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Blood Angels v2.08

 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 12, 2010 2:15 am 
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So after the disembarking in assaults issue is settled now i repost myself:

BlackLegion wrote:
Well looking at the Wh40k rules as written the Red Thirst does the following:
You roll a D6 for every unit with the Red Thirst special ability (only Infantry units have this abillity!) at the start of the game. If you roll a 1 the unit suffers from the Red Thirst.
Units suffering from the Red Thirst loose ATSKNF and gain Fearless (won't run from a lost HtH combat but suffer extra but saveable hits if they loose the HtH combat) and Furious Charge (enables them to hit more early and stronger in HtH combat if they charge).

Taking this into account i would make Red Thirst a special abillity (which i would give all Infantry units) and not an army wide specialrule.
This special ability could look something like this:

Red Thirst
If a formation is being assaulted units with the Red Thirst ability have to countercharge into base contact if possible. Also a formation containing units with theRed Thirst ability looses ATSKNF during Assaults but gains a +1 Assault Modifier* due to the ferocity of their assault. Also casualties suffered from the assault resolution roll can be saved as if they where generic hits.

*Variant could be that they only gain the +1 Assault Modifier if they initiate the Assault and/or have units in base contact.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 2:41 pm 
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Blood Angels 2.09 preview, to restart debate (Unless we're happy with it now!).


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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 3:14 pm 
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The extra 5cm speed remains ridiculous. Rhinos are NOT as fast as Land Speeders, or as maneuverable as Bikes.

And while we're at it, the Lucifer engine is a stupid Matt Ward idea. Considering half the people here often pretend everything after Second Edition never happened, I am truly baffled by the embracement of this.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 3:28 pm 
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Simulated Knave wrote:
The extra 5cm speed remains ridiculous. Rhinos are NOT as fast as Land Speeders, or as maneuverable as Bikes.

Blood Angels ones are.
Categorically, factually, concretely, they are 50% faster than other Rhinos in Warhammer 40,000.

With that in mind, giving Epic Rhinos a 16% boost in speed is not "ridiculous".

Quote:
And while we're at it, the Lucifer engine is a stupid Matt Ward idea.

Hobbits with sniper rifles are stupid too. They're part of the game though.

Quote:
Considering half the people here often pretend everything after Second Edition never happened, I am truly baffled by the embracement of this.

Giving Rhinos a 16% boost in speed helps make the Blood Angels something other than just "normal Marines but painted red".

As to ignoring recent modifications or additions to the setting, well, I prefer to play an Epic that looks like Warhammer 40,000 (Only it's tactically complex and not designed for kids), not an Epic that looks like Warhammer 40,000 as it was 20 years ago.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 4:14 pm 
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Blood Angels ones are.
Categorically, factually, concretely, they are 50% faster than other Rhinos in Warhammer 40,000.

With that in mind, giving Epic Rhinos a 16% boost in speed is not "ridiculous".


And Land Speeders are 50% faster than Rhinos in 40K.

Except if we read the background, we discover they have a top speed several times that of a Rhino (the Land Speeder Tempest tops out around 160, and it's slow by Speeder standards). Falcons have a top speed of 180km/h, which is pushing triple the on-road speed of a Rhino or Razorback. If these engines actually triple the speed of the vehicles in question, there is no explanation for why the BA have not yet been forced to give up the technology. By everyone. Because keeping it is insane. Triple-speed Rhinos could make crushing the enemies of Man a trivial exercise. If they don't, then there's little justification for the increase.

Epic does not represent the same scale of engagement as 40K. 40K is small-scale engagements, with small-scale movements. Epic is not. Unless a vehicle has such speed that it makes a serious difference on a relatively strategic and abstract scale, it doesn't deserve a speed increase. Speeds of over 100 km/h deserve an increase. But you'll note that they got one of 5cm.

