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Sunday, June 5, 2011

Blood Angels Codex Review: Part 4: Elites Part 2



Hello again, true believers. Continuing from the last entry of this review, we shall now take a look at both Terminator types and Techmarines. Before we dive in however, I want to say thanks to Zjoekov who read this ahead of time and made a few suggestions that improved the end product. Thanks, Z!


Terminators: Good


Ah! Good ol’ Termies. Often negatively compared to Assault Terminators, normal termies (or Tactical Termies, as they are often referred to) shouldn’t be so readily dismissed, for they are quite good in fact. Their arms and equipment make them the ultimate generalists: decent at everything, excellent at nothing. Though this design philosophy often leads to sub-par units, Terminators are priced reasonably enough to escape this fate.



In spite of the fact that Terminators carry around powered “We’re number one!” signs, they are actually more of a shooty unit. Storm Bolters wreck havoc on light infantry up to 24 inches away and Cyclone missile launchers are a decent mobile anti-tank option. Assault cannons are not bad but seem a little overcosted compared to the Cyclone and are limited by their shorter range, though this does fit well with the range of the Storm Bolters. Finally, the Heavy Flamer is cheap and can be deadly but the squad already has considerable anti-personnel firepower, so having a complimentary anti-tank weapon will prove a wiser choice in the vast majority of instances. Plus, Terminators are slooooooooow, so bringing the flame template to bear at all can be problematic.


On the close combat front, we have the aforementioned power fists. These are both a boon and a bane. On the one side, Terminators make mincemeat of most regular troops and stationary vehicles. On the other, striking last all the time without a good invulnerable save leaves the unit extremely vulnerable to dedicated assault troops. You can’t put those S8 powered hits on anyone when you get killed before you get a chance to swing. You can improve on your vehicle-busting potential by throwing a few chainfists on your troops though this is really only useful against AV14 all-rounders. Being cheap, they are a good way to maximise your wound-allocation capacity, however and it’s nice to have one or two for the odd Land Raider rumbling about. Not a “must have” item, but certainly a nice-to-have.


Terminators benefit greatly from Feel no Pain, as it more or less forces your opponent to concentrate his low AP weapons on them in order to get rid of them. Alternatively, your adversary may choose to pick other, softer targets instead, leaving your termies to wreck havoc on his army. 


When you put all of these characteristics together, you get a very useful unit that can accomplish a multitude of tasks. While specialist units will usually outshoot or outfight them, very few will do both at the same time. This is what makes Terminators good: they have the ability to adapt to changing battlefield conditions and differing opponents. There is never a time when termies can’t contribute in some significant way to the fight, whether through their firepower or their assault capabilities. They are also significantly easier to fit in a list than their Assault Terminator brethren since they can still be effective on foot.


Assault Terminators: Excellent


If 3++ is the new black, then 2+/3++ FnP is the new… uh… *scratches head* Pink.


Assault Terminators, being the badasses they are in the SM codex, are just plain bonkers in the BA ‘dex. Twin claw termies obviously gain the most, seeing not only their resilience increase thanks to Blood Chalices, but more importantly, their damage output goes up significantly. Although not as good as Black Templar LClaw Termies (with re-rolls to hit and S/I5), being able to strike before most armies can certainly improve the overall survivability of the squad by limiting return attacks.


Hammernators go from “hard to kill” to “FUUUUUUUUUUUUUUUU!!!”, though mass low AP shots and/or power weapons attacks will still drop them effectively. Still, it’s hard to think of a more effective tarpit, especially when the Red Thirst comes a’knocking. Thunder hammers don’t benefit quite as much from Furious Charge as Lightning Claws do, but mass S9 attacks significantly improve their effectiveness in assaults against Raiders and Monoliths, and auto-glancing/penning on 2+ most vehicles due to AV 10 rear armour is pretty nice. Regardless, 2+/3++/FNP is very hard to remove as mass low AP/power weapon attacks aren't exactly easy to bring to bear.


