GUEST SPEAKER LECTURE 
~ ULTRAMARINES VS. Blood Angels ~

Greetings my brothers!

Today we are honored to host Chaplain Alan O'David (aka: Grey Griffin) as our Guest Speaker - Chaplain Alan O'David is a veteran Ultramarine player who has come here to discuss the detail of battle between Ultramarines and Blood Angels! I would like to be the first to thank him for his visit and thank him for sharing his experience with us here today! I now turn the floor over to our Guest Speaker - Chaplain Alan O'David.
~ Brother Edward

.... lights dim as Chaplain Alan O'David steps up to the podium....
 

Clash of the Titans: Marine on Marine

---------------

So, you Black Raged on the wrong side of the bed, or you were given bad intel, or you suspect Chaos infestation, but for whatever reason, your Blood Angels battle force is lining up against their battle bretheren. The sight of tanks and heavy weapons and huge tactical squads is imposing, even to a member of one of the most powerful Chapters of the Adeptus Astartes. Imperial Fists, Salamanders, Ultramarines?the army across the field is hauntingly familiar, but terrifyingly alien. The Vindicator, the Whirlwind, the cyclone and assault cannon Terminator, the Devastator squad, the heavy weapon Command Squad with a Techmarine?all of the tools you have at your disposal, but that take second place to Assault Terminators and Tac Squads in Rhinos, arrayed against you.

Facing a ?shooty? Space Marine army is one of the most disorienting, disconcerting, and daunting tasks facing a Blood Angel general. It?s like digging through the bottom of your sock drawer (you know?where you keep all the ones with the holes) and having all those missing left socks leap from their niches and try to strangle you. Shooty Marines are deadly accurate, extremely well armed, tough as nails and seemingly impossible to dislodge once they dig in their heels. Blood Angels have neither hordes of Gaunts to absorb the horrendous casualties, nor the thrice redundant firepower of the Imperial Guard. Indeed, Codex Marines geared for shooting are an imposing sight for any army to face, especially Blood Angels.

But no obstacle is insurmountable, and Codex Marines are no exception. This treatise will cover all aspects of a shooty codex marine army, from the calculator to the tabletop, and provide new insight into the tools available to the Adeptus Astartes that you Blood Angel folks might not be intimately familiar with. Finally, I?ll demonstrate how a shooty Marine army will react to a typical Blood Angels assault army, and how a Blood Angel player can overcome this unshakable obstacle.

Note that my experiences are based on non-tournament, 2000 point battles, and that?s where most of this data will come into play.

The first step to constructing an army is, obviously, constructing the army list. We?ll assume a Standard mission chart, and so we?ll begin with the mandatory HQ. In a typical Shooty Marine army, there are four options for an HQ. First, there is the typical ?sieze the objective, take the fight to the enemy? Chaplain or Force Commander. Despite the theme of the army, it is hard to overlook a powerful hand to hand character, is it will give the army a much-needed boost in the inevitable instance it encounters hand-to-hand combat. The second option is to use a ?counter assault? character, which will typically be much the same, usually a chaplain with a pistol and other miscellaneous gear. The third, and potentially most dangerous HQ, is the ?multipurpose? character, who will plug gaps, provide close support and lend a share of his firepower to the line. The fourth and final option is the ?throwaway? HQ, generally a Leader equipped with a power weapon and pistol and not much else, possibly accompanied by a command squad in a Razorback. So, in general, an HQ doesn?t differ much from any other army, being either another body to throw at the enemy, or a hard core chunk of the army.

An uncommon but extremely effective choice is the Space Marine Librarian. With a Psychic Hood, he?ll be able to face off with the Blood Angel Librarian (and prevent him becoming a dervish of death). A Force Weapon lends him the massively powerful multi-wound strike. Smite (the ?vanilla? psychic power, for those of you who haven?t looked in the codex recently) will put down an AP 2 template, and Terminator Armor gives him survivability and an invulnerable save at a bargain 25 points.

Each HQ choice must be handled differently. The first HQ choice is potentially the most devastating. ALWAYS remember, regardless of the army?s theme that the HQ is STILL a Space Marine character, with a WS of 4 or 5, equipped with a Power Weapon and backed up by T4 and probably some nifty wargear. It?s a common misconception that Blood Angels characters are better than Codex Marine characters in assault. Remember, that is only true on the turn of the charge.

To Summarize

1: Codex Marine army HQ?s can be just as potent in assault as your HQs.
2: Shooty Space Marine HQs can lay down respectable firepower (with two heavy weapons and a Techmarine), but are comparatively vulnerable to assault.

3: Shooty Codex Marine HQs aren?t as important to the army?s functioning as Assault Space Marine HQs.

