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Dark Angels

 Post subject: Dark Angels
PostPosted: Thu Sep 24, 2009 7:47 pm 
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Because of this, a Dark Angels formation which fails an action test and thus 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.


Better?

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 Post subject: Dark Angels
PostPosted: Thu Sep 24, 2009 7:48 pm 
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Totally! :agree:


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 Post subject: Dark Angels
PostPosted: Thu Sep 24, 2009 11:01 pm 
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Quote: (The_Real_Chris @ Sep. 24 2009, 12:29 )

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.

Small boost? If I manage to break these guys finally, then they stand around in the way of an objective which is 10cm behind them. If I then shoot at them, they do not lose extra models through BM.

This is a little more than a small boost for troops with ATSKNF, RA and TRA. It really takes the fun out of playing against such guys.

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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.


One less shot don't mean much when their main role is to get in CC. You may as well give them 0 shots for all it is worth.
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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.


Fearless Landraiders? I am going off the netea list that was sent out. Am I missing something? In an assault, if the DA lose, not even their Land Raiders run. Yet anoth RA and TRA unit to have to deal with. Combine that with the BM rule in ATSKNF, and such a unit is a nightmare and more importantly not fun to play against

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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.


They are 400 points on the netea list. Am I missing something here? If it was Fearless alone, maybe, however the whole BM rule of the ATSKNF really bumps these guys (IMO) to being more than 400 points.

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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?


I understand that, but if you are not ground pounding, they are a fearless ATSKNF teleporting unit for 400 points. Then you decide to take two of these and teleport them 2nd turn into the opponents half of the table. I think it is a mistake to talk about a ground pounder scenario for an obvious assault unit.

Just how I see it. That's all.  :)




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 Post subject: Dark Angels
PostPosted: Fri Sep 25, 2009 2:48 am 
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Quote: (frogbear @ Sep. 24 2009, 23:01 )

Small boost? If I manage to break these guys finally, then they stand around in the way of an objective which is 10cm behind them. If I then shoot at them, they do not lose extra models through BM.

This is a little more than a small boost for troops with ATSKNF, RA and TRA. It really takes the fun out of playing against such guys.

1-2 stands stand around typically post breaking. At a similar points cost to the omni-present warhounds in marine lists, which this list doesn't have (though it does have the fearless lander which costs less points than the terminators).

I can see how they would be frustrating to face, but compare that to the average marine army and the sources of fearless?
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One less shot don't mean much when their main role is to get in CC. You may as well give them 0 shots for all it is worth.


I take it you don't screen terminators with skimmers? :) (Has happened to me so many times, most irritatingly to salamanders who lack an AT shot facing skimming tanks!!!)

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Fearless Landraiders? I am going off the netea list that was sent out. Am I missing something? In an assault, if the DA lose, not even their Land Raiders run. Yet anoth RA and TRA unit to have to deal with. Combine that with the BM rule in ATSKNF, and such a unit is a nightmare and more importantly not fun to play against


Yes and I think that formation is perfectly fair. It is 850 or 875 depending on how its costed, which is a titan level cost. Warlords you will note are 8 RA TRA 6 void shield beasts. I strongly doubt such a formation would be seen outside a 5000 point game, there are just too many things that can tie it down (or shoot it up, overwatching big gun zaps are a nightmare).
Quote: 

They are 400 points on the netea list. Am I missing something here? If it was Fearless alone, maybe, however the whole BM rule of the ATSKNF really bumps these guys (IMO) to being more than 400 points.


Yes the character upgrade is either 50 (no invulnerable save, fearless instead) or 75 (adding fearless). So regular Terminator cost 400, these chaps less firepower and not getting the full character benifts, 450-475.

To what points cost then? And bare in mind marines that aren't a WE army need to get optimum performance from their formations. To get the most out of terminators, especially at 475 per formation, I would want to not hold them till turn 2 and use a thunderhawk to pick them up to recycle them. Have you tried using a marine army without the thunderbolts and 2 warhounds? Its pretty tough.

Quote: 

I understand that, but if you are not ground pounding, they are a fearless ATSKNF teleporting unit for 400 points. Then you decide to take two of these and teleport them 2nd turn into the opponents half of the table. I think it is a mistake to talk about a ground pounder scenario for an obvious assault unit.


So no chaplains? What do you think hits harder, 800 points of 2 lots of DA or 800 points
of 2 lots of termies with chaplains giving the +1 to the assault. The DA special ability comes into play if you lose, the chaplains come in to help you win ensuring you don't need the fearless.

So you add chaplains. You are now talking about anything up to 950 points for these two formations. Combined with the air assault stuff you are running do you have much left on table?




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 Post subject: Dark Angels
PostPosted: Fri Sep 25, 2009 4:42 am 
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Fair points TRC

It is good to have such a discussion without it becoming personal   :)

You are probably right. Only playtesting will bring it into the light however.

One thing that this does highlight is the power of 500+ point Titans in 3000 point games and how an unbalanced thing they are for their points..

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 Post subject: Dark Angels
PostPosted: Fri Sep 25, 2009 6:27 am 
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Ironically 500+ titans aren't a problem. They can't be everywhere at once and can be confounded by objective set up before you even get tot he point about talking about counter measures.

Now Warhounds...

What would you rather face, 2 475 fearless terminator formations (DW + Chap) or 3 warhounds and a squadron of 2 thunderbolts?

The latter is fearless, faster, has regenerating void shields, is more activations and though lacks the punch of the terminators is running around till the end nabbing objectives and providing supporting fire. Also consider in a regular Marine army those warhounds are supporting their terminators and air assaulter's. Here the terminators and air assaulter's(and ravenwing) are it, there is no Titan and air support.

I tried testing it back when the DA list did the first rounds. Its actually tricky to test as you have to lose with them. I'm used to doing a cautious first turn attack, followed by retrieval and trying to repeat turn 2 (or 3 if too much damage was taken).

The real bonus I guess is throwing them in on a suicide attack. Typically a couple of stands will stagger out broken and this is where the fearless kicks in. Currently if you make your 25% chance of killing one, you actually kill 2. With fearless their is still the solitary survivor kicking around, ready to absorb another load of fire and rallying on a 4+. But how do you make that a winning tactic compared to conservation of your army?

In some ways I think Epic UK is right to keep the price of the terminators down with no specials as with the Warhounds gone terminators are the marines next crutch.

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