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Welcome to part three 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).

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 Chaplain


What are you thoughts here folks? How best would you use a Chaplain?
  • To compliment a list, or to build a list around? Will the beta rules affect your list(s)?
  • Will you be running multiple units?
  • Footslog, jump pack or transport? Suitable for Warlord duties?
  • What weapons and equipment are you taking and does the above affect how you run them?
  • How are you using Litanies of Hate and Spiritual Leaders effectively?
  • Are you buffing this unit? If so, how?
  • Stratagems of note?


Over to you

Nb: Please note that TDA Chaplain will be covered on a separate entry.

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The Ld buff is underrated and can be the difference between losing a few guys to a dice roll and not, something an Assault unit on it's way to combat certainly doesn't want! Plus it lets you safely invest in larger units, which you will want for combat.

 

For dedicated CC units, the Litanies of Hate are superior to a Captain, allowing full re-rolls in combat - this is especially useful on the likes of Power Fist armed models with negative modifiers built in.

 

Another thing to remember is the built in 4++ save. Only Captains get this as standard elsewhere and this can keep the cheeky Chappy chanting at your marines a lot longer than some enemy characters.

 

The Crozius Arcanum is slightly disappointing at +1S, -1AP but a flat 2D and +1 to Wound from Red Thirst means it can still get work done if you want to keep things cheap.

 

Jump Pack or Bike is a big question, personally if you have the points I'd say a bike is almost always worth it. You get some decent firepower, a very fast move and where you miss out on some BA Stratagem support, you make up for with an automatic 20" advance to get those auras wherever you damn well please - plus a slightly larger base means potentially more use of the auras!

 

The ideal units to pair with would be Vanguard Veterans, Company Veterans tooled for CC and of course, the fluffy choice of Death Company. Obviously the main competition the humble nameless Chaplain faces most is from the Guardian of the Lost himself; Lemartes, who is a bargain for his points. However do note that Lemartes can only buff Death Company and not other units.

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He's basically a melee focussed Captain but with slightly less damage output since he can't take a Thunderhammer, Fist or Relic blade and slightly less durability since he can't take a Stormshield.

Considering that no Marine army regardless of how melee focussed is consisting of just melee the lack of re-rolling for ranged attacks on the way to the enemy still hurts and often doesn't balance out the additional re-rolls of 2s in melee simply because the less you kill on your way into melee the more can shoot at your guys the less actually reach the enemy lines to get into melee. Things like that snowball a good bit more than people expect and since Marines already have WS3+ the difference between re-rolling just 1s and re-rolling all failed hit rolls is rather small.

I don't think the LD buff is that underrated. With MSU being a thing Marines rarely have to roll for morale anyway and if they do they can re-roll it anyway. At best it makes a difference of losing one(1) more Marine.

 

It's not a bad character, he just gets outshined by the Captain quite easily.

 

As for how to use him, you obviously want him with your melee guys. Either Jump Pack or Bike is the way to go, though considering that you can push only one unit into melee with the 3d6 charge from deep strike and he's protected by the character rule anyway I'd probably give him a bike so he can dash to where you want to drop your melee Jump Pack guys. With M14 on a bike he should be easily in range for a turn 2 charge together with your VV/DC/SG anyway unless you drop them behind enemy lines.

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For dedicated CC units, the Litanies of Hate are superior to a Captain, allowing full re-rolls in combat - this is especially useful on the likes of Power Fist armed models with negative modifiers built in.

 

Just a quick note on that, but as I understand it negative modifiers don't affect rerolls in 8th. The ability to reroll all misses in this situation is based off the unit's weapon skill as modifiers are applied after rerolls, so even tagging along with a unit full of hammers or fists the chaplain would still only allow them to reroll rolls of 1 or 2. A 3 would technically hit at the stage to check for rerolls, then end up missing at the modifier step with the -1 makes it a net 2.

 

That said, a Chaplain is still a nice support character for a melee focused unit. If you simply want to increase the melee output of a unit such as VV with TH/SS, rerolling both 1s and 2s will outweigh a Captain's 1s, where missing the ranged rerolls is a non-issue. As Panzer says, a bike can be a nice way to go while the Index options are valid but a JP does still have the handy ability to move over terrain that might block a bike from getting where it needs to be.

 

The way I see it while Captains can be made into our top beatsticks or fill niches like babysitting plasma, Chaplains are the stronger support role for buffing a melee squad you intend to dish out the damage rather than the character himself, with the combination of the extra rerolls and leadership aura. The extra note here is that Lemartes is the superior Chaplain to support a DC unit, but a base Chaplain still works very nicely.