Ork vehicles seem to be the exception to this, and I would argue they should all get their speed knocked back by 5cm. Alternately, their increased speed represents the fact that they don't care about damaging their vehicles and can fix them (or make them go faster) by shouting at them. An advantage Blood Angels do not possess.

(In fact, I'm sick of it being possible to outmaneuver Space Marines with Orks. Or keep up with Eldar with Orks. Knock their damned speeds back. :P)

Quote:
Hobbits with sniper rifles are stupid too. They're part of the game though.


Yup. And have been since First Edition. We're kind of stuck with them. We don't need to bring in new stupid ideas.

Quote:
Giving Rhinos a 16% boost in speed helps make the Blood Angels something other than just "normal Marines but painted red".


Except that at a strategic scale they are normal Marines but painted red. They're basically a Codex Chapter who like jump packs a little more, have a handful of unique units, and occasionally go a little crazy. Hell, the Space Wolves aren't that far from being "normal Marines painted grey". Marines simply aren't that distinct from each other.

Quote:
As to ignoring recent modifications or additions to the canon, well, I prefer to play an Epic that looks like Warhammer 40,000 (Only it's tactically complex and not designed for kids), not an Epic that looks like Warhammer 40,000 as it was 20 years ago.


Saying "I want an Epic that looks like 40K but tactically complex and not designed for kids" means that, these days at least, you don't want things to look like 40K.

Over-charged engines was a doctrinal quirk which came with flaws which made it plausible that other Chapters didn't use it. Lucifer Engines apparently have no drawbacks and there is no reason for the BA to keep it to themselves other than sheer selfishness. It beggars belief that other Chapters haven't pushed for the data's release. It's a stupid idea.

You are, IMO, far better off trying to reflect the general trends of the background than a particular iteration of it. Reflecting particular iterations means updates to perfectly good lists for no reason.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 4:48 pm 
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Simulated Knave wrote:
Quote:
Blood Angels ones are.
Categorically, factually, concretely, they are 50% faster than other Rhinos in Warhammer 40,000.

With that in mind, giving Epic Rhinos a 16% boost in speed is not "ridiculous".


And Land Speeders are 50% faster than Rhinos in 40K.

Except if we read the background, we discover they have a top speed several times that of a Rhino (the Land Speeder Tempest tops out around 160, and it's slow by Speeder standards). Falcons have a top speed of 180km/h, which is pushing triple the on-road speed of a Rhino or Razorback. If these engines actually triple the speed of the vehicles in question, there is no explanation for why the BA have not yet been forced to give up the technology. By everyone. Because keeping it is insane. Triple-speed Rhinos could make crushing the enemies of Man a trivial exercise. If they don't, then there's little justification for the increase.

Epic does not represent the same scale of engagement as 40K. 40K is small-scale engagements, with small-scale movements. Epic is not. Unless a vehicle has such speed that it makes a serious difference on a relatively strategic and abstract scale, it doesn't deserve a speed increase. Speeds of over 100 km/h deserve an increase. But you'll note that they got one of 5cm.

Ork vehicles seem to be the exception to this, and I would argue they should all get their speed knocked back by 5cm. Alternately, their increased speed represents the fact that they don't care about damaging their vehicles and can fix them (or make them go faster) by shouting at them. An advantage Blood Angels do not possess.

(In fact, I'm sick of it being possible to outmaneuver Space Marines with Orks. Or keep up with Eldar with Orks. Knock their damned speeds back. :P)

Theoretical, or "track conditions" top speed is different to "operational" top speed.

Epic is all about the latter.

Quote:
Quote:
Hobbits with sniper rifles are stupid too. They're part of the game though.


Yup. And have been since First Edition. We're kind of stuck with them. We don't need to bring in new stupid ideas.

You don't think Hobbits with Sniper Rifles are also kinda cool, at the same time as they're undeniably silly?

Warhammer 40,000 (And Epic) are made of silly things.

What's a Titan, or a Gargant, if not supremely silly?

