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Jolemai

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

Following the release of the 8th edition Codex, 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 Outrider Squad
sml_gallery_62972_11847_179570.jpg
Outrider Squad, Majkhel


What are you thoughts here folks? How best would you use an Outrider Squad?
  • To compliment a list, or to build a list around? Will the beta rules affect your list(s)?
  • How are you making use of Turbo Boost and Devastating Charge?
  • Are you buffing this unit? If so, how?
  • Stratagems of note?

Over to you.

Edited by Jolemai
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Should the header be updated to reflect that it is 9E and not the 8E codex that has been released?

 

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In the context of the unit, I'm interested to see what is here, as I plan on starting a Lamenters force to add some sons of Sanguinius to the mix. I do not have my codex yet as it is delayed from an item out of stock ordered with it.

 

My initial impression coming from the DA side is that only having a maximum of 3 members of the squad is going to be very limiting.

Edited by WrathOfTheLion
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Outriders got a lot of attention on the drop due to their impressive stats and bucket load of attacks. They get 16 attacks at S4 AP-1 on the charge or 19 attacks at S4 AP-2 if the Assault Doctrine is active. 12 wounds and only 135 points make them a pretty competitive package. They are also obvious targets for Combat Revival. Now the downsides are that the squad is limited to just 3 members and there are no upgrade options, not even a melee weapon on the Serg. Also a single casualty will render them unable to screen characters.

 

However, they hit harder than a bike Squad in melee. If you want a fast-moving chaff clearer then Outriders are definitely good. However their lack of flexibility weighs against what would otherwise be an outstanding unit. 

Edited by Jolemai
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  • 2 weeks later...

Ah, the return of the blood rodeo. I like the speed. If I'm not careful I can easily get lured into assaults on some far end of the table. The remedy is fast moving units. A fast unit with no nearby threats on Turn 4 or Turn 5 can win a game. With a smaller table size and (roughly) centralized objectives, the need for extreme speed is somewhat less.

 

I like fast units like outriders for redundancy purposes. An opponent might have no reason to fear any one of my units individually, but together they are a problem. And, it's easy to say white scars will do bikes better--and on paper I agree, but, what I'm getting at here is combined arms tactics. I like bikes specifically in blood angels, not because of specific blood angel strats, but because they'll help me get my real units into a fight, and be successful in that fight.

 

They also operate as a quick reaction force. If a weakness is exposed, they can move to help. 

 

While I'd caution against using them as a mere throw away unit, or letting them get isolated from the rest of your army, I do see a lot of value in rapid movement onto table quarters or objectives.

 

Without thunderhammers (or some manner of specialization) and the limit to 3x bikers, I'm not sold on the idea of fielding them en masse. To me their capability in the shooting or assault phase resembles intercessors. That is to say, I see their usefulness, but other list building needs need to be met. Still, the possibility of an apothecary reviving them is very interesting. And, bike chaplains look outstanding to use alongside them (to the point I fear they'll get a point correction).

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