02-04-2010, 01:23 PM
I just wanted to get peoples thoughts and comments on the latest blood angels codex?
Having played the game for a long time - I'm actully a litte disappointed with this codex because I think they have made Blood angels too good (and this is coming from someone that has access + can use them). They made the nids really good now too - but at least to be good it costed you points.
Granted - you can argue that most things have their downsides in every unit however, in my view, any experienced player comes up with an army where the units compliment themselves. The blood angels can have combinations that makes them very hard to cope with and for cheap unit prices.
Here are some examples of some overpowered but relatively cheap aspects of the army for what it does:
Feel no pain thunderhammer and storm shield terminators (Sang priest only costing you 50 points and is an Ind character - so can be attached). The classc way of getting rif of these boys is with lots of lascannons if you're lucky enough to be a guard player of shoot lots of bolter - type shots at them. Now that the latter is not a very good option, your ThunderHamm termies with almost guarntee to absorb alot of long range firepower as you move them up the board (all for 275 with the sang priest - bargain!) - whch leaves your storm raven/rhinos/baal preds etc to mow up relatively unscathed and deal out punishment.
Death company - they are essentially the same as Khorne marines with 1 less leadership (which doesn't really matter as they are fearless anyway) but have feel no pain and are relentless (bolter hail then charge!) - oh and you can give them as many power fist upgrades as you want - oh they can have jump packs to....... all for LESS than a Khorne marine (Khorne beserker = 21pts, Death comp=20). The only disadv is they have 'rage', but to be honest most players will put them in a gunship or L.Raider (maybe on deep strike!) and get to choose the engagement anyhow.
Baal predators. - oh my god! If I'm reading the rules correctly - then with flame storm cannnons for only 115 points (!!!) I can scout move before the game begins flat out 18" to be just 12" away from hs troops (and I will start them off sitting rght opposite the opponents trees/ruins where he will have to put his devastators or equivalent - otherwise leaving them in the open to get shot to bits by other things). On my first go, having already moved a good way up the board, move anther 12" right upto his troops in cover (or not) and flame them with S6 AP3 no cover save auto hits. Thus - if I have first go I get a 30" move and S6 AP3 flame without the opponent being able to do anything about it. Plus they have Av13 at the front. Too good at too few points. If I did this to someone - I think I'd take not too much please out of it - but you can guarentee tourny players will use this to great effect.
If I set-up second then I just place the Baals in reserve, outflank them, move 12" from the side and flame his back line.
Have 2 of these Baals, carefully place them on the board each just off centre from the middle and get first go - you can get to any troop unit on the board with AV3 and pretty much roast them.
Mephiston - his only real downside is that he isn't an indep character + thus can be targeted - but with T6 (no instant death), 2+ armour save and 5 wounds!!! you have to again concentrate lots of firepower at him to kill him before he jump packs and murders you in combat with Init 7! WS7, S6(10) power weapon attacks. Stick him behind a rhino or cheapo jump packs troops to get 4+ cover save and he is again a heavy weapon target, sucking all long range power away from the rest of you vehicles + allows you to move up the rest of your force with ease. At only 250 points - maybe a little cheap for what he is and does........ - at least make him abaddon price @ 275
I'm sure there are lots of other nice combos out there aswell. Bring on the new Dark eldar codex please!!!!
Why would you really consider normal marines for a tourny - when you can spay paint them red?
Rant over - I'm to to buy 2 Baals :-)
Having played the game for a long time - I'm actully a litte disappointed with this codex because I think they have made Blood angels too good (and this is coming from someone that has access + can use them). They made the nids really good now too - but at least to be good it costed you points.
Granted - you can argue that most things have their downsides in every unit however, in my view, any experienced player comes up with an army where the units compliment themselves. The blood angels can have combinations that makes them very hard to cope with and for cheap unit prices.
Here are some examples of some overpowered but relatively cheap aspects of the army for what it does:
Feel no pain thunderhammer and storm shield terminators (Sang priest only costing you 50 points and is an Ind character - so can be attached). The classc way of getting rif of these boys is with lots of lascannons if you're lucky enough to be a guard player of shoot lots of bolter - type shots at them. Now that the latter is not a very good option, your ThunderHamm termies with almost guarntee to absorb alot of long range firepower as you move them up the board (all for 275 with the sang priest - bargain!) - whch leaves your storm raven/rhinos/baal preds etc to mow up relatively unscathed and deal out punishment.
Death company - they are essentially the same as Khorne marines with 1 less leadership (which doesn't really matter as they are fearless anyway) but have feel no pain and are relentless (bolter hail then charge!) - oh and you can give them as many power fist upgrades as you want - oh they can have jump packs to....... all for LESS than a Khorne marine (Khorne beserker = 21pts, Death comp=20). The only disadv is they have 'rage', but to be honest most players will put them in a gunship or L.Raider (maybe on deep strike!) and get to choose the engagement anyhow.
Baal predators. - oh my god! If I'm reading the rules correctly - then with flame storm cannnons for only 115 points (!!!) I can scout move before the game begins flat out 18" to be just 12" away from hs troops (and I will start them off sitting rght opposite the opponents trees/ruins where he will have to put his devastators or equivalent - otherwise leaving them in the open to get shot to bits by other things). On my first go, having already moved a good way up the board, move anther 12" right upto his troops in cover (or not) and flame them with S6 AP3 no cover save auto hits. Thus - if I have first go I get a 30" move and S6 AP3 flame without the opponent being able to do anything about it. Plus they have Av13 at the front. Too good at too few points. If I did this to someone - I think I'd take not too much please out of it - but you can guarentee tourny players will use this to great effect.
If I set-up second then I just place the Baals in reserve, outflank them, move 12" from the side and flame his back line.
Have 2 of these Baals, carefully place them on the board each just off centre from the middle and get first go - you can get to any troop unit on the board with AV3 and pretty much roast them.
Mephiston - his only real downside is that he isn't an indep character + thus can be targeted - but with T6 (no instant death), 2+ armour save and 5 wounds!!! you have to again concentrate lots of firepower at him to kill him before he jump packs and murders you in combat with Init 7! WS7, S6(10) power weapon attacks. Stick him behind a rhino or cheapo jump packs troops to get 4+ cover save and he is again a heavy weapon target, sucking all long range power away from the rest of you vehicles + allows you to move up the rest of your force with ease. At only 250 points - maybe a little cheap for what he is and does........ - at least make him abaddon price @ 275
I'm sure there are lots of other nice combos out there aswell. Bring on the new Dark eldar codex please!!!!
Why would you really consider normal marines for a tourny - when you can spay paint them red?
Rant over - I'm to to buy 2 Baals :-)

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