For our purposes, we?ll assume that the mandatory HQ chosen is Space Marine Librarian Antony. Antony wears Terminator Armor, and is equipped with a psychic hood, force weapon, and storm bolter. (Remember, Smite can?t be used on the same turn as the Force Weapon.) This comes to 155 points?steep, for a single model, but potentially well worth its cost.

TACTICAL SQUADS

Next, in any army list, come Troop choices. There are a number of schools of thought on the selection of troop-based firepower. First, foremost, and most tiresome are the marines who take 6 Tactical Squads of 5 men, with lascannons and plasma guns. Fortunately, such ?weapons cramming? is extremely vulnerable to elite, well-coordinated assault, and I don?t personally hold it in good favor. Still, small (5-7 strong) Tactical squads have their advantages in low cost, maneuverability, and cheap, powerful weapons. Razorbacks are a favorite for the extra firepower they can lend, although they are expensive and frail.

On the other end of the spectrum are large (8-10 strong) Tactical Squads. These squads are tough to damage and even tougher to sweep through. They are almost always armed with one heavy and one special weapon. Rhinos are not uncommon, although they are often used to inhibit assault, rather than to facilitate it. Veteran Sergeants aren?t a necessity in each squad, and if they are there, they aren?t often equipped with more than an Auspex or an occasional power weapon. Tactical Squads fill the role of semi-mobile fire support, although they can double as assault buffers. If the army is really, truly shooty, tactical squads will move as little as possible, to take advantage of rapid firing and heavy weapons. More often than not, however, there will be a squad or two mounted in Rhinos to act as a rapid response to any threat in the line.

SCOUTS

Scouts can play a number of roles as Troops in a shooty Codex Marine army. Although *I* have never tried the tactic, keeping a small squad or two of scouts with close combat weapons in the wings to counter-charge looks to be an effective deterrent to indecisive assaults. Shooty generals often make the mistake of Infiltrating Scouts and tying them in Close Combat?this is a fatal error that deserves to be taken advantage of, as hand to hand combat blocks line of sight (and hence shooting). Dedicated assault units can handle Scouts, as that 1 point difference in armor seems to make it infinitely easier to cause wounds.

However, Infiltrating scouts can break up the coordinated assault, forcing the army to either rush ahead shorthanded or stall the whole army. When dealing with scouts, engage them with units that are intended to be in your second ?wave,? keeping your first assault element free and clear.

Scouts can also be used as snipers, to deadly effect. Sniper Scouts have the devastating ability to pin units. While nothing to construct an entire army off of, pinning can delay your assault for valuable turns and leave you vulnerable to more and more shooting, giving the enemy time to maneuver his firing corridors into your unit?s path. Be very, very wary when approaching a scout sniper unit.

To Summarize:

1: Small, multi-weapon squads are fragile, vulnerable to both shooting and assault.

2: Large units can lay down withering hails of fire, but are sluggish to maneuver and cannot split fire.

3: Bolter fire CANNOT be underestimated. Even in power armor, a strength 4 basic weapon can cause serious damage, especially if rapid fired and combined with special/heavy weapons fire. Always try to coordinate your assaults to begin moving OUTSIDE rapid fire range.

4: Scouts can and will be used defensively. Improperly used scouts are wasted, or worse, counteractive. Properly used Scouts, however, are worth their weight in gold. Either be sure you can eliminate them, or avoid them if at all possible.

5: Regardless of their orientation, these are still SPACE MARINES. S4, T4, WS4, Sv3+ SPACE MARINES. They are no pushovers in assault. Be sure you don?t bite off more than you can chew. And remember, if *you?re* in range to charge, *they* just might charge.

Selecting troops isn?t so much a matter of ideal role as a matter of filling gaps and bulking up the more specialized elements of the army. Therefore, we will have numerous multipurpose squads.

Tac Alpha is the core of our shooting, and line manpower. 10 men strong, with frag grenades, a plasma gun, and a missile launcher. Veteran Sergeant Primus is equipped with a boltgun, Purity Seals and an Auspex sensor, to keep those pesky scouts at bay. Tac Alpha rides a Rhino, but will disembark as soon as possible (or possibly begin the game disembarked) to set up a firing position.

Tac Beta is our forward element. It will spearhead any attempts at an objective, and will inevitably be the first to meet the enemy, intercepting them on the way to the firing line. Tac Beta is 10 men strong, armed with frag grenades, a flamer, and a missile launcher. Veteran Sergeant Victus has a Bolt pistol and Close Combat Weapon, and carries Purity Seals. Tac Beta is the only squad we will use primarily for assault, hopefully using it to prevent the Blood angels from getting the precious charge.

Ultramarines Tactical Squads split into two separate units of five, one with a heavy weapon, the other with a special weapon. These next choices may not be the most points efficient, but they fit the fluff of the army, and are, individually, representative of the type of threat a small squad can be.

