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Dark Angels

 Post subject: Dark Angels
PostPosted: Fri Nov 21, 2008 11:48 am 
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the ability to travel fast and negate firing penalties for movement.

This is a standard feature of all bike units in Wh40k. They can turboboost (moving 18+")to get a cover save.

For Plasma weapons: The heavy weapons on vehicles where always the same as the ones infantry carries but more robust ones. Statswise they are the same.
And i don't think, that the DarkAngels need Plasma Cannons.

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 Post subject: Dark Angels
PostPosted: Fri Nov 21, 2008 3:17 pm 
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I like the plasma for old times sake. More importantly it makes the tacs slightly different and gives a different dynamic to the list. Even more importantly 4+SF is a lot better as the standard tactic is double then assault, and a 4+ weapon is far better than the current missile launcher and 5+ plasma weapon. And most importantly SF on anything other than a WE or mono use unit that doesn't move much (lke a manticore) is too bloody fiddly and a sod to record (turning assualt troops backwards because they are recharging just looks bad).

And yes I have a plasma armed predator :) I like the little changes you get in army lists - a view completely opposite some who think if its not radically different you shouldn't bother. Its a harmless outlet for creativity, uses my model collection and introduces different options that make things interesting rather than require big re-writes. For the pred it complements the tactical infantry weapons and ios an interesting alternative to vindies for assault marines.

The deathwing land raiders to give them more punch could mount MultiMelta. I would extedn the option of getting one to any formation with a character in personally.

Oh in your list the assault cannon should be 30cm range. Personally I would make the Deathwing raider transport 1 infantry unit. Even if its carrying regular marines you can assume its got a secret chapel bit, or better comms or something taking up the space.

Tis got interesting ideas, and always good seeing varient marine lists getting interest. Don't suppose you fancy testing Salamanders? :)

Dreadnaught wise how about one plasma dread and one mortis dred (so allowing those with only two types to say whats what). What weapons could it carry? 2 twin autocannon? Would that and fearless be too good for 75? Best with twin missile launchers or similar?

In summary I would have
Deathwing (1 assault cannon, fearless)
Deathwing LR's (extra MM, fearless, transport 1 stand, option for any unit with character so they get their own transports!)
Masters (characters with fearless instead of invulnerable)
'Ironwing' (slightly different armour org and plasma predator)
Dreds (fearless, choice of close support or mortis)
Plasma Tacticals (for the reasons above)
RW Landspeeders as Tornadoes (I would drop the typhoon option - I doubt it would be used that much plus makes them a stand off and shoot unit, is that RW?)

I'm not keen on RW bikers being FF troops, that just makes them too expensive, far more than 275. 3+ save and Scout is worth 275. Being able to attack all units equally (skimmers and the like are FF only) whilst retaining a great CC (for fighting russ and similar) and getting plasma guns would I think make testing start at as much as 350 for 5. Certainly it would never get lower than 325.

And on a side note should the scouts be getting their funny transports? Or sticking with the normal scout transport options?

Oh and I still can't think of a good name for the Librarian!

Combining some of your ideas with mine gives me the folowing (and note BL I'm not yet suggesting the razorbacks get twin plasma guns and a lascannon :) ).




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 Post subject: Dark Angels
PostPosted: Fri Nov 21, 2008 8:05 pm 
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the ability to travel fast and negate firing penalties for movement.

This is a standard feature of all bike units in Wh40k. They can turboboost (moving 18+")to get a cover save.

For Plasma weapons: The heavy weapons on vehicles where always the same as the ones infantry carries but more robust ones. Statswise they are the same.
And i don't think, that the DarkAngels need Plasma Cannons.

For the first bit I was referring to firing penalties.  Bikes used to count as vehicles in 40k during 2nd Edition and RW moving at 'fast' speed (as opposed to 'slow' or 'combat') had no penalties to hit targets.  So that would be what the rule above was trying.

As for plasma Epic seems to take the second edition approach to it and I was thinking along the same lines with the plasma.  The plasma cannon on the destructor has slow fire (as do most of the larger plasma weapons) which suggests it is stuck using the 'high power' mode of the plasma gun.  Meanwhile we see the Infantry plasma gun does no have slow fire (makes sense as an Epic turn means it is likely firing multiple times and recharging just as many).  So using a "heavy plasma gun" for an infantry version of the weapon seems to be the best choice, the old HPG had a low power setting that allowed it to fire every turn so if we can assume the vehicle version is always cranked to 11 then the infantry one can be a little less over the top and simply perform as a shorter ranged infantry heavy weapon.

I like the plasma for old times sake. More importantly it makes the tacs slightly different and gives a different dynamic to the list. Even more importantly 4+SF is a lot better as the standard tactic is double then assault, and a 4+ weapon is far better than the current missile launcher and 5+ plasma weapon. And most importantly SF on anything other than a WE or mono use unit that doesn't move much (lke a manticore) is too bloody fiddly and a sod to record (turning assualt troops backwards because they are recharging just looks bad).

I have to agree, once I saw the stats for it it didn't feel like an infantry weapon so my choice was either make something new (or rather use something new someone else came up with :p) or keep things the same.  I liked the idea of having tactical squads armed differently so I kept it in my changes.

And yes I have a plasma armed predator :) I like the little changes you get in army lists - a view completely opposite some who think if its not radically different you shouldn't bother. Its a harmless outlet for creativity, uses my model collection