Unfortunately, BA Assault Terminators have to rely on expensive vehicles to get around, as they lack the option of being Gated by a Librarian and have no way to modify reserve rolls for non-jump pack troops. This is their major weakness, and it is the main reason why including assault termies in a list can be problematic. This is compounded by the fact that things tend to cost more in the BA codex than in the SM codex. Therefore, it is harder to give Assault Terminators + transport the support they need to be fully effective. On top of that, Blood Angels are no slouches in assault even without Terminator Assault Squads backup. Thus, outside of Rock lists that I make for funsies, Hammernators and their claw brethren are usually given a pass in favour of other unit types. This is not to say that they are bad (quite the opposite, actually), but in my experience, lists without them tend to be more well-rounded. YMMV.


Techmarines: Terrible


Where to begin?


For starters, it’s a 1-wound T4 character who is not Independent. Yes people, you read that right. While they do have access to Servitors as a retinue, that is hardly any cause for solace; they could have been a nice option to set up a very resilient backfield firebase thanks to heavy weapon options and the Techmarine’s Bolster Defence rule (plus potentially FnP from a Priest). Instead, GW decided that a static, BS 3 multi-melta was worth 30 pts. Each. Go figure. Alternatively, you could go for a close-combat servitor squad. Is this a good idea? Heh, not really. T3, 4+ save and striking last – not conducive to accomplishing much.


Techmarines might have been somewhat useful in mechanised forces were it not for one major problem: they can’t purchase a transport and cannot join squads. I don’t know how or why the decision was reached by the writers not to give them access to the stuff they are supposed to be the looking after, but they did, and in the process seriously hampered the utility of the unit. Jump Packs don’t make up for this, as you are left with a 1-in-3 chance of being able to fix anything. Hardly reliable.


Then there’s Stelek suicide combi-melta Techmarine. Probably the only not-totally terrible use, but still pretty bad. Blood Angels are hardly left wanting in the melta-availability department, so it’s not like you need to do this in common army builds. Still, it’s an option, I guess.


Overall, Techmarines just suffer from too many deficiencies to be a serious choice in most lists. There are some fringe uses for them, but you really have to think long and hard as to whether their role can’t be filled by another unit altogether.


That's it for now. Next time, we shall conclude the Elites portion with Sternguards and Sanguinary Priests. Stay tuned!



Comments (26)

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Sorry it took so long to get this out!
2 replies · active 722 weeks ago
I agree with all you've said! Look, I'm not only here to make your life miserable!
Grand Master Raziel's avatar

Grand Master Raziel · 722 weeks ago

I'd think the Techmarine could be worthwhile in a Dread-heavy army. Give him a servo-harness and his Blessing of the Omnissiah roll goes up to a 4+, and he can stay in base-to-base behind a Dread. Heck, you can put him in B2B with 2 Dreads if you're willing to walk them side-by-side. Too bad for BA players they can't take Venerable Dreads. With my DA successors, I've been finding having a Techmarine minding a Venerable Dread is not a bad combination, and I have to pay 25pts more for the Techie (with a worse BotO rule), though I do pay 20pts less for the Ven Dread.
2 replies · active 722 weeks ago
Buy more dreads instead.
What VT2 said- you'd rather have another Dread threatening assaults and putting out firepower than a guy who, if you get lucky, can restore a "downed" Dread maybe once in a game. Not to mention that he is relatively fragile and provides an easy funnel for their anti-infantry shooting.
LC Assault Termies led by a Libby get rerolls to hit as well, making them better than BT ones. I normally run a Rage/??? Libby (the second power varies a lot, but Shield and Lance are both favorites) and a naked Priest in a Stormraven with five Termies.
13 replies · active 720 weeks ago
This is an exact copy of the way I run my Terminators.
4 LC Termies with 16 rerolled to hit/wound at Int/Str 5 can typically butcher an entire squad before the Lib/Priest/TH get a chance.

It's incredible to watch someone's "unkillable unit" up and disappear in a single assault and typically without them getting a chance to hit back.

That last part is important; Lib/Priests/LC Termies cannot take PWeapon hits. They simply don't have the invulnerable saves necessary to keep them alive. It comes down to choosing assaults very carefully.
How do you like the Stormraven vs LRCrusaider/Redeemer?

