Azrael's Hellblasters: Apothecary Or Lieutenant?
What's up, guys? Today, we're diving deep into a classic Warhammer 40,000 dilemma that many Dark Angels players, especially those rocking the awesome Azrael and a chunky unit of 10 Hellblasters, face: Do you attach an Apothecary for unmatched survivability, or a Lieutenant to really crank up that plasma damage output? This isn't just a simple choice; it's a strategic decision that can seriously impact your entire game plan, dictating whether your elite plasma gunners become an unkillable anvil or a scorching hammer. We're going to break down each option, look at the synergies, and help you figure out which one is the absolute best fit for your playstyle, your opponent, and the mission at hand. Get ready to optimize your battle brothers, because making the right call here can truly be a game-changer on the tabletop. Seriously, this choice is crucial for maximizing the effectiveness of one of the most iconic and powerful combos in the Dark Angels arsenal. Let's make sure your Hellblasters are always performing at their peak, whether they're shrugging off damage or melting the toughest threats your enemies can throw at them. Understanding the nuances of these two support characters, their unique abilities, and how they interact with Azrael’s powerful leadership and the Hellblasters’ devastating plasma fire, is key to turning a good army into a truly great one. We’ll explore scenarios, crunch some numbers, and ultimately empower you to make an informed decision that elevates your Dark Angels to new heights of tactical brilliance.
Understanding Your Key Players
Before we pit the Apothecary against the Lieutenant, we need to truly appreciate the incredible power and potential of the units they're designed to support. Knowing their strengths and weaknesses is fundamental to making an informed decision about who gets the coveted slot next to Azrael and his loyal Hellblasters. Seriously, understanding your core units is like knowing your own hand in a poker game – you can't win if you don't know what you're holding, right?
Azrael: The Supreme Grand Master
First up, let's talk about the man himself, Azrael, the Supreme Grand Master of the Dark Angels Chapter. This guy isn't just a pretty face in epic terminator armor; he's a powerhouse and the linchpin for many Dark Angels strategies. His core ability, the Lion's Wrath aura, grants a 4+ invulnerable save to all friendly Dark Angels Infantry models within 6 inches. Let that sink in for a second: a 4+ invulnerable save for a unit of 10 Hellblasters, just for standing near him! This is absolutely huge for survivability, turning otherwise fragile plasma cannon-wielders into surprisingly resilient tanks. Beyond that incredible save, Azrael also comes equipped with Aura of Discipline, allowing you to gain 1 Command Point (CP) during each of your Command phases, provided he's on the battlefield. More CPs mean more stratagems, more tactical flexibility, and ultimately, more control over the game. He's also a respectable combatant in his own right, wielding the Lion's Wrath combi-plasma and the Sword of Secrets in melee, ensuring he can contribute to both shooting and close quarters. His leadership value, as expected, is also top-tier, making units around him far less likely to flee. Azrael isn't just a character; he's an enhancement machine for any unit he leads, especially infantry. His presence fundamentally changes the durability profile of whatever unit he joins, and with 10 Hellblasters, this is an absolutely massive boon. Imagine your opponent pouring shots into a unit that effectively has a 4+ invulnerable save, and then realizing they're not going down as easily as expected. This combination alone is often enough to frustrate opponents and force them to commit far more resources than they initially planned. Understanding Azrael's role as a force multiplier is paramount; he doesn't just make units better, he makes them fundamentally harder to kill and more tactically versatile with that extra CP. He is the anchor, the rock upon which your Hellblaster strategy is built, making the decision of who to attach next to him all the more critical. His impact on the overall game flow and the psychological effect on your opponent simply cannot be overstated. He's not just a character; he's a strategic asset that unlocks the full potential of his bodyguard unit, providing both defense and strategic depth.
Hellblasters: The Plasma Powerhouses
Now, let's talk about the stars of the show, the Hellblasters. These guys are your dedicated plasma delivery system, and they hit hard. Each Hellblaster carries a Plasma Incinerator, which in its standard profile is Strength 7, AP -3, Damage 1, but when overcharged, it leaps to Strength 8, AP -4, Damage 2, often with the Hazardous ability. A unit of 10 Hellblasters, especially with Azrael's re-rolls to hit (from Brittle Resolve if he's the attached leader and you use the ability, or generic re-rolls if available from other sources in prior editions), can unleash an absolutely devastating volley of plasma fire that can melt almost anything in the game, from elite infantry to heavy tanks. Seriously, when these guys get a good line of sight, very few things want to be on the receiving end. However, their immense firepower comes with a significant drawback: they are notoriously fragile for their points cost, and their overcharged plasma can cause Hazardous wounds. Every time you roll a 1 to hit when overcharging, that Hellblaster takes a mortal wound. While Azrael's 4+ invulnerable save significantly boosts their survivability against incoming fire, they still have that internal risk, and standard bolter fire can still whittle them down. Their role is clear: move forward, unleash hell, and delete key enemy units. They are a priority target for any opponent worth their salt, meaning they will draw a tremendous amount of fire. This unit needs to survive long enough to do its job, and ideally, continue doing it for multiple turns. A large unit of 10 Hellblasters is a significant investment in your army, both in points and strategic focus. You’re putting a lot of eggs in this plasma-fueled basket, and you want to ensure they deliver maximum impact while minimizing their inherent risks. They are glass cannons, yes, but when supported correctly, they become hardened plasma cannons that can win you games. Their ability to switch between standard and overcharged profiles offers tactical flexibility, but the overcharge is where their true damage potential lies, and that's where the Hazardous rolls become a real concern. This unit demands protection and optimal offensive buffs to truly shine, making the choice of their supporting character absolutely paramount to their success on the battlefield.
