Top 3 Things the Blood Angels Need RIGHT NOW!
The once proud chapter called Blood Angels has fallen on some hard times.
These are the top three things I think would help them get back on top again. As a bonus I am going to include two more things so this should really be a top 5ish? But top 3 sounds better. Please let me know what you think in the comments.
Blood Angels harbor a dark secret and are on the verge of Inquisition sanction. They have blood rituals and are subject to two disorders – the Black Rage and the Red Thirst.
The first bonus thing that I think should change are these two afflictions (as if). They have been reduced to basically meaning nothing outside of the odd formation or just adding a couple of very common special rules to unit entries. These things used to really mean something, and I am not just referring to the fact that we used to get free death company members in previous editions.
I am not asking for over the top rules here but a +1 initiative isn’t going to make anyone even blink in our current competitive environment. We could even add a detriment here forcing BA players to have to take a LD check to see if they can sweeping advance a unit they have wiped out in close combat. Because… you know maybe they are taking a moment to make sure their hair is combed back into position or they need to drink the blood of the fallen. You decide.
The Black Rage was something that overtook Blood Angels on the eve or morning of battle. It was uncontrollable and the only relief was to let the poor unfortunate soul die in battle.
Now, it barely mentioned in the codex. I get it, we have two things here that could functional be the same thing but to US they are radically different. I’d like to see the Black Rage moved to a special formation or a warlord trait that, if rolled, affects the army in both a positive and negative way.
With that out of the way let’s get to the top 3!
- A better Psychic Power chart. Half the powers on this chart are Warp Charge 2. To add insult to injury these WC 2 powers have a very high chance of not doing anything even if they are successfully cast. The entire chart is limited in use and scope with the exception of Fear of the Darkness (ld test at neg 2). This should be moved to the Primaris slot and the range should be increased to 18-24 inches.
Quickening is a fine power but it should also boost Strength. Mephiston isn’t going to Lord of Death on his own anymore – he needs his powers. The Blood Angels were one of the founding legions of the Librarius for crying out loud!
- Open access to Artificer Armor. The BA models themselves are beautifully sculpted with some of the best looking power armor available. The Sanguinary guard is an excellent example here and point to a good amount of 2+ armor, and the knowledge to maintain it, available in the chapter. Even the successor chapters maintain units of Sanguinary Guard.
Having figures in squads that can take Artificer Armor is subtle but it goes a LONG way to helping the BA be effective in close combat but still not just be a Space Wolf wannabe. They become a codex chapter (which they are and why the Black Rage and Red Thirsts are a secret) that can grind out their equals in close combat without having to heap special rules or flashy weapons on them.
- Fix the named characters. They are weird hold overs from the previous Ward Edition and lack synergy with the list in its current format. You just never ‘want’ take any of them and Dante and Seth being in the Lord of War slots with their current stats compared to the rest of the game is lame. You can make a small case for Dante because he is powerful, but so much out there just nullifies part of his effectiveness and you will rarely ever use him for his Warlord Trait.
Without getting too much into specifics here I think good special character design would dictate that they would be in line with what the army wants to be doing and what the army wants to do should be supported by the rules of the game.
The game right now is heavily slanted against deep strikers that don’t assault on the turn they arrive, close combat in general and armies with expensive taxes to unlock their ‘power units.’
The last bonus thing is sort of a key off of the number 1 change the Blood Angels need. The codex needs a complete overhaul to bring it in line with even the most recent Space Marine dex. This goes without saying so I didn’t include it in the top 3 things I would change immediately. Letting this book exist the way it does for so long is a huge disservice to a fan base that has supported the game since the beginning.
The codex needs affordable wargear and formations that provide the same level of free upgrades and game winning utility that many of the armies are benefiting from now. If I ever thought that would go away I would be advocating that everyone loses it but unfortunately I think formations of free stuff are here to stay.
So.. What do you think the BA need to get back up to the top?
Please let us know!
It is annoying that they changed how codicies worked immediately after BA with Necrons. You would have thought they would’ve been worked together.
So I think they need access to the storm talon and landspeeder storm. The fact that we have a “scout tax” would make the storm invaluable. Open topped, so +1I, +1S scouts charging out of it (ideally fixed to be ws/BS4 as well) would be amazing.
Something to make our vanguard and assault marines more useful or a cut above.
And assault marines as troops for crying out loud.
Assault marines as troops are pretty much exactly what should have always been there but I knew they were going away so they could sell more tac kits 🙂 That new tac kit is also very nice.
I suppose someone had to be in that codex slot that got left behind. I just wish it wasn’t us…
I know you are looking at it from a tournament perspective but for getting back on top means being able to win a game or two without having to bring allies or being the token priest or drop pod taxies for other armies. I would like to think some of the changes I would like to see would also benefit your perspective on this. The first for me would be to give the Baal Predator the torrent special rule and maybe bring the price down just a tad. To me this makes the unit a little bit more viable and it is one of the unique units in the codex that never really sees the table. The second thing I believe would help and bit more to the fluff would be to give the death company the old 4 + FNP. They are supposed to be berserkers who don’t stop until they have been killed (and sometimes 10 minutes after that). I guess giving them 2 wounds like the Wulfin might also be an option but that would probably come with a point increase and I do enjoy the cheaper prices now. Finally just access to more of the codex marine equipment like Centurions and Stormtalons. As a lower skilled player I think this would boost my game a bit and maybe get me to play in some tournaments here and there.
I like where you are going with your suggestions. For me the artificer armour struck a nerve. If BA ever get a decurian style army list I would like to see the focus be on sergeants rather than free transports. Something along the lines that if you take a battle company you get free upgrades to all sergeant load outs. Included in this would be an expansive list of wargeer that sergeants can take including artificer armour. It would add so much character to the army that was focused around sergeants. No marine army currently does this. So for the free 35 to 45 point transport could be reflected in 35-45 points of upgrades you normally would not take. Would allow you to capitalize on furious charge and +1 initiative with appropriate geer you would normally cut from a list.. Heck I would even give the sergeants 2 wounds.
55 points for a razorback in most lists
If artificer actually became an option then you could spend 55 points on a sergeant. Right now it would be 45 points per sergeant for veteran, power weapon, pistol and melta bomb upgrades. Point in artificer armour and you would be close to 55 points.