELS keyword too. Enjoy your semi-twinlinked Land Raider Crusader). His master-crafted boltgun is AP-1 and deals 2 damage, but a shooty Captain might be better suited to using a Combi-Weapon. The storm shield isn't a must-have, since he comes with a 4++ by default, but it's there if you want it.
    • Captain with Jump-Pack: You're playing Blood Angels for the Sauce, and here it is, boyo. This build is affectionately titled Chapter Master Slamguinius and it earned it for a FUCKING REASON Although giving your captain a jump pack doesn't give him the durability of a bike, it does give him the advantage of a very special rule, Fly, and by the God-Emprah, isn't that what being a Son of Sanguinius is all about?! This might seem standard to all you 7th edition players, but being able to jump over combats and fights to get all your veterans stuck in can change a fight from a battle of attrition to outright wiping out the enemy squad, either during the Fight Phase itself or the Morale Phase after it. 8th edition makes this doubly important due to the new rules allowing an engaged unit to Fall Back from close combat during the opponent's Movement Phase, which subsequently exposes your fighters to enemy shooting from other units, which means enemy heavy shooters will often be screened by chaff exactly for this purpose. Bikes are still vulnerable to this tactic despite their speed, whereas jump troops with Fly can simply jump over the screening units and proceed to beat the snot out of the valuable and dangerous enemy shooters hiding at the back. He also gains the ability to Charge and Fight against FLYERS, which can be interesting if a foe is mistaken enough to let your jump Captains get too close to their Flyers. Fly also gives you the ability to shoot after Falling Back from a fight, so if you get in over your head you can still fire off a smattering of Boltgun or (combi-weapon!) shots as you get away. All that aside, don't forget that it also makes you vulnerable to anti-air weaponry, so watch for anything that gains bonuses against flyers.
      • Can wreak a lot of havok if you want, but under no circumstances take a Relic Blade - it costs the exact same as a Thunder Hammer, and the +2S and slightly better than +1D (only comes up against W2 targets) are easily worth the 7% reduction in accuracy, particularly since you'll probably end up trying to smash enemy heavies. You should be considering the Thunder Hammer, the Power Fist (the weapon by itself is more efficient than the Hammer, due to being about half the cost, but it's less efficient if you count the base cost of the Captain), and the Power Sword - the nature of the Red Thirst, and the Black Rage which you should be giving this guy if this is your plan, mean that none of the other weapon choices available are particularly compelling for their cost, not even the chainsword (which you should only keep if you want a cheap captain along for his aura).
    • Primaris Captain:Comes stock with a bolt pistol and a master-crafted auto bolt rifle like the Lieutenants, but can also take a Power Sword or switch the auto bolt rifle out for a master-crafted stalker Bolt Rifle (which is Heavy 1, but gets a 36" range and AP-2). Apart from the extra wound and attack that come with the Primaris statline, he's more or less the same as a vanilla Captain but with fewer wargear choices. Since the Primaris Captain can only footslog if you don't pay up for a Repulsor, give him the Stalker and put him near the objective to snipe at targets with either Devastators, Cent-Devs, and Company Vets without transports or Hellblasters with Heavy Plasma Incinerators to make the most of their ranged weapons.
    • Captain in Gravis Armour: Has a 5" move and an extra wound and attack, but instead of an increased armor save, the Gravis Armor pushes the Captain's Toughness to 5, making him a bit less likely to be wounded by small arms. Unlike the other Captain versions, his wargear is fixed; specifically, to a master-crafted power sword that deals one more point of damage compared to the regular power sword, and the Boltstorm Gauntlet (a combined 3-shot bolt pistol and power fist). Cheaper and differently resilient than the Terminator Captain, but not as flexible.
    • Captain in Terminator Armour: Your bread and butter HQ, good at everything, great at nothing, now in Terminator Armour. Must buy at least a Power Sword and Storm Bolter, can take items from Terminator Combi-Weapons and Terminator Melee Weapons lists, and if he takes a Power Fist, can take a wrist mounted grenade launcher. May also buy a Storm Shield. A decent fighting unit, he comes stock with a 4++ thanks to his Iron Halo. Provides a 6" bubble that provides re-rolls of 1's to hit to friendly Blood Angels. Can become pretty killy if you kit him out to be, the codex was fairly nice to us:
      • It's worth noting that chainfists are straight-up garbage, at a point more than a hammer in exchange for less damage (the better AP wouldn't be enough to make chainfists good even at Thunder Hammer prices). None of the weapon choices you can't access as a Terminator, like a Power Axe, are a big problem, due to the same weapon advice applying from the regular Captain, above - you should be choosing from the Power Sword, Power Fist, and Thunder Hammer. The Power Fist gets special mention, though, because of the grenade launcher, which is overcosted (it's slightly worse than an Angelus Boltgun while costing a point more, and Angelus Boltguns are themselves inferior to Storm Bolters), but also the only way to get a second gun onto this guy, which can be a pretty big deal on the turn you deep strike in. Don't go double lightning claw - you don't have the necessary mobility to go without any guns at all.
      • For your ranged weapon, the Storm Bolter really can't be beat, although a Combi-Flamer can be good on Overwatch if your opponent is idiotic enough to charge you. The other options don't pair well with you - you don't want to risk overcharging plasma on a piece this costly, and the melta's limited range combines very poorly with your limited mobility.
      • The armor provides a decent save, and he'll always have the 4++ to fall back on. If you drop a CP to give him the Black Rage, you can give him all the benefits that apply, namely +1 attack and 6+++ FNP. Pretty much all of the warlord traits will give you a boost: Soulwarden will allow you that clutch defense of Psychic powers, Speed of the Primarch will ensure you actually manage to fight, Heroic Bearing will buff your bodyguard (you are dropping him down with a Terminator escort, right?) and make sure they can just flat out ignore Morale, Artisan of War is ok - but an extra bit of damage on a ranged or melee weapon is nothing to sneer at. Gift of Foresight is one of the best for a beatstick, if you did drop a CP for Black Rage his FNP roll is 5+++ and re-rolls all ones. Honestly you really can't go wrong with any of the Warlord Traits except maybe Selfless Valour. If it doesn't work for Black Templars it won't work for us.
        • As for Relics, if you want a beatstick, the Hammer of Baal is your go-to choice, as you're unable to take The Angel's Wing - mitigated in that you can just teleport down. S8 AP-3 D3 with a +1 to wound roll from the red thirst is just brutal, and an extra attack from the Black Rage can make or break a fight phase. Paired with the above Veritas Vitae gamble (on a different character of course), you might even get that point back and be all the better for it.
    • Captain in Cataphractii Armor: Compared to basic Terminator armor, your movement is even worse, at only 4", and when you Advance you have to halve your result, so you can only move 7" per turn at most (usually 1.75"), but your invuln is boosted to 3++ without consuming a weapon slot, although you do pay more than you theoretically would for a Storm Shield. With a Storm Bolter stock and the ability to replace it with Combi-weapons (except for combi-grav, but that's a worthless piece of shit anyway), this is going to be a Deep-strike reliant character, which is not a bad thing, considering what army we're talking about. Also pretty good in melee, thanks to that boosted invulnerable save and the fact that you don't need to give up the possibility of bringing along a decent gun or lightning claw pair for a storm shield. Keep in mind, however, that with such astronomically high saves, you pretty much invite the opponent to focus mortal wounds on him, against which he has precisely no built-in protection unless he's around the Standard of Sacrifice or you gave him the Death Visions of Sanguinius for that sweet sweet FNP. More limited than the other Terminator Captain because his Power Fist can't take a grenade launcher, so you're almost certainly going to keep the Storm Bolter to maximize your ability to shoot things while waddling slowly around the battlefield.
      • Much of the equipment advice from the standard Terminator Captain applies here.
    • Captain on Bike (Index Only): The bike gives you +1 Toughness, an extra wound, 14" movement, and the Turbo-Boost ability, and costs less than the Gravis Captain. Apart from that, everything that can be said about the regular Captain goes for this guy, too. If you were thinking of taking a regular captain without a Jump Pack and not alpha strike (for whatever ungodly reason you'd do that in a Blood Angel army, you luddite), take this guy instead. He's better in almost every conceivable way. He can cross the board quicker, while keeping pace with your vehicles, he's shootier by a wide margin, and he's infinitely more survivable if someone does try to hit him, while being just as killy when things get personal.
    • Moral of the story, if you're going to take a non-terminator captain, always put him on a bike, or with a jump pack.
  • Lieutenant: 60 points gets you a Marine Captain-equivalent with -1 BS and Ld, but with the re-rolling 1s to hit replaced by wound re-rolling. Good if you want to re-roll wounds instead of hits and/or are on a budget, as they're only 60 points each if bought individually and come with far more customisability over their Primaris counterparts. They have to be set up at the same time, but don't need to be in unit coherency and are treated as separate units. However, the Primaris versions are may be worth the 10 points more, unless you're planning on transporting them in a non-Repulsor vehicle, running a pure mini-marines army or REALLY need that 10 points. Add a Captain for re-roll hits of 1, and you've got yourself a mean gun line or assault group. If you have to choose one or the other, rerolling 1's to wound is mathematically equivalent to rerolling 1's to hit unless the weapon does something different on specific rolls. Lieutenants' reroll to wound is better with flamers and sniper Scouts, and Captains' reroll to hit is better with overcharged plasma or with stratagems that trigger on a 6+ to hit, but the rest of the time, their auras are equivalent. Remember, you can take 2 in one slot for twice the re-rolling action. No bikes sadly, but fortunately they're allowed their jump-pack to keep up with the units they're buffing.
    • Re-rolling 1s to hit or to wound are mathematically identical in terms of the effect on your damage output - both increase the overall number of wounds inflicted by 16.7% (alternatively, think of it as multiplying it by a factor of 7/6). If you have to choose between one or the other, go with reroll 1s to hit because it helps you avoid plasma guns blowing up in your face, but what you really want is both: if you already have a captain, grab a lieutenant for your next HQ slot (or vice versa). The two auras complement each other very nicely, and wherever possible you should try and keep your units in range of both.
      • Not true, rerolling ones increases your odds of success by a factor of 1/6 times whatever your original chance of success was. So the more likely you were to hit in the first place the more likely rerolling ones will help you. Since you will be hitting on 3+’s pretty much across the board and will often be wounding on 4+ or more rerolling to hits will be a much more solid gamble.
      • The first guy was correct, both re-rolls increases your OVERALL chance of success (i.e. your chance of hitting AND wounding) by 1/6, so are functionally identical. It would be different if it was re-roll ALL hits or wounds, but it's not. Here's the Math-Hammer: 36 marine bolter shots at more marines. First, rerolling 1's to hit: (36*(3/6))=24 hits on the initial volley + 6 rerolls x 3/6 chance to hit= 28 total hits, wounding on 4s is 14 wounds. Now, 36 shots rerolling 1's to wound. 36*(4/6)=24 hits. 24 Hits*(4/6)= 12 Wounds + rerolls(4*(4/6))= 14 wounds.
    • Primaris Lieutenant:Like the standard versions, but Primaris, with +1 A and W. They're armed with Assault 2 Bolters (that do 2 damage) which can and probably should be swapped for Power Swords for the better chance to hit. Like the standard Lieutenants, they also allow friendly BLOOD ANGELS units re-roll to wound rolls of 1. As is the case with all Primaris Marines, they're rather inflexible but are tougher than their counterparts to compensate. Now that the codex is out they have a few more opttions one of the best is giving them the Mastercraft Stalker Pattern Bolter and teaming them up with a Devastator or Centurion camping squad.
  • Chaplain: Cheap HQ with his stock wargear, great in assault army like Blood Angels. He lets same Chapter units in 6" use his leadership and re-roll all failed hits in melee (which isn't any better than re-rolling 1s on WS2+ models, don't forget). A good support choice to back a choppy squad. Particularly useful helping Thunder Hammer Vanguard/Company Vets mitigate their -1 to hit, or a Death Company squad to buff more fighters and help with their higher morale vulnerability. Comes stock with a bolt pistol and Crozius, which is now somewhere between a power axe and maul at S+1 AP-2 D2. Can take a power fist (which is a terrible waste of points, since you've already paid for the Crozius), swap his bolt pistol for something from the pistol list, and can strap on a jump pack, which you should probably do.
    • Chaplain in Terminator Armour: As above, but with 5" movement, one more wound, and 2+ armor. Note that you can only swap the storm bolter for a combi-weapon, so actually slightly less effective in melee against armored opponents, as you have no way to take a power fist, but you shouldn't have been considering that anyway; you should really keep the storm bolter, as well. Assuming you listen to reason, the meaningful comparison here is that he costs 12 more points than a Jump Chaplain with base wargear, but has much better ranged output and durability, in exchange for drastically hampered mobility and an inability to fall back and shoot. You will probably prefer the Jump version.
    • Chaplain on Bike: For 7 points more than a Jump Chaplain, 14" movement, +1 T and Wound, and ability to Turbo-boost, plus a compulsory Storm Bolter. Good for keeping up with your jump pack cc oriented squads, also tougher than a jump pack chaplain. Can swap his bolt pistol for a second storm bolter for even more dakka.
    • Primaris Chaplain:They get the usual Primaris buffs (+1 A/W) and the usual points hike (13 points, in this case). Comes with the same re-rolls/morale buffs and the crozius, but also packs a new toy: the Absolvor pistol, a 16" S5 AP-1 Pistol. Like most Primaris HQs, his wargear is fixed and cannot be changed. Without the option of a Bike/Jump Pack, you can only footslog him or put him in the very expensive Repulsor for additional mobility.
    • (Forge World) Chaplain in a Goddamn Dreadnought: NOW AN HQ CHOICE CHARACTER. The Chaplain Dreadnought is the go-to answer for players wishing to run an All-dreadnought army. This is one of the best models space marines can currently use in 8th arguably the best outside of special characters. It's a character that can't be shot at unless it's by snipers (which it'll shrug of anyway) or it's the closest model, a dreadnought that CANNOT BE SHOT AT. It possess a 5++ save and also buffs the strength of friendly models fighting the same unit as the dreadnought, has heroic intervention and every wound it takes it gets to make a roll, on a 6 it ignores the wound. It's also reasonably priced considering it's many advantages, 204 points vanilla but can be cheaper or more expensive depending on wargear choices (taking an assault cannon makes it cost 183 as an example). Despite it's strengths ultimately it's buff is weak; more a bonus than something your army can rely on, if you want a HQ that buffs than the Chaplain Dreadnought is a bad choice, however, if you were planning to bring a dreadnought and/or want a tough and killy HQ then the Chaplain is a fantastic option that also saves you an elite or heavy support slot.
      • RAW, this sucker can benefit from Death Visions of Sanguinius and thus use Gift of Foresight to gain a 5+++.
      • Although it is buff weak, the Chaplain Dread does give an alternate source of bonus Strength to nearby units, meaning when combined with the Sanguinary Priest your basic troops will be Strength 6 and anyone with a TH or Fist will be Strength 12 and thus able to wound anything that isn't a Lord of War on 2s.
  • Librarian: Flexible buff unit and source of mortal wounds, thanks to Smite. His Psychic Hood adds 1 to Deny the Witch tests against Psykers within 12". Equipped with a force stave/sword/axe (you should keep the sword, for the same reason most of your army prefers power swords - the Red Thirst), frag and krak grenades, and swappable bolt pistol. Can take a jump pack. Use him to buff your melee squads with +1A, or anything at all with a 5++.
    • Primaris Librarian:Can only use a Force Sword and Bolt Pistol, but gains the extra attack and wound that all Primaris Marines get. Also fairly cheap compared to other upgraded Librarian versions, at only 5 points more than a stock Librarian. It's carrying your best sword option and probably best pistol option already (as why would you invest points in a better pistol on a non-jump librarian?), so if you're going to footslog a librarian (the Primaris can't get in most of your transports, but Wings of Sanguinius works just fine on him), definitely a good choice.
    • Librarian Dreadnought: Our super special dreadnoughts have definitely seen an improvement. Their stats are the same as every other dreadnought barring their WS2+ and character keyword, making them hard to shoot, since they have W8 like your other basic dreads. Their force halberd means they will be hitting at S10 AP-4 D3; coupled with the Red Thirst, you'll never actually use that Furioso Fist you had to pay for, so it's a good thing the Halberd is free. Has the same psyker stats as your other unnamed librarians, even the psychic hood. Costs 170 plus the gun, all told, which is more than even Mephiston costs; he's 1 inch faster and hits harder in melee against hordes but weaker against heavies, due to his +1A/+1AP/ slightly worse than -1D compared to the dreadnought. The Storm Bolter is a pretty reasonable choice, but the Meltagun will hit on a 4+ on the Advance, if you were rushing into position to cast, while the Heavy Flamer is best for using Wings of Sanguinius to Fall Back and Shoot. Sadly, can't drop his smoke launchers for a magna grapple, no matter how entertaining it would be.
      • As a character with only 8 wounds, the Librarian Dreadnought can only be shot at in the Shooting phase if it is the closest unit.
      • This guy's also the only GW dreadnought HQ for Blood Angels, so if you want to run an all-dreadnought army without sucking up to Forge World, this is your best pick.
      • When equipped with a meltagun, this guy becomes a brutally effective monster hunter. Consider: smite in the psychic phase, melta in the shooting phase, then charge and finish off what's left with the halberd.
      • This guy is one of your prime candidates for Quickening+Wings of Sanguinius, giving you a net movement speed of 12", then a re-rollable charge with +3" to boost, then getting into melee with an unbelievably good melee weapon for typically 5 attacks; the only other Librarian you can field with a melee weapon on par with that Force Halberd is Mephiston.
      • However, with no invulnerable save, don't be surprised when this thing disappears after a couple of effortless swings from any melee weapon that does multiple damage with AP-3 or better.
    • Librarian in Terminator Armour: Your more combat oriented Psyker. Must buy at least a Force Stave and Storm Bolter, and can replace the Storm Bolter with a Storm Shield (via the Index) or an item from the Terminator Combi-Weapons list, and may replace his Force Stave with either a Sword or Axe (you want the Sword). Comes stock with a 5++ for his Crux Terminatus, and thanks to his Psychic Hood adds 1 to Deny the Witch tests for Psykers within 12". Can manifest two powers in the Psychic Phase. Occupies a nice balance between a combat character and a buff unit. Have him Teleport into battle behind your Death Company before they get into combat, throw your magic at them, and let loose with the charges. Pays 8 more points for the Terminator Suit over a Jump Pack, but is your only access to a built-in invulnerable save for your Librarian.
    • Librarian on Bike (Index Only): 14" movement, +1 T and W, and ability to Turbo-boost (and a compulsory Storm Bolter) compared to a normal librarian; can swap his pistol for a combi-weapon, which you should only be considering a Storm Bolter for, or another pistol, which is less compelling. Good for keeping up with your jump pack melee oriented squads or other bikes. Costs a point less than his Terminator cousin (before you pay for a second Storm Bolter), but can't Deep Strike or ride a Transport.
  • Sanguinary Priest: Your standard unit modifier and helpful in all situations to any BA unit. Comes with a bolt pistol, chainsword, frag and krak grenades. Can no longer take a Jump Pack or Bike in the Codex, as well as losing weapons options, so you have to use the Index version to take a Jump Pack or Bike (or some better weapons). Thankfully (or not?), there was no points reduction anywhere in the Codex release, so there's no real downside to bringing out your Index options. Throw him into a stormraven if he shows up without either. Buffs your blood angels Infantry and Bikers by offering a 6" bubble of +1 Strength, as well as healing a multi-wound Infantry or Biker model within 3", or bringing a fallen model back to life on a 4+ - the bringing back from the dead is on a d6 roll of 4+ and if failed he does nothing for the rest of the turn. Works well with more expensive models like Terminators and Sanguinary Guard, keeping their health up as they make their way towards the enemy. Since he's a character, he'll pay extra if you want a Thunder Hammer on him, but he's a pretty great candidate for a power fist if you want a melee weapon (although it's completely reasonable to leave his chainsword alone to keep his cost down); for ranged, a Storm Bolter or Inferno Pistol will probably serve you best.
    • Sanguinary Priest with Jump Pack (Index Only): 12" movement, JUMP PACK, and FLY, and Jump Pack Assault, for 17 more points. The new codex doesn't feature the option to equip with a jump pack, so refer to the index for this one.
    • Sanguinary Priest on Bike (Index Only): 14" movement, +1 T and W, and ability to Turbo-boost (and a compulsory Storm Bolter) compared to normal priest - as well as becoming a BIKER - for 25 more points.
      • Sanguinary Priests, both regular and biker varieties, work amazingly with units armed with Power Swords. S5 AP-3 is a nasty profile that can put wounds on most things reliably, particularly since you will reliably have the Red Thirst up - you'll wound T4 or less on 2s! The +1S is particularly nice because, per the Designer's Commentary, Strength buffs happen before a melee weapon's Strength is calculated - so e.g. Power Fists and Thunder Hammers go to S10. The synergy with Red Thirst is strange because Red Thirst is a flat +1 to wound but +1 or even +2S only sometimes helps - for example, Blood Angels Thunder Hammers will wound T6 on 2s without the Priest's help - but you'll still get better results combining the priest with multiplicative melee weapons, for a net +2.
  • Techmarine: At the end of movement phase can (now without roll) restore one blood angels vehicle model within 1" for 1d3 lost wounds. Equipped with a servo-arm and power axe by default. Can take a jump pack, servo-harness, and can swap out his pistol for another pistol or a combi-weapon (the storm bolter is the big draw here). The servo-arm is brutally bad for its cost, costing as much as a Power Fist for slightly better than +1D, +1AP, and an inability to swing more than once, on top of being paired with a compulsory Power Axe anyway. You're a lot better off shelling out 8 points, via the Index, to swap the arm out for a Conversion Beamer.
    • Techmarine on Bike (Index Only): 14" movement, +1 T and W, and ability to Turbo-boost (and a compulsory Storm Bolter) compared to a normal Techmarine, but pays 25 points for the bike (not including the Storm Bolter attached to it); the mobility is excellent for keeping up with what he wants to repair, but be aware the bike isn't free. Same advice applies about his other wargear.
    • Techmarine with Jump Pack (Index Only): Now badly overcosted, at more than double the cost of the footslogging Techmarine before wargear - has neither a servo-arm nor a conversion beamer, which is the only way in the game to make that happen, but the jump pack costs so much you're actually far better off just shelling out for a bike. Can still repair vehicles just fine, mind you. There's a rules explosion if you take both a servo-harness and a jump pack (which is not banned); until it's FAQ'ed, both will resolve, and the jump pack will take your servo-arms away, leaving you with a jump pack, flamer, and plasma cutter. Theoretically, the same thing will happen if you swap your servo-arm for a conversion beamer "before" taking a jump pack, but the RAI on that seems clearer. Discuss any rules clusterfucks with your opponent before you exploit them.
  • Rhino Primaris: One half of the Command Tank duo, the Rhino Primaris distinguishes itself from the basic Rhino by 3 things: its twin plasma gun, the ability to call an orbital bombardment (a 72" range monster with S10 AP-4 Heavy D3 and d6 damage that becomes Heavy d6 when used on a unit with 10 or more models and doesn't need line of sight, but can only be fired once per game), and its servo-skull hub. The hub allows the Rhino Primaris to buff allies within 12" with either a +1 to hit, a -1 to morale tests, or healing a wound (for vehicles only). It only has room to transport 6 units, though that's just enough for a Captain and his Veteran Squad.
    • Never fire the plasma gun on overcharged mode; the risk of destroying the Rhino Primaris isn't worth the extra damage.
  • Land Raider Excelsior: The other half of the Command Tank duo, which comes with a 5+ invulnerable save, the Captain's ability to grant re-rolls for hit results of 1 for units within 6" of it, a pair of twin lascannons, and a grav-cannon/grav-amp combo. If you take it, take the Rhino Primaris too- it'll gain a +1 to hit for all shooting attacks if it stays within 24" of the Rhino Primaris. Apart from that, it's fairly similar to the vanilla LR, albeit better able to take on heavy infantry thanks to the grav-cannon.
    • As is the case for the Rhino Primaris, do not overcharge the plasma gun part of the combi-plasma. Your lascannons do everything that an overcharged plasma gun shot can do, without the risk of killing yourself in the process!
  • (Forge World) Damocles Command Rhino: Costing almost twice as much as normal Rhino, but with one transport place for character, this gives you one-use Orbital bombardment, which on 4+ hit every unit in 6" from point on a battlefield you choose ( -1 for Characters) and deals D3 mortal wounds. Second ability is generating 1 CP per turn if your warlord is embarked and roll less than his LD. This is helpful, but most Blood Angels potential Warlords doesn't fit Rhino (jump pack, terminator armour, Dreadnought)
    • This vehicle is useful against cheap horde armies, which probably have more Command Points than you.