Quote:
Quote:
Giving Rhinos a 16% boost in speed helps make the Blood Angels something other than just "normal Marines but painted red".


Except that at a strategic scale they are normal Marines but painted red. They're basically a Codex Chapter who like jump packs a little more, have a handful of unique units, and occasionally go a little crazy. Hell, the Space Wolves aren't that far from being "normal Marines painted grey". Marines simply aren't that distinct from each other.

At Epic scale you look at the broad strokes.

So if you're describing Blood Angels to a new player in Warhammer 40,000, and you're given ten seconds to tell them about the army, you tell them:

- They are a dying chapter with a flaw in their character that drives them insane.
- They have notably faster Rhino type vehicles and a new type of tank.
- They really love their Assault Marines.

So those are the high points, the notable features of the Blood Angels Chapter.


Quote:
Quote:
As to ignoring recent modifications or additions to the canon, well, I prefer to play an Epic that looks like Warhammer 40,000 (Only it's tactically complex and not designed for kids), not an Epic that looks like Warhammer 40,000 as it was 20 years ago.


Saying "I want an Epic that looks like 40K but tactically complex and not designed for kids" means that, these days at least, you don't want things to look like 40K.

Warhammer 40,000 has been designed primarily for children since the start of second edition at the latest.

The diference is not in how you approach the background, but how you approach the rule system.

Quote:
Over-charged engines was a doctrinal quirk which came with flaws which made it plausible that other Chapters didn't use it. Lucifer Engines apparently have no drawbacks and there is no reason for the BA to keep it to themselves other than sheer selfishness. It beggars belief that other Chapters haven't pushed for the data's release. It's a stupid idea.

And yet, just like Ratling Snipers, or Gargants, or Space Marine Bikers (A hugely impractical combat vehicle), they exist.

Quote:
You are, IMO, far better off trying to reflect the general trends of the background than a particular iteration of it. Reflecting particular iterations means updates to perfectly good lists for no reason.

"Faster" has always been a part of the Blood Angels archetypical presentation.

Whether that be by Jumppack, or by vehicle, the Blood Angels are Faster.

That's their "thing", their archetype, their core.

Faster.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 5:51 pm 
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Evil and Chaos wrote:
Whether that be by Jumppack, or by vehicle, the Blood Angels are Faster.

That's their "thing", their archetype, their core.

Faster.


Ergo, RED :) Even the orks know "Red 'uns go fasta!"


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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 6:47 pm 
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I`m with E&C on this one. If not faster Rhino-chassis then at least a +1 on Double or March orders. Or a +5cm on the FIRST move durig these actions.

But i still think the Engage on Hold is a bit over the top. A Charge Move is a relatively prolonged move. How long will a Blood Angel run toward his opponent in the clutches of the Red Thirst until he comes to grips again?

To my understanding the Red Thirst is only a threat in the direct vicinity of the foe = in assault range and during an assault. So i still propose my interpretation of the Red Thirst above.
Other solution: During an Assault Blood Angels are forced to move/countercharge in base contact (upholding formation coherency) even if their FF value should be more favourable.
It is up to debate if all Blood Angels units should have this rule or only unit which are exspecially stated as having the Red Thirst ability in Wh40k.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 7:07 pm 
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Quote:
True. However you can't seriously be saying that 40k is able to represent movement properly

Not at all, but when the 40k Blood Angels Rhino is greatly faster than normal Rhinos (50% faster), I do not see increasing the speed of the Epic Blood Angels Rhinos by the smallest possible increment (16%) as being the wrong thing to try.


40k Blood Angels Rhinos are now the same speed class as Land Speeders and Marine Bikes, both 35cm speed units in Epic.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 7:33 pm 
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Two replies in one:

E&C:

Quote:
Theoretical, or "track conditions" top speed is different to "operational" top speed.

Epic is all about the latter.


And I sincerely doubt that these engines are so good that on a semi-strategic level (like Epic) they can increase a Rhino to the same effective speed as a Land Speeder or Falcon. They can fly over obstacles, dammit!

