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Blood Angel Allies Detachments: A Compendium


Memento Of Prospero

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This thread will serve as a Compendium for all my articles on the various Imperial allies ( Xenos be damned!) the Blood Angels have at their disposal. Over the next several weeks, the goal of these is to offer the community insight on :

 

  • Potential allied combinations and synergies
  • Enable various themes that were otherwise not possible for a purely BA force
  • Complementing existing armies

 

My first task will be to review Codex: Space Marines. It is by far the most significant source of allied detachment. It will first break down by noteworthy units, then by Chapter and their special characters.

 

Codex Space Marines:

http://www.bolterandchainsword.com/topic/284107-blood-angel-allies-detachments-a-compendium/?p=3537141

 

Codex Grey Knights:

http://www.bolterandchainsword.com/topic/284107-blood-angel-allies-detachments-a-compendium/?p=3547457

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Blood Angel Allies : Space Marines

Preface

Codex : Space Marines contains a wealth of new units, wargear and chapter specific combat tactics. This article will bring forward new options available to the Blood Angels. It will be broken down in individual segments and brought back together when dealing with the various concepts and incorporating them into a Blood Angel army.


Noteworthy units

Noteworthy units are units that are not available to blood angels or different enough from our codex entry to warrant mention. Each of these will have a description of it's function and application in a blood angel setting.


Chapter Master/Captain
Finally, after nearly two editions of pain and misery, the true heroes of the Space marines have taken their rightful mantles of Executive BAMF at the kicking ass and chewing bubble gum society. They can be made extremely durable and deadly in close combat. A great opportunity for BA players looking for more fluffy additions to their armies.

Advantages

  • Can be made extremely durable
  • Unlocks Bike Squads as troop choices
  • Chapter Master gets a free Orbital Bombardment

Disadvantages

  • Can end up with a hefty price tag

Tactical Squad
While BA have access to tactical squad, C:SM tactical squads are flexible and considerably cheaper. They also benefit from chapter tactics - particularly Ultramarines- rerolling misses for one turn when using a plasma loadout squad and combi-weapon sergeant is a great, free force multiplier. These also give us access to 5 man teams with a special weapon, which our current codex does not allow.

Advantages

  • Flexible squad size for special weapons
  • Increased cost efficiency
  • Access to excellent chapter tactics that blend well with combi-weapons

Disadvantages

  • None!

Stormtalon
Dramatically cheaper than a Stormraven, it still sports 11AV and ceramite plating. The most common configuration of Assault Cannon and Skyhammer Missiles make it a great cost efficient dog fighter.

Advantages

  • 125 points with Skyhammer Missiles
  • Great weapons fire rate
  • Strafing Run

Disadvantages

  • Single Stormtalon for your fast attack slot
  • The model looks like the unplanned pregnancy of a proper plane and a chopper

Bike squad
Space marine bike squad are now fairly priced and units of 5+ can become troops under a SM Captain/Master on bike. A great unit to properly complement our speed and provide relentless gun platforms. The twin-linked bolters also provide great anti-troop support.

Advantages

  • Energizes well with BA's speed
  • units of 5+ can be made scoring
  • Can carry two relentless Grav Guns
  • Amazing conversion opportunities

Disadvantages

  • Will contribute to a low model count
  • reliant on jink cover saves to survive low AP weapons fire

Centurion Devastators
Centurion are very specialized in their utility. They can have an odd mix of weapons with varying ranges and strengths, but can serve well in areas where BA can struggle. Simply kitted with grav canons they can help us deal with monstrous creatures Mephiston would otherwise not be able to reliably dispatch ( tyranid shadow in the warp, tau Riptides, grey knights Dreadknights come to mind). They slow and short ranged, so proper deployment or transportation is required to field them effectively. They are greatly improved by prescient psykers, either from gaining rerolls to hit, ignoring cover or a 4+ invulnerable against shooting attacks.

Advantages

  • 2+ Save, multiple wounds
  • Can shred monstrous creatures, MEQs and death stars thanks to Grav Cannons
  • Equal efficiency against all levels of vehicle armour.

Disadvantages

  • Slow, Very Bulky
  • Next to useless against low armour value targets
  • The models look like vending machines

Thunderfire Cannon
Infinitely more efficient at anti-troop duties than a whirlwind, the thunderfire cannon comes with wounds instead of armour and a techmarine with a 2+ save to soak. It is fairly priced and great if it can get stuck in an entrenched position to bombard enemy lines.

