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Post by Nick P on Dec 5, 2014 14:05:31 GMT -6
So...do you think Scourges in a Raider with a Broodlord is a good anti-everything unit?
No but seriously, see below for ACTUAL blood angels talk now that the codex release info is out and about on the webs.
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Post by jefferestinpeace on Dec 5, 2014 14:17:13 GMT -6
#nickgate2014 #petitiongw #darkeldartyranidbattlebros
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Post by Nick P on Dec 9, 2014 11:14:53 GMT -6
Ok the blood angels (the only space marine chapter I've ever loved) has a new codex coming out this weekend - and it looks like the info is flowing all over the web as to what we'll see.
The details so far:
Relics: - One jump pack that allows the bearer and his unit re-roll when DS and when other units Intercept -> Snapshots. (25) - Gives Fear, and fear tests are done with -2 L (10) - One item that gives an additional warlord trait strategic table. (15) - One physic weapon +2S, AP4, bearar may re-roll 1 in the psychic phase. If rellod die is a 1, bearer takes one wound. No saves allowed. (10) - One Master-crafted plasma pistol, that does not get hot. (25) - One AP2 power sword. (25)
- Sanguinor has the cost of a Stormraven. The rules are basically the same, but he does not improve the stats of a character anymore. This rule is gone. - 1 Heavy Flamer for tactical squads, 2 for veterans and no Heavy Flamers in Devastators - Terminator Banner allows to reroll failed moral and pinning tests. 12" bubble - Sternguard and Vanguard vets are as SM codex, but with Furious Charge. - No special terminator units (ie, no sanguinary terminators or death company terminators, just BA termies and BA CC termies), honor guard are gone. - Priests give their unit +1WS and FnP, Corbulo gives all units within 6" +1WS and +1I, not cumulative with +1WS from priests. Corbulo is up to 3W finally.
Detachment is 1-2 HQ, 1-4 Elite, 2-6 Troop, 0-3 FA, 0-3 heavy. All units get +1I on charge, ALL GAME.
- No special rules dealing with the red thirst - same special rules as SM book (combat squads, they shall know no fear, etc). - Death company are elite, all dreadnoughts are elite except libby dread, which is HQ. - Assault Marines are FA, only troops are Tacs and Scouts. - Baal Pred is heavy. - No new units - no centurions, no talons, no stalker, etc. - Tacs can take AA missiles. - Mephiston is HQ and now an IC so can join units. Dante and Seth are LoW - All units have Furious Charge.
Unit Changes - Dante's Axe is +2S, AP2, mastercraft and NOT unwieldy, and he's Eternal Warrior - Special rules for Death Company: FC, Fearless, Relentless, FnP, Rage. They cannot reroll to wound if chaplain in the unit. Only Astorath gives them this ability. - No terminator armour for DC. But Jump packs are now only +3 points. WS has been downgraded to 4. - No more Land Raider as dedicated transports for everybody, just for termies. - Vanguard Veterans cannot charge after Deep Strike
Warlord Traits 1. Warlord gets Rampage 2. Warlord gets +1 I 3. One Warlord's weapon gets mastercrafted 4. Warlord gets Adamantium Will 5. Warlord gets Descent of the Angels (Dante's trait) 6. Warlord gets 12" fearless bubble
Psychic Powers Primaris: Blessing. +D3 to A and I to psyker or target character at 12" 1. Malediction. Target unit at 12" takes a Moral test with -2 2. Blessing. Target unit at 18" gets Rage. If they had already that rule, they get +1A instead 3. Blessing. Psyker and his unit get 5++ 4. Focussed witch fire. Target makes 2 T tests. Take one W for each failed test. If targed dies, place 5" blast with S4 and AP5. 5. Beam. 12" S8, AP1 Lance 6" 6. Blessing. Targe infantry unit, moves 12" in the psychic phase. No charging after this movement.
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Post by Nick P on Dec 9, 2014 11:39:55 GMT -6
My initial thoughts are to take Dante, stick him in a unit of 10 vanguard vets, and let them perfect DS where you need them.
Take max priests in HQ, and (if you can still take 3 in a slot but split them up) stick them in various assault marine/death company and vanguard vet/sanguinary guard units to give your mobile units FnP and WS5.
Melta bombs on anything/everything, inferno pistols or grav pistols as well, to take out knights and serpents.
Should give you the basis for a super mobile army, able to take and contest any maelstrom objective, and it seems like the relics, psychic powers, and warlord traits are all geared towards actually making them work in combat. I5, WS5, FnP, Furious Charge marines? Yes please.
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Post by Russell on Dec 9, 2014 21:16:27 GMT -6
I think the new changes sound sweet. Yeah, no more assault marines as troops. Mephiston is no longer the tiny Swarmlord. Loss of fast on the Vindicator. Big deal.
My initital thoughts are two tac squads with flamers, flamers, flamers, and bikes with grav (duh). Since rhinos, razorbacks and preds have fast, you should be able to do a sweet rhino rush and blast away all the bullshit with heavy flamers and charge in with WS5, I5, S5 (seriously, that's so sweet). I know sang. priests are HQ now, so I hope you can pick three for one choice, kinda like how they are now. Speaking of grav, if DC can get them that would be pretty slick seeing as they're relentless and all. That's a 30" threat range on the grav. Might not even need bikes in that case.