Plus, 40K represents a single combat in Epic. Speed in 40K and Speed in Epic are different things.

Quote:
You don't think Hobbits with Sniper Rifles are also kinda cool, at the same time as they're undeniably silly?

Warhammer 40,000 (And Epic) are made of silly things.

What's a Titan, or a Gargant, if not supremely silly?


Internally consistent with the assumptions of the universe?

If you have Ratlings, them being snipers makes a fair bit of sense. If you have war-obsessed creatures who can make war engines work by believing hard enough and who think bigger is better, Gargants make sense. Titans make sense if you think of them as equal parts cathedral and morale booster to each part of war machine. They're silly, but they're consistent with themselves and 40K as a whole.

Lucifer Engines, as currently presented, rely on the BA being selfish Cads and no one holding them down and taking away their toy. A toy which would enhance the abilities of all Adeptus Astartes Chapters, as well as the Inquisition etc. A toy that would make the defense of the realm of Man much easier.

That's stupid.

Overcharged engines were silly. But they weren't stupid.

Quote:
At Epic scale you look at the broad strokes.


Being Space Marines is a broader stroke than being Blood Angels.

Also, that does absolutely nothing to revoke the point you were responding to. If anything, it reinforces it. In broad strokes, Marine chapters are very, very similar. It is the details that distinguish them.

Quote:
So if you're describing Blood Angels to a new player in Warhammer 40,000, and you're given ten seconds to tell them about the army, you tell them:

- They are a dying chapter with a flaw in their character that drives them insane.
- They have notably faster Rhino type vehicles and a new type of tank.
- They really love their Assault Marines.

So those are the high points, the notable features of the Blood Angels Chapter.


The high point of the Blood Angels character is the Red Thirst. Their bloodlust. Everything you mention after that is an evolution from that.

Look at C:BA 3e. I've yet to get my hands on C:AoD.

I'll quote it: "Why Collect a Blood Angels Army? ...The Blood Angels particularly excel at close quarter fighting and hand-to-hand combat, with highly specialized assault troops such as Veteran Assault squads and the dreaded Death Company. Blood Angels are superb at ripping the heart from an enemy army - quite literally sometimes!"

Hell, even the current Codex says "The Blood Angels...excel in the savage arena of close assault above all others. Every Battle-Brother feels the lure of hand-to-hand combat boiling in his blood - only eye-to-eye and blade-to-blade with the foe can the dark beast within the Chapter's collective soul be given full reign." (page 3)

The stuff you seem to think is the focus of the BA is derived from their bloodlust. Faster vehicles?: "Blood Angels hunger for close quarter fighting more than any Chapter. Often a Blood Angels leader will entreat the Tech-Marines to improve the engines of a Rhino or Razorback to get as (sic) maximum speed out of it as possible." (page 17 of C:BA 3e). Extra Assault Marines? All they have is the option to take Veteran Assault Marines. As Elites (and the blurb emphasizes the BA's excellence at close combat - it mentions nothing about speed). Their troop choices consist of Tacticals and Scouts, same as every other Chapter.

The Blood Angels are bloodthirsty and want to get to grips with the enemy. Speed is the way they do that. It is not the point of the army. It may be pronounced in recent incarnations, but that is a recent development.

Quote:
Warhammer 40,000 has been designed primarily for children since the start of second edition at the latest.

The diference is not in how you approach the background, but how you approach the rule system.


So you create a mature rulesystem by basing things off a childish background?

There is a difference between 'for children' and 'childish'. The Sword in the Stone and Narnia are for children. Matt Ward's Ultramarines are childish.

Things for children may be simple. It may do things that are cool but wouldn't work in the real world. But it will be a consistent, sensible world in its own right.

Lucifer Engines are not consistent or sensible with the rest of 40K. They rely on the BA, AM and other Space Marines all doing things they would be stupid to do.