I haven't tried the Raven mostly because AV12 and no frag assault launchers. Have you found those 2 to be a major disadvantage to getting the Termies across the table and assaulting into cover?
I much prefer the 'Raven- not only is it immeasurably faster and able to come in out of reserve, it also carries enough guns to be meaningful after it has delivered its payload. However, as you note, it's quite fragile compared to the Land Raider- your hope is generally that they are focusing all their attention on your "hammer" unit and don't have time to really deal with it. It's also even more mono-purpose than the LR is- it's not going to be capturing any objectives or anything most of the time. One plan, one plan only.

I find AV12 is generally (with the 4+ cover) enough to deliver its payload and that's about it. However, that's generally enough, and at 50pts cheaper than the LR it's not a bad deal. The lack of Frag Launchers doesn't bother me at all- sure, it hurts your LC Termies, but very few units can actually hit hard enough to punish them for striking last- I run them with the Priest and two TH/SS in the squad, so there's 2+/3++/FNP, which is nigh impossible to break through. Additionally, my second 'Raven (I always run two) carries Lemartes + Death Company, so if I absolutely need to root something out of cover, I can send them at it.
BA Land Raiders are able to come in out of reserve too...
Yes, but the Raider coming out of reserve will only be 12" from the board edge, while the Raven will be 24" in (and have a 4+ cover)
Sorry - I was refering to deep striking them...
pimpdaddyork's avatar

pimpdaddyork · 722 weeks ago

How does giving them a libby make them better then BT? I think most people give them the vowel that allows their BT to reroll, so they don't have to rely on physic powers that can be blocked.
They then become as killy but more survivable than BT terminators. However, they are more expensive since you have the minimum 150 extra points for the Libby + Priest so you'd expect them to be better ^^.
Well, you're taking the Libby anyways, and you pay for the Vow in BT as well.
Would it be worth the 50 pts to upgrade the libby to Ep?
I like the idea of Rage/ Shield as it doesn't require the upgrade and you have access to a power in the opponent's turn, but I'm thinking Rage/ Sword could make the Libby really contribute in the assault phase.

Eggs, basket?
It's true, the Vow is more reliable. However, 2+/FNP makes them effectively immune to hordes of any kind, whereas BT Termies may find that there are some unis that can simply soak the casualties and keep fighting, potentially doing a lot of damage. (Orks on the charge, for example, stand a reasonable chance of wiping a 5man squad.)
That's when you just yell SANCTUARY!

...

wrong army?
Whilst BA Terms can be better, they have some weaknesses that don't make the gain as big as it seems.

Furious charge is built in, whereas the Sang Priest can get killed.
Preferred enemy is built in, whereas the Librarian can get killed. The Librarian has to caste the spell, which fails 3/36 and hurts 2/36 times. If another witch is around, it gets dispelled 50% of the time.

With the Templars, you get their, say, 80% of Blood Angel maximum ALL the time, unto death.
The Blood Angels can have things taken away, and so drop below the Templars.

So perhaps BA have a higher potential, but it is not as good as being able to write = BT + FNP makes it seem.
@Zjoekov/Kirby I realize that taking a LR to run your assault termies foward can be pretty dang pricey. However, why not put them in Drop Pods? Or give your existing drop pods locator beacons? alternately, if doing a mech spam list, why not take a couple small tac squads in razorbacks and give the sarge a locator beacon? that way they'd pop in right where you needed them and wouldn't scatter. just a thought...
4 replies · active 722 weeks ago
Drop pods are not available to termies. And the problem with Deep strike is not necessarily scatter (though it is part of it), it's the fact that you can't reliably have your unit on the board by T2.
Not to mention the inability to charge when they arrive from Deep Strike.

Dang - I just mentioned it.
Desc440 wrote this not me :P.
What Kirby said and I only gave a few suggestions, nothing more, Desc gets the credits for this.
I agree with all of this.

I will say, the best use for Assault Terminators is out or a Land Raider Crusader.

Point for point, they are our cheapest assault unit, when it comes to a mix of durability and assault potential.

Black Templars do have the better assault terminators in the long run though, because they rely on no easily killable characters to maintain their buffs. FNP is admittedly, a minor buff when it comes to terminators.

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