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Dark Angels

 Post subject: Dark Angels
PostPosted: Tue Sep 22, 2009 5:48 pm 
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Quote: (BlackLegion @ Sep. 22 2009, 18:07 )

Predators where never ever allowed Plasma Cannon sponsons. At least since 2nd Edition. Don't now about Rogue Trader but iirc in RT days already you could field everthing (soap bottle tank anyone?)

Nope. You could obviously manufacture your own but the only official Predator in both Compendium and Vehicle Manual had autocannon turret and lascannon sponsons.

They didn't even have Plasma Cannons in Rogue Trader! They were called Heavy Plasma Guns.


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 Post subject: Dark Angels
PostPosted: Tue Sep 22, 2009 8:14 pm 
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Again to point out there are an awful lot of things in Epic that have never been in 40k.

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 Post subject: Dark Angels
PostPosted: Tue Sep 22, 2009 8:16 pm 
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But not Infantry-grade weapons.

Well the Plasma Cannon thread can now be found here: http://www.tacticalwargames.net/forums....y337508




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 Post subject: Dark Angels
PostPosted: Wed Sep 23, 2009 11:51 pm 
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DA terminators are too cheap at 400 points.

These guys have Teleport ability, are fearless, and have the added benefit of making any upgrades that are with them Fearless. This is just broken. You also have the added benefit of ATSKNF and you have a double dip of pain for the opponent. I cannot see how this force will be any fun to play against.

I think I have experience enough in this are to make such a claim working with an all Fearless list and then removing Fearless.

Just an observation

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 Post subject: Dark Angels
PostPosted: Thu Sep 24, 2009 3:29 am 
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Fearless is a small boost over ATSKNF. Try it and you will see, they break a lot less so the ability comes in far less, further by the time they break most are normally dead. Its only a boost for suicide assaults, which are a waste of the formation anyway. I suspect this is why EpicUk didn't go for it.

I actually costed them (after using them ages back when all this was first proposed) at 375 for 4, but with only 1 assault cannon.

The point about making upgrades fearless is moot, as the upgrades are fearless (the characters). Its actually a 'waste' of a fearless upgrade to do so.

Compared to regular terminators (400 points, 8 assault cannon shots vs 450 points, 4 assault cannon shots, fearless) they are more expensive and less versatile, but more resilant if you lose an assault. So for a 'better' player that would set up a situation where they wouldn't lose, they are worse for the same points.

On the ground with a commander they are 4 land raiders and 4 infantry for 850 points, all fearless. How does that compare to a warlord titan? Or even a Reaver?

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 Post subject: Dark Angels
PostPosted: Thu Sep 24, 2009 5:00 am 
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I think we may be mixing up Dark Angels versions...

Yes. The fearless is there. Its not everywhere.

Buuuttt... theres no warhounds. Or thunderbolts. That is a massive disadvantage and both are fearless (after a fashion).

In use (yes I have a painted Dark Angels army. And Salamanders. And a thing about green clearly) they lack the same punch a traditional tourney army, but have longer staying power that doesn't rely on air assets.

Oh and the downside of hold is the range of the marines is 30cm mostly. Plus how often do people shift marines by breaking them?




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 Post subject: Dark Angels
PostPosted: Thu Sep 24, 2009 4:03 pm 
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@Hena: They become only intractable if they fail an action test. Voluntarily choosing a Hold action doesn't make them intractable. At least it is intended so by me.




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 Post subject: Dark Angels
PostPosted: Thu Sep 24, 2009 4:07 pm 
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What BL said. In my quest to remove words I may have removed that detail.

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 Post subject: Dark Angels
PostPosted: Thu Sep 24, 2009 6:51 pm 
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Then it is badly worded.
Ir should be:

Quote: 

Because of this, a Dark Angels formation which is forced to carry out a Hold action is not allowed to move, even if some units of the formation are out of formation (and thus are destroyed, see 1.7.4 in the Epic: Armageddon Rulebook). Additionally, all units in this formation gain fearless for the remainder of the turn.
Ravenwing detachments are excluded from this rule.

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 Post subject: Dark Angels
PostPosted: Thu Sep 24, 2009 7:39 pm 
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What if it is forced to carry out a Hold action by the controlling player? :p


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 Post subject: Dark Angels
PostPosted: Thu Sep 24, 2009 7:41 pm 
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Then it receives a Blastmarkter and canmove OR shoot with a -1 penalty or regroup. Nothing special.

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 Post subject: Dark Angels
PostPosted: Thu Sep 24, 2009 7:44 pm 
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Quote: (BlackLegion @ Sep. 24 2009, 19:41 )

Then it receives a Blastmarkter and canmove OR shoot with a -1 penalty or regroup. Nothing special.

BL you missed his point.

forced is an ambiguous word to use.

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 Post subject: Dark Angels
PostPosted: Thu Sep 24, 2009 7:46 pm 
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I was being a bit silly, but I know some people who would argue that point till they're blue in the face. Now, none of them play Epic:Armageddon but they can't be alone in the world. Better to be safe than sorry!

Thus it's probably worth it to spell it out that this only regards failed activation rolls.


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