The Contenders: Apothecary vs. Lieutenant
Alright, guys, this is where the rubber meets the road! We've got our Azrael leading a squad of 10 Hellblasters, a true nightmare for any opponent. Now, who do we attach to maximize their potential? Do we go with the life-saving Apothecary or the damage-boosting Lieutenant? Each choice brings a completely different flavor to the unit, fundamentally altering its tactical role and how you'll use it throughout the game. Let's break down these two awesome choices and see what they bring to the table.
The Apothecary: The Lifesaver (Dark Angels flavor)
Choosing an Apothecary to accompany Azrael and your Hellblasters is a choice focused squarely on durability, sustainability, and mitigating risks. An Apothecary, particularly a Primaris Apothecary or a Dark Angels Apothecary, comes with a suite of abilities designed to keep your elite infantry in the fight for longer. Their most iconic ability is Narthecium, which allows them to heal a friendly model for D3 lost wounds in your Command phase. This is fantastic for bringing back a Hellblaster who's taken some damage, ensuring they stay in action. But wait, there's more! The Combat Revive ability is often the real game-changer. When a model in their unit is destroyed by an attack, you can potentially bring them back to life on a 4+ roll, with D3 wounds remaining. For a unit of 10 Hellblasters, this is an absolute godsend. Imagine your opponent finally picks off a Hellblaster after pouring significant firepower into the unit, only for you to roll a 4+ and bring him right back, ready to unleash more plasma hell! This ability directly counters the Hellblasters' fragility and the enemy's attempts to thin their ranks. It also helps to offset the Hazardous rolls when overcharging their plasma. If a Hellblaster blows himself up with a 1 to hit, the Apothecary can potentially revive him, effectively giving you a second chance with that model. This combination of healing and revival means that your unit of Hellblasters becomes incredibly sticky and difficult to remove from the board, far outlasting their expected lifespan. With Azrael's 4+ invulnerable save and an Apothecary's ability to heal and revive, this unit transforms into an unyielding anvil that can soak up an incredible amount of punishment. This means your Hellblasters can hold crucial objectives, weather sustained enemy fire, and continue to pump out damage turn after turn, forcing your opponent to dedicate disproportionate resources to deal with them. The psychological effect of constantly bringing back models or shrugging off wounds cannot be overstated; it’s incredibly frustrating for your opponent and a huge morale boost for you. The Apothecary ensures your points investment in the Hellblasters pays off over the entire game, not just for a turn or two. This focus on attrition and sustained presence makes the Apothecary a prime choice if your strategy revolves around outlasting your opponent and controlling the board through sheer resilience. Seriously, having a character that brings your guys back from the dead is just plain unfair to your opponent, in the best possible way. This option makes your already tough unit with Azrael's invulnerable save almost impervious to all but the most dedicated and overwhelming assaults, extending their combat effectiveness significantly. It’s all about denying your opponent easy kills and maximizing the time your valuable plasma weapons are online.
The Lieutenant: The Damage Dealer (Dark Angels flavor)
On the flip side, bringing a Lieutenant along with Azrael and your 10 Hellblasters is a choice that's all about maximizing offensive output and efficiency. The primary draw of a Lieutenant is their powerful Reroll Wounds of 1 aura, which applies to friendly units within a certain range (often 6 inches). For a unit of 10 Hellblasters, this is a phenomenal boost to their already impressive damage profile. Imagine all those overcharged plasma shots, hitting on good values thanks to potential other buffs, now getting to re-roll any natural 1s to wound. This significantly increases the consistency and raw damage potential of the unit, ensuring that more of those powerful Strength 8, AP -4, Damage 2 shots actually convert into successful wounds against even the toughest targets. Against high-toughness vehicles or monsters, those re-rolls to wound become absolutely critical, pushing through that last bit of damage needed to finish off a threat. This focus on damage output means your Hellblasters become an even more potent alpha-strike unit, capable of deleting key enemy threats in a single devastating volley. If your strategy involves identifying a crucial enemy unit (like a heavy tank, an enemy character, or a big monster) and absolutely erasing it from the board, then the Lieutenant is your guy. He doesn't help with survivability, but he makes sure that the shots you do get off are as impactful as possible. This means fewer wasted attacks, more damage dealt, and a faster elimination of enemy threats. The Lieutenant essentially turns your unit into a surgical strike force, capable of picking out and destroying specific targets with extreme prejudice. While Azrael provides the survivability with his invulnerable save, the Lieutenant supercharges the damage, creating a truly terrifying combination of resilience and raw firepower. This is especially valuable in a meta where killing specific high-priority targets quickly is paramount, or if you find yourself needing to crack open tough enemy vehicles that would otherwise shrug off less optimized attacks. The re-roll 1s to wound also synergizes well with any other wound modifiers or buffs you might have, creating a cumulative effect that can be truly devastating. You’re trading defensive utility for raw, offensive power, making your Hellblasters a true threat amplifier rather than just a durable objective holder. This option is for players who want to go on the offensive, dismantle the opponent's strongest assets early, and control the game through superior firepower. Seriously, watching 10 Hellblasters with re-roll 1s to wound just melt an enemy Knight or a crucial monster is a thing of beauty that every Dark Angels player should experience. It’s about being proactive and ensuring that when your Hellblasters shoot, they leave nothing but molten slag.
The Great Debate: Who Wins for Your Hellblasters?
Alright, guys, this is the million-dollar question: Apothecary or Lieutenant for your Azrael-led Hellblasters? There’s no single, universal