Quote:
"Faster" has always been a part of the Blood Angels archetypical presentation.

Whether that be by Jumppack, or by vehicle, the Blood Angels are Faster.

That's their "thing", their archetype, their core.

Faster.


No.

The Blood Angels are defined by their bloodlust. That is what produces the obsession with jump packs (it's to get closer to the enemy), the overcharged engines (to get closer to the enemy), all of that stuff. It is all a reaction to the Red Thirst.

The theme of the Blood Angels is not speed. It is blood.

* * *

BlackLegion:

Quote:
I`m with E&C on this one. If not faster Rhino-chassis then at least a +1 on Double or March orders. Or a +5cm on the FIRST move durig these actions.


And I'm not opposed to something like that. I'm certainly bloody well opposed to a blanket +5cm speed increase, especially with flimsy justification from people who don't seem to understand what the Blood Angels are about. The BA have had one Codex that gave them universally fast vehicles. They've had three that gave them fast Rhinos and Razorbacks. I'd say the latter interpretation is the safer one to stick with.

Epic can't run along trying to represent whatever 40K is this year. It should focus on representing the archetype of the various armies - not whatever their current incaranation is, but the ur-army, if you will.

Quote:
To my understanding the Red Thirst is only a threat in the direct vicinity of the foe = in assault range and during an assault. So i still propose my interpretation of the Red Thirst above.


Not at all. Blood Angels can succumb to the Red Thirst before battle is even joined - that's what the Black Rage is. Any large gathering of Blood Angels thinking about combat appears to run the risk of going crazy, whether completely or just a few individuals.

Quote:
Other solution: During an Assault Blood Angels are forced to move/countercharge in base contact (upholding formation coherency) even if their FF value should be more favourable.
It is up to debate if all Blood Angels units should have this rule or only unit which are exspecially stated as having the Red Thirst ability in Wh40k.


Seems like a more appropriate direction to take it.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 7:47 pm 
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The thing with the new Codex is they are trying to make each of the main chapters individual. Rather than just Red Marines, Blue Marines etc.. I think if your going to make Epic Army lists for them then this is the way to go... I can easily make an army with tonnes of Assault Marines with the normal list, Actually I have, my Mortifactors have lots of them. The point of seperate lists is they are different ways to play an army.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 7:52 pm 
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I shall replace my accidental double post with exciting and thrilling analysis of why Lucifer Engines should be ignored.

Point the first:
Codices come and go. IMO, Epic army lists should try and remain relatively consistent - adding new units occasionally, but not really changing the feel of the army. The BA have had three codices with over-charged engines (out of four). They have had one with universal Lucifer Engines. The Lucifer Engines do not make particular sense in-universe (apparently, the BA prefer to keep the technology to themselves rather than, say, give it to other Space Marine chapters. Who might, y'know. Use it to help defend the Imperium). It would be better to me to represent what the Blood Angels have been on average than what they are in this particular codex.

Point the second:
Lucifer Engines (and over-charged engines) make Rhino-chassis vehicles (particularly the Rhino and Razorback) faster in 40K. 40K is not Epic. While these vehicles may be faster in a short-range battle taxi role during a skirmish, in the larger maneuvering of Epic there is no guarantee they would be. Indeed, in 40K Land Raiders and Vindicators are the same speed as Rhinos - and Vindicators used to be 2/3rds the speed of Rhinos in Epic. Representing this close-range speed would be better served with a situational bonus.

Point the third:
Changing the focus of the Blood Angels list away from blood and toward speed is missing the point of the Blood Angels. The Blood Angels have always been about blood, first and foremost. Their various speedy accoutrements derive from different attempts to get closer faster, not to gain greater maneuverability overall. Giving various formations a blanket bonus to speed makes them more maneuverable, rather than just easier to get up close. This is out-of-keeping with the spirit of the Blood Angels as an army.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 8:00 pm 
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You removed the bit about having flying Land Raiders, now that would just be silly

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