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You guys all know Hazriel is my favorite model I own. He's also the first ETL model I completed on here.  He also has sentimental value, as he was a birthday present from a good friend.

I've always loved chaplains. In 5th edition the reclusiarch was my favorite model/ruled character and I hate that they took him away from us. 

I have several variations (last count on chappy's was five!) I swear one day, maybe the next ETL I'm going to paint one of them silver in odes to our chaplain of years past!

My first load out is Hazriel, and I run him as a death company chaplain. Angel's Wing, Plasma Pistol, DVoS + Gift of Foresight/Artisans or Soul Warden. I usually lean towards Soul Warden to get an extra attempt at denying Psykers (there's a huge presence in my local area) But it really depends on what I'm looking at across the board.

My second load out is Jaren, my footy chaplain with an inferno pistol. I usually run him alongside Corbulo in a drop pod with a squad of footy death company or storm raven/rhino. I really like this combination as 6s count as additional attempts to attack from corbulo and the re-roll misses allows for a higher percentage rate for more attacks to go through. I've given him an inferno pistol because I want him up close and personal when being delivered from a transport. Interestingly enough, he's actually killed Mortarion with the melta shot. So he has been given a personal heraldry banner that he wears into battle.

While Lemartes is superior, I chose the chaplain for several different reasons. Mainly because before they were cheaper, now that Lemartes is a flat bill he's definitely a model I wouldn't mind fielding. But if you aren't wanting to take a smash captain you still want access to the Angel's Wing, and a jump pack Chaplain is a great option for that. 

 

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My second load out is Jaren, my footy chaplain with an inferno pistol. I usually run him alongside Corbulo in a drop pod with a squad of footy death company or storm raven/rhino. I really like this combination as 6s count as additional attempts to attack from corbulo and the re-roll misses allows for a higher percentage rate for more attacks to go through.

 

Nice catch with that combo. Very decent with something like DC or Van Vets.

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My second load out is Jaren, my footy chaplain with an inferno pistol. I usually run him alongside Corbulo in a drop pod with a squad of footy death company or storm raven/rhino. I really like this combination as 6s count as additional attempts to attack from corbulo and the re-roll misses allows for a higher percentage rate for more attacks to go through.

 

Nice catch with that combo. Very decent with something like DC or Van Vets.

 

Yeah, I really like it. If I'm playing character heavy support games I'll toss the Sanguinor in there alongside them. Its pretty awesome watching a squad of 10-15 models doing something like 90 attacks.

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As all the posts above state, the Chaplain has his uses. I think in the current "meta" the "best" all-purpose use would be a Jump Chaplain running with Stormshield Vanguard Veterans, if you are not sending your Smash alongside them as well.

 

I think in 8th in general the Chaplain's job is getting a bit crowded...points cost aside, Dante is superior in everyway giving full re-rolls to melee and shooting and making units Fearless if he's the warlord. Likewise, if you're running Death Company, Lemartes and/or Astorath are superior in nearly every way as well.

 

I considered putting a Chaplain with LC Terminators, but honestly, a Terminator Ancient can do that as well in addition to potentially giving out 5+++ FNP. (for context, a fun build I've used in the past is Cataphractii Terminators w/ twin LC's, Banner, Corbulo for 16x S5 AP-2  Red Thirstin' hits, re-rolling all To Hit/To Wound with exploding 6's and 2+/4++/5+++ revivable).

 

...so to the get "best" mileage out of a vanilla Chaplain, you want units that don't fit one of the above use cases, hence why I would settle on

 

  • Vanguard Vets or Company Vets
  • Scouts bombs
  • Any Rhino-borne assault unit

Special note on Sanguinary Guard: with their Heirs special rule I think a Chaplain fits into the same weird Dante case where their primary ability is actually wasted, somewhat, so I would not consider them at all unless you're deliberately sending your WL in a different direction.

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Keep up the advice and suggestions folks!

 

Couple of clarifications though:

  • Powerfists are a legal choice
  • Bikes aren't a upgrade - like the TDA Chaplain they are a different Datasheet and as such, will be discussed elsewhere :)
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I have five regular Chaplains, but only one with a jump pack...

 

I've started to use the jump one (the oop "disco" Lemartes model) recently in lieu of my Sanguinary Priest in my 2k list. He has the Angel's Wing when I'm using The Sanguinor instead of a Smash Captain. Basically, I'm ensuring my SG get their re-rolls when away from the Warlord (I.e when they go off and do their thing) and/or to give my Characters re-rolls when I use The Sanguinor (as he's guaranteed to miss at least two every time). He's got a magnetised ranged weapon too although I rarely go beyond the bolter/stormbotler. Do we care about grav pistols anymore?