Tac Gamma One is the forward element of Tac Gamma. Gamma One roves back and forth ahead of the line, tempting the enemy to charge, and polishing off squads already weakened by shooting. Gamma One is also a limited tank hunter, moving forward behind Tac Beta to finish off those pesky quarter-contesting rhinos and any Bhaal predators that stray too close. Gamma One also doubles as an auxiliary assault squad, lending reinforcements to any hand to hand that an engaged squad can?t handle. Gamma One consists of five marines, including Veteran Sergeant Brutus. The squad is armed with a meltagun, and frag and krak grenades. Veteran Sergeant Brutus is armed with a bolt pistol, close combat weapon, and meltabombs.

Tac Gamma Two is a small shooting support squad. Gamma Two will hopefully pop a few Rhinos and any stray dreadnoughts that wander into line of sight. Gamma Two will also form a ?skirmish screen? to the Devastator Squad, tying down anything that gets too close in assault to keep the Devastators free to shoot. Gamma Two consists of 5 marines, one with a Lascannon.

Rounding out this herd of marines is Scout Squad Omega. Omega will deploy ahead of the line and attempt to hold up, with pinning, any infantry that gets ousted from their rhinos, and hopefully cause a casualty or two. For a paltry 95 points, the squad is affordable, not *too* much of a gamble. Pinning tests are usually no problem for Space Marines, but we can hope. Scout Squad Omega consists of one Scout Sergeant, three scouts with sniper rifles, and one scout with a heavy bolter.

TERMINATORS

Even in an army that focuses on firepower, the allure of Assault Terminators is difficult to resist. They are a durable, powerful, well-armed force that can form the core of a counter-charge unit. However, while useable, they are not in the least ideal. They are a heavy investment of points with only one expensive transport option, and they contribute nothing to the constant firepower your army should be pouring out.

A better choice would be are standard terminators. All armed with powerfists, with a single power sword, and possibly a character in terminator armor, they can form a potent assault, especially if reinforced by regular or veteran marines. In the meantime, their storm bolters, assault cannons, and Cyclone missile launchers can wreak all manner of havoc at middle range.
VETERAN SQUADS

Veteran Squads are an oddity. With all the weapon options of a tactical squad, plus the ability to gain terminator honors and carry a bolt pistol/close combat weapon, at first glance the Veteran Squad looks to be a must-have. In reality, though, the Veteran Squad is an interesting tool, to say the least. In a stand and shoot Codex Marine army (and in most any army), they have three configurations.

First and foremost is the Assault Veteran squad. Armed with bp/ccw and an assault weapon, and sometimes Terminator Honors, the Veteran Squad will dive into melee combat at the first opportunity, wreaking death and destruction on their foes. Unfortunately, this tactic tends to fall flat on its face against Blood Angels, whose veterans can have jump packs, and whose armies are rife with far too many power weapons for a sane marine player to dive into headfirst. At a tourney, this squad may appear in a preconstructed army list. To be effective, since a shooty marine army doesn?t have much devoted assaulting power, this squad will stay behind the lines and counter-assault, hoping to get the valuable charge against the Blood Angels.

The second Veteran Squad is the least points efficient but the most versatile in battlefield terms. The squad has a heavy weapon, a special weapon, Terminator Honors, and boltguns. This squad can lay down the same amount of firepower as any tactical squad, and is no pushover in assault. Their primary drawback is their points cost. At 28 points apiece, 2 attacks and +1 Ld over a tac squad doesn?t seem to pay for itself, and is therefore quite rare.

The third veteran squad is a more balanced choice, with a mix of boltguns and bolt pistol/ccw, with both heavy and special weapons. This squad is dangerous in close combat and at range, particularly within 12.? This squad may or may not (but usually does) have Terminator Honors, and is less dependent on it as the previous two squads. Keep your opponent?s army list close to make sure you don?t get bamboozled by this squad! It sacrifices power in assault to gain mass shooting strength, but it?s still a front line assault squad. Watch out for it. It still has enough power in both the shooting and assault phases to give you pause. By necessity, though, this squad has to be fairly large to be effective. If you?ve got templates, lay them here.

DREADNOUGHTS

Dreadnoughts are a real wild card. They?ve got the power to crush in assault, and the capability to take the most devastating weaponry in the game, all for a meager 150 points. In a Codex Marine army, expect to see the Dread used as mobile fire support, equipped with a twin lascannon and missile launcher. Twin Lascannon/CCW Dreads are not uncommon either, able to stop a Blood Angel assault dead in its tracks until they can lap around to the rear armor. Dreads with ?lesser? weapon combos are less common, unless a points compromise has to be reached.

To Summarize

1: Terminators are dangerous as more than assault tools. Only shoot what you can afford to at them, and avoid assault unless laden with power weapons. If your opponent is using Assault Terminators, shoot them up before you hit their line.