Advantages

  • Can Ignore Cover
  • Is a Barrage
  • Can be used for crippling advances

Disadvantages

  • Must make good use of cover to survive
  • Takes your only heavy support slot in an Allied Detachment

Stalker/Hunter
Two new anti air options for BA, they lack the flexibility of a storm talon and ground ground to ground firepower. They somewhat make up for this with their relatively low cost.

Advantages

  • Features AV 12
  • Very affordable
  • Anti-air capabilities

Disadvantages

  • Near useless without enemy flyers
  • Hunter has a single shot weapon
  • Stalker's split fire is not twin-link and resolves at BS 2

The Chapters


Ultramarines
The Ultramarines have a great set of chapter tactics to empower tactical squads and smooth the overall game play. They are the best allies to get for a fire power base allied detachment thanks to their Chapter Tactics.

 

The chapter provides:

  • Flexible Chapter Tactics
  • A great special character selection
  • The Tactical squads in the codex

 

Chief Librarian Tigurius
At 165 points, Tigurius outclasses anything we have access to. Easily the best addition to a BA force the codex can offer. He completely outclasses our Lv 2 Librarians, can reroll his picks and makes a perfect HQ choice to support potent units as a force multiplier.

Advantages

  • Extremely cost efficient
  • Mastery lv 3 and rerolls spell picks
  • Access to divination

Disadvantages

  • Gift of Prescience only works for the allied detachment
  • Needs a hammer unit to truly shine

Captain Sicarius
At 185 points he his on the expensive side of the curve, but he brings a fair amount of utility to the field. His Surprise Attack affects all reserve rolls.

Advantages

  • +1 to reserve rolls while on the board
  • Coupe de grace at initiative
  • Provides infiltrate to a tactical squad

Disadvantages

  • A little on the expensive side
  • Medium fighting capabilities

 

Sergeant Telion
Telion brings stealth to a scout squad, and allows you to fire a BS6 missile launcher should you need it. Also great at manning a quadgun. Overall great in a defensive setting.

Advantages

  • Guaranteed precision shots
  • Provides BS 6 missile launcher on demand
  • Provides stealth

Disadvantages

  • Only available to Ultramarines
  • No close combat fighting capabilities

 

White Scars
White Scars bring a fast paced combat doctrine, which can mesh well with our fast vehicles and jumpers. You can possibly bring 3 bike squads in an allied detachments with Kor'sarro Khan or a master/captain on a bike. The Ultimate mounted support force.

 

The chapter provides:

  • Hit and Run (transferable to allied units via independent characters)
  • The best bike squads in the codex

 

Kor'sarro Khan
With a Captain stat line, the Khan ranges at 150 pts with Moondrakkan. Cheaper than most captain builds, he however lacks artificer armour. His main fault is that he needs to be the warlord to grant scout. He cans till grat hit and run to any unit he joins. at best cheap, dangerous character hunter if need be. At worse, a cheap allied HQ.

 

Advantages

  • Potential Instant death at initiative
  • Cost effective
  • Multiple Hammer of Wrath
  • Provides Hit and Run

Disadvantages

  • Not as resilient as most captain builds
  • Average fighting capabilities
  • Cannot Benefit from Master of the Hunt


Imperial Fists / Crimson Fists
The sons of Dorn's legendary fighting abilities have been oddly penned in their set of chapter tactics. Bolter drill is alright, but still a let down as it does not affect sternguard special ammunition. Another oddity is that devastator units get +1 to building damage tables. I can't remember the last time that came into in any of my games. So what is there to benefit from the Fists? Tank hunters. Great for devastator squads and non-grav cannon centurion setups.

 

The chapter provides:

  • Increased efficiency for bolter weapons
  • Tank hunter for Devastator units

 

Captain Lysander
Lysander is the pinnacle of resilience - eternal warrior, terminator armour and a storm shield. With the fist of Dorn he can crack open any armour, cause instant death to pesky T5 daemon princes. My only issue is that Mephiston outshines him in every department, but he does no rely on psychic powers to deliver Hammer Time.

 

Advantages

  • He is an unstoppable Juggernaut
  • provides S10, AP 1 attacks

Disadvantages

  • Costly investment
  • cannot benefit from Icon of Obstinacy



Pedro Cantor
Pedro allows sternguard units from his detachment to score. His Oath of Rynn only works when he his your warlord and that is his second major asset. This greatly limits his potential as an allied detachment. He however still retains great utility with a power fist and Dorn's Arrow. 