Special Characters[edit]

  • Astorath: Astorath has gained some fun special rules. His axe is now a +2S force sword/-1AP force axe, which on a 6+ to wound is a flat 3 damage. All BA within 6" re-roll hits in the fight phase and can use his leadership for morale tests; death company instead become fearless. Astorath now gains the very cool rule Mass of Doom, which you may activate once per game at the start of your turn. Roll 1D6 for each friendly BA infantry unit within 6". On a 1, the unit takes 1 mortal wound. On a 2-5, add 1 to all hit rolls made in the fight phase. On a 6, same as above but the unit also gains a 4++ invuln until the end of your turn. So, just before your big 15 man death company charges, you can probably give them 2+ re-rollable attacks for maximum rape, and you only kill one of them with odds 5/36, since they can FNP the mortal wound from the Mass. Combine this with Librarians, Sanguinary Priests, and Ancients to get the maximum bang for your berserker buck.
    • Mass of Doom is no joke. Whatever Astorath says takes your Death Company WAY beyond enraged. Enjoy your renewed title as the premier alpha strike combo. Combined with the Red Thirst, your DC will become incredibly efficient in melee armed with power swords [which are now cheap as chips]. Against other MEQ, you're hitting and wounding on 2s and 3s with re-rolls and AP-3. With a priest or sanguinor (who also has deep strike), the buffs just keep building and building and building... there is really no comparison. Be careful, though, as you're going to wind up the same way as many iterations before, completely butchering the first target and getting left alone and likely facing lots of retributive firepower the next turn. Go play ultramarines if you want to be cool, calm, and collected.
    • Unfortunately Astorath is shadowed by Lemartes ability. The ability to rereoll charges is too crucial for a Death Company list and its just too expensive and redundant to realistically run them both. Unless you're re-enacting the Diamor campaign. FOR SANGUINIUS!
  • Brother Corbulo: Corbulo is a buffed Sanguinary Priest with some cool wargear. 25 points buys you the standard lack of ability to choose different wargear for a named character, but +1 BS with his Bolt Pistol and Grenades, +1W, and his melee gains +1S and -1AP due to him gaining +1A but swapping out his chainsword for Heaven's Teeth, resulting in no net change to attack volume. His Blood Chalice grants 6+ exploding hit dice during the Fight phase to infantry and biker units within 6" (including himself, naturally). He also has the Far-Seeing Eye, which grants a single re-roll on anything for Corbulo 1/turn, which you will generally want to apply to his Narthecium, either to heal more wounds (bringing his average healing up from 2 to 2.33) or increase his odds of raising the dead from 50% to 75%, but it's worth noting his re-roll is Cawl grade, not just on failures, so you can use it to guarantee his bolt pistol or krak grenade hits or wounds, or to raise his krak grenade's average damage from 2 to 2.33. He has no jump pack.
    • Like Mephiston and Tycho, this dude prefers to rock and roll without a jump pack. He does complement vanguard vets and death company rolling around in transports very well, as they can simply conga line to leave someone close enough to Corbulo to pick up the buff. His explosions work on all blood angels units, so you can apply him to dreadnoughts, or even Stormravens if you're feeling silly. He's also amazing paired with a Company Ancient, as his explosions happen during the Fight phase regardless of weapon type, giving you access to shenanigans like exploding the dice for inferno pistols.
  • Captain Tycho: Tycho changed a bit with the codex. Like usual, he is a captain with a master-crafted boltgun like other captains, but it has a meltagun strapped to it, and he has a 2+ save and doesn't like orks, gaining 1d3 attacks against them. He also got back Dead Man's Hand for Melee purposes: S User AP-2 D1, which is a lightning claw that doesn't re-roll wounds/a power sword with 1 worse AP/a power axe with 1 worse S. Meh.
    • Like his psycho version, his greatest advantage is a low points cost, paired with a durability upgrade; actually building him from a Captain is impossible, but his melee weapon is approximately as good as a chainsword (it's worse against anything with 0 or 1 penetrable save, such as Storm Shield MEQs or Genestealers, but better against anything with 2 or better, so is approximately a wash), and his ranged weapon is indisputably better than a combi-melta (a Captain with a Combi-Melta will run you 2 more points than Tycho), so if you were going to field a footslogging combi-melta no-melee-upgrades Captain, this is the way to go, but why would you do that? His severe lack of mobility fails to impress.
    • Tycho the Lost: Edgy Tycho now doesn't help his friends. He loses his re-roll aura (making him less accurate without external support), but gains the Black Rage for a 6+++ and +1A on the charge, and drops 25 points in cost - but why would you do that? If your goal is paying HQ taxes cheaply, you can take a Sanguinary Priest for 1 point less, a Techmarine for 8 points less, or a Lieutenant for 10 points less, all of whom provide actual utility - and the Black Rage doesn't really impress on a model carrying a weapon that shabby. With the red thirst, black rage, and AP-2, he will surprise you. If you assault the same model you shot with your melta gun in the shooting phase you stand a good chance of killing it, unless its a vehicle or MC of course.
    • Tycho the lost is a bargain no matter how you add things up; the problem is his questionable purpose in a BA army. Don’t use him as a frontline HQ or melee powerhouse, load him in a stormraven and place him behind your enemy or in an inconvient position. He will take dedicated effort for your opponent to remove him and will hamper their main effort. He’s great at snatching far off objectives. Also does a great job of preying on vehicles or other weaker units. He’s also a great distraction. Get creative with him.
  • Chief Librarian Mephiston: Mephiston is similar to last edition, with 5s for S, T, and W instead of 6s like the days of yore (or 4s for a standard librarian), but he makes up for it in other ways. His Sanguine Sword is now a Power Fist with no to-hit penalty; his other benefits include M7 (although he has no jump pack), BS2+ with his Plasma Pistol, A4 like a Primaris, a 2+ save, a 5+++ FNP, Denying 2 powers instead of 1, and knowing 3 powers instead of 2, but that last is particularly lackluster, as he can still only cast 2; you'll probably want to take Unleash Rage (or Quickening, if you want him to buff himself better since THERE CAN ONLY BE ONE MEPHISTON!), Shield of Sanguinius, and Wings of Sanguinius on him, then only cast the third power when you really need to get him into position. All of those benefits will cost you 57 points over a normal Librarian, or 52 more than a Primaris Librarian (which has the same W and A as him).
    • Mephiston has an excellent statline, lots of melee power (combined with a Sanguinary Priest, he can hit at S12!), can buff himself and/or others well, and is priced decently. He makes a good HQ (although his warlord trait is lackluster). His only weaknesses are no way to generate anything better than a 5++, allowing basic power swords to hurt him, and no means to deep strike with other choppy units. otherwise he can perform any HQ role quite well. He's in direct competition with a librarian dreadnought, given how much of his special character oomph was directed into making him beatstickier.
  • Commander Dante: Despite being the "I'm too old for this shit" character, Dante is still a beatstick. Coming in with the classic wargear of The Axe Mortalis (a relic blade that re-rolls failed wounds against characters) and an Inferno Pistol, 2+, 4++, and a jump pack, Dante hasn't really changed much. but does have W6 and A6. A lucky lascannon can still kill him, but he is a whole bunch tougher against small or even medium arms fire. Dante loses out on his cool tactical and jump pack warlord rules and now has a 6" bubble of re-rolls of all failed to hits, which is... alright. But you're not taking him for those, you're taking him for the 6 inch bubble of giving morale rolls the middle finger from his built in Warlord Trait - meaning that whoever you select as his bodyguard won't break for shit - although it's worth noting you can put that trait on any unnamed Warlord you like.
    • Unleash Rage and Red rampage. 10 Attacks. Nice
    • For vanguards and assault marines, this is great, but since the most commonly used Dante bodyguard, Sanguinary Guard, get re-rolls to hit within 6" of your warlord already, this is kind of shit, so you probably don't want to take them - instead, take Company Veterans with Jump Packs, for the same job, or don't make Dante your Warlord.
      • Let's face it... 215 points is steep;\, considering similarly priced models he will likely be fighting are oftentimes twice as survivable. He is not and should not be used like Calgar, Abbadon, a hive tyrant, an Avatar, etc. Dante's main draw is his exceptional alpha strike potential. For best results, consider not deep striking him. Instead work up the board normally using your character status as protection, or jump out of a stormraven. You need to damage your opponent as much as possible in one turn, that means getting very close in the movement phase, inferno pistol in shooting phase, successful charge in assault phase with those juicy 6 attacks and ideally red rampage for D3 more. Lower their damage bracket so they cant strike back as hard. If everything goes as planned, he is a top notch character assassin. Otherwise, Dante just doesn't have the staying power of other models in his weight class.
    • Take a vanguard detachment with Dante and back him up with three standard dreads packing lascannons w/ fist/storm bolter (heavy flamer if you must). March them up the board, they will take a beating and will protect Dante, likewise they will throw out a lot of dakka thanks to re-roll all hits. Once you get close Dante can jump ahead, or swing around to slay the most opportune target, and dreads will dish out some hurt with all their re roll fists hits.
  • Lemartes: Lemartes is still the mad-capped berserker that we all know and love, with some differences in this edition. Gone is his crazy approach to getting wounded and getting angrier, but his wounds have gone from 2 to 4, and his base attacks are a respectable 5. As Death Company are no longer fearless (disappointing), you do have the option to use Lemartes’ Leadership of 9 (immunity until 4 models drop) if within 6”, should your crazy marines need to take a leadership test; note that Lemartes can't buff non-Death Company, unlike Astorath or normal Chaplains. The best thing here, though, is that Lemartes allows re-rolls of failed charges for Death Company, on top of providing them with the Chaplain-normal re-rolls (which, again, he can't provide to non-Death Company). Quite handy when Jump Pack assaults will be at least 9” away to start with.
  • The Sanguinor: Our special snowflake is now a very pointy snowflake. Basically a copy of Dante for 45 points less, with -1 wound (he is affected by his own aura, so his attacks match Dante's unless they're together, in which case Dante pulls ahead by 1), but his weapon is AP-4 vs Dante's AP-3 (and doesn't re-roll wounds against anything), and he retains his aura of fervour, granting +1 attack to BA infantry units within 6" (but doesn't grant re-rolling misses, making him better at buffing melee but worse at buffing ranged), making him a natural fit with Sanguinary Guard/Jump Company Veterans/Vanguard Veterans as warlord. He may also fall back from combat and still charge that turn, and is wearing a Death Mask. All this for noticeably less than Dante. So yeah, if you want a slightly less tough, more/differently buffy guy, pick the Sanguinor; otherwise, if you want a more focused killer, Dante is your man.
    • Pretty solid warlord, and will make power fist sanguinary guard quite gnarly. A better take over Dante unless you really want an inferno pistol and/or improved 1v1 combat ability

Successor Chapters[edit]

  • Gabriel Seth (Flesh Tearers): Thankfully moved from the LoW section, Gabriel is a Captain with +1W and the usual Chapter Master aura of re-rolling all failed hits (which doesn't matter for 2+ models, but is twice as good for 3+ models); his melee weapon is a Thunder Hammer with +1AP and +1WS (that is, no inaccuracy penalty, but only AP-2), and he carries a Bolt Pistol. His aura also lets Flesh Tearers (including himself, as always) who finish a consolidate within it roll a d6, and on a 6+, it can fight again. RAW, technically if this happens the unit can never Fight again, but it seems clear the RAI is simply that the second Fight's consolidate doesn't get to roll (the rule actually says the unit fights for a final time, but "probably" means a final time that phase). He also has a personal rule that a 6+ to hit in the Fight phase for him inflicts an additional hit without rolling. At only 135 points, he's pretty ok - since he's A4 base, his total expected attacks that hit are 5.83 after accounting for his automatic hitting and re-roll aura, up to 6.81 after his very low chance to do the entire thing a second time; a strictly theoretical Primaris Captain (to match Seth's Wounds count) with a Thunder Hammer would cost you 108 points, hitting at -1AP, and actually connecting only 3.89 times, and both would behave the same way at range.
    • The biggest problem with him is that he cuts off your access to the good relics if he or any of his chapter are your Warlord, forcing you to make do with an only slightly upgraded power sword that's usually not even as good as a master-crafted power sword. His aura is good, but it's not losing access to the Veritas Vitae or Standard of Sacrifice good; ultimately, his melee weapon is the Hammer of Baal at 1 worse AP, and his aura effectively combines Dante's with Corbulo's, so he doesn't bring much unique to the table, unfortunately.
      • All that being said, if you're a Flesh Tearers player, you're used to getting fucked over. RIP AND TEAR
  • Combine him with three lascannon/fist dreadnoughts in a vanguard detachment. He is a great way to bring a re-roll for all hits and makes three normal dreadnoughts brutal. They get re-rolls hits with the fists as if they had two, and your lascannons are re rolling hits as you slowly march up the field, plus 24 T7 wounds is a great bodyguard for a character/warlord. Add in reivers or Vang Vets deep striking to handle any hordes and you have a solid base for your army.
    • For 135 points he does give re-rolls to all hits. Ironically, this makes him an affordable way to significantly boost a gun line, which you will send in counter charges and deep strikers overhead once the enemy breaks the final protective line. Playing BA reactively is difficult, but can work really well, who knew this dude is a prime candidate for the commander? Perhaps the flesh tearers are remodeling their combat doctrine... or perhaps not.
  • Malakim Phoros (Lamenters, Forgeworld): Perhaps not as scary as his 7th edition stats, the Lord of Ruin still dishes out the pain with the best of them. His pistol, Catechist, is still a 12" Inferno Pistol, and his Glaive of Lamentation is a Power Fist with -1S -1AP, which is practically speaking better without a Sanguinary Priest on hand, due to the Red Thirst; with one, you're actually at -2S relative to the Fist, which is a bit more noticeable, but nothing to get worked up over. His special rule, "The Lord of Ruin", turns him into a super-Lieutenant, allowing all Lamenters infantry, dreadnoughts, and bikers (i.e. all of your Red Thirst units) within 6" of him to re-roll all failed wound rolls, which is drastically better than re-rolling all failed hits, in practice. Due to how well the Red Thirst already buffs your melee wounding, if you use Malakim to buff melee wounding as well, you'll want to bring weaker but cheaper melee weapons, like power swords - he won't really help your Thunder Hammers more than a Lieutenant would, but your Power Sword infantry will go from wounding Land Raiders 58.33% of the time with both a Priest and Lieutenant on hand to 75% of the time with Phoros and a Priest - and they cost a lot less. Combine him with a Captain on anything that has a 2+ to hit to functionally achieve re-rolling all failed hits and all failed wounds, or for melee, with a Chaplain or Terminator Ancient.
    • Allegedly, an e-mail from Forgeworld confirms that Malakim is meant to have the Chapter Master special rule, therefore he can re-roll all wounds AND hits, praise the Emperor for such kindness upon the Lamenters! This makes him more or less the only marine out there who can buff his boys' offense as well as Uncle Bobby.
    • Like Seth, his biggest downside is cutting off your access to good relics; you'll probably end up taking a Captain and giving him an Archangel's Shard.
    • There are basically two good ways to use Malakim.
      • You can stuff him in a Stormraven to speed him up; his buff won't help anyone until he gets out, but you can more easily get him where he needs to go this way.
        • This is the only practical way to get him to buff melee combat; the best fellow buffer he can have for that is generally a Sanguinary Priest for +1S. A Librarian for Unleash Rage can also help, but buffs a single target, rather than employing an aura, on top of being able to fail the buff. You should put a Dread on board and as many Company Veterans as you can, but, of course, be aware that melee units that can't FLY may have trouble deleting units that can only be charged by models with FLY; instead, since Phoros and the Priest are both auras, you may want to dump them somewhere, then deep strike in many small units of Jump melee troops to try and ensure charges get through. If you want more room on board for more chargers, remember Priests, Librarians, and Captains can all take Jump Packs, and get to where they need to be themselves.
        • You can also field this ranged style (see below), or mix the two; Sanguinary Guard can FLY, carry both a melee weapon and a gun, and, near Phoros, re-roll all failed hits and wounds; give them plasma pistols, a Company Ancient, and a Sanguinary Priest, then combine the lot of it near something you want dead for deeply satisfactory plasma spam. Not remotely as good with inferno pistols, due to short range and Malakim being slow, or angelus bolters, which have the range, but are insanely overcosted.
      • You can, instead, just walk him up the field, like how Codex Marines field Guilliman.
        • This is clearly best with ranged; since Phoros can't buff most vehicles, you're looking to field Devastators, Hellblasters, and dakka Dreads (especially Leviathan Dreads), essentially. Note that this is perfectly fieldable on a Stormraven - you can stuff Phoros, 2 Heavy Flamer Devastators squads, and a Leviathan Dreadnought on a Stormraven, with room to spare for an additional buffer if you want one on board. You can't stuff Hellblasters on one, so for them, make sure you bring a Company Ancient to let them shoot twice when they die, and a Priest is still a good idea to stand them back up, on top of the Captain you'll definitely want.
      • Since we're already using Forgeworld, remember that we can make use of Chaplain Dreadnoughts. The +1S buff from the Chaplain Dread stacks with the +1S from a Sanguinary Priest, which stacks with any x2 melee weapon for a net +4S on top of the weapon's buff (i.e. net +8, or S12, for all of those S4 guys you were bringing); between that and the Red Thirst, you can easily get Malakim up to wounding Land Raiders on a 2+ (he'll be at S9), and your S12 punchers will wound even the incredibly rare T9 and T10 targets out there on a 2+.

