Warhammer 40k - Unit Review Wheel 2 - Blood Angels, Baal Predator

Hello everyone! Zak Ludick here from Cape Town, South Africa and this is a Warhammer 40k - The Great Unit Review Wheel! post!

In this series, I will review one unit at a time, picking them randomly.

So let me spin the wheel and see what I get:

Blood Angels - Baal Predator

So the first Vehicle unit that I have rolled for and a variant of the regular Predator Tanks. So... the Blood Angels are a Space Marine Army - the Adeptus Astartes but only they (and their successor Chapters) have access to this particular variant of this tank.

This vehicle is based on the Rhino Chassis

First up, the Baal Predator is faster than the regular Predator with a 12" Movement rate instead of the regular 10". After that the Toughness 10, 3+ Save and 11 Wounds is the same as other Predators.

After that we look at its Guns, which on Predators fall in three categories:

Main Gun Options

  • Twin Assault Cannon
  • Baal Flamestorm Cannon

Both are Strength 6 weapons.

The Assault Cannon gives you a better range of 24" with 6 Shots, no AP and 1 Damage a shot with the Devastating Wounds rule. This means a 6+ on the Wound roll ignore saves. This weapon is also Twin Linked, meaning you get to re-roll Wound rolls.
Even when shooting something with Toughness 12, meaning you need 6's to Wound, you can roll twice, fishing for 6's and scoring Devastating Wounds.

The Baal Flamestorm has a 18" Range and is a D6+3 Torrent Weapon, meaning you do not roll for Hits, they hit automatically and you just roll to Wound. It ignores Cover and an AP of -2 with 2 Damage each! Great Space Marine killers!

This weapon would bring a Space Marine's armor down to a 5+ and unsaved wounds would kill a Space Marine outright.

Side Sponson Gun Options

The Baal Predator can either have:

  • 2x Heavy Bolters
  • 2x Heavy Flamers

Again it is a question of range.

Heavy Bolters give 3 shots each so 6 shots at a 36" range, S5, Ap-1 and D2.
Heavy Flamers are D6 shots each so 2D6 Torrent, Ignores Cover shots at S5 Ap-1 and D1.

To be honest, if I was running Assault Cannon, I would pair it up with Heavy bolters for 24" and 36" ranges. With the Flamestorm, I would go Heavy Flamers for a 18" and 12" weapons that are all Torrent.

Add-on gun Options

These are some of the standard additional guns that you may take. Since you may just take them without having to pay points these days, you should always take them!

  • Storm Bolter (A little bit of Anti-infantry shooting)
  • Hunter-killer Missile (A One-Shot missile to cause some serious damage that Hits on a 2+)

And then we look at the ability...

Overcharged Engines is a crazy strong ability. You can move 12" already with this tank, then Advance and roll a D6, if the result is lower than you like, re-roll it. Then the ranged weapons equipped by this model become Assault, meaning you may Advance and shoot as long as you only target Infantry.

Since this tank's guns are geared towards Anti-infantry this is perfect!

12"+around 4" with fairly common certainty means an average of a 16" move and the shortest weapon option is 12" so if you are within 28" of a target for Heavy Flamers and Baal Flamestorm Cannon, the chances are, they are in trouble!

Or you could go for the longer range and use that extra movement to make sure you have line of sight of your targets and control the board areas at the same time.

At 125pts, this is a great tank!

Warhammer Review Library

Adeptus Custodes

Thank you for reading!

** Images in this post are from the Warhammer app.

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@zakludick

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