 

Advantages

  • Provides scoring Crimson Fist sternguard units
  • Great utility
  • Orbital bombardment

Disadvantages

  • Can be fragile using his power fist without eternal warrior
  • Steep cost without benefiting from Oath of Rynn.

 

Ravenguard

The Ravenguard were given chapter tactics to accomodate Jump infantry and slealthy troops. While C:SM does not provide better jump infantry than our current codex, ravenguard units can complete our fast paced style.

 

The chapter provides:

  • Scout for non-bulky units, stealth first turn
  • Stealth and infiltrate for any jump infantry unit via Shrike

 

Shadow Captain Shrike

Shrike can provide us with interesting benefits for a death star setup. Providing stealth and infiltrate to a jump infantry unit can deny your opponent deployment reactions while letting you place your unit where it can do the most harm to your opponent. Stealth will greatly improve the unit's ability to weather the storm of the first turn.

 

Advantages

  • Provides Stealth
  • Provides Infiltrate
  • Rending, shredding attacks

Disadvatanges

  • Requires specific setups to maximize his special rules
  • Can only join jump infantry

Black Templars

 

Black Templars have limited utility to provide Blood Angels outside of Adamantium Will and crusader squads. None of their characters provide any particular advantages useful to us, so I will not be listing anything else for them at this time.

 

The chapter provides:

  • Adamantium Will
  • Crusader Squads

 

Salamanders

 

Salamanders chapter tactics have specific usage, but can still benefit Blood Angels in some cases.

 

The chapter provides:

  • Twin-linked flamers
  • Master-crafted character weapons (inclues combi-weapons sergeants)

 

Forgefather Vulkan He-Stan

 

Vulkan usually brings a wealth of utility to a Salamanders army. As an allied detachment, he is denied his biggest asset in using The Forgefather only if he is your warlord. He still sports a twin-linked heavy flamer and a 2+/3++ save.

 

Advantages

  • Twin-linked heavy flamer
  • Very resilient
  • Great anti-MEQ ability in close combat

Disadvantages

  • Cannot benefit from The Forgefather

 

 

Noteworthy wargear

Grav weapons
Grav weapons are the new featured weapon of the C:SM. They are very deceptively bad on non-relentless models They salvo weapon status and relatively low range means they will always be at odds with the rest of the squad in most cases. 6th edition requires scoring units to jockey for position at all times.

The Shield Eternal
A great staple for Masters and captains in an edition where instant death lurks around every corner. Coupled with an artificer armour, it make a great damage sponge leading from the front.

Teeth of Terra VS Burning Blade
The Teeth of Terra are very cost effective considering you are paying 10 points more than a relic blade for rampage and strike down. It while it is a specialist weapon, it is not two handed. The Burning Blade looks great at first glance, but it costs twice as much as a power fist. The AP is where your money is at - but if you need AP 2 a power fist seems in order when also using the Shield Eternal.


 

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Might add the synergy with Corbulo to the Centurions section. I've seen SM players allying in BA to put Corbulo in front to tank wounds with his FnP (plasma, mostly), and there's normally Tigger iaround as well to get them a nice invulnerable save. No reason it can't work with the armies flipped.

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Looks a great start and a good idea indeed, thank you!

 

Last year I purchased a small contingent of Space Wolves to add as allies, and more recently looking into Crimson Fists.  Specifically to make use of my Heavy Bolter dev's and units of Sternguard.  So I'll be keeping an eye here for anything helpful :)

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Looks good.

 

 

I'm curious to see what you think about the Inquisition supplement due to the ability to add in units for very little cost. It's like adding in the grey knights codex, with only needing the HQ. Thinking of it as a useful way to kill under 100pts by adding a characterful character to my army, even another psyker.

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Blood Angel Allies : Grey Knights

 

I started painting a GK army and I allied them with my BA quite often in the past few months, so I'd like to share some insights :) Feel free to add your own experiences!


What Grey Knights offer complements our weaknesses quite well. They have strong troops that excel at midfield shooting, something we BA sorely lack. They also have a Mephiston Dreadknight. On the other hand, they sometimes struggle against heavily armored vehicles, which we BA don't have a problem with thanks to an overabundance of melta.

 

Dreadknight

That thing is the perfect complement to Mephiston and 2-3 Fragiosos in pods. Having T6 and a 2+ save he falls in the same target category as them, and being able to shunt 30'' in the first turn and lay down a devastating flamer template increases threat saturation. He also easily kills most units in close combat.