Troops[edit]

  • Scout Squad: The Scout special rule Concealed Deployment may be the best troop rule space marines have. Since they deploy during the deployment phase, you can cut off huge swaths of the board from enemy deep strikes early in the game, and they count as deployed on the table for the purpose of legally holding all your Jump stuff back to Deep Strike. They have both a shooty build and a close combat build, and offensive wise are just as good as Tactical Marines at shooting and Assault Marines at assaulting. They can create early pre-screens so horde armies can't get a full move right off the bat. Worried about a Tyranid army getting a 30" move on turn one? Scouts make a fine speed bump. Camo Cloaks actually make Scouts cost more than Tactical Marines on a model by model basis, so skip them. The Combat Knives look like a good idea, but they aren't - your Scouts hit harder in melee than they do at range, but after their deployment step, they're not particularly mobile at getting into charge range; remember, the primary reason you're bringing these guys is for Objective Secured. The shotguns have a similar problem of needing more mobility than you have to shine (contrast with Scout Bikes, where the shotguns are amazing). Your best bets for the "mook" scouts are bolters to keep them cheap, but effective at range, or snipers if your meta has a lot of weak support characters running around - just be wary, as this makes the scout more than a third again as expensive. The Sergeant is another matter entirely, due to his second attack and superior equipment access, particularly if you're deploying your Scouts in a Land Speeder Storm; a Power Sword on him costs as much as that sniper rifle would have, but murders more things more easily, and doesn't make him drop his bolter.
  • Tactical Squad: You know how these guys work. Squad size of 5-10, armed with Boltguns, Bolt Pistols, and Frag and Krak Grenades. As before, you can take one Heavy or one Special Weapon at five models, and one of each at ten, but because you're blood angels, the heavy can be a heavy flamer. Your Sergeant may take items from the Sergeant Equipment List by dropping both his bolter and pistol; your strongest choices here will be a storm bolter and a power sword or thunder hammer (be aware, this will more than double this cost). Combat squads are still a thing, working much the same as they always have. They now have the Red Thirst that makes them better in melee, and when combined with other synergy units in the codex they can become surprisingly good melee units (though they will never become amazing in melee, so don't get any ideas - combat knife scouts will readily butcher them). Look, these guys are bread and butter, great at nothing, good at everything. They are neither as cheap and tricksy as Scouts or as Tough and effectively specialized as Intercessors, but are a reliable middle-ground between these two options, as they always have been.
    • Fun Note: In a 10 man squad you can take three Flamers: one Heavy Flamer, one regular Flamer, and a Combi-Flamer on the Sergeant. or 4 flamers if you take the sgt with 2 hand flamers as he can fire both of them.
      • 5 man squads in Twin Assault Cannon Razorbacks are pretty certainly your best bet; a Storm Bolter/Thunder Hammer Sergeant, 3 mooks, and a guy carrying your favorite of a Storm Bolter, Heavy Flamer, or Lascannon will do a shockingly reasonable amount of work.
  • Intercessors: The Primaris addition to the Blood Angel infantry. Essentially a Tactical marine with an extra attack and wound, and packs Bolt Rifles for free (bolters at +6" range and -1AP), Auto Bolt Rifles for 1 point (Assault 2 bolters, for when mobility is needed), or Stalker Bolt Rifles for 2 points (36" Heavy 1 AP-2 Bolter). The squad can pay 1 point to have 30" grenades, which is at least entertaining. Intercessors while better in close combat than their Tactical marine brethen, this is not the reason you take them (you have better options in this Codex, though they aren't pushovers either). What you want from them is good good mid-field objective grabbers and frontal assualt fighters. They've got good range, -1AP over Tacticals, and good staying power. While Tacticals may have more diverse weapon options (for now) Intercessors are better suited for contesting and holding objectives and dragging out fights with tougher adversaries that Tactical and Scout squads would prefer to avoid. Along with stock Intercessors being good at objective grabbing another effective loadout this has found is 10 of these guys with Auto Bolt Rifles (which are not entirely worse than regular Bolt Rifles, outputting more damage outside of 15") or any variant really and a Lieutenant can make for a very effective mobile anti-infantry platform. Remember to play to their strengths, Tactical Squads (for now anyway, Intercessors will probably get their chance) are the ones who want to be the Jack-of-all-Trades Infantry that can do a little of everything, Intercessors job is geared toward anti-infantry and holding-the-line or contesting, be that against infantry, monsters or vehicle chargers (much easier now too thanks to Red Thirst, wounding Carnifexs on fours anyone?).
    • Reivers may be the better take as they work so well with the red thirst and other blood angels play styles. Still for 270 points you have 15 Bolt rifles, 15 wounds, and 32 attacks. Cant get much more regular than that.

Elites[edit]

  • Company Ancient: The old banner bearer, now an independent Character. The banner adds +1L to any same Chapter Infantry (sorry, bikers!) units within 6". If a model from the Chapter dies within 6", you get a 4+ chance for them to get off one more round of shooting (with one ranged weapon) or one more close combat attack, before your opponent can move on to something else. Note that this only affects models in the bubble, not units, so be mindful when picking who dies. Comes with a bolt pistol that you can swap for a different pistol, combi, or melee weapon. When you proc his ability on a plasma gun wielder, remember to overcharge it. Unfortunately, drastically better supporting guns (since you get the gun's full rate of fire) than melee (since any attacks above 1 are wasted), even though you're a melee focused army.
    • Company Ancient with Jump Pack: Give him a Jump Pack for 9 points, which also lets him Deep Strike. This guy right here is a poster boy for carrying the Standard of Sacrifice into battle, as he'll provide a 5+++ FNP and then a 4+ attack one more time, drastically spiking the output of what he's supporting, and the Jump Pack will help him guarantee the bubble is where you need it to be.
  • Company Champion: Another former Command Squad guy now on his own. He has to make a Heroic Intervention if possible, and re-rolls hits (i.e. re-rolls 1s, since they're the same for a WS2+ character) against Characters. Comes with a master-crafted power sword, bolt pistol, frag and krak grenades, and combat shield for a 5++, but no other wargear options. Because his accuracy self-buff is so negligible, you'll usually be far better served shelling out the points for a buffing character instead of some sort - he's only 18 points shy of a Chaplain, for example. Best stay away.
    • Company Champion with Jump Pack: Never take this; a Jump Chaplain will serve you far better for close to an identical points cost.
  • Company Veterans: More or less the Command Squad from earlier editions, minus the Apothecary, (Company) Champion, and banner bearer (now a Company Ancient), which are all split off as independent Characters. You can still kit between 2 and 5 of them out however you like (except no special weapons on the Sergeant). They possess an ability similar to the old "Look out, Sir!" rule which lets them intercept a wound from a CHARACTER on a 2+ in exchange for taking a mortal wound, so they're good bodyguards, especially with something nearby to give them FNP, like the Banner of Sacrifice.
    • Can take either jump packs or bikes. The Jump Packs are the compelling choice here, the only downside is the Sergeant's hampered equipment choices (he can't have a Storm Shield or a Special Weapon), but you can just let his mook buddy carry a Storm Shield and overcommit to giving him output gear, like a Storm Bolter and Thunder Hammer, which is the most direct way these guys will outshine Sanguinary Guard for direct damage output.
  • Death Company: No doubt about it, Death Company have been nerfed although since they are still pretty much your best assault troops perhaps it was warranted. A few weapon loadouts have been cut, for starters, like Thunder Hammers now taking up both weapon slots. The changes to assault have resulted in the Death Company losing at least one attack each, and their feel no pain has gone from 5+ to 6+. That being said, assault has the potential to be far more dangerous in this edition, they have also had a decrease in points, and the changes to power weapons means that they can comfortably take on more varied enemies. Plus, they can shrug off mortal wounds. With Red Thirst and proper chaplain support, DC can be equipped to take on anything. They can take all power swords, all thunder hammers, or stick to lots of chainswords. They can deliver unparalleled melee output on the charge, and are suitable against hordes and monsters alike. This is fitting, for these dudes don't see big, or small, or fast. They only see enemies that must be killed.
    • What, What?! Use them for surprising versatility not just flat out melee killers. They can take bolters and chainswords free of charge, or cheap power weapons. This is a wonderful setup for small games. 100 points get you 5 guys with jump packs, bolters and chainswords. They can shoot like tactical marines with roughly 4 times the choppy potential
    • Tried and true play styles will still work. Keeping the chainswords will yield 4 attacks base per model on the charge, Sanguinary Priests will bring those attacks to S5, and chaplains will allow for re-rolls to hit. Both of these units enhance the Death Company's quality of attacks. Remember that, unless taking a Thunder Hammer, you can instead swap your Bolt Pistol for any of the available Power Weapons. Keep your chainsword!
    • As Hand Flamers cost a mere 1 point, try to avoid taking Bolt Pistols with these guys.
    • ALWAYS bring jump packs. These boys gain bonuses only when charging and you need maneuverability for that charge.
    • Thunder Hammers on these guys is incredible, particularly with jump packs to let them assault Flyers reliably. Remember, rules on the model apply before rules from equipment now, so with Sanguinary support, they're swinging at S10, which will reliably injure absolutely anything.
      • Don't take Hammers unless you are starved for points, a Fist and Inferno Pistol combo may cost more but does more damage point for point.
        • With how many force multipliers? Sure a PF/IP combo might be better with 3 attacks hitting on 4+, but what about with a Chaplain, a Sanguinary Priest, or after a Mass of Doom?
    • It's expensive as hell (but not as much as it used to be with Power Fists at 12 points and Inferno Pistols at 9 points), but power fists and inferno pistols are nasty against multi-wound models. A relatively small group of these guys, perhaps mixed with a few hammers, can wreck everything from Land Raiders to Knights to Baneblades, especially when supported by some sort of Chaplain, a Priest, and perhaps a Librarian or The Sanguinor for bonus attacks. Ablative chainswords can punch through bubble wrap while absorbing hits to protect the expensive models. If nothing else, a decent way to take advantage of Power Level games.
      • It may be expensive as hell, but one only needs 3 IP and Fist Marines to kill a Russ, which is usually all the anti-tank required in a 2000 point game.
      • Although, forgoing jump packs will save points. Try a 5 man squad with a chaplain in razorback. Altogether these three can take on any foe and will last fairly long with the right weapons loadout
    • For some reason, the completely balls-out insane DC are now LD 7 and lack fearless of any sort. ATSKNF allows for re-rolls, but chaplains provide 6" LD bubbles which help remedy this problem. Taking Astorath and keeping him within 6" of your DC will effectively make them fearless.
    • DC now seem to rely on support more than before. This does make some sense fluff-wise, mainly because these guys would be counter-productive and simply a hazard on the battle field without proper guidance. Remember to keep chaplains or other HQ units nearby to ensure the mayhem is maximized.
      • As a bit of perspective to the benefits of proper support, an unsupported unit requires 12 Marines with Chainsword and Hand Flamer to kill 10 MEQs or 20 GEQs respectively. When supported by a Chaplain, Sanguinary Priest, Lieutenant and Librarian, this number drops to 6. In effect, proper support can easily double your total damage output.
    • While it was in promotional art and models for a while, it's now a pretty good idea to stick your DC in a rhino - keep'em relatively safe and fast, and since all vehicles are essentially assault vehicles now, it can work pretty well.
  • Death Company Dreadnought: Your normal Furioso but angry. 2 fists/talons, black rage, and can consolidate 6". No one will expect this dreadnought to be as fast as it is. With an 8" move, some good charge and advance rolls, and increased consolidation after he murders the first group; your opponent will likely fail to answer the threat before it's to late.
    • This dread has two simple but awesome play styles. Take a heavy flamer or two for hordes, melta if you plan on killing a monster, or both (you have to purchase one). Put him either in a stormraven or the very frontmost spot in your deployment. Then simply hurl him at the enemy and let him wreak havoc! Have him attack the most expensive model your opponents has, theres a chance he might kill it.
  • Dreadnought: This bad boy has received major improvements. At S6 T7 W8 A4 and 3+ Sv, the dreadnought is a durable elite choice. Its S6 assault cannon will mow down any T3 infantry, and will deal quite well with T4 too. Its melee weapon is something to be feared as well, at S12(!!!) AP-3 and 3 damage the dreadnought will smash through most things put in front of it, should you get it into melee combat. It can also equip a heavy flamer for the incredible D6 S5 AP-1 auto-hits on overwatch. Your opponent should think twice before charging ol' dred.
    • Adds nice Dakka to a choppy army, but then again razorbacks can take twin heavy weapons and last longer.
  • Furioso Dreadnought: Although a 2+ to hit would be nice, as well as more than T7 toughness to differentiate from all other dreads (these guys were front armor 13 before...) typical frag cannon loadout is still somewhat viable. Frag cannons are now 2D6 auto hit. Combined with S6 the frag cannon can tear up hordes, multi wound models, and light vehicles equally well. Pair with a heavy flamer and make sure to assault with your giant fist to guarantee entire squads get removed each turn.
  • Imperial Space Marine: Now a character rather than just something you can substitute any Space Marine model for, which is thankful because he's gotten much nastier since last edition. Compared to an average Tactical, he's gained 3 extra wounds, 2 more attacks, and one extra Ld point. But it's his disintegrator combi-gun and disintegrator pistol you should watch out for. They're only 18" Rapid Fire 1 and 9" Pistol 1 (respectively), but with S5, AP-3, and d6 damage (basically a higher damage combi-grav and grav pistol) they have the potential to fuck up a lot of units if it manages to wound them. Fun idea: surprise an enemy who thinks being only armed with a CCW will leave you weak in assault with that pistol of yours.
  • Primaris Ancient: Same as a Company Ancient, but with +1W 1+A. Comes with a bolt rifle in addition to the pistol, and can't ride any current transports or swap his wargear.