2: Veterans are more often than not a counter-charge unit. Put high priority on them if they?re shooty, since they are worth oodles of Victory Points and aren?t phenomenally better than tactical squads. If they?re set up for assault, try and keep clear of them, and be sure to get the charge.

3: Treat Dreads like vehicles that can fight back. Try to take them out with massed firepower. Assault them only if you have a Thunder Hammer or so in the mix, unless you can get to the rear. Don?t send small squads against them. Your best bet is to shoot them.

4: A shooty army that takes a lot of elites is sacrificing durability for power. Take out the elites quickly and the rest of the army folds to accommodate.

5: Don?t be afraid to assault the elites. If you can get your army in a position to take them out, TAKE THEM OUT! Expect casualties. Always remember?these are still Marines. They might just charge you if you wuss out.

In my army, I love to have plenty of Elites. However, in this particular army, I only choose to have two. The first is Terminator Squad Prime. This squad consists of 6 Terminators with the obligatory Sergeant. He?s armed with a Power Sword and a Storm Bolter, as comes standard. He also has an Auspex, to allow the squad to open fire on any of those annoying advance scouts before the game. Hunting through my stores of models, I discover, much to my dismay, that I have no Cyclone terminators and so am stuck with two assault cannons, instead. *sigh*

The second Elite choice is a Dreadnought with Lascannon and Missile Launcher. Its role is obvious, as mobile fire support, but it can double as an assault clean-up crew in a pinch. It?s altogether sturdy and will take out most anything in range with relative ease. A move and fire lascannon can?t be passed up. Extra Armor and Smoke make sure it doesn?t get caught in a tight spot by itself and can?t be stunned into sitting in a firing lane.

ASSAULT SQUADS

When I?m on the offensive, I absolutely love Assault Squads. Quick, armed with Plasma Pistols, with a Veteran Sarge with Power Weapon, and unshakable faith in the Emperor Almighty, they form a great core for assault in large numbers, or a decent and mobile clean-up crew in smaller ones. However, an Assault Squad, even a small one, is a considerable investment in points. They simply don?t win them back when they sit back and wait to counter charge. Their shooting power is minimal compared to a similarly pointed Tactical Squad.

As an aside, I love these guys in a Cityfight or Jungle Fight, even with their jump packs off.

BIKERS

I dislike bikers for very aesthetic reasons. Their motorcycles are blocky and don?t seem to fit in with the ?Space Marine? image, in my mind. Sometimes I wonder if it?s their posture, or their power armor. On the other hand, if anyone could kindly tell me of any success (or lack thereof) with *Scout* Bikers, and possibly provide a picture of a Conversion (send mail to havendell@aol.com ), I?d absolutely love to see. But, as a result of my dislike of bikes, I have absolutely zero experience with them. What I DO know is that they?re expensive, but they have formidable middle-ranged firepower in twin-linked boltguns and their always rapid firing and so forth.

LAND SPEEDERS (and their ilk)

I have nothing but good experiences with Land Speeders. They are fast, mobile, well-armed, and versatile. Given the points, I?d field a squadron of 3, with all heavy bolters, a single or pair of Land Speeders with multi-meltas, and a Land Speeder Tornado with Assault Cannon and Heavy Bolter. If I had that many Land Speeders, I think I?d be giddy. Unfortunately, I don?t. Nor do I have the points. But all-in-all, Land Speeders are a great addition to ANY army, especially a shooty army. The Land Speeder adds an element of mobility that?s lacking in any shooty army except Eldar. It?s an immaculate Tank Hunter, and can cut down their fair share of Infantry.

That being said, I find that the Land Speeder Typhoon is a bit of a let-down. Paying 75 points for a half-baked whirlwind launcher when I could have the real deal and hide it behind terrain to boot seems a bit odd to me. Move and fire is nice, a heavy bolter or multi-melta is nice, but for marginally more I can have an infantry scythe with the assault cannon armed Land Speeder Tornado, and for marginally less I can have the tank hunting multi-melta equipped Land Speeder.

To Summarize

Fast Attack is not very prolific in a shooty Marine army. Except for support and surgical elements, speed is not often of the essence.

Fast Attack, however, cannot be ignored. In a mission where mobility is key, Fast Attack is often an important element to the battle plan. As it?s usually small, it?s usually easily disposed of, leaving the sluggish ?everyone else? trying to pick up the pace and get to the objective.

Cover your butt. Fast Attack, especially bikers and Land Speeders, will often be used to create Crossfire lanes for when you inevitably stumble before the mass shooting death.

Our army will contain a single Fast Attack choice, a Land Speeder with a multi-melta. This small, fragile vehicle will make tanks scared and keep them at bay, while flitting from cover to cover until it can find a juicy spot to shoot.