Another thought would be to consider the viability of LC assault terminators. Yes, they're still terrible, but with furious charge and a priest or chaplain they could be decent and butchering basically anything short of space elves before they have a chance to strike back.
But, with all that being said, assault is still the lame duck. I'm looking forward to seeing how it all works come Friday. And for anyone interesting in starting BA, check bartertown. The nerdrage about the loss of ASM as troops has the internet up in arms, for whatever reason.
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Post by Nick P on Dec 11, 2014 9:40:22 GMT -6
Dude more rules out now. Shit man, this is looking great.
Dante is 220 points - has eternal warrior, furious charge, a 12" fear bubble, and his axe is AP2, +2S, and master crafted. AND it rolls at his initiative, instead of last like most power axes. And he gets automatic "descent of angels" as his warlord trait...which is all jump units and skimmers only rolling 1D6 for scatter when deep striking.
Assault marines get a FREE drop pod if you remove their jump packs. And they can take 2 special weapons at any size, and sarge can take 2 pistols. So you can have 5 marines, with 2 melta, and a sarge with 2 inferno pistols, in a drop pod...for 135 points. Holy Alpha Strike batman.
I can see myself doing Blood Angels in 2015... (weird, this guy never adds extra armies for no reason). Dante themed, with 2-3 units of jump pack death company, 2-3 units of jump pack assault marines, and then tac squads with melta/combi melta in drop pods. DEEP STRIKE ALL THE THINGS.
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Post by Russell on Dec 12, 2014 22:21:04 GMT -6
Got my mitts on the book this afternoon, some initial thoughts:
- The elites and heavy support sections are stacked, especially since they moved all the dreads and DC to elite and the baal to heavy. - Why take ASM when you can take the superior DC for 6 points more, unless you do the 5 future corpses in a pod with melta as a cheap alpha strike. - Wings of Sanguinius can't be cast on the libby dread. Weak. He can take a pod as a dedicated transport so it would be interesting to drop him somewhere and get shot to pieces. NARRATIVE - Only two troops, Tacs and scouts. BUY OUR NEW TAC SQUAD. But hey, I like tac squads and the fact they can take heavy flamers. - No new anti-air. So I guess you better bring a storm raven, or just don't play people like Jeff who bring three flyrants and two crones seriously man fuck you - Warlord traits are nothing that make me want to not choose from the BRRB - Bikes with grav. - Rhinos, RBs and Baal Preds still have fast, they're an upgrade for Vindicators, Preds, and Whirlwinds (whatever those are). But no scout OR deep striking land raiders. Lame, right? No scout either - Terminators are still awful.
And lots of other stuff. Either way, I'm excited about this book. A lot of internet folk are upset about the loss of ASM as troops but I'm personally not too broken up about it.
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mike
Butts
Posts: 628
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Post by mike on Dec 13, 2014 1:27:25 GMT -6
Can any of them turn into bats?
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Post by Russell on Dec 13, 2014 8:58:21 GMT -6
They really dropped the ball on that one.
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Post by Nick P on Dec 15, 2014 9:35:14 GMT -6
Um so...this is a thing now. Blood Angels detachment: 1 HQ, 2 Elites required. Can have up to 2 HQ, and 14 additional elites slots. Reroll warlord trait on BA warlord table, and all units that deep strike roll 1D6 for scatter instead of 2, and reserve rolls can be re-rolled. Can only choose from the following units: - Terminator Captain
- Terminator Librarian
- Terminator Chaplain
- Terminators
- Sternguard
- Vanguard Vets
- Furioso Dreads
Can only take up to 10 units of Stern/Vanguard in any combination, and only up to 6 dreadnaughts.
WUT
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Post by Nick P on Dec 15, 2014 9:36:12 GMT -6
Blood Wing is a thing now. So there's that.
Also, why can't you take sanguinary guard? Are they not a thing anymore, or are they only unlocked by Dante? Russell, what gives?
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Post by Russell on Dec 15, 2014 10:43:11 GMT -6
sg are still a thing. As far as this formation is concerned, uh, NARRATIVE
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Post by Nick P on Dec 15, 2014 10:49:29 GMT -6
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Post by Nick P on Dec 16, 2014 13:01:23 GMT -6
More formations from the new campaign book: imgur.com/a/ai4QbOf note specifically, is a formation that requires 3 stormravens, each with 10 tacticals inside and a sergeant with a free teleport homer. - Tacs all have objective secured
- Roll reserves for the formation, not for each individual stormraven
- Start rolling for reserves on turn 1 for this formation
- Can reroll reserves for this formation
- Any model that deep strikes onto the board within 12" of at least 2 of the 3 tac sergeants does not scatter and CAN ASSAULT that turn
So, this seems like a pretty decent formation to take alongside the Veteran 1st Company formation from the campaign book: HQ of some kind 3 units of vanguard vets 3 units of sternguard in drop pods 3 storm ravens 3 tac squads with tele homers Storm ravens with tac squads come in on turn one (or start in hover mode), disembark. Keep the sergeants within 12" of each other (a triangle or just string them across a 24" line). Turn 2, drop pods and vanguard come in, land between sergeants, don't scatter, and can assault turn 2. Seems kinda awesome to me.
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Post by Russell on Dec 16, 2014 13:11:26 GMT -6
Jesus, how much does that cost? Three ravens with three full squads (?) in them has got to be close to 1000 points. Assault out of deep strike is a neat thing, though.
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