Warhammer 40,000 Blood Angels Codex Review Part 3

Big Orbit games has asked a guest writer (Tim Weston) to review the Blood Angels Codex for us. He’s really gone to breitling replica watches town and has written a colossal review that we will be releasing section by section, over four days, in the run up to the release of the new Codex.

Warhammer 40,000 Blood Angels Codex Review Part 3: Fast Attack, Heavy Support & Unique Equipment/Rules

Fast Attack

Stormraven Gunship:
In a word it’s a ‘monster’. It has a number of options and the weaponry can be customised to some degree. A fast transport at armour 12 is a great option. The points cost is the only drawback and I am not sure if it doesn’t need to be increased. It’s cheaper than a Land Raider by 50 points and can carry two units, which is something new for the game. (Multiple units riding in the same transport)

Somewhere on the internet in the past, I read that Games Workshop designers were looking into a ‘hole’ that they felt was in powered armoured armies, namely a transport of some kind but possibly a tank like entry. I think this is a game changer due to how units embark/disembark out of it. It’s the new Land Raider.

Baal Predator:
I don’t get two things about this entry, the first is the slot on the force organization chart and the second is the Flamestorm Cannon.

By allowing predators to be taken as fast attack choices you open yourself up to lists of six Predator tanks with front armour of 13. Combine this with the might of the space marines, especially the Blood Angels, and it becomes a force to be reckoned with. It also doesn’t fit the theme of a close combat oriented army. This entries slot makes six Predators as close to a ‘must have’ as you can get and seems over the top.

Did the Blood Angels lack anti-infantry weaponry? Making the upgrade option to the Flamestorm cannon a necessity.  I’m not sure if anyone could say confidently say ‘yes’ to this question. With the additions to Dreadnought weaponry and access, transport options, and cover saves prevalent on the table I don’t think these cannons are justified.

I hope that I am wrong and that tactics will reign over lists that take six Predators but until then I am firmly saying that this is ‘over the top’ and may be ‘broken’.

Heavy Support

Dreadnought:
As the oldest living space marines it makes sense in some respects to have more battle brothers interred as dreadnoughts. I like the idea of an army composed of only battle brothers and dreadnoughts on foot in large quantities.

At this time the Blood Angels theoretically could run eleven dreadnoughts, if I have figured it out correctly. It’s going to be a point monster but a very thematic force on a table.

I think that tournament players will consider other entries when it comes to being competitive but may ‘build’ lists with multiple ‘Dreds’ for personal enjoyment.

Heavy Support

Dedicated Transports:
All the typical choices are included and the Land Raider Redeemer is added to the Blood Angel Armoury. Unit’s with transport options read, ‘any dedicated transport may be taken.’ Obviously we are not going to see Terminators in rhino’s but it does allow typical tactical squads to take Land Raiders as a dedicated transport.

Through expanding the vehicles available as ‘dedicated transports’, Games Workshop are essentially putting Land Raiders on to the tabletop in greater numbers than ever before. Combined with the Blood Angels rules that Land Raiders can deep strike and it will be interesting to see as they appear.

Someone is going run Tactical Squads in Land Raiders in large numbers (scouts do not have a transport option) and let the fun begin. My opinion is that it is not a viable option except in the highest of point games. The high points cost and low model count makes it prohibitive.

Unique Equipment/Rules

Lucifer Engines:
Confers the ‘fast’ ability to Rhinos and its variants (Razorbacks, Predators, Vindicators, and Whirlwinds) defining the Blood Angels and their ‘theme’ when not consumed with the ‘Black Rage’ of the Death Company.

Descent of Angels:
Allowing the player to re-roll reserve rolls and they will only scatter 1d6 when deep striking is a very powerful change to the usual deep striking rules making it more reliable than normal and allowing more units the chance to arrive in earlier turns. The more pricey units are the ones with this specific ability and not all units with deep strike gain it.

Magna Grapple:
It is a ‘grapple’ type attack that is used in the shooting phase at a range of 12”. It literally drags an enemy vehicle towards the dreadnought. Roll a d6 and add 8, if this result is equal to or higher than the highest armour value of the target vehicle, regardless of facing, the target is hit. If the result is lower than the highest armour value of the target nothing happens.

I’m not impressed with this ability after reading it. The site of it on the table is amusing in my mind but as a viable tactic, not so much. My opinion is that it’s just a gimmick.

Blood Talons:
It is a Dreadnought version of lightning claws but better. All unsaved wounds grant an additional attack, then further successful bonus attacks also grant additional bonus attacks.

This is a significant change and ‘beefs’ up the power of a typical dreadnought. It has the potential to destroy infantry units in one round. The lightning claws themselves are an upgrade to the rules, but combining them with the potential to further inflict damage makes it almost too good to me. In fact, it may be too good, but without testing on the table it’s just a theory at the moment.

End of part 3, tomorrow Psychic Powers & Review Summery