  • Sanguinary Guard: Has to take a gun and a melee option, so the most direct competition for them comes from Vanguard Veterans, although you'd need Company Veterans with Jump Packs to directly compare the Angelus Boltguns. Sanguinary Guard cost 2 more than Vanguard Vets or 1 more than Jump Company Vets; you lose the Sergeant, so they're relative cowards and lose an attack per unit, but you gain both +1W and +1Sv (i.e. 2+), which is incredible for the cost. What will hurt more is their overcosted gear; stock, they come with an Angelus Boltgun, which costs more than a Storm Bolter while doing less work (12" Assault 2 S4 AP-1 D1), so there's a case to be made for swapping out to a pistol (plasma pistols aren't nearly as stupid on them as they look, provided you can trigger Heirs of Azkaellon - more on this in a moment), and their stock weapon is an Encarmine Sword, which they can swap out for the cheaper options of an Encarmine axe or a Power Fist, which have the same cost as each other. Saving points by dropping to a power fist is a no-brainer here; it's the best weapon of the three for its cost against the most targets even before you bring in Heirs. Finally, you can take Death Masks - although unfortunately(?) you have to take it on all or none, which shouldn't be too much of an issue because of the morale shenanigans you can pull off for all of them being in 3 inch range- all for just 2 points per model. Morale Shenanigans abound.
    • Heirs of Azkaellon is th real the game-changer for these guys that probably explains why Sanguinary Guard are so ludicrously expensive - i.e. they don't need a Chaplain or Captain (or Chapter Master) to help them with rolling to hit if they're near your Warlord, so you can build a Sanguinary Guard list around assuming you haven't got one, because they get re-rolls of all failed to-hits while near your Warlord. Combined with a Jump Lieutenant and a Jump Sanguinary Priest, for example, either of whom can be the Warlord proper, they'll practically speaking have full re-rolls to hit and wound in melee with power fists, and have full re-rolls to hit with re-rolling 1s to wound with their Inferno Pistols. The same trick with Company Vets, if you want the full accuracy buff, requires Dante or Seth, or you can fake it with a Captain and/or Chaplain. A fine buy, but for strict damage output, VV's will edge them out. They're now more of a more durable utility unit than a strict damage dealer. If you want that--Vanguard Vets or Death Company would be your go to. However if you line these guys up for a nice one-two punch with a well timed "Behold the Golden Host" you can avoid half the combat you would need to. A full squad of ss/th VV's will easily outshine them, but by then it's more cost efficient to shell out for the SG, especially because of Heirs and this next guy...
  • Sanguinary Ancient: A single Sanguinary Guard character holding a banner that grants +1 Ld and re-rolling of wound rolls of 1 in the Fight phase to all nearby Blood Angels. You have to ask yourself one question, "Is it viable for me to spend 103 points for character that allows me to reroll wounding rolls of one and buffs my leadership and gives option for 5++ fnp, resulting that whoever he is with is more killy and more durable." With right tools, this is massive force multiplier, moreso than jump leutenant and jump ancient combined in single package. This thing is meant to join with priests and what have you to make horribly dangerous armies that use the synergy of BA to the logical limitations that are offered.
  • Sanguinary Novitiate (Apothecary with optional Jump Pack): Now a Character running on his own. Doesn't give out Feel No Pain, but if he's within 3" of a same chapter Infantry/Biker unit at the end of the Movement phase, he can heal D3 wounds on one model in it. If no-one's wounded, he gets a 4+ chance to bring 1 dead model back to life with a single wound, but if he fails, he can't do anything else that turn. Can't swap out his weapons, so he's stuck with a bolt pistol and chainsword. Combines great with high end infantry, shooty or assaulty. Combine with a Company Ancient to make a trade in death, although you might prefer the proper priest, both for the +1S and to help pay an HQ tax. You should definitely shell out the 5 points for the Jump Pack if you take a Novitiate, though - his healing happens at the end of Movement, regardless of whether he moved and/or advanced, so he's far, far better with doubled movement so you can get him where he needs to be to heal.
 *'The codex entry has eliminated the jump pack option, And the first FAQ has not reestablished it so, either GW forgot or they nerfed him.  
  • Servitors: Now that they can be taken independently of a Techmarine, you could use them as a cheap way of adding more plasma cannons to your force, but with WS/BS 5+, Ld6, and only a 4+ armor save, they'll have trouble actually hitting things, die easily, and are likely to be lost to morale checks. Having a Techmarine nearby mitigates this a little by boosting them to Ld 9 and WS/BS 4+, but even then there are much better things you could be doing with your Elites slot.
  • Sternguard Veteran Squad: Sadly, the special ammunition is gone- but on the bright side the Sternguard's bolters are 30" and come with built in AP-2 so they can threaten heavier armor without having to splurge on combi-weapons or special/heavy weapons, and the AP is now ALWAYS relevant since standard bolters don't ignore 6+ anymore. Speaking of which, since combi-weapons aren't one use only anymore there's no good reason to buy the special weapons- stick with the heavy weapons or the heavy flamer if you don't want to buy the combi-weapons, and remember that if you do you lose the -2 AP. The combi-weapons are always standard bolters. Apart from that, they're still just as flexible as ever.
    • These guys are a MAJOR hidden gem... if used properly. One 5 man squad can take two heavy flamers, combi flamer on the sarge, and a power axe/sword. Now thats 136 points for 5 guys without jump packs and only 1 wound each, but this unit can deal a ton of damage. Place them in a transport, preferably a stormraven, and get them close to your enemies flanks. Let rip with all your guns, then charge. This author (got a little lucky admittedly) used tactic this to remove 9 immortals, then the last robot fled and prevented reanimation protocols. Great Success!
      • Red Thirst is the sweet sauce on top. You have to be careful with a unit like this but if you can focus all your shooting on one enemy, than charge them first on the same turn... results will impress both players.
  • Terminator Ancient: Can wield a Storm Bolter, Lightning Claw, or Thunder Hammer on top of the banner he wields - of which the correct choice is probably the Storm Bolter, so he doesn't get too close to the enemy and die, losing you your buff. His banner, like the Sanguinary Guard one, simulates a Chaplain's accuracy buff, re-rolling all failed to-hits in the Fight phase within 6", as well as providing +1 Ld.
  • Terminator Assault Squad: Still the gold standard of heavy assault troops (though we do have Death Company as competition, they've become less survivable), especially with the extra wound they've gained. The hammernator setup is still great for smashing in vehicles and heavy infantry alike while taking little damage yourself, but the -1 to hit can be a problem at times. Take a Chaplain along to mitigate the lower hit rate. Lightning claws are more reliable and more effective against horde armies, so it may be a better idea than before to stick with them. But if you are taking lightning claws you may as well be taking Sanguinary Guard. Nah but for real though the changes in 8th means that if your enemy doesn't have mortal wounds, TH/SS Terminators will survive just about anything, and will delete what ever they come up against in the assault. I've had these motherfuckers take 1500 points of combined Eldar shooting for a turn and lost 1 model. Put a chaplain near them for re-rolling failed hits and a librarian for additional attacks and nothing is safe.
  • Terminator Squad: Terminators still have to worry about high-AP weaponry, but since very few weapons have anything better than AP-4 they'll almost always be able to use the resulting 6+ armor save (though you could just use the 5++ instead); it's not much, but it helps. 5" movement means they're most effective when deep striking, but footslogging can still work if your opponent's lacking in anti-armor weaponry. Although Storm Bolters are still kind of iffy, the heavy flamer makes for a good combo with the power fist/chainfist since you can advance and still shoot it. The assault cannon is good for shredding lightly armored infantry, and the Cyclone Missile Launcher is effectively a 36" missile launcher that fires more shots (Heavy 2D3 for the frag missiles, and Heavy 2 for the krak missiles).
  • Cataphractii Terminator Squad: Mentioned in the Warhammer Community as arriving for Blood Angels. They probably will play like standard Cataphractii Terminators but with Red Rage. Not quite as useful here, however, due to the existence of Shield of Sanguinius (Which only gives a 5++ now). Even better for their Deep Strike charges thanks to the Red Thirst making their Twin Lightning Claws wounding average models on 3+ re-rolling failed.
  • Tartaros Terminator Squad: Mentioned in the Warhammer Community as arriving for Blood Angels. With Shield of Sanguinius, treat them as fast Cataphractii with better options. Including a reaper autocannon.
  • Vanguard Veteran Squad: Praise to the Emperor! Vanguard Veterans are finally good. They now occupy a new role. Instead of being disappointing elite assault troops they are now more like straight upgrades over normal assault marines, gaining an additional attack and access to cool wargear.
    • One of the best loadouts for these models using the Blood Angels +1 to wound is a 10-man squad. 5 SS, Power Axe and 5 Twin Lightning Claw. Stick these with a chaplain with no overwatch relic. Charge the chaplain first then the squad. Your opponent cannot overwatch you. Swing with the Vanguards and watch as the 16 (sergeant) lightning claws rerolling hits, wounds and with +1 to wound. The power axe marines also add some melee ability but mainly are there so that even when your opponent can fire powerful weapons at this unit you still have a 3+ save. Always allocate wounds to power axe, storm shield models. If you want add a apothecary to try and keep up. When the Storm Shields are spent fly them back to him and heal some up. It may not last very long but it will punch a hole through jsut about any gunline you can think of allowing other troops to reach the enemy while they shoot at the vanguards
    • These guys are an excellent means to get cheap power weapons on the table and into combat quickly, with points or power.
    • If you're not taking something these guys can take and Death Company can't (lightning claws, storm shields, etc), consider fielding the boys in black. For an extra handful of points per model you're giving up Combat Squads in exchange for a squad size of up to 15, then getting that bonus attack and FNP, plus the DEATH COMPANY Keyword, allowing them to benefit from characters like Lemartes or Astorath.
    • The Death Company won't benefit from the new Standard of Sacrifice relic if you're planning to use that. Plus, Vanguard Vets can use two chainswords. So instead of getting 4 Attacks only on the charge with Death Company you get 4 Attacks all the time with standard Vanguard Veterans. You can only have 10 max per squad, but they're a cheaper alternative if you weren't counting on the Death Company's pistols for something.
  • Primaris Reivers: These guys look great and are fairly versatile on the board, but are primarily assault troops, which fits right in with the whole Blood Angels theme. Sporting 2 wounds each and 2 attacks base (3 if equipped with the Crocodile Dundee knife) and the Sgt's 3 attacks base and 1 more for the knife (acts like a chainsword), you can deal a lot of attacks. Deployment is also varied and allows for grav chutes or grapnel launchers. Grav chutes allow typical jump pack deep striking with the cursory 9" minimum distance from enemy models. Grapnel launchers allow up to 6" deployment from any board edge but must be 9" from the enemy. They also negate vertical movement, which means (in theory) you could move into the bottom floor of a building and then shift your entire squad to the top floor without any penalty. Heavy bolt pistols are better than the standard bolt pistol due to -1 AP. A typical 10 man squad, with knives will chuck out 31 attacks. Lastly, Reivers cause -1 Ld for all enemy within 3", and can throw stun grenades. If you successfully hit, the enemy can no longer overwatch and suffer -1 to hit in combat.
    • Reivers deserve major consideration, especially when compared to assault marines and vanguard vets. They are 18 points compared to Vang Vets 16, but have 1 more wound and same attacks with da choppy knives. Grav chutes are 2 points for each model, as with jump packs, and give deep strike but do not grant a 12" movement. They don't get power weapons or assault weapons, but do have upgraded bolt pistols, modify morale, and stun grenades.
      • These guys are top notch bullies. They won't do much to vehicles/monstrous creatures/heavy infantry... But will abuse MEQ and lower very well. Its funny because a unit like this belongs in a chaos codex with bat wings painted all over it, Guilliman lowered the bar with this lot.
      • With the coming of the new codex and the return of Red Thirst, the usefulness of Reivers has increased. Target them with Unleash Rage and let them reap havoc on enemies, with four attacks per model, and five on the Sergeant, with what may as well be a 4+ to wound on most vehicles, 3+ on MEQ, and a whopping 2+ on GEQ.
        • With a 10 man squad with grav chutes being exactly 200 points and with each model being two wounds you get a lot of bang and staying power for your buck. Tougher melee units that still have a lot of offensive potential are crucial to the blood angels maintaining momentum and surviving return fire. A ten main squad with shield of sanguinius can easily take out a squad of MEQ or GEQ on the charge and survive to do it again. Not to mention being able to survive failing a charge on the turn you come which can be just as valuable.
  • Contemptor Dreadnought: Mentioned in the Warhammer Community as arriving for Blood Angels. Not as badass as a Relic Contemptor, but definitely a lot cheaper. Comes with the iconic Kheres Assault Cannon or a Multi-Melta.
  • Aggressor Squad: The goofy-looking lovechild of a Terminator and a Centurion. They come stock with auto boltstorm gauntlets (so assault instead of pistol) and a frag grenade launcher, or you can trade all that in for Firebat pattern flamestorm gauntlets, which is a pair of flamers. Either you're going for 18 inches of 6+D6 (average: 9.5 shots, 6.33 of which hit) S4 or 8 inches of 2D6 (average: 7) autohitting S4, and either way it allows them to put out a lot of short-ranged firepower, with power fists in melee. They've got Gravis armor, which makes them T5, move 5", and take up two slots in a Repulsor. Then there's the special rules: Fire Storm, which lets you shoot twice if you don't move (including in Overwatch, which is just plain scary when combined with the flamestorm gauntlets), and Relentless Advance, which lets you advance and fire assault weapons without penalty (this has no effect on the flamers, as they autohit anyway). This makes them surprisingly fast since all their guns are assault. Run and gun for the Emperor! Aggressors are also strong at the front of your army for discouraging/punishing Deep Strikers. If you go 2nd, and someone deep strikes nearby, the Aggressors will count as having not moved. Pop the Auspex Scan so you can shoot the deep strikers, and shoot them twice due to Fire Storm special rule.
    • These guys make a good anchor for your army along with dreadnoughts. Let the enemy come to you while you don't move and get off some serious short range firepower. Compared to basic terminators they are well priced and bring far more S4 dakka.

