Jump to content

Recommended Posts

 

bl.php?text=Blood%20Angels%20Unit%20of%20the%20Week%20Series&fontsize=25&bg=CE0018

 

Welcome to part one of the Blood Angels Unit of the Week Series!

 
Following the release of the 9th edition Supplement, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will focus on the unique BA units and part two will focus on BA units that are new to this edition of the Codex, part three will discuss how to get the best use the generic units from the past that are still with us (and that many of us have in our armies still), and part four will discuss the Legends units that we still own and love. Finally, part five will be dedicated to the reinforcements from Forge World.
 
Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.
 
Without further ado, here's this week's entry:

 

 

 

sml_gallery_62972_10568_1098.jpg Lemartes

 

 

sml_gallery_62972_11847_9313.jpg
Lemartes, Karhedronuk

What are you thoughts here folks? How best would you use Lemartes?

  • To compliment a list, or to build a list around? Will the Chapter Approved changes affect your list(s)?
  • Which Death Vision do you favour here (access via Stratagem) 
  • How are you buffing this unit? Will it babysit anything?
  • Stratagem synergy of note?


Over to you.

 

 

 

 

Edited by Jolemai
Link to comment
Share on other sites

I haven't played much recently but using him on release in the index he was a very successful beat stick. Loads of attacks, extra strength, and D3 damage meant he mulched things, and he's often overlooked as a threat as he's not one of our more "famous" characters

Link to comment
Share on other sites

I just picked him up. He's a great model. I also have other BA Chaplains, most notably the jump pack chaplain with wings. He's an amazing figure.

 

Right now it seems to me that LeMartes will definitely be the man heading my 10-15 jump pack DCs. That reroll is just too damn powerful. I have never used him before in a game, so I can't comment on more than that. The real question is where will I fit other chaplains, or will I?

Link to comment
Share on other sites

So here’s an idea I had and hadn’t heard before. Take two squads of 5 death Company; equip to taste; and lemartes. ‘Deep strike’ all three of them nearby each other and charge with the squads first. With the reroll you should have a reasonable chance of succeeding in at least one charge. Afterwards charge with lemartes with the 3d6 stratagem to make sure he gets in too.

 

I’m interested in hearing what people have to say about this.

Link to comment
Share on other sites

Well... if you’re destined to fail 4 charge rolls, then the dice gods clearly have it in for you!!

 

Alternatively, you could pop the stratagem on the second squad if you are in dire need of one of them to make it.

Edited by Paladin777
Link to comment
Share on other sites

Lemartes is awesome because:

 

On the charge he got near Dante Level damage ( just short 1ap)

 

His buff is also chapter master level for DC with both charge and combat hit.

 

He can make super smasher captain reroll his charge too.

 

I typically run him with at least two squads of DC, he is worth every point and I would say that DC is a good unit because of him.

 

Downside: he only works with DC, so he is in a very specific army. He only got 4 hp. Always be careful of what you charge because he can go down very quickly, like the DC he boost. Everything in DC list is about damage output and killing strategic assets.

 

Downside 2: I wish he had another warlord trait like gift of foresight, but I guess it was considered too good.

Link to comment
Share on other sites

Lemerates, a lieutenant, and a Sang priest always accompany my JP DC into a battle. Deep strike the characters 9 inches from your target unit. Then use the extra move and advance play get your DC towards that target. Then move your normal 12 movement ton get very close to the target unit and your character's.

 

His reroll to hit and reroll on charge if you need it is great. The lieutenants reroll to wound is also gold. Extra strength and resurrection / healing on that unit from the priest are the cheery on top.

Link to comment
Share on other sites

Lemerates, a lieutenant, and a Sang priest always accompany my JP DC into a battle. Deep strike the characters 9 inches from your target unit. Then use the extra move and advance play get your DC towards that target. Then move your normal 12 movement ton get very close to the target unit and your character's.

 

His reroll to hit and reroll on charge if you need it is great. The lieutenants reroll to wound is also gold. Extra strength and resurrection / healing on that unit from the priest are the cheery on top.

You can't do that?

The free move strategem happens before the game begins.

Not during your turn.

Edited by The Unseen
Link to comment
Share on other sites

I would say downside 1 and 2 are a tad contradictory. Lemartes’ relative squishiness means you probably shouldn’t make him your Warlord, but I understand how that would be limiting if you’re playing very small games.

Not contradictiory, they both say “ don’t take this guy as your warlord”

 

Still awesome HQ that will die every game but will cause lots of damage.