DEVASTATOR SQUADS

Heavy Support is the meat and drink of a shooty Marine army, and Devastator Squads are the cream of the crop of Heavy Support. Versatile, durable, well armed and with the rugged resilience that only infantry can offer, the only thing that Devastators have going against them is their cost. But, when you consider that one shot can completely break up a 250 point land raider, having a Dark Lance shoved down your 50 point Plasma Cannoneer?s throat doesn?t seem so bad.

Devastator Squads come in two sizes, big and small. Big squads are a little more expensive, a little more unwieldy, but they don?t break as easily, and have some meat shields. They also gain in firepower as you get closer. Small squads don?t have so much ?ablative armor,? but are a hair cheaper and can also be mounted in a Razorback, which will pump up their mobility a notch, and give them an extra mobile heavy weapon.

Against a Codex Marine army, you?ll almost assuredly face a Devastator Squad or even two. Devastators are the ONLY squads in a Codex army that can take Plasma cannons, which make them all the more deadly. Being able to put down four S7 AP2 blast templates is like a dream come true. Watch for the Plasma Cannon squad. It WILL rip you a new one.

All in all, Devastator Squads are bad news. Stay out of their way, use cover, and keep your head down.
 

PREDATOR TANKS

Predators provide the Happy Medium between Razorbacks and Land Raiders. Moderately armored and with big, big guns, Predators spell bad news for anyone on the wrong end of their massed firepower. A Predator Destructor can pump out 8 shots a turn at S5+, and the ever-popular Annihilator has its three lascannons, one twin-linked. If you?re in a tournament setting where everyone knows there will be Eldar, expect to see one or both of these tanks in any given army. (Destructor scythes through Eldar infantry, and Annihilator can potentially paste a Wraithlord in one turn.)

The Predator tanks, however, are usually quite specialized. It seems a waste of an Autocannon to put Lascannons on the Destructor, and a waste of two Heavy Bolters to put heavy bolter sponsons on the Annihilator. The key is to either keep the tanks moving, or to present it with the wrong target.

VINDICATOR

My Vindicator has never failed me.

This amazing piece of machinery offers the single most powerful weapon in the Space Marine Armoury. Anything on the wrong end of the Demolisher cannon bites it. ANYTHING. Death Company? Poof. 400 point Veteran Assault Squad? Splat. Land Raider Crusader with 12-man Black Templars Squad, High Marshal in Terminator Armor, and Emperor?s Champion? Boom! (The look on his face was ABSOLUTELY PRECIOUS!) The Vindicator provides a 24? safety blanket around the entire army. It?s inexpensive and powerful, and provides a great intimidation factor.

The Vindicator, however, is virtually immobile. Once it sits its butt down and starts landing shells, you?re almost garaunteed it?s not going to move anytime soon. Remember, it has weak side and rear armor, like all Space Marine tanks except the Land Raider, so if it turns, outmanuever it on your turn and force it to put its worst face forwards.

LAND RAIDER

I have very mixed feelings about the Land Raider. It?s a monolith, a symbol, but it doesn?t have the sheer power it needs in a pure shooty army. Its transport capacity is very valuable in an Assault army, but is virtually useless in a Shooty army. Unless the Land Raider contains the only assault element of the army, I wouldn?t take it. Too many points in too big and juicy a package.
 

WHIRLWIND

Ahh, the engine of destruction. The Whirlwind is a great tool for flushing out shooty armies from their hidey-holes, forcing them to move around to keep you guessing range or suffer the mass barrage from S5 AP4 fire. As the only indirect fire weapon available to the Space Marines, it certainly has a place in my armoury. Expect to see one or two of these in any given game against ANY Space Marines. Generally, it will be deployed mid-range to reach out and touch your fire support elements.

The only option you have to get rid of these is to get in a shooting match with a Whirlwind of your own, or to get up close and personal with it. Meltagun it down, or deep strike in some assault marines with Meltabombs. Even termies will do it.

To Summarize

Heavy Support forms the core of a Shooty Marine army. Although bolstered by Elites and Troops, Heavy Support provides the real, concentrated firepower for the Marines.

Getting nailed by Heavy Support hurts. Use cover whenever possible, and spare your Smoke Launchers until you?re in a firing lane. As elementary as it sounds, get into Assault ASAP. It will stop hurting, then.

Unlike other armies, Space Marine Devastators are still SPACE MARINES. They might look weighed down with those massive weapons, but they?re just as tough as a tac squad in assault.

Don?t forget to bring your own big guns. Despite the risk of Black Raging, a Devastator Squad can still bring down a tank or two. Even trimming down some of your squads and taking heavy weaponed Razorbacks can be worth your time and points.

Our first Heavy Support choice is the Predator Annihilator. At a flat 150 points with Dozer Blades to get entrenched, it IS the anti-tank machine. Lascannons Ho!!