Forge World[edit]

  • (Forge World) Relic Contemptor Dreadnought: For just a modest points increase over a standard Dreadnought, the Contemptor packs 3 extra inches of movement, 2 extra wounds, +1 strength, the same WS/BS as the Venerable Dreadnought and a 2+/5++. His Contemptor CCW is also guaranteed 3 wounds instead of D3, which makes him considerably more capable of ruining the afternoon of a whole host of multi-wound models. Generally speaking, the Contemptor is a goddamn steal for what he costs now. The extra-fast movement speed means he can get into any position he needs to be in very short order, and reach melee combat with almost complete certainty. Generally speaking, here's a look at the new weapon options:
    • Kheres Assault Cannon: Exactly as it was before, your go-to anti-infantry loadout.
    • Fist Weapon Options: We get access to Meltaguns, Plasma Blasters, and Grav Guns now. Generally speaking, the Meltagun is probably the best option out of all of them, since it allows your Contemptor to do some outright crippling damage to enemy monsters or tanks just before charging. In one game, this editor has a Contemptor with a meltagun-chainfist-Kheres take 7 wounds off a Swarmlord in shooting, and then finish him off in two rounds of melee after it was critically weakened.
    • Chainfists: Contemptor Chainfists gain +1 Rend, and +1 damage over a normal DCCW. Overall a solid upgrade that lets them do terrible damage to both vehicles and monsters. It's a must-take for all purposes.
    • C-Beam Cannon: The new Heavy Conversion Beamer is a single shot weapon that starts at S6 AP-3 that does D3 damage. It also gains +2 points of strength and +D3 damage after each 24" bracket of distance, totaling S10 AP-3 3D3 Damage at anything over 48" range. If a model is removed from play as a result of wounds caused it will then automatically trigger 2D6 extra auto-hits on the target unit at S6 AP-0 D1. Generally speaking, this weapon suffers the exact same problem as the Vindicare Assassin, with a crippling downside that the Contemptor MUST remain stationary for the entire turn in order to use it. It cannot be stressed enough that this thing really NEEDS the range, though firing it at infantry squads has a good chance of killing a random mook and triggering an average of seven further S6 hits, which is still better than a twin heavy bolter. At full range, the initial hit will likely knock the crap out of any target, wounding it on a 2+ or 3+ depending on its toughness and generally reducing its save to 5+ or worse but those additional hits will likely be wasted.
    • Twin Heavy Bolters: Don't bother. The Kheres does everything it can, but better.
    • Twin Autocannon: Identical to the one on the normal Dread. Not bad, but you didn't take one of these to field something other Dreads could take.
    • Twin Lascannon: Pop vehicles open without having to get into melta range. Probably better on the Contemptor Mortis, though.
    • Heavy Plasma Cannon: Might be a little better against multi-wound units, and unlike the Contemptor Mortis you can always try to negate the mortal wound you get if you roll a 1.
  • (Forge World) Relic Deredeo Dreadnought: The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won't cut it. Its armor save is slightly worse than the Contemptor's at only a 3+, but to compensate it has 2 more wounds and its invulnerable save rises to 4++ in the Fight phase on top of the built-in smoke launchers. For guns, you have the Anvilus Autocannons (8 36" autocannon shots at S+1) for mulching infantry, the Hellfire Plasma Carronade (5 overcharged plasma gun shots which deal 3 damage each but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 S10 AP-4 D6 Damage shots that deal an extra mortal wound on 6s) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. Don't bother upgrading to heavy flamers. While auto-hits are good, the Deredeo should be as far away as possible to make the most of its firepower. It can supplement all of that with either an Aiolos Missile Launcher for extra fire support or an Atomantic Pavaise to give everyone within 6" of itself a 5++ invulnerable save. The latter works great with Devastators or other long-ranged units that can help support the Deredeo's firepower.
  • (Forge World) Deimos Pattern Relic Predator: Take a Predator, give it an extra wound, and slap a Plasma Destroyer as its turret weapon, and you have one of these tanks. The Plasma Destroyer itself can't be overcharged, but with the same number of shots as the basic Predator Autocannon and 2 damage it doesn't really need to be. While it can swap out the Plasma Destroyer for the standard Predator guns, that's a waste of its options. Instead, you should use its unique options: the Conversion Beam cannon to make it a hard-hitting artillery unit, the Magna-Melta for close-range anti-vehicle firepower, and the Infernus cannon for a double dose of heavy flamer goodness.
  • (Forge World) Relic Sicarian Battle Tank: The Sicaran's cannon looks weaker than the Pred's with 1 less point of damage, but it's the special rules that make it shine. First off, it has no penalties when attacking flyers, which makes it a useful anti-air unit in a pinch while keeping its well known ability to counter skimmers. Second, a to-wound roll of 6 makes the cannon AP-3 for that hit. And since it's an Assault 8 gun, you have way more shots while getting rid of that penalty to fire on the move (and also there's the ability to fire while advancing too). Finally, it's got 2 more wounds so it can stay in the fight that much longer.
  • (Forge World) Relic Sicaran Venator Tank Destroyer: The Venator trades the regular Sicaran's quantity of anti-skimmer shots for vehicle annihilation; even if a tank survives the Neutron Pulse Cannon's S12 AP-4 D6 damage hits (all 3 of them), it'll have all its shooting rolls reduced by 1 for the turn, which can make life very difficult for vehicles like Executioners or Tau vehicles with Ion Cannons. Additionally, it doesn't get penalties for moving and firing its heavy weapons.
  • (Forge World) Relic Sicaran Punisher Assault Tank: A new flavor of Sicaran, its draw is the Punisher Rotary Cannon- 18 Heavy Bolter shots guaranteed to make any hordes within 36" hate life. And if you don't move or advance that turn, it re-rolls all to-hit rolls of 1. Enjoy deleting Orks and Tyranids.
  • (Forge World) Relic Javelin Attack Speeder: The poor Deodorant Tanks got a huge nerf in 8th edition. For the most part these fulfill the same role as before, that of a Heavy Land Speeder. But they lost the twin-linked rule on their Missile Launchers(WTF), as well as losing the ability to take racks of hunter killer missiles. They even lost their trademark Outflank ability. Overall this took what was already a mediocre relic slot item at best, into a shitty tool that's worse off than a generic land speeder.
  • (Forge World) Relic Whirlwind Scorpius:
  • (Forge World) Relic Sicaran Arcus Strike Tank:

