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Games Workshop 99120101189" Space Marines Primaris Hellblasters Plastic Kit, Black, for 12 years to 99 years

£9.9£99Clearance
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Weapons From the Dark Age is the stratagem that turns Hellblasters from a really good unit to a fantastic unit in a Dark Angels army. For only one command point, you can increase the damage characteristic of any Plasma Weapons in the unit by 1 for a single shooting phase. A 5-man squad of hellblasters will likely get focussed down by the enemy before they can do much but a larger squad with a bit of support will do a lot of damage and require real effort from your opponent to wipe out. All of which can take the pressure off the rest of your army.

The Plasma Incinerator also has the option to supercharge, going up to S8 and 2 damage with each shot. The downside is that any roll of a 1 to hit will result in a lost squad member. With two wounds each and at 33 pts per model, the loss of each Hellblaster is a big loss. However, thanks to the Dark Angels Chapter Tactics of Grim Resolve, the unit gets to re-roll 1’s to hit if they did not move in their movement phase. This means that the unit gets a built-in Captain re-roll if they are stationary. This is great for helping to mitigate the risk of overcharging your Plasma shots with Dark Angels.A problem (some call it a bonus…) of plasma weaponry is its tendency to overheat; there are several optional components reflecting this. Bare head options featuring nasty burns are included for the Sergeant, and there are bionic arms included, heavily implying lost limbs in plasma accidents. There are also plenty of pistol holsters, reliquaries, grenade sets and purity seals included. However, as described above, all three options are valid choices to have on the unit. It depends on the rest of your army composition what role you want the Hellblasters to play. I think they are such a good unit that you could even go for several units with different armaments in the same army (though this does start to get quite expensive). Imperial Fists- This tactic ignores bonuses to saving throws given through cover. This means models wounded by the Hellblasters will, at best, be getting a 6+ armor save or rely on an invulnerable save to keep themselves alive. Bolt weapons also get an extra hit on an unmodified hit roll of 6, so should you need to use your bolt pistols into close combat or for some other reason there is a chance for extra hits with them. If the Devastator Doctrine was active for your army during the previous battle round, you can change it so that the Tactical Doctrine is now active.

All models in the unit may replace their Plasma Incinerator with a Heavy Plasma Incinerator: Standard: 36″, Heavy 1, S8, AP-4, 1 damage. Supercharge: 36″, Heavy 1, S9, AP-4, 2 damage. On a roll of a 1 to hit, the bearer is slain after all this weapon’s shots have been resolved. Here you can see the size difference between Primaris Marine and an old-school Marines. Quite a difference, but helmets and shoulder guard (and, to some extent, the torso and arms) are the same scale as old Marines and can thus be swapped. Also, note how much taller and bulkier a Plague Marine is in comparison. Poxwalkers are quite large as well, at least as tall as an old Marine and a bit taller as a Cadian Guardsman as well (not shown). Death Watch Kill Team Marines are missing, who should be in between old Marines and Death Guard size because of their beefier and longer Mk8 legs. Alternatively, you could go for a regular Lieutenant and give him the Heavenfall Blade Relic to add more combat punch to the army. As I said above, my personal preference is for the Plasma Incinerator. This makes the squad a bit cheaper, as well as giving them a good range and high Strength. I like to use the Hellblasters agressively, so they will routinely get into rapid fire range and be able to fire two shots each. In most games, S8 from overcharging will deal with any threat you can come up against, so I don’t feel the need for the S9 of the Heavy Plasma Incinerators. The smaller table size also allows our turn one range increase to be a lot more substantial, being able to threaten most places on our first turn.The unit consists of one Hellblaster Sergeant and 4 Hellblasters, with the option to increase the squad size up to 10 models. Each Hellblaster costs 33 points for the basic armament (165 pts for the basic squad). Librarian ( Epistolary • Codicier • Lexicanum • Primaris Librarian • Vanguard Librarian) • Chaplain ( Reclusiarch • Primaris Chaplain • Judiciar) • Apothecary ( Primaris Apothecary • Helix Adept) • Techmarine ( Primaris Techmarine)

