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Sunday, June 5, 2011
Blood Angels Codex Review: Part 4: Elites Part 2
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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!
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Blood Angels Codex Review: Part 4: Elites Part 2
2011-06-05T22:02:00+10:00
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Analysis|Blood Angels|Review|
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Desc440 68p · 722 weeks ago
Mattias · 722 weeks ago
Desc440 68p · 722 weeks ago
Grand Master Raziel · 722 weeks ago
VT2 79p · 722 weeks ago
abusepuppy 121p · 722 weeks ago
abusepuppy 121p · 722 weeks ago
Mycroft · 722 weeks ago
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.
Mycroft · 722 weeks ago
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?
abusepuppy 121p · 722 weeks ago
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.
TMiles001 41p · 722 weeks ago
Desc440 68p · 722 weeks ago
TMiles001 41p · 720 weeks ago
pimpdaddyork · 722 weeks ago
Kirby 118p · 722 weeks ago
abusepuppy 121p · 722 weeks ago
_Axiomatic_ 47p · 722 weeks ago
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?
abusepuppy 121p · 722 weeks ago
Kirby 118p · 722 weeks ago
...
wrong army?
Marshal_Wilhelm 71p · 722 weeks ago
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.
Shas'El Mike · 722 weeks ago
Desc440 68p · 722 weeks ago
TMiles001 41p · 722 weeks ago
Dang - I just mentioned it.
Kirby 118p · 722 weeks ago
Zjoekov 74p · 722 weeks ago
Mahu · 722 weeks ago
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.