Dedicated Transports[edit]

  • Rhino: 10 Wounds and a 3+ make the old METAL BOXES harder to crack open than ever before, and it comes with a mean new trick- at the start of the turn, you roll a d6, and on a 6+ the Rhino restores a lost wound. It might not seem like much, but it can make the difference between moving 12" and 6" if it moves you back a step on the damage table.
  • Razorback: Transports that produce offensive output, like a Razorback, are VERY strong this edition. 8 lascannons fired by devastators will not destroy a Razorback in one turn on average. That is a lot of Dakka to absorb. If you run them with Heavy Flamers, then no matter how injured your Razorback is, it will still always autohit, until said Razorback is dead.
  • Drop Pod:Grants a Power Armor unit deepstrike. Tactical Marines can use it to capture objectives, and hamper enemy movement. Melta units can get in close for a hard strike. Assault units can charge out of it if you can make 9 on 2D6. No longer scatters and arrives at the turn you chose. However, at roughly triple the cost from previous editions, fielding even a few of these pods can dig into your budget for proper fighting units.
  • Land Speeder Storm: The scout-only pimp-mobile is not a straw box. But on the other hand it is definiteboxa lot shootier than the Rhino. Also open-topped so you can have the scouts add their fire. Better than a Rhino for scouts since it doesn't degrade and won't auto-die when a lascannon looks at it. Should you want to deploy it, give the scouts inside a heavy bolter so you can shoot two.
  • Repulsor: Holds 10 Primaris Marines (models with Gravis armor count as 2) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. While it can be built to be a veritable battle tank in its own right, it is a heavy point sink and requires support to get the most out of its statline. As most of its anti-tank damage comes from having the potential to equip the equivalent of four lascannons, it might be best to aim for a mixed build to capitalize on its potential to melt hordes and severely damage vehicles. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you're probably better off taking a Land Raider variant. It also has the FLY keyword with all of it's dis-/advantages. Take it with a squad of 8 Reivers, a Primaris Chaplain and Apothecary for a rather mean, if expensive assault/harassing Unit. Just hope it survives the onslaught of AT weapons long enough to get them in position.
    • If you're just looking for lots of lascannons or horde-clearing weaponry, there are probably cheaper - if somewhat slower - means of getting them on the table, like a Devastator Squad or Redemptor Dreadnought. Anti-armor setups in particular have the issue that the las-talon has only half the range of the twin lascannons, which means it'll only be able to unleash half its anti-armor firepower at its farthest range. At that matter, most of it's other weapons struggle with an equally short range compared to most vehicle-mounted weapons, so it will likely need support when dealing with long-ranged attackers.
    • Defensively, it's nearly identical to a Land Raider; although its armor is only a 3+, it has the same number of wounds as a LR and does a good job at discouraging charges with its Repulsor Field rule (-2 from any charge rolls). The optional Auto Launchers supplement this with an extra -1 to hit on opponent shooting rolls if the Repulsor doesn't shoot.
    • Three Aggressors with Auto-Boltstorm Gauntlets, a Captain in Gravis armor, and a Primaris Lieutenant and Apothecary all fit snugly in this beast, hit like a brick, can heal models around it, and protect otherwise slower models. Outfit the Repulsor with Heavy/Onslaught Gatling Canons and say goodbye to any infantry in 18". If you take a regular primaris captain instead of one in Gravis armor, you can also toss a primaris ancient into the floating death-bawks so that the aggressors have a chance to fire when they die as well.

Forge World[edit]

  • (Forge World) Infernum Pattern Razorback: Razorback with multi melta. That's all.
  • (Forge World) Lucius Pattern Drop Pod: Costs 120 points, but worth it, especially when normal drop pods lost the ability to transport Dreads and you can charge out of it.
    • Remember, that Lemartes gives re-rollable charge also to DC dreads, so you can create one of the strongest alpha-strikes with waves of Death Company backed up with dreads, re-rolling charges and deep striking without scatter.

Flyer[edit]

  • Stormhawk Interceptor:
  • Stormtalon Gunship: This brand new addition to the blood angels arsenal is certainly intriguing. For 171 you get twin heavy bolters and a twin assault cannon on a T6 10W body with a 3+ save along with the standard rules and bonuses fliers get. Mobility is paramount to Blood Angels strategy as is fire power to support your units and this thing has both. When compared to a Predator armed with four lascannons to a Stormtalon armed with two lascannons and a twin assault cannon. The Stormtalon is 14 points more expensive. loses a point of toughness(tho toughness 7 isn't the biggest deal) and has one less wound. However the Stormtalon has a -1 to hit when not hovering(far more important than a point of toughness) and carries a more diverse loadout that can be split fired as you wish. The choice is yours but a Stormraven and two Stormtalons while close to 800 points will give you all the mobile firepower you could ask for while being very mobile and able to engage both infantry and all kinds of multi-wound models. While also fitting very snugly in an Air-Wing detachment providing +1 command Points.
    • Don't forget to consider the fact that unlike the Predator, the Stormtalon does have a rule that technically counteracts the usual shooting penalties to Heavy through Strafing Run. Stopped in place, perhaps through Hover Jet, this means the Stormtalon has a 2+ to hit with its weapons.
  • Stormraven Gunship: One of the many Space Marine units that have seen a big buff due to the changes to Twin-Linked, the Stormraven is now a gunship to be feared due having several sets of high power twinlinked weapons. Close to a flying Land Raider. T7 means S4 weapons can wound it on a 5+ compared to the Raider's T8, 2 fewer wounds, and a 3+ save instead of a 2+, but it's much faster and has -1 to be hit when zipping around. It's also a bit cheaper than a Land Raider, depending on what you arm it with. In addition to the -1 to hit it, it has the new normal flyer rules: can't charge, can only be charged/attacked by FLY units and has to move at least 20" in a straight line with 1 up to 90 degree turn before moving. It can shift into hover mode if it wants to move less then 20", turn more, or ram something (to Fly away and shoot normally the next turn), but then it can be charged and attacked normally, and it loses the -1 Hard to Hit modifier. Comes stock with a twin assault cannon, twin heavy bolter, and two stormstrike launchers (72" heavy 1 S8 AP-3 3 damage). Can swap the assault cannon for a twin lascannon or twin heavy plasma (that only causes 1 mortal wound for a 1 to hit when supercharged instead of straight killing it). Can swap the heavy bolter for a twin multi-melta or typhoon missile launcher. It can also strap on a couple of hurricane bolter (Games Workshop fucked up, Hurricane Bolters are only 4 points. You can literally add 12 boltguns to your Stormraven for 8 points). It has the same Power of the Machine Spirit as a Land Raider, so it can shoot heavy weapons on the move at no penalty. Can carry 12 Infantry (and can carry Jump Infantry and Terminators but they take extra space) and 1 Dreadnought. With a 45" max normal move (up to 65" if you advance), you can get right in the face of something, then have an almost guaranteed charge the next turn. There's no restrictions on disembarking from it, so you don't even have to drop to hover if you don't want to. It starts on the board, and can't fly off of it. All in all, the Stormraven has gone from a sizeable points investment for a decent payoff, to a sizeable points investment for some of the most dakka you will see on a single model.

Forge World[edit]

  • (Forge World) Xiphon Interceptor:
  • (Forge World) Storm Eagle Assault Gunship:
  • (Forge World) Fire Raptor Assault Gunship: For starters, its Twin Avenger Bolter fires 10 shots at S6 AP-2 and 2 damage. It has two quad heavy bolters throwing out 12 Heavy Bolter shots EACH and two twin Hellstrike launchers (no more limited use missiles) two S8 AP-3 Dam3 missiles each. Now that's a LOT of firepower. It also has Power of the Machine Spirit just like Land Raiders do, so it never suffers ballistic skill penalties for moving and firing heavy weapons. This thing is a pure hurricane of dakka that will cause carnage no matter what you point it at. The problem? Oh, it costs 418 points.
  • (Forge World) Ceastus Assault Ram:

Fast Attack[edit]

  • Assault Squad: The baseline alternative to the versatile Vanguards, your psychotic Death Company, and your elite Sanguinary Guard. This selection of jump infantry means you'll always have the right tool for the job, but you must know what you are coming up against. Assault marines will not best other dedicated assault units in combat. They don't have the weight of attacks the DC have, or the special equipment of the Vanguards or SG. Assault marines should be used as threat removal of enemy support elements. 2 attacks each doesn't sound like much, but up against the right targets you only need to inflict the enough casualties to make them run in the morale phase.
    • Just like the old days, these dudes can pack heat if you so desire. Double up on melta guns or plasma guns, with the matching pistol on the sergeant for roughly 100 points. Jump packs get you right into rapid fire range, but wont deep strike you close enough for melta bonuses or the inferno pistol, which sucks. Nevertheless, scrap the jet packs and ride in a razorback with a complimenting weapons load out and you've got some serious close range firepower
      • unless you got a fetish or a narrative campaign leave these posers at home. The Blood Angels have much better and more efficient melee units and if you need the firepower then sweet jesus do you have better options. Take five reavers or three inceptors for just better results.
      • Counterpoint to above: Reivers simply don't compete with Assault Marines due to them having entirely different places on the FOC. That said, choosing between a decent harassment unit that can wreck infantry without spending TOO many points or a powerful gun-jumping squad is a little tricky. Assault Marines slightly above half the cost of an Inceptor Squad at equivalent strength, but are a bit more expendable. They won't take down dead 'ard enemy units or outfight top tier assault specialists, but what they *can* do is to tie up and mop up squishy shooters, and do it on the cheap.
  • Scout Bike Squad: Scout bikes got very interesting this edition. They lost scout but gained a second wound and a lot of firepower. Every rider comes loaded for bear. Each one has a combat blade, a shotgun and a bolt pistol plus the usual grenades. Add that to the twin bolter on the bike and that's every non-heavy weapon available to ground pounder Scouts. This also makes for SIX S4 shots at 12" two of which become S5 at 6". This is good cause the grenade launcher got nerfed in rate of fire, now Assault 1 instead of rapid fire. On the bright side you can fire it plus the shotguns if you advance.
  • Bike Squad: Bikes got buffed this edition. They move 14" and advance 6" without random rolling, can put out twice the damage of normal a boltgun, and gained an extra wound. The cost of this increased speed, doubled firepower and doubled wounds? A little over 50% price hike at 33 points. Not bad but wait there's more. You can still swap out your bolt pistol for a chainsword. Double attacks on a biker! Goes a long way to mitigating the trouble they used to have in combat. Two bikers can instead trade those pistols for special weapons. Special mention for meltaguns as your speed can close to half distance easier than nearly any other unit. Don't forget you can target the special weapon and the twin-bolter at separate targets.
    • Then there's the attack bike which likewise got buffed and more expensive. Its heavy weapons aren't as accurate as before so a MM may not be the best choice, especially with meltaguns available.
  • Attack Bike Squad: The attack bike got buffed and more expensive. Its heavy weapons aren't as accurate as before so a MM may not be the best choice, especially with meltaguns available. Cheapest FA unit available.
  • Inceptor Squad: The confused offspring of an Assault Squad and a Seraphim Squad. The mortal wound caused by their pseudo-HoW might look good on paper, but when you only have 3 models in the unit and no melee weapons whatsoever the last place you want to be is in combat. Instead, take a page from the Seraphim's book and use your improved maneuverability to fire off strafing runs, courtesy of your Assault Bolters- effectively Assault 3 Heavy Bolters. Like Assault Marines with Jump Packs, Inceptors have the FLY keyword, with all the strengths and weaknesses that entails. (On the other hand, that does mean you can be a very good distraction if you force an enemy flyer into melee...)
    • Big game hunters: Assault bolsters are the shit, these guys will crank out 18 S5 shots every turn. S5 fills a magical sweet spot in 8th, wounding toughness 6-9 on 5s and up. You can reliably use these guys to blast HQ units, Monstrous creatures, and some vehicles. With only -1 to armor, avoid 2+ saves though. This will require some skill and careful positioning, even though they are tough and fast they might get overwhelmed in CC with only 3 models.
      • Used smartly, this tactic can wittle down the big nasty monsters out there and wound them to the point where they are critically wounded and are either slow or can't hit shit in CC. Follow up with Dante/Sanguinor/Death company (in the same turn if your lucky) and you can kill very dangerous enemies without taking much damage.
        • If you have the spare points these guys in an outrider detachment are an excellent complement to the Blood Angels play style. Three squads of three will give you 54 S5 -1AP 1D shots on a highly mobile and reasonably tough platform. This kind of mobile close range firepower is exactly what the Blood Angels need to pin down enemies while your melee units chew through squads.
          • To compare it to it's closest competitor, the always popular twin assault cannon razorback. You get 6 more shots at one less strength, hitting on 3+ whereas the Razorback will often be hitting on 4+, on a much more mobile platform that can deep strike. All in exchange for 20 more points, 1 less wound, and a less resilient frame. If you're using tactical squads the Razorback is probably better, otherwise Inceptors can fill a very important niche in your list.
            • Plasma Exterminators. Okay. These are really, really, really expensive in terms of points, and are only truly effective when fielded in a squad of 6. Yep, that's right. I said 6. So you're looking at 500+ points for the squad and £60 in Sterling. That being said, 6 guys throwing out (D3) a potential 36 plasma shots (optimistically) with an average of 12-24 shots per turn at -1 AP. That's a lot of hurt. Couple with their improved survivability over regular assault troops due to 2 wounds, 10" move and FLY, they're pretty effective. But each model lost is felt. Experience: a proven and effective method for whittling down veteran, tactical and even terminator squads through sheer weight of fire. But despite being plasma weapons, quite poor at dealing with vehicles, unless you overcharge, you crazy bastard.
              • Overcharge all day long with a jump pack equipped captain nearby. He can actually be quite handy to intercept any melee harassers or possible high ap weapons with his 4++ and major melee output potential
  • There are of course other options, even in the fast attack slot, to deep strike in some serious fire power with a blood angels army. The differentiating factor here with Inceptors is their range. You can put them in a very advantageous position, right up to 9" if needed, or you can place them 18" away. This allows them to pour on heavy bolder shots (which are far better in 8th), or plasma while staying out of most charge ranges. Being able to fire assault weapons at full effect farther than 12" is very useful, just ask any Tau or Elder player
  • Land Speeders: Zoom Zoom. fast and a whole lot tougher, but loses jink shenanigans.