I go with the Primaris Ancient as I like the model. With Azrael’s re-rolls to hit, I don’t think the Chapter Ancient is worth the extra points with this combination of units. Recently, I have been trying the Primaris Lieutenant with the Eye of the Unseen Relic. This forces enemy characters to fight last in the fight phase if they are within 3″, even if they charged or have an ability that allows them to strike first. This is great for allowing Azrael to cut down any enemy characters that threaten him or the Hellblasters, hopefully slaying them before they get a chance to strike. Combat Doctrines – Allows the use of the three combat doctrines, so long as the entire army has the Angels of Death rule. Servitors, and Unaligned units such as fortifications, are the exception. Remember, you also have the chance to fire if you kill yourself from an overcharging shot. This gives you even more firepower to use against the enemy army. Value-per-model-wise, there isn’t that much of a difference between Know No Fear and Dark Imperium. Know No Fear works as a real starter set for people who haven’t played a tabletop game before, as it contains an introduction campaign (unlike Dark Imperium), a play surface, and a lower entry price level. Plus, the coloured plastic looks nice and makes it easier to tell both forces apart for your first couple of games. Which on the other hand makes Dark Imperium the set for more experienced hobbyists.Company Command Squad • Reclusiam Command Squad • Captain ( Primaris Captain) • Lieutenant ( Primaris Lieutenant • Vanguard Lieutenant) • Company Ancient ( Bladeguard Ancient) • Company Champion There’s also some changes which are general to all Space Marines, which I’ve taken from the Space Marines faction focus and added some Dark Angels commentary to: This means that your standard Plasma Incinerator shot will be doing 2 damage each, while an overcharged shot will be doing 3 damage with each successful wound! There is little in the game that can stand up to a unit of 10 Hellblasters firing overcharged shots at them with this stratagem, especially if they are firing two shots each.

Lieutenants/Primaris Lieutenants- Allows you to re-roll wound rolls of 1. Helpful when you really want to make sure the unit/model you are shooting at takes as much damage as possible.Colin: When I set out to collect my first Space Marines army in 2019, I had no idea that by 2021 it would have sprawled to nearly 12,000 points of Blood Angels. Primaris Apothecary ( Helix Adept • Apothecary Biologis) • Primaris Librarian • Vanguard Librarian • Primaris Chaplain ( Judiciar) • Primaris Techmarine More in italics from the vanilla Marine version: First up, let’s talk about Impulsors. Impulsors were already good in 8th, though relatively few people played them – in part probably just because the model didn’t exist for months after the codex came out, which is one of those things that could only happen in a GW game. Still, some people had a lot of success with them, and towards the end of 8th’s life, they were starting to make their presence felt. In 9th edition, they become much more important because your goal is to get onto objectives and stay there. A flying transport with a 14″ move and a 4+ invulnerable save is a great way to do exactly that. Impulsors are very versatile – they can run up and dump Marines out onto objectives to do Actions or obsec onto things, or you can stay inside the ride and force your opponent to kill the surprisingly-tough tank first. Their shooting isn’t amazing but it isn’t terrible – two storm bolters is enough to matter against small GEQ squads and the like. They’re also great for screening, since they’re big and reduce charge distances, and they’re really fun for bully-charging stuff – many things that have good shooting can’t do much against an Impulsor in melee, which makes them great for slamming into the enemy shooting to reduce your opponent’s ability to blast you off objectives. Two-three sets of five Intercessors in an Impulsor is a fine way to start a Dark Angel list in 9th. Sternguard Veteran Squad • Vanguard Veteran Squad • Terminator Squad ( Terminator Assault Squad) • Bladeguard Veteran • Veteran Intercessor Squad • Company Veterans

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