Link to comment
Share on other sites

I just used him in my first game with the new dex and dropped him behind a D.C. squad that disembarked from a land raider. They needed an 8in charge against a GUO and Lemartes gave them the rerolls they needed (both to charge and hit) to take it down and get me first blood. Next turn, I Wings of Fired across the board to assist my two JP DC squads.
Link to comment
Share on other sites

So here’s an idea I had and hadn’t heard before. Take two squads of 5 death Company; equip to taste; and lemartes. ‘Deep strike’ all three of them nearby each other and charge with the squads first. With the reroll you should have a reasonable chance of succeeding in at least one charge. Afterwards charge with lemartes with the 3d6 stratagem to make sure he gets in too.

 

I’m interested in hearing what people have to say about this.

Why not just take one unit of 10 DC, use the 3d6 charge Stratagem on it, benefiting from Lemartes re-roll. Something like a 75% chance of success. Then see if you can get Lemartes in as well (something like a 48% chance). If you cant, no biggie, as you just hold one of the DC that got in back a little so the unit is within 6" and still benefits from his re-rolls. A large unit of DC make far better use of the stratagem.

Link to comment
Share on other sites

My current line of thinking is Lemartes with 2 squads of 10 JP DC with a light sprinkling of power weapons/fists as points allow. Deploy 1 squad on the table and put the other with Lemartes in reserve. Use Forlorn Fury to move the deployed squad forward before T1 and get them close to a nice target with a few models hanging back. On T1, drop the 2nd squad and Lemartes in the same area. Use DoA to charge with the squad that arrived from reserve, the squad that used FF should be close enough anyway. Both squads should make the charge, especially with Lemartes providing rerolls. If you are lucky, Lemartes may manage the charge himself in which case both squads will pack even more damage.

Link to comment
Share on other sites

My current line of thinking is Lemartes with 2 squads of 10 JP DC with a light sprinkling of power weapons/fists as points allow. Deploy 1 squad on the table and put the other with Lemartes in reserve. Use Forlorn Fury to move the deployed squad forward before T1 and get them close to a nice target with a few models hanging back. On T1, drop the 2nd squad and Lemartes in the same area. Use DoA to charge with the squad that arrived from reserve, the squad that used FF should be close enough anyway. Both squads should make the charge, especially with Lemartes providing rerolls. If you are lucky, Lemartes may manage the charge himself in which case both squads will pack even more damage.

Not a great plan in that it stands the highest risk of leaving Lemartes out alone and easily targeted.  Also uses a crapton of command points, which Blood Angels aren't exactly swimming in to begin with.

 

I think the previous example of just dropping two squads with Lemartes, hoping at least one makes it into melee, and then using DoA to ensure Lemartes makes it in with them seems a more sound and economical approach.

Link to comment
Share on other sites

 

My current line of thinking is Lemartes with 2 squads of 10 JP DC with a light sprinkling of power weapons/fists as points allow. Deploy 1 squad on the table and put the other with Lemartes in reserve. Use Forlorn Fury to move the deployed squad forward before T1 and get them close to a nice target with a few models hanging back. On T1, drop the 2nd squad and Lemartes in the same area. Use DoA to charge with the squad that arrived from reserve, the squad that used FF should be close enough anyway. Both squads should make the charge, especially with Lemartes providing rerolls. If you are lucky, Lemartes may manage the charge himself in which case both squads will pack even more damage.

Not a great plan in that it stands the highest risk of leaving Lemartes out alone and easily targeted.  Also uses a crapton of command points, which Blood Angels aren't exactly swimming in to begin with.

 

I think the previous example of just dropping two squads with Lemartes, hoping at least one makes it into melee, and then using DoA to ensure Lemartes makes it in with them seems a more sound and economical approach.

 

Agreed - using Forlorn Fury is too unpredictable  - by which I mean you need to deploy the DC unit before you know your'e going first. There is absolutely no point in moving a unit up the field before the game starts if you're going second - most armies can kill 15 MEQ without breaking much sweat. I suspect the best use of Forlorn Hope is a DC Captain, hiding behind terrain, or behind a screen, hoping to go first and use Forlorn Fury, but if not, using Wings of Fire to bring him down beside the big block of DC and Lemartes who deep strike in Turn 1.

Link to comment
Share on other sites

I'll be buying the Lemmy model.  He's almost an auto-include in my army now.  