Forge World[edit]

  • (Forge World) Land Speeder Tempest:
  • (Forge World) Tarantula Sentry Gun: Whoooo boy, these suckers got a huge buff in 8th edition. They ended up gaining a whopping +1 BS, along with Toughness 5 and 4 wounds, which makes them fairly sturdy for a 20 point model before guns. In addition, they also now all count as separate units once deployed, so they can serve as some obnoxious MSU tools. Tarantulas can be equipped with the following loadouts:
    • Twin Heavy Bolters: These are the default weapons. Good against infantry, but comes with the Caveat that it MUST target the nearest infantry model. 37 points each
    • Twin Lascannons: The other default, good against tanks. Also comes with a restriction that it MUST target the nearest enemy tank. 70 points each
    • Twin Assault Cannons: Arguably the best option. Tarantulas with Dual-assault cannons lose their targeting restrictions, and gain a whopping 12 shots each. 64 points each
    • Multi-melta: Same deal as the Lascannons, but mathematically worse. However it does unlock your targeting restrictions, so a multi-melta equipped tarantula can fire at anything you want. 47 points each
  • (Forge World) Tarantula Air Defence Battery:
  • (Forge World) Deathstorm Drop Pod:

Heavy Support[edit]

  • Baal Predator: You thought Twin-Linked Assault Cannons were good before, now get ready for 12 shots! The dakka loadout of AC and heavy bolters now spits out 18 shots a turn. The flame version is okay. Overcharged engines is now better advancing, but you want to be shooting, so eh.
    • Sadly the ol' boy is outclassed by either a Razorback with Twin assault cannons which trades in a little dakka and toughness in exchange for ferrying a tactical squad, which helps fill in your battalions. Or by Inceptors which has similar damage output while being cheaper, more mobile, and more accurate on the move.
      • Hard to call, flame version can close the gap very well to get within 8", accuracy never degrades, and overwatch is brutal when your opponent is forced to charge, plus cranks out D2. You have to play the tank assuming its gonna get trashed and hopefully charged. Shield of Sanguinius works absolute wonders here. Still Razorbacks are like 60 points cheaper so...
    • Because of this it may be best to rely on the flame throwing load out. Consider the tank expendable, as it will be close to your enemy and likely shot up and charged, but you can move faster than almost any other wheeled or tracked vehicle allowing you to BBQ the most advantageous targets. Remember when your opponent trys to charge the tank they are going to face another round of auto hit overwatch. This may not be a very cost efficient unit, but concentrated flame weapons on a fast platform are nothing to sneeze at.
      • Switching between the Dakka and Flame version is exactly the same points costs, so model your tank with magnets and adjust to your opponent.
  • Devastator Squad: Due to everyone getting Split Fire, you can feel free to mix and match weapons however you like; that said, it's still a good idea to use weapons with similar ranges in case you need to focus your shots on a single opponent. Be sure to keep whoever has the best gun within 3" to the Sergeant, since his Signum will let that guy hit on a 2+. Finally, the Armorium Cherub has received a big buff- you can use it once per game to effectively give one model in the squad a second shooting phase. It's also an ablative wound for 5 points. Needless to say, you should always take the cherub.
    • Unlike other Chapters, you can take Heavy Flamers on your Devastators (meaning the Sergeant will usually end up using his Signum on himself), turning them into close range specialists. Alternatively, give the sergeant a combi-flamer and pack the squad in a rhino as a mobile flamer squad. Devastating against hordes such as Tyranids and Orks.
      • This a tricky but gnarly tactic. It gets even better if you use it to harass a unit that can only defend itself in close combat, once their turn comes to counter charge they will face another round of autohit overwatch. Place in a transport to get in 'extra crispy' range.
  • Hellblaster Squad: Some pretty wicked dakka right here. Their Plasma Incinerators are 30" S7 AP -4 1 D normally, with the same boost as other plasma weapons if supercharged- more than enough to wipe out any TEQs they encounter. Run with any character giving re-rolls to hit (e.g. any of the Captain variations) to make these things a monster/tank killer if they get into rapid-fire range. But with the same inability to use transports as other Primaris Marines, that'll be a difficult task in itself.
  • Land Raider: Now that the vanilla Land Raider isn't forced to fire all its guns at the same target, it's gone from schizophrenic to an effective all-rounder. For example, you could use its lascannons to pop a vehicle and then follow up with the heavy bolters to wipe out an infantry squad. This is assisted further by the new Power of the Machine Spirit, which lets it ignore the normal penalties for moving and firing heavy weapons. While its transport capacity is still rather small compared to the other Land Raider variants, it still has just enough room to drop a 5-man squad of Assault Terminators. And with T8, 16 wounds, and a 2+ armor save it'll be a tough nut to crack even with anti-armor weaponry.
  • Land Raider Crusader: As ever, the Hurricane Bolters will shred any infantry within 12"- you practically have two Tactical Squads' worth of bolter shots at that range, thanks to Rapid Fire. The Frag Assault Launchers also help in regards to transporting and supporting its cargo, since it causes D3 mortal wounds on a 4+ if it finishes a charge within 1" of an opponent. But whatever you do, take the multi-melta. Neither the assault cannons nor the hurricane bolters have enough AP to significantly reduce a MEQ's armor save, and anything with T7 or more (e.g. other vehicles) won't even get their paint scratched. It carries 16 models, so it's still your best choice for transporting Terminators and other larger units.
  • Land Raider Redeemer: Similar to the Crusader, but trades off the hurricane bolters' volume of shots for the flamestorm cannon's greater strength, higher AP, and improved damage per shot. While you'll have to get in close to make the most of it, the Frag Assault Launchers let you use this to your advantage as you burn down the heavier infantry. Though the flamestorm cannons can threaten lighter vehicles, you should still add the multi-melta to be on the safe side. Carries 12 models.
  • Predator: The Predator Annihilator has seen a decent buff with the changes to twin linked but now the autocannons is the real hero. Normal autocannons are better than ever and the predators autocannons now fires 2d3 shots, amping up the firepower a lot. Expect autocannon with lascannon sponsons all round.
  • Vindicator: Changes to blast have hit vindicates hard. Very hard. Yes it still does a lot of damage, but gone are the days of playing "how much of your army will I be removing today."
  • Whirlwind: Despite the changes that have hit the vindicator so hard, the whirlwind is improved, losing out on weight of hits and gaining improved strength and penetration.
  • Hunter: Shoots flyers with a potent missile weapon.
  • Stalker: Shoots flyers with 2 tri-barreled auto cannons.
    • Don't be a pussy take death company with thunder hammers who can charge flyers, which surprisingly works really well, and is fucking awesome

Forge World[edit]

  • (Forge World) Deimos Pattern Vindicator Laser Destroyer:
  • (Forge World) Relic Land Raider Proteus: The Proteus has two twin Lascannons like the vanilla LR, but it can choose to take a multi-melta or twin heavy flamer instead of a twin heavy bolter. (There's also an option for a single heavy bolter, but why would you even use that?) But its main draw is the Explorator Augury Web; taking it reduces the Proteus' transport Capacity to 6, but it prevents anyone from deep striking within 12" of the Proteus. Conveniently enough, that happens to be melta range for the multi-melta so suicide melta squads won't be able to get near it.
  • (Forge World) Land Raider Helios: Also has twin lascannons, but it brings along a Helios Launcher- a Heavy weapon that fires 2d6 autocannon-equivalent shots (albeit only 1 damage) that can fire without LoS. A decent combo of the Whirlwind's different missile types, and it can transport 6 models too.
  • (Forge World) Land Raider Prometheus: A fun toy for your Warlord- if he's embarked within it, one of the Stratagems played on your turn costs 1 less CP to use. It doesn't reduce the cost below 1, but it helps. As an added bonus, its attacks all ignore cover saves, which make its 24!!!!!! heavy bolter shots absolutely terrifying to light infantry. Carries 10 models.
    • This is tantalizing, as the Blood Angels rely on unleashing many stratagems in the beginning of the game, while your terminator captain is cruizin up to the bad guys with his favorite blend of CC killers.
  • (Forge World) Land Raider Achilles:
  • (Forge World) Mortis Dreadnought: Your go to dakka dread. It costs 5 points more than a standard dreadnought, with the exact same profile, but it brings the option to double down on weapons the regular dread cant. You can take a pair of twin bolters, autocannons, or lascannons, or a pair of regular missile launchers, assault cannons, multi-meltas, or heavy plasma cannons. All good choices for laying down firepower, with the best guns depending on what you plan to shoot and how many points you can spare.
    • For the classic twin autocannon rifleman setup, you're usually better off with a regular dread. They have the same stats for a few points less, and it's the only gun the normal dread can double up on. Only take an autocannon Mortis if you really need a heavy support instead of an elite.
  • (Forge World) Siege Dreadnought:
  • (Forge World) Contemptor Mortis Dreadnought:
  • (Forge World) Relic Leviathan Dreadnought: I AM THE DESTROYER OF ALL THAT EXISTS, THE ANATHAEMA OF LIFE, HATRED AND WRATH GIVEN PHYSICAL FORM, I AM THE FUCKING LEVIATHAN DREADNOUGHT. POINT ME AT ANYTHING, AND IT WILL DIE, FROM THE LOWEST OF GUARDSMEN, TO THE BIGGEST OF TITANS. ahem, enough of that nonsense! But Mr. Leviathan does have a few good points. The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual Titans, packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. For Defenses, it packs a Strength and toughness of 8, with a 2+/4++ saves line, and a whopping 14 wounds. In addition, it actually received a fairly decent points decrease in 8th edition, having dropped in cost by 50 whole points even after all wargear is accounted for. A few things were lost though, as the Leviathan no longer has his frag-launchers, or his rack of hunter killers, but in exchange his whole loadout has gotten huge buffs.
    • The Cyclone Melta is capable of destroying a Land Raider in a single volley, while being able to shave off 15 wounds from a Knight(Leaving it sufficiently weakened that it will no doubt then die to being slammed with 15 additional wounds in melee).
    • The Storm Cannon now has a whopping 10 shots, which do 2 damage each. While not quite as horrifyingly deadly against vehicles as the Cyclone Melta, it exchanges sheer output for more reliability. This can be useful since 2-wound weapons occupy a fair niche in the current meta, for their ability to 1-shot the numerous amount of Multi-wound models, without suffering from Overkill. This makes it the perfect weapon for dealing with models like Terminators.
    • The Grav-Flux Bombard: Now your dedicated horde killer. It deals 1d3 shots, and gains an additional 1d3 shots for every 5 models present in the target unit. Which means the Leviathan can get a whopping 11d3 shots when targeting a mob of Conscripts, or 22d3 if equipped with two of these. This essentially means that the grav bombard is your designated weapon loadout if you expect to go up against Infantry Blobs, as it can fry an entire 50 man squad each and every turn.
  • (Forge World) Whirlwind Hyperios: While it's still best used against aircraft because of its +1 to hit against flyers (and -1 against everything else), Heavy 2d3 S8 AP-2 D3 D isn't something to take lightly.
  • (Forge World) Rapier Carrier:
  • (Forge World) Deredeo Dreadnought:

Lords of War[edit]

  • Angel Infernus (Open Play Only): Because it could always be MORE on fire. Pretty much a Land Raider Redeemer that swaps some of it's transport capacity in order to take a pair of Heavy Flamers and uses a Lord of War slot instead of Heavy Support. Use it in the same way as a Redeemer and cackle at 4D6 white-hot autohits directed at anyone stupid enough to charge anywhere near it.

Forge World[edit]

Forgeworld FAQ[1] updates the relic rule for LoW, effectively you can get one with no pre-requisites but further ones will still require the 'non-relic' tax. On the other hand, who would even need to bring 4 Lords of War into a game?