Our second selection is a Devastator Squad. The squad is 6-strong, with a full complement of heavy weapons. Two plasma cannons make good for destroying Rhinos, and wiping Marines out like nobody?s business; a lascannon, just in case there?s a stray tank and no more opportune targets; and a missile launcher for the mix of power and economy. Our Veteran Sergeant is armed with a Storm Bolter (had I the points, I?d have spotted for a Master Crafted bolter/plasma combi-weapon?expensive, but it can save a lot of assault troubles) and an Auspex. A good Devastator Squad never leaves home without its Auspex. Infiltrating near this squad is a death sentence.

Finally, after much deliberation, and for the sake of flavor (and a taste for sheer destructive power), we select the Vindicator. Its ability to lay down immense firepower anywhere in its line of sight is an irresitable draw, especially against an army that?s forced to approach, like Blood Angels. Armor 13 can protect it from frontal assaults. With Smoke Launchers and Dozer Blades, it has time to get into an advantageous positon, and with a Hunter-Killer missile, it gains a new lethality on the prowl.

So, in conclusion, our army consists of:

Librarian Antony (155)
Weapons: Force Weapon, Storm Bolter
Wargear: Psychic Hood, Terminator Armor

Librarian Antony serves as the Astropath of the Fourth Company expeditionary force. His psychic prowess is a considerable boon to the numerically inferior battlefleet?s assets, as he is often able to match, or at least blunt, the wile of the Eldar that seem so intent on crushing the expedition.
**

Terminator Squad Prime (294)
Weapons: 3x Storm Bolters/Powerfists, 2xAssault Cannons/Powerfists
Term. Sgt. Malleus: Power Weapon, Auspex

Terminator Squad Prime accompanies the Fourth Battle Company, with the Fourth Company Honor Guard, from the First Company. Aboard their own strike craft, the Terminators are constantly maintaining their ancient armor for battle, to be ready at any time to teleport to the planet below at the beckon of the expeditionary force.
**

Dreadnought Tyrion (143)
Twin-Linked Lascannon, Missile Launcher
Extra Armour, Smoke Launchers

Battle Brother Tyrion was the sergeant of Devastator Squad Vengeance at the beginning of the Fourth Company Expedition. He was felled by wicked Dark Eldar wyches, but not before buying time enough for his squad and their valuable weapons to withdraw to safe distance and rain death upon his killers. Tyrion?s wounds were magnified a hundredfold by the barrage of heavy weapons fire, but he remained alive, just long enough to be entombed in the armored sarcophagus that he now occupies. Brother Tyrion still provides vital fire support to his battle bretheren in the form of a withering hail of long ranged firepower.
**

Tactical Squad Alpha (196)
Weapons: 7x Bolters, Rocket Launcher, Plasma Gun
Wargear: Frag Grenades
Veteran Sergeant: Bolter, Purity Seals
Rhino: Storm Bolter, Pintle Mounted Storm Bolter, Extra Armor, Smoke Launchers

Tactical Squad Alpha is the most decorated squadron in the Fourth Company. Famous for their unflagging morale under fire and their unshakable holding actions, Tac Alpha (as they are commonly called) are considered first for the defense of important objectives. Flexible, fully manned, and unflagging in their duties, Tactical Squad Alpha provides a strong foundation for the Fourth Company?s battle force.
**

Tactical Squad Beta (196)
Weapons: 8x Bolters, Flamer, Missile Launcher
Wargear: Frag Grenades
Veteran Sergeant: Bolt Pistol, Close Combat Weapon, Purity Seals
Rhino: Storm Bolter, Extra Armor, Smoke Launchers

Considered something of a wild card, Tactical Squad Beta is, as their name implies, second only to Tac Alpha. Composed of the rising stars of the Company, Tac Beta is considered a testing ground. Tac Beta is often assigned to support whatever part of the battle line is flagging. Their assignments are vital, but dangerous and unglamorous.
**

Tactical Squad Gamma One (120)
Weapons: 3x Bolters, Meltagun
Wargear: Frag Grenades, Krak Grenades
Veteran Sergeant (15): Bolt Pistol, Close Combat Weapon, Meltabombs

Tactical Squad Gamma provides versatile support in a number of fields. The squad is well trained and exercised in all conditions, and will often times break into two smaller squads to maximize mobility and flexibility. The first section of Tac Gamma (Gamma One) provides close support to assault specialists like jump pack troopers and veterans.
**

Tactical Squad Gamma Two (90)
Weapons: 4x Bolters, Lascannon

Tactical Squad Gamma provides versatile support in a number of fields. The squad is well trained and exercised in all conditions, and will often times break into two smaller squads to maximize mobility and flexibility. The second section of Tac Gamma (Gamma 2) provides limited heavy support in the absence of more specialized squads when resources are limited or more heavy vehicles can?t be spared for an operation.
**