 

 

 

My current line of thinking is Lemartes with 2 squads of 10 JP DC with a light sprinkling of power weapons/fists as points allow. Deploy 1 squad on the table and put the other with Lemartes in reserve. Use Forlorn Fury to move the deployed squad forward before T1 and get them close to a nice target with a few models hanging back. On T1, drop the 2nd squad and Lemartes in the same area. Use DoA to charge with the squad that arrived from reserve, the squad that used FF should be close enough anyway. Both squads should make the charge, especially with Lemartes providing rerolls. If you are lucky, Lemartes may manage the charge himself in which case both squads will pack even more damage.

Not a great plan in that it stands the highest risk of leaving Lemartes out alone and easily targeted.  Also uses a crapton of command points, which Blood Angels aren't exactly swimming in to begin with.

 

I think the previous example of just dropping two squads with Lemartes, hoping at least one makes it into melee, and then using DoA to ensure Lemartes makes it in with them seems a more sound and economical approach.

 

Agreed - using Forlorn Fury is too unpredictable  - by which I mean you need to deploy the DC unit before you know your'e going first. There is absolutely no point in moving a unit up the field before the game starts if you're going second - most armies can kill 15 MEQ without breaking much sweat. I suspect the best use of Forlorn Hope is a DC Captain, hiding behind terrain, or behind a screen, hoping to go first and use Forlorn Fury, but if not, using Wings of Fire to bring him down beside the big block of DC and Lemartes who deep strike in Turn 1.

 

Not sure on this, but judging from your post above it seems to suggest a possible and slight misunderstanding of FF. (?)  While you're 100% right about the fact that most armies  can kill 15 MEQ easily, and you're also right about the initial placement of the DC, we can however choose to use FF after seeing who goes first! 

If you have multiple units in reserve, you can get a bunch of things rerolling or having charge bonuses. 

 

1. Mephy-Pod hop with wings and quickening

2. Descent of Angels with Vanvets/ASM

3. DC reroll with Lemmy

4. Angels Wing Character

Woe betide any player not using chaff screens.

Link to comment
Share on other sites

I'll be buying the Lemmy model.  He's almost an auto-include in my army now.  

 

 

 

My current line of thinking is Lemartes with 2 squads of 10 JP DC with a light sprinkling of power weapons/fists as points allow. Deploy 1 squad on the table and put the other with Lemartes in reserve. Use Forlorn Fury to move the deployed squad forward before T1 and get them close to a nice target with a few models hanging back. On T1, drop the 2nd squad and Lemartes in the same area. Use DoA to charge with the squad that arrived from reserve, the squad that used FF should be close enough anyway. Both squads should make the charge, especially with Lemartes providing rerolls. If you are lucky, Lemartes may manage the charge himself in which case both squads will pack even more damage.

Not a great plan in that it stands the highest risk of leaving Lemartes out alone and easily targeted.  Also uses a crapton of command points, which Blood Angels aren't exactly swimming in to begin with.

 

I think the previous example of just dropping two squads with Lemartes, hoping at least one makes it into melee, and then using DoA to ensure Lemartes makes it in with them seems a more sound and economical approach.

 

Agreed - using Forlorn Fury is too unpredictable  - by which I mean you need to deploy the DC unit before you know your'e going first. There is absolutely no point in moving a unit up the field before the game starts if you're going second - most armies can kill 15 MEQ without breaking much sweat. I suspect the best use of Forlorn Hope is a DC Captain, hiding behind terrain, or behind a screen, hoping to go first and use Forlorn Fury, but if not, using Wings of Fire to bring him down beside the big block of DC and Lemartes who deep strike in Turn 1.

 

Not sure on this, but judging from your post above it seems to suggest a possible and slight misunderstanding of FF. (?)  While you're 100% right about the fact that most armies  can kill 15 MEQ easily, and you're also right about the initial placement of the DC, we can however choose to use FF after seeing who goes first! 

 

If you have multiple units in reserve, you can get a bunch of things rerolling or having charge bonuses. 

 

1. Mephy-Pod hop with wings and quickening

2. Descent of Angels with Vanvets/ASM

3. DC reroll with Lemmy

4. Angels Wing Character

Woe betide any player not using chaff screens.

I do understand this, just didn't express myself clearly enough. Apologies. 

 

The problem of course is that, even if you know you're going second, and decide not to use FF, you still have 15 dC on the board that can be easily shot off the board by most lists. Now of course you can trying and hide them, or keep them out of range, but IMO, its' just easier to keep them in reserve. 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.