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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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A Ravenwing Darkshroud is also a great unit for accompanying the Hellblasters. This makes the unit -1 to hit against enemy firepower if they are within 6″ of the Darkshroud. When combined with Azrael’s 4+ invlunerable save bubble, this makes the Hellblaster squad incredibly durable. 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.

There’s a lot more to cover in 10th edition, and I’m as excited to share it with you as I am to play the new game. There’s going to be a lot to parse through, and if there’s anything you’re particularly interested in please let us know! 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. There are too many changes here to go through exhaustively, but overall our assessment of our unique Ravenwing/Deathwing units – this is all pretty great. Some of the changes hurt a little, and some of the shared units seem to have gone up for almost no reason. Overall Dark Angel players should feel pretty good with what we had received. The Nephilim Jet Fighter, Dark Talon, and almost all of our Ravenwing units have all hardly changed and we can be thankful for that. The FAQsA Hellblaster, who is usually part of a Hellblaster Squad, is a Primaris Space Marine who is intended to serve alongside his brethren in the role of heavy fire support. Hellblaster Squads are armed with Mark III Belisarius Pattern Plasma Incinerators. Aggressor • Desolation Squad • Eradicator • Hellblaster • Vanguard Eliminator • Vanguard Suppressor • Infernus Squad • Firestrike Servo-turret • Hammerfall Bunker

Astraeus • Redemptor Dreadnought ( Brutalis Dreadnought • Ballistus Dreadnought) • Repulsor • Repulsor Executioner • Impulsor • Gladiator ( Gladiator Reaper • Gladiator Valiant • Gladiator Lancer) • Raider Pattern Combat Bike • Invader ATV • Invictor Tactical Warsuit • Storm Speeder ( Storm Speeder Hailstrike • Storm Speeder Hammerstrike • Storm Speeder Thunderstrike) 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. A Hellblaster Squad of Primaris Space Marines of the Ultramarines Chapter armed with Mark III Belisarius Pattern Plasma Incinerators 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). Another great benefit of the Dark Angels is the morale mitigation that comes from Grim Resolve. This means that you cannot lose more than one model to a failed morale test each turn. When combined with And They Shall Know No Fear, this makes the Dark Angels Hellblasters quite resilient to the effects of morale. It also means that you can afford to field the Hellblaster squad in units of more than 5 models. I frequently run a single unit of 10 Hellblasters in my Dark Angels army. This is because a bigger squad gains more benefit from the effects of some of the great Stratagems they can access, and have less to fear from a failed morale test than some other Chapters.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). Alternatively, a Dark Angles Master makes a great accompanying character. He allows the unit to move and still get re-rolls of 1’s to hit. Particularly useful when overcharging their shots.

You need some way to reroll 1s sothat you can overcharge them without too much risk of blowing up. Normally that will mean a Captain, probably best kept fairly cheap unless you plan to advance them up the field. Imperial observers have likened the fire of a Hellblaster Squad to the incinerating power of a stellar flare. Bolt after bolt of plasma sears across the battlefield; those caught in the Hellblasters' sights are swiftly annihilated, their armour blasted to ash and their flesh and bone to glowing motes. The Space Marines have a large number of units to choose from. For those wanting to focus on a Primaris majority Space Marine list will have less to choose from, though Hellblasters can be useful in any list for the faction.Hellblaster Squad • Eradicator Squad • Aggressor Squad • Eliminator Squad • Suppressor Squad • Desolation Squad • Infernus Squad • Firestrike Servo-turret • Hammerfall Bunker 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. Combat Squads- Before any models are deployed at the start of the game, a Hellblaster squad containing 10 models may be split into two units, each containing 5 models.

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. 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. This army is fighting in Imperium Nihilus, tasked with putting down a rebellion across multiple planets. I focused on collecting and painting Primaris units alongside the speciality units and Characters available only to the Blood Angels. I converted and kitbashed the latter to fit in alongside the larger Primaris Space Marines. The result is a visually congruous collection with four distinct visual themes. To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

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.

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