Scout Squad Omega (95)
Weapons: 1x Bolt Pistol./Close Combat Weapon, 3x Sniper Rifle, Heavy Bolter

Initiates to the Chapter destined for duty as regular combatants in the Fourth Company, Scout Squad Omega shows great promise in their marksmanship and discipline. It is presumed that they will eventually become part of a Devastator Squad, once the positions become vacant.
**

Land Speeder (65)
Weapons: Multi-Melta

A valuable commodity amongst any Chapter, the Land Speeder ?Lightning? specializes in tank-hunting. Manned by the finest marksman the force has to offer, the crew of the Lightning can hit the narrow profile of an Eldar tank at full speed while travelling the opposite direction at half throttle. The Lightning travels on dangerous missions, striking out ahead of the force to neutralize armored vehicles before their guns can be brought to bear.
**

Devastator Squad Vengeance (232)
Weapons: 1xBoltgun, 2x Plasma Cannons, 1xLascannon, 1xMissile Launcher
Veteran Sgt: Storm Bolter , Auspex

Devastator Squad Vengeance provides heavy weapon specialists to the Fourth Company Expeditionary Force. Vengeance is well-equipped, having a Razorback transport and a full array of weaponry at their disposal. The seasoned veterans pick their armaments carefully, equipping only just before the eve of battle based on whatever intelligence can be gathered.
**

Vindicator (13 [8)]
Weapons: Demolisher Cannon, Storm bolter, Hunter/Killer Missile
Wargear: Smoke Launchers, Dozer Blades

The Vindicator ?Purgation? is the heaviest war machine available to the Fourth Company Expeditionary Force aside from the Land Raider ?Chariot.? A scarred veteran of many battles crewed by a taciturn group of seasoned marines, ?Purgation? rumbles forwards to level fortifications and wipe out entire squads with its devastating Demolisher cannon.
**

Predator Annihilator (150)
Weapons: Twin Linked Lascannon, 2x Lascannon Sponsons(25)
Wargear: Dozer Blades (5)

Commonly regarded as the most temperamental tank in the entire Chapter, ?Guilleman?s Ire? is manned by an incredibly patient and smoothly run veteran crew of techmarines and their personal servitors. The ancient machine trundles across the battlefield, spitting death in the form of deadly accurate (if a bit erratic in frequency) bolts of lascannon fire.
**

Tactically, the army is very static. The army revolves around the Vindicator, with the squads all deploying equally to each side of it. The Vindicator will usually spend its first turn moving and firing either Hunter Killer missiles or Smoke, to keep it safe. The army as a whole deploys fairly far back, and the tactics are fairly simple. Stand and shoot. And shoot. And shoot.

Each unit fills one of two roles; anti-infantry or anti-tank. Notice that EACH AND EVERY unit in the entire army is armed with SOMETHING that can destroy a Rhino, or at least give it pause. The speed of a Blood Angel army is frightening, so firing must be intense. A lot of shooting will be initially focused on transports, to slow the army as a whole. In a specialist shooty army, like mine, every shot has to count. BS 4 is a wonderful thing.

Popping Rhinos is the whole focus of the army. Heavy and Special weapons abound, and every squad has the capacity to make a precious transport vehicle disgorge its dangerous cargo, exposing them to real shooting. If the enemy has to hoof it across the board, the game is already half won.

Usually, my Terminators are on one side with tac Alpha and the scouts, while my smaller Tactical Squads and Devastators are on the other, and the vehicles set up to line up with the best shots. The only elements of the army that are constantly on the move, however, are the terminators, the Dreadnought, and the Land Speeder. Oftimes, my opponent will become so absorbed in trying to keep himself safe, he?ll neglect assault opportunities, unwilling to stick his neck out, grit his teeth, grin, and bear through a shooting phase. Other times, armies will hit me piecemeal as their Rhinos get caught up and shot down in staggered fashion. If this is the case, I always try to mop up in assault, so they can?t get help from their belated allies.

Another sneaky tactic to use with this army is to feint a refused flank, and sneak mobile elements (the two 10-strong tactical squads and the Dread) up the side to form crossfire lanes. This also serves to funnel the Blood Angels into the Vindicator for fear of running the gauntlet of 20 Space Marines. The Terminators are a vital part of this plan, being mobile but somewhat slower, they provide a durable middle ground, with their comparatively long-ranged shooting and their great assault capacity, they provide a threat that can reinforce both flanks, as needed.

I find small variations on the same theme of army very effective. A Veteran Squad kitted out for balance with shooting and assault makes for a formidable foe on all fields, replacing Tac Gamma, and finding points from other aspects of the army. Sometimes I beef up the Land Speeder, or lose it altogether. Other times I forego the Predator for a Whirlwind. But the theme remains the same?stand and shoot.

