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Friday, August 19, 2016

Do Space Marines Need an Assault Unit?


When looking at army list advice online, I commonly see Space Marine players discouraged from taking any assault units. The line of thought is that Space Marines are a shooting army, and any points spent on assault units are better spent on more firepower. This is compounded by the generally low opinion of Space Marine assault units. They generally either don't hit hard enough (Assault squads) or are too slow without an expensive Land Raider transport (Assault Terminators, Assault Centurions, Honor Guard).

Friday, August 12, 2016

Angels of Death: Geokinesis Discipline

Geokinesis is the last set of psychic powers from Angels of Death. It is themed around manipulating the earth and features a plethora of earthquakes and volcanic eruptions. As such, it's especially appropriate for Salamanders Librarians, but any Space Marines can use it.

Chasm is the primaris power, and is a WC2 power without a classification (it sounds like a Malediction but isn't labeled as such). It targets an enemy unit within 18" of the caster, and every model in the unit must take a dangerous terrain test with no armor saves allowed. This will likely cause a wound to 1/6 of the models in the unit, barring invulnerable saves. Against very expensive models or very large units, it might be worth it but it seems like a steep price for little damage in most circumstances. Casting it on a Green Tide would be hilarious.

Friday, August 5, 2016

Angels of Death: Fulmination Discipline

The Fulmination Discipline is lightning based, so it matches all of the artwork of Librarians surrounded by lightning storms. If you want you Librarian to play like Stormcast Eternals, it's the discipline for you. Oh, and it's pretty good too!

Electrosurge is the primaris power, and is a WC1 Witchfire. It is S5 AP4 Assault 6 with 18" range, so it's essentially 2 heavy bolters that can be fired on the move. It's not exciting, but it will do work for you against almost all armies.

Friday, July 22, 2016

Angels of Death: Technomancy Discipline

The Technomancy Discipline is themed around manipulating vehicles and their machine spirits. This manifests both in buffing your own vehicles and weakening or damaging enemy vehicles.

Subvert Machine is the primaris power, and is a Malediction that targets an enemy vehicle within 18". When cast, you randomly select one weapon on the target and roll off against your opponent. If your opponent wins, nothing happens. In the event of a tie, you get to fire Snap Shots with that weapon. If you win, then you get to fire the weapon normally. I hate to say this, but this power is absolutely terrible. You have to cast it, then hope you randomly select a decent weapon on the target, then you only have a 41.7% chance of firing it normally. You need to be able to choose the weapon or have some advantage on the roll off with your opponent to make this worthwhile.

Friday, July 15, 2016

Angels of Death: Librarius Discipline

The Librarius Discipline doesn't have an overriding elemental theme, but is rather based on the collected knowledge of Astartes Librarians. In reality, that means that Librarius is a grab bag of updated Space Marine powers from previous editions.

The Emperor's Wrath  is the Primarus power, and is a reasonably useful witchfire. It's an 18" range, S5 AP3 Assault 1 Blast, so it's threatening to most infantry targets. Nothing special but a solid basic power.

Friday, July 8, 2016

Angels of Death: Anvil Strike Force



The Anvil Strike Force is the Space Marine version of an armored company. It allows you to field an army composed predominantly (or completely) of tanks. Space Marine players aren't as much of tread-heads as Astra Militarum players, and Space Marine tanks don't quite bring the firepower of Astra Militarum tanks, so this probably won't be the strongest or most common army. Even so, it's fun to have the option.

The Anvil Strike Force comes with two Command Benefits. First is Master of Mechanized Warfare, which allows you to choose a vehicle to be your Warlord. If you do, they get the Big Guns Never Tire Warlord Trait. At the end of your shooting phase, your Warlord or another vehicle within 24" can fire its weapons a second time. Compared to most Warlord Traits, this is actually really strong as it essentially gives you another tanks worth of firepower in your army.

Armor of Contempt allows all vehicles in the army to ignore Crew Shaken and Crew Stunned damage results, though they still lose hull points from any damaging hits. This is very useful because it allows your tanks to maintain their fire even when they take damaging hits. It removes "stun-locking" as a viable method of countering your tanks.

Friday, June 24, 2016

Angels of Death: Flameblade Strike Force


Do you love fire? Of course you do! Then the Flameblade Strike Force is for you. It can be taken by Salamanders and their successors (both of them), and accentuates both their affinity for fire and their personal independence. Even more exciting, the Salamanders' rules are the only rules in Angels of Death that aren't a rehash of an older set of rules.

The Flameblade Strike Force brings three command benefits with it. Vulkan's Teachings grant a Warlord from this detachment an extra Warlord Trait chosen from the Personal Traits table. While the Personal Traits table isn't generally considered to be the strongest as it only benefits your Warlord rather than the rest of your army, it can give your Warlord some great benefits such as Feel No Pain and It Will Not Die.  

Scorched Earth adds +1 Strength to any flamer used by a Salamander model in the Detachment. Combined with the re-roll to wound from the Salamanders Chapter Tactic, this makes all of their flamers quite formidable. Even a standard flamer wielded by a Salamander is better than a heavy flamer in every other army. Unfortunately, it doesn't appear that these rules benefit the flamestorm cannons on a Land Raider Redeemer, as it lacks Chapter Tactics.

Finally, Not One Step Back allows a Salamanders unit to become Fearless until your next movement phase by remaining stationary in the movement phase. This has some downsides, as it prevents the unit from going to ground, but it means that your units are incredibly reliable objective holders. Once they get in position, the enemy will have to kill them all to shift them. It's also a great rule for Devastators, as you can keep them in the backfield without having to worry that a bad Leadership test will run them off the table.

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