  • Relic Spartan Assault Tank: The Spartan has always been a bigger nastier Land Raider at heart, and this edition just makes it even meaner. A relic from the Legion days, it boasts an impressive BS3+, S8, T8, W20, a 2+ Save, and PoTMS so it can move and shoot with no penalty. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1" of it. Further, it only benefits from cover saves when at least half the model is obscured. It comes stock with hull-mounted Twin heavy bolters (which can be replaced with Twin heavy flamers), 2 sponson-mounted Quad lascannons (that's a total of 8(!) lascannons), and anything trying to attack it in melee will have to deal with its Crushing tracks, which are S8 AP-2 DD3. And with a WS5+ and 8 attacks, it has a better chance than most tanks of actually hitting with them. If 8 lascannons don't do the trick, they can be swapped for Laser Destroyers to give it the role of blowing superheavies to pieces; its basic profile of S12 AP-4 DD6 is nasty enough as it is, but any time it inflicts damage, you roll a d6. On a 3-5, its damage rises to 2d6, and on a 6 it becomes a staggering 3d6 damage! If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, the Spartan has an enormous 25 transport capacity, including Terminators, and Jump Pack Infantry(but not Primaris), so fill it up with Death Company squads! If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6" inches.
  • Relic Typhon Heavy Siege Tank: The Vindicator's big brother on steroids is a fierce siege engine, boasting BS3+, S8, T9(!), W22, and a 2+ Save. The Dreadhammer siege cannon taking up the entirety of the vehicle drops Heavy 2D6 S10 AP-5 3D shots at 24" or 48" if it holds still. Losing the enormous blast template from the previous edition, the Dreadhammer can now put serious hurt on vehicles and monsters with it's 2D6 high strength high AP shots. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1" of it (except for it's Dreadhammer siege cannon, which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it's Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6" inches.
  • Relic Cerberus Heavy Tank Destroyer: An insane Titan-class laser weapon mounted on a Spartan chassis, boasting BS3+, S8, T9, W22, and a 2+ Save. The Heavy neutron pulse array kicks out Heavy 3 S14 AP-4 3+D6D shots at 72", and causes a -1 to-hit penalty to the shooting attacks of vehicles wounded by this weapon. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1" of it (except for it's Heavy neutron pulse array which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it's Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 5+ thanks to its Unstable Reactor), it deals D6 Mortal Wounds to units with 2D6" inches.
  • Relic Fellblade Superheavy Tank: The Baneblade's exponentially meaner cousin. Absolutely bristling with guns, it has a massively impressive statline of BS3+, S9, T9, W26, a 2+ Save, and PoTMS so it can move and shoot with no penalty. It's enormous and versatile Fellblade accelerator cannon sports two shell types: HE shells are Heavy 2D6 S8 AP-3 2D shots and allow re-rolls for the number of shots when targeting a unit with more than 5 models. AE shells are Heavy 2 S14 AP-4 6D shots that work wonders on tanks. It comes stock with a hull-mounted Twin heavy bolter (which can be replaced with a Twin heavy flamer) and 2 sponson-mounted Quad lascannons (which can be swapped for the amazing Laser destroyers like the Spartan). Like the Baneblade it also has a hull-mounted Demolisher cannon. If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, anything trying to attack it in melee will have to deal with 9 WS5+ attacks from its Crushing tracks, which are S9 AP-2 DD3. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6" inches. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1" of it. Further, it only benefits from cover saves when at least half the model is obscured. If you need a LOT of dakka on a tough as nails platform, you can't go wrong with the Fellblade.
  • Relic Falchion Superheavy Tank Destroyer: A Fellblade variant which shares the same statline and special rules but mounts the unbelievably deadly Twin volcano cannon in place of the Fellblade cannon and Demolisher cannon. The Twin volcano cannon can annihilate targets 120" away with Heavy 2D6 S16 AP-5 D2D6 (re-rolling wounds against Titanic units). Just like the Fellblade it comes stock with two Quad lascannon sponsons which can be replaced with Laser destroyers. Given its ability to take the laser destroyers, it's objectively better at destroying superheavies than its Shadowsword counterpart in practically every way. It also sports a hull-mounted Twin heavy bolter which can be replaced with Twin heavy flamers, and you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta if you crave even more dakka.
  • Relic Mastodon Super-heavy Siege Transport: Have you ever wanted to transport 40 Marines at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more so if it somehow gets into the 6" range for its siege melta array's re-roll to kick in.
  • Thunderhawk Assault Gunship: The standard air support and transportation workhouse of the Space Marines. This monstrous flyer will cost you an arm and a leg (in both points and real $) but has some seriously impressive rules. It has a big 20-50" move in Supersonic mode and can hover. Its has BS2+, S10, T9, 30W, a 3+ Save and PoTMS so it can shoot on the move. Its Void-hardened Hull grants it a 5++ save for extra durability. The Thunderhawk Assault Gunship is armed with a Thunderhawk heavy cannon - 48" Heavy 2D6 S8 AP-2 D6D, which can be swapped for the monstrously powerful Turbo-laser destructor - 96" Heavy D3 S16 AP-4 2D6D (6's to wound inflict an additional D3 Mortal Wounds). For secondary weapons it sports 4 Twin heavy bolters and 2 Lascannons at various points on the hull, as well as a choice of Thunderhawk Cluster Bombs or a Hellstrike missile battery. The Cluster bombs can drop once per game on a single unit you flew over, rolling up to 12D6 times (3D6 for ever VEHICLE or MONSTER and 1D6 for other models). Each 5+ result deals a Mortal Wound to the unit, though units consisting only of characters cannot be targeted. The Hellstrike battery is 72" Heavy 4 S8 AP-3 D3. It's Colossal Flyer rule forces your opponent to -1 from shooting attacks against the Thunderhawk, but also forces them to measure from where it's hull wound be if it was at ground level and add 12" to that measurement (which is an attempt to account for the custom flying bases you need to hold this heavy ass brick of resin up). It also means that a lot of guns flat out cannot shoot at it while it's Supersonic. Finally, the Thunderhawk has an impressive transport capacity of 30, including TERMINATORS, JUMP PACK models, AND BIKERS. It is also one of the only vehicles that can transport PRIMARIS models, with each counting for 2 spaces, although you cannot mix them with non-PRIMARIS units.
  • Thunderhawk Transporter: A thunder hawk optimized to carry land raiders OR two rhino variant tanks, lacks major offensive weaponry
    • Deep strike Land Raiders
  • Sokar Pattern Stormbird:Pretty much the largest flyer/transport/model Forge World offers next to titans. Damn expensive in points (651... not too bad) and tangible money alike, it can ferry entire demi companies onto the battlefield. Has like 8 lascannons, a host of various missiles and bombs, void shields, and a few heavy bolters here and there for flavor. The void shields can extend and overlap nearby troops 8" away that jumped out if it has hovered. Has 40 wounds, T9, a 5++ after the void shields.

Building Your Army[edit]

So you've decided the Boys from Baal are the army for you, but you're not sure where to start?

  • Your first purchase should be the Start Collecting! Blood Angels box set. In days of yore the Battleforces were the way to go for a new army, but for savings, this is the best stop. With a decent discount (by GW standards) this will net you a Captain in Terminator Armour, ten Tactical Marines, and a Baal Predator. This sets you up off the bat with a Patrol Detachment, at either 25 or 26 Power depending on whether you chose one Tactical Squad of ten, or two of five. One squad of ten is probably best, since you only need one Troops choice, for a Patrol Detachment, and you can combat squad them anyway.
  • The Start Collecting! box is actually great value for money (£50). To buy the contents separately (Captain, tactical squad, Baal Pred) would cost £81. Combine with the Space Marine Start Collecting! box for an additional tactical squad another Terminator Captain and a standard Dreadnought (as we can't use venerable dreds).
  • Devastator Squad. Okay, so heavy weapons aren't really our style, but they still have their place. Each Devastator boxed set comes with multiple options for heavy weapons. If you have spare bodies, you can actually make two 5-man devastator squads with one box. They won't all be armed with the same heavy weapons, but with split fire now a regular thing in 8th it's not such a problem now when mixing heavy weapons.
  • Sanguinary Guard. These guys are relatively cheap to obtain compared to their in-game capabilities. GW is currently selling a 5-man squad for £20.50. Buy them before GW realise how cheap they are. Relatively speaking, of course.
  • Your next step should be to find any or all of the following box sets, if they are still available.
  • If looking to buy Rhino's, don't bother. Spend a few more shekels for a Razorback, so you can swap between the Razorback and Rhino option. Obviously, don't glue the roof hatch in place. The boxed set comes with a choice of twin heavy bolters or twin lascannons. For added impact and versatility, if you already have a Land Raider Crusader armed with twin assault cannons, ensure you don't glue it in place, giving you the option to use it on your Razorback when not fielding the Land Raider.

Blood Angels Death Company Strike Force: Includes a Chaplain with Jump Pack, three 5-man Death Company units, and a Death Company Dreadnought. Now we're talking!

Blood Angels Orbital Intervention Force: Includes two five man Assault Terminator Squads, and one Terminator Squad. This is probably the least preferable kit to go for, as Terminators are a huge pointsink. If you do choose this, you'll have enough for a Vanguard Detachment, and the extra Command Point that brings, but may Sanguinius have mercy on your soul.

Golden Host: If the Sanguinary Guard is your thing, this is definitely the box for you. Includes three 5-man units and the Sanguinor.

Blood Angels Chapter Ancients: Includes three Blood Angels Dreadnoughts, any combination of Furioso, Furioso Librarian, and Death Company. If you go with this option consider building one of each, or two Furiosos and one Death Company. This and your Start Collecting! box gives you a Vanguard Detachment, for an extra Command Point. This set's not available through GW anymore, so head to eBay or Amazon This set now appears to be available again on the GW webstore, so don't pay 75 dollars over its retail price on ebay (or do, I don't want to tell you how to live your life).

Lastly, magnetize the backs of your HQs. Yes, you're often told to magnetize parts of your models, but this time we really, really mean it. Don't worry, backs and backpacks are a lot simpler than weapons. Why bother? Between the Index and Codex, almost all of your Character models can take multiple backpack options. From the plain backpack to the fluffy jump pack to the myriad of weapons available to Techmarine, you'll want to be able to swap them as your list du jour demands.

Tactics[edit]

  • A good all rounder Melee Unit is 12 Death Company with either Chainsword and Bolter or Power Fist and Inferno Pistol, with a ratio of 9:3. The Fist and Inferno Marines can easily deal with a Leman Russ or equivalent each turn, while the Chainsword and Bolter Marines can clear out any tarpits.
    • For mobility, consider either Jump Packs or a Stormraven.
    • As Death Company rely on support, consider replacing some Marines with a Chaplain, Sanguinary Priest, Lieutenant, Librarian, or Librarian Dread (who can keep up with Jump Packers) for buffs. If in a Stormraven, you may also consider a Chaplain Dread for more buffs and anti-tank.
  • Death Company vs Vanguard Vets: Death Company seem to have a one up over Vanguard vets vs hordes (and with the Black Rage fnp they really do), but on the charge they do almost every job cheaper. VV can take double chainswords, allowing 4 attacks regardless of charge. DC can take bolters along with chainswords, allowing decent shooting and surprising flexibility.
    • Some off the cuff math says that Death Company kill vehicles with thunder hammers better and more cheaply than TH/SS Vanguard. But in that case VVs are a lot harder, in case 30-ish damage from DC doesn't kill a target.
  • As an aside, I've rated the units of normarines (as in non-primaris) from least to most expensive: Vanguard Vets, Death Company, Sanguinary Guard (with encarmine swords they cost roughly the same as terminators, but with one less man base they occupy middle-ground), Terminators, then TH/SS Terminators.
    • Terminators and Sanguinary Guard are of similar durability, weapons (since SG power fists are a free swap) and deep-strike potential. But with Stratagems and Deathmasks SG kinda win the comparison.
      • Reivers are also 2 wounds and while they aren't quite as durable you get a lot more for your points while still putting out a very respectable number of attacks. Something to consider when shopping for your more durable troops to accompany VVs and Death Company.
  • BRING BATTALIONS! Even if you are focusing on the fast attack and elite slots. A battalion gives you 6 elite slots for DC or whatever and 3 extra cp so you can soar on wings of fire! Plus you need at least some troops to hold ground, and they let you bring extra HQs like chaplains, librarian or Priests. On this point, you can bring some effective Troop choices to the field while staying lean on points. Five Intercessors come in under a hundred points, and are great at running around and grabbing mid-field objectives. Consider five Scouts with a power sword too, even cheaper and put out a surprising amount of damage in close combat.
    • Counterpoint: Battalions, and all large formations, are quite expensive to field for marines of all kinds. It's harder to just "sprinkle in" troops and HQs (around 25-40 power for just a "basic" battalion). You may still want anchors for all the deep-striking jump-pack-users in your army and battalions give the best CP investment without building a brigade, but it's still a meaty investment for an average game and has to be weighed against other options. A Vanguard Detachment is a decent alternative if you want to focus on a cheaper force.
      • Counter-Counterpoint: Taking your support HQs and Scouts in a battalion is relatively cheap (clocking in around 400 points) and lets you spend the rest on all those big, flashy, and choppy units that entices every Blood Angels player. With our red lads being so CP hungry, it's absolutely worth starting with a Battalion to start with.
  • Scouts. Don't underestimate these fuckers. An entire essay can be penned about how useful they are! Keep them cheap, kitted out with boltguns and a chainsword on the sergeant, and have them pop in how you need them. The flexibility of this kit is a fantastic tool to have in any commander's arsenal. If your opponent is bringing a large assault force, you can have them sneak in and form a barrier in front of where your Death Company are dropping in and getting you some pretty nasty counter charges. If they are running their Cultists or other cheap screening unit up the board, use scouts to stop them from taking up the board by forcing them to get in a shootout right outside their deployment zone. Enemy is running a lot of things with Deep Strike, like expensive Terminators? Scout in your boys all spread out and give them no room to set up their unit. At a fairly cheap 55 points for 5, being so useful, and also being able to keep up with the fast strikes that Blood Angels like to be performing, Scouts are absolutely a fantastic choice to start a list with.
    • Sniper Rifles. Need More? Okay, a Heavy Bolter and four rifles? Boltguns and a rocket launcher? Using the auspex in particular will help if you opponent can fit in a deep-strike. Their also useful if your choppy marines want to fall back from a bad fight to shoot the unit.
    • Keeping scouts exactly 17-18" away from your other forces prevents deep-striking.
    • Red thirst really makes them shine with or without bolters. Gives them just enough extra punch to threaten normal MEQ and other units typically regarded as stronger than them.
  • ALLIES BABY! Imperial Guard have all the answers: Cheap bodies, Over powered tanks, And the best flyers around. Try two Leman Russ Annihilators with Lascannons and hull Lascannons and two punishers with punisher gatling cannons and 3 heavy bolters. Thats 696 points, and you've got 10 lascannon shots with re roll 1s (Cadian doctrine) and 80 S5 shots and 18 S5 AP-1 all on very durable platforms! Seriously you cant go wrong with these two models. Let the Guard shoot everything while you handle the face to face confrontations.
    • These two armies are a classic combo. Everything each is lacking the other has twofold. Fluff wise there is tons of room for narrative setups and sweet scenarios. There is nothing more a guardsmen could ask for than Commander Dante himself swooping down to save his sorry ass. Or perhaps Flesh Tearers, who might kill the guardsman afterwards... Sounds interesting!!!!!
    • Also, guard are the undisputed kings of command point accrual and abuse. We like that cuz guardsmen are our little buddies. Fill out brigades with mortar heavy weapons squads and bare bones infantry squads (maybe a heavy weapon or assault weapon here and there just to be cute) and use your best stratagems turn after turn after turn after turn after turn.
    • Scions and Scion Command Squads provide a shit load of assault weapon spam at the same BS of 3+ as you, they can also deep strike to keep pace and shoot the right unit at the right time. They are only T3 of course, but are cheaper and provide denser firepower per squad compared to assault marines. As mentioned before, Blood Angels handle melee, Guard shoots everything to pieces. Goes together like potatoes and gravy.
      • The better option may be meltaguns, as you need the tempestor primes for re-roll safety and access to command squads which are basically an additional tax considering what your using the units for.


Warhammer 40,000 Tactics Articles
General Tactics
  • Movement(7th
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  • Psychic(7th)
  • Shooting(7th
  • 6th
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  • Assault(7th
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