 

My foot ones are either pistols or rifles with no conversions... These I use with my mounted forces (so in a rhino with, say, DC, or they have come down in a Pod with Company Veterans in my Scout list). Pretty much Ronseal in this instance.

 

Never considered the LDR buff but in conjunction with a banner (like in my 2k list) that's a decent defense Vs the Eldar or GSC LDR bomb tactics. Could be useful going forward.

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I just can’t see how they are good value after the huge drop to astorath’s points.

In narrative play when you're creating your own character the humble vanilla heroes can be brought into the fold of greatness. Anywhere from a basic Hero with 4 buffs to a Legendary Hero with 8! 

 

I completely forgot to add this to the concept of Chaplain's and other generic HQs to the narrative fold. Ever since we got such amazing Narrative and Open play rules, every single one of the original vanilla characters you have access to  has the potential to become something extremely special! This is also for every vanilla hero across the entirety each codex's line of rules.

 

The thing about Open Play and Narrative games is you are writing a story and playing it out on the table top. So people shouldn't  be using and abusing every single rule with fast, loose, abandon. 

 

I'm personally love the CA 2.0 rules! I try not  to go above Mighty Hero for Hazriel even though he is the Reclusiarch for my Carmine Blades. So I would always want to talk it over with my campaign partners. However I feel that as the weeks, months, and battles progress, you could make an argument to "Level" up your character. However I feel like Mighty is the sweet spot for a prolonged campaign only giving Legendary Status to the character that represents you after say the fourth of fifth battle!

 

Anyway, Here's how I would address Hazriel:

Blood Angels Chaplain with Jump pack and Plasma Pistol & Crozius [replace jump pack with Angel's Wing]

Indomitable

Foresight

Savage Ripost

Directed Fire

Auto-Loader-Pistol (To re-represent the "Rage of Haldroth" a.k.a. Fury of Baal Plasma pistol)

Divine Protection

 

This makes him better in close combat as well as making him a more rounded support character. Re-rolling 1s in the shooting phase, giving him a 3++ rather than a 4++, halving his damage, each unmodified 6+ saving throw in the fight phase = a mortal wound to the unit that the wound was saved from, the ability to re-roll one dice like Corbulo and having a Pistol 2 plasma pistol rather than a Pistol 1. If only I could make it not get's hot! But still that would be an excellent character to field as a vanilla chaplain. You are only limited by your imagination!

 

 

 

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I feel like we shouldn't include create your own character rules in these threads. Narrative and Open Play are whole different beasts and especially these rules can make any character broken without much effort.

Not saying that one shouldn't talk about it at all, but maybe that's a topic for a new thread rather.

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I feel like we shouldn't include create your own character rules in these threads. Narrative and Open Play are whole different beasts and especially these rules can make any character broken without much effort.

Not saying that one shouldn't talk about it at all, but maybe that's a topic for a new thread rather.

Let me preface this response with, this isn't directed at you mate. Just thoughts on the general misconception many matched play only dudes make.

 

If youwant to break the game by only taking the best rules for your hero in a game that doesn't have boundaries except for your own self control then be my guest. I've never played a narrative game where some one purposefully breaks the game/rules. That's not the purpose of open war. If someone were to do that I would call them out and explain sincerly I dont play like that. If they insist on playing that way, I am going to break the social contract by not playing someone who wishes play that way. I will never play you in anything but Matched play, or possibly at all if all you care about is winning. There are tournaments and baseline rules for that sort of thing. Then promptly direct them to the cutthroats across the way and let them play that way.

 

I'd wager it would be like the cancerous 6th edition where you could summon demons based on the number of models you owned. Turn 1 would quadruple an army's comp with no downside. I would simply draw the hard line in the sand, because the whole point of Narative/Open War is the fact you're telling a story. Not crushing your enemies, see them be driven before, and hearing the lamentations of the women.

 

The whole point of my response is the CA rules changed the game for open play's players.

 

Having the opportunity to gain abilities on par with a named character is absolutely amazing.

 

I mostly plays narrative and open war games these days with modifications to the matched play points, because power level is still a touchy-feely topic for some players. However we've been quite successful in our games and everyone really seems to enjoy the new rules.

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All I can say - 8ed. is not for chaplains.

To much to-hit rerolling options for Space marines/Blood angels.

 

Also - I can't undrstand why they lost fearless ability - that would be appropriate.

 

Having around 10 original chaplains models it breaks my heart watching them gather dust on the shelf. Except Lemartes I guess.

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