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Welcome to part two 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 Company Champion on Bike

What are you thoughts here folks? How best would you use your Biker Champion?

  • To compliment a list, or to build a list around? Will the beta rules affect your list(s)?
  • Will you be running multiples?
  • How are you buffing this unit? Will it babysit anything?
  • What Wargear Options do you prefer and how much does it depend on the above choices?
  • Stratagem synergy or note?

Over to you

Please note that Company Champions will be discussed elsewhere.

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Before anyone asks:

 

Last edition they weren't legal for us, but following the changes to 9th edition, we now have access to any "generic" unit in Warhammer Legends: Space Marines - and this means we have access again. 

 

Of course they are a Legends unit which could hamper their use in competitive play, but they remain a legal unit for this edition.

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I would definitely upgrade one of these to Chapter champ, T5, 1+ 5++ and a -1 to hit rolls in melee make this guy a real brick wall for melee armies, plus damage 3 from the special relic he would then have access to is ideal for his roll as a character assassin.

 

Combine this toughness with stratagems like Skilled Riders and his high move speed and you won't have many difficulties getting in close and delivering some pain.

 

As he is armed with a power sword anyway,I think he really benefits from BA chapter tactics, but I would be aiming to get in combat with characters anyway to get wound rerolls.

 

I would use him in a similar manner to an Eversor assassin, picking out a character and pointing him straight at it, even more so if that character prides itself on close combat prowess. If you have charged, I see no reason not to be eliminating Lieutenant-level characters pretty easily, unless they have significant invulnerable saves. Certainly units like Apothecaries and Librarians shouldn't be much to worry about with a little forward planning.

 

To improve his target pool, a Librarian with Null Zone is a good choice, if somewhat double edged, and, naturally, a squad of bikers to support the Champ and blast away hordes and supporting units, I would take a full Eight bikes+Attack bike, with two Meltas or plasmas and the multimelta, to help crack open the tinned meat you really want to get too, a hammer or fist on the sergeant to mop up any remaining wounds the target has if needed.

 

Almost as an afterthought, the Chapter champion upgrade has an excellent WT that allows rerolls of charge ranges for <CORE> units in 6", which is very useful for a charge from, let's say, a VV squad that deepstrike just in time to support a charging champion and his fellow bikers?

 

Overall, I quite like this unit.

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