When the Blood Angels get too close for comfort, I like to initiate hostilities. Not only does this eliminate the greatest advantage that the BA have over me, but it gives me the last shooting phase before the grand scuffle begins and Lines of Sight get blocked by nobody?s business. I try to stay away from assaulting assault specialists (duh) but if I have to get down and dirty with them, especially at the end of the game, I won?t hesitate. Siezing the initiative is practically the name of the game, and unlike Guardians and Guardsmen, I have some pretty keen assault troops of my own to bring to the party.

The Landspeeder is the real wild card. If there is a tank, it WILL be there to take it out. Leaping from cover to cover, avoiding the main line, its purpose is to run down heavy vehicles like Land Raiders and Predators. It?s vital to take out this vehicle, if you have any real heavy machinery. Taking out a terminator a turn can be an irritation, to boot.

Seizing objectives is all a matter of deployment. Deploying at the extreme edges of the deployment zone will allow squads to move into different quarters, while roving rhinos and a few fully mobile squads can make for a surprisingly spry force, if it puts its mind to it. Moving up, however, puts it closer to assault range. Ugh. Not good.

One thing that can give you a great advantage is getting the first turn. This will allow you to get closer without fear of retribution. If he gets first turn, this will only allow him to reposition his army to get better firing lanes, or just get one more round of shooting in on you. I don?t know if there?s any specific Blood Angel gear that can help this, but scenario selection can certainly do you a favor here.

Such an army seems like an unshakable foe, but it is very possible for them to be beaten. A few pointers follow.

Horde up. An elite shooty army can be easily overwhelmed with too many targets. Six rhinos full of guys plus a jump-packin? Death Company is waaaay too much for me to shoot down.

Gear up. It might sound contrary to the above, but a Power Weapon is invaluable against marines of all descriptions. Put one in every squad you can afford to. That extra attack from a veteran sarge is invaluable when combined with a Power Weapon on the Blood Angels charge.

Frag and Krak Grenades. Many players tend to overlook these tools. Krak Grenades can pop the side armor of almost any SM vehicle, and Frag Grenades are an absolute MUST for getting down and dirty with a static shooty army.

Get the charge. If you don?t, you?re outmatched by one attack. Remember, these Marines are just as good as yours if they get the drop on you. Don?t let them charge!

Remember: They can consolidate. You can?t. More often than not, if you fall back they will consolidate back into cover and shoot you again, waiting for you to Sweeping Advance them.

Don?t forget your big guns! Just because you?re facing a shooty army doesn?t mean you have to ?out-trick? him by going all-assault. Big Guns are important for taking out tanks, bunkers, the stray devastator squad, and so forth. Try a Predator Annihilator and a Dread with Big Gun attachments. Remember, they?ll be trying to eliminate your assault elements first, so your Big Guns are relatively safe, unless your army stalls.

?Carpe Jugulum!? (?Go for the throat!?) Rip the heart from your enemy. Take out his Big Guns. Deep strike if you can. Force him to be the attacker in a scenario. Make his tanks explode. Infiltrate some scouts and tie up his squads in assault. A shooty army that can?t shoot is no army at all.

Two heads are better than one. If one squad sticks its head out, it?s going to get shot. If two squads stick their head out, only one is going to get shot. Overwhelming the opponent?s ability to take out targets of opportunity provides cover for your own men almost as effective as any fortification.

Grin and bear it. You?re GOING to get shot. You?re GOING to take casualties. No game is going to go perfectly. Rush at him, dive into the teeth of his concentrated bolter fire, and hopefully you?ll have your claws down his throat before he can bite too hard. Slinking in the trees is all fine and good, but it?s not winning you any victory points.

Remember to shoot! You?ve got guns too!

Set up your sweeping advances. You do NOT want to sweep into his Devastators, nor his tanks, nor anything else for, that matter, that will cause mass shooting death. Remember, Sweeping Advances don?t wipe marines out. (I haven?t played the new assault rules. How much does ATSKNF help, there?)

Remember, one more time, that when it comes down to it, these are still Space Marines. They have Power Armor, high S, high T, and are none too shabby in assault themselves. You can?t scythe them down like red-headed guardsmen with your concentrated bolter fire, nor can you cause them to break and run like Eldar. Get the charge, be sure you have a power weapon, and try to outnumber them in assault. Otherwise, they?re tough as nails.

Vanilla marines, geared up for shooting, can certainly be a nightmare, but certainly nothing my brother Blood Angels cannot overcome.

For Guilleman and the Emperor
Chaplain Alan O'David
Ultramarines Fourth Battle Company 
 
 

Visit our Blood Angels message boards 
to dicsuss this information, and more!


 
 
For more advice 
go to the GW 40k forum and ask for help from veteran Blood Angel players.


This website is a completely unofficial fan site and is in
     no way endorsed by Games Workshop Limited .

Copyright disclaimer.

Ex Libris Mortis webmaster
edward@dragonrealm.com