
It really can’t be overstated just how many fucking guys Blood Angels have. Your Chapter tactic, Doctrine, and unit selection all push you very hard into melee tactics, and it’s where the book excels. The introductory paragraph kind of gave it away here. Your main question with Blood Angels isn’t “melee or shooting,” it’s really “what kind of melee am I building for?” Strengths The vast majority of their unique units and characters are melee-focused, and both their Chapter tactic and enhanced Doctrine are all about getting stuck into close combat. In theory the Blood Angels are a Codex Chapter like any other, but in practice they have a heavy slant towards melee gameplay. Chapter Approved – Secondary Objectives.Titanic units can fly to retreat, and shoot in the same turn (yay Monolith)īlast units cannot fire while they're in engagement range, even applying to pistols. Perils of the Warp also seems to have some kind of explosion affect when the last model dies in its unit? Is that new? Also, the D6 bonus was moved from 10+ to 11+.

So if you have 3 units that can cast smite, the first one passes on a 5, second one on a 6, third on a 7. Psyker Phase - Smites now at +1 to every time you cast it for subsequent Warp Charge Value.

There is now a Command phase similar to Age of Sigmar's Hero phase? You receive 1 CP if your army is Battle Forged, then you can use some of your points that are applicable during this phase. Enemy units are not allowed to move or advance within this range. There is a new "Engagement Range" of 1" horizontally and 5" vertically from a unit's base. So a couple things I notice that are new that we haven't heard yet: Now you need to think do I really need to risk it. Multicharge before had a big advantage in the fact that if you charged a unit unable to be overwatched in first you completely avoided it and could possibly tag two units in combat. I don't really like the overwatch change, but I see it's value in that most of the time it doesn't do much. I think they fix some of the problems people had with the game. I don't think any of these changes are bad. The reason they changed the engagement range from 1 inch to 1/2 an inch is because with models with smaller bases you could do 3 rows of fighting which was never the intention. You can still multicharge, but you have to weight the risk vs reward. The shooting of overwatch caused a whole another phase depending on the army you were playing, and often little to no damage done to the charging unit. Part of the problem with overwatch was that people would multicharge everything in range when they really wanted the unit at 11 inches. Two things that slowed down the game more than anything were close combat, and overwatch. Multicharges didn't get nerfed, they got fixed.