 

Advantages

  • Same target category as Mephiston and Fragiosos
  • Very fast with a teleport module
  • Flamer excels at killing weakly armored units (pathfinders, rangers, etc.)
  • Draws a lot of fire

Disadvantages

  • Expensive
  • Hard to hide and gets focused down rather easily if placed incorrectly

Recommended Loadout

  • Teleporter is necessary
  • Flamer to increase turn 1 threat potential
  • Sword is optional. I usually equip it because it greatly increases the cc potential and makes sure you don't get tarpitted so easily. On the other hand, the Dreadknight often gets focused down as soon as possible, so you might not need it.

 

Strike Squad

The Grey Knight strike squad is one of the best troops options there is in my opinion. Equipped with stormbolters, force weapons and a psycannon, they can take on almost every opponent. For just 50 points, you can add a S6 heavy bolter on a razorback, which is infinite times better than a regular heavy bolter. And of course they are scoring, and let's face it, BA troop choices are just lacking at the moment!

 

Advantages

  • Excellent midfield shooting
  • Psycannon is very versatile and can threaten every target
  • Razorback offers great utility and protects the strike squad
  • Warp Quake is situative, but can be a gamechanger

Disadvantages

  • Low model count

Recommended Loadout

  • I usually run 5 man squads with a psycannon and a razorback with psybolt ammunition. The squad only gets psybolt ammunition if they are 10 man strong.

 

Inquisitors/Inquisitor Coteaz

Inquisitors are the cheapest HQ in the game. Upgrading them to lvl 1 psykers gives them access to divination, making them the perfect buffbots. Coteaz costs more points but is still very cheap, and the utility he offers is unmatched. For the same cost as our basic librarian you get a lvl2 psyker (with divination) in terminator armor with a hammer and a bunch of awesome special rules.

 

Advantages

  • Cheap
  • Offer great utility
  • Unlock versatile retinue squads (that are troops with Coteaz)

Disadvantages

  • Weak in close combat

Recommended loadout

  • I usually run a minimal setup, only giving them the psyker upgrade.

Retinue

  • My standard squad are 3 plasma cannon servitors and some ablative bodies in a chimera.
  • A more expensive option is a large squad of crusaders and death cult assassins in a land raider, opening up some interesting lists as well. Sadly, the land raider will occupy the HS slot.
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Blood Angel Allies : Space Marines

 

Stalker/Hunter

Two new anti air options for BA, they lack the flexibility of a storm talon and ground ground to ground firepower. They somewhat make up for this with their relatively low cost.

 

Advantages

  • Features AV 12
  • Very affordable
  • Anti-air capabilities

Disadvantages

  • Near useless without enemy flyers
  • Hunter has a single shot weapon
  • Stalker's split fire is not twin-link and resolves at BS 2

     

 

Just remember that Skyfire allows you to fire with full BS at Skimmers as well as Fliers. With Tau, both flavours of Eldar and Necrons all using skimming tanks it's only really against Demons, Tyranids, Orks and Chaos marines that there might not be targets in the core of their build for these new tanks (although I wouldn't count against Flying MCs in all but the Orks). The Hunter with it's 2d6+7 is pretty good against the heavier grav vehicles (quantum sheilded Necrons, Tau tanks, fire prisms/falcons) whereas the Stalker can be of more use to get efficient hits to ground FMC as well as against Land Speeder squadrons, Vypers and Piranahas.

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Blood Angel Allies : Space Marines

 

Stalker/Hunter

Two new anti air options for BA, they lack the flexibility of a storm talon and ground ground to ground firepower. They somewhat make up for this with their relatively low cost.

 

Advantages

  • Features AV 12
  • Very affordable
  • Anti-air capabilities
Disadvantages
  • Near useless without enemy flyers
  • Hunter has a single shot weapon
  • Stalker's split fire is not twin-link and resolves at BS 2

Just remember that Skyfire allows you to fire with full BS at Skimmers as well as Fliers. With Tau, both flavours of Eldar and Necrons all using skimming tanks it's only really against Demons, Tyranids, Orks and Chaos marines that there might not be targets in the core of their build for these new tanks (although I wouldn't count against Flying MCs in all but the Orks). The Hunter with it's 2d6+7 is pretty good against the heavier grav vehicles (quantum sheilded Necrons, Tau tanks, fire prisms/falcons) whereas the Stalker can be of more use to get efficient hits to ground FMC as well as against Land Speeder squadrons, Vypers and Piranahas.

I am aware of it, but did not word it properly. I will edit it to flyer/skimmer. Thanks for pointing it out!

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