Ex Libris Mortis'
Blood Angel
Tactical Library
4th Edition Blood Angels Tactica
A Closer Look at Blood Angel
Tactical Squads
by Brother Zink
Blood Angel Tactical squads: In the latest edition
40k they have been overlooked, abused and laughed at. The main reason is
that to my knowledge very few people quite know what to do with them, and
more recently have been replaced with the more close combat scouts. This
short article – based from past postings of veteran blood angel players
and from my own meandering experiences – will hopefully amend a few of
these wrongs with four 'tried and tested' tactics and extra points to take
note of. If anything I hope this will get you thinking about your own tactical
squads and how you will use them.
From third ed. to fourth
The main problem arose when tactical squads could
no longer infamously “rhino rush”. For the more newbie of players, this
was to put several squads (with a veteran leader w/power sword) in rhinos,
and thanks to the over charge rule, to attack on either the first or second
turn. These squads could do a fair amount of damage, and tie up squads
which would normally assault/shoot at your more specialist squads. This
rule is now obsolete due to not being able to charge on the turn squads
disembark.
Tactic no.1
The most obvious choice
Right, so tactical squads can have a heavy weapon
for way cheaper then devastator squads. Give them a lascannon then, with
the other marines to act as mincemeat and hey, you have an anti-tank squad.
Problem and solution
You might argue that so long as this squad takes
down a tank, then it has it's points back. But as far as i'm concerned,
all those bolters have been waisted! One suggestion however is two of these
squads in front of a devastator squad armed with rocket launchers. The
latter are the real tank killers, but the tactical squads look that much
scarier with the bigger guns. The tactical squads themselves only tank
hunt if needed, and otherwise go for smaller targets
Tactic no.2
Anti – heavy troop armour
Arm this squad with a rocket launcher and plasma
gun. Although the bolters themselves aren't as useful, they should still
be able to take down a target or two
Tactic no.3
Bolter death
Particularly useful against low armour troops,
basically bolters all round with a heavy bolter. Good to keep ground and
a constant annoyance to the enemy :)
Tactic no.4
Short ranged firepower
This is a variation to the rhino rush. One armed
with melta gun or flamer, another with heavy bolter or rocket should the
rhino be destroyed far away from the enemy. A veteran sergeant w/power
weapon. Move forward in rhino, deploy and shoot at enemy counter-CC troops.
Timed with assault squads moving into CC the same turn this can hurt. Then
charged into CC themselves, remember Blood Angels get the added bonus on
charge. Another variation of this is the same set up w/o heavy weapon but
in a drop pod. Although you don't know when it will arrive, it can catch
your opponent off guard. Arm the veteran sergeant w/powerfist and choose
the meltagun to create a cheep anti-tank squad (although again bolters
are waisted).
Sub-Tactic A
A note on veteran sergeants and the death company
Have a “naked” veteran sergeant in the squad
(i.e no added wargear). Mostly used for shooty tactical squads who don't
need the close combat weapon so much. If when rolling for the DC, choose
the v/s for a death company model w/powerfist or powerweapon. Now, I used
to use this tactic in every game, however it just doesn't feel right: you
really want your most experienced marine in the squad to go mad?! Generally
therefore this tactic is frowned upon, many already see the Blood Angels
as beardy, don't do anything to encourage this. Better would be to arm
the v/s w/powerweapon. When rolling, if you feel the squad won't end up
in combat, then move him to the DC. Otherwise don't. Everyone's happy.
I suspect this rule may change in the new Blood Angels codex, but until
then it's your choice to what you do.
Rhino or Razorack?
Current rules state that these must have overcharged
engines, whether u want to use them or not. This does mean that a razorback
w/lascannon adds up to around 100 points! With its low armour, it seems
like easy victory points for your opponent. For this reason I don't give
razorbacks the lascannon upgrade. However if you have multiple squads moving
forward in APCs then at least one razorback can be useful for close ranged
fire support. Due to the other APCs and predator variants your opponent
will be overwhelmed with armoured targets so not concentrating fire power
into the Razorback. For smaller games I would therefore suggest leaving
them out and taking the rhino. Razorbacks also can only carry 6 marines.
Considering at least one marine may be moved to the DC, that's a squad
starting at only 5 men. For this reason I would suggest a specialist squad
armed as anti tank or a support squad to deploy and attack a turn after
to tip the balance into your favor w/ your v/s' power weapon/fist.
What size should my tactical squad be?
Due to marines going to the death company I would
suggest a minimum of 7 marines per squad unless in a razorback. Note that
a squad of 7 needs 4 deaths to take it under half squad size whereas a
squad of 8 needs 5 deaths. With a squad size of 7 at worst two marines
may go to DC leaving the squad size as 5 which is an accepted minimum.
Should it start at four you know your in trouble. The more of those bolters
you're going to use, max out the squad. A squad size of 9 just seems awkward
to me. The more squads you want the smaller each squad should be (to the
minimum of seven). Remember: more squads = more targets = the more likely
your opponent will make a mistake. Simple.
Creating your own tactical squads
Points to consider
One: What role do want your tactical squads to
undertake?
Two: What size should the squad be?
Three: Is the squad reaching its full potential?
Good luck with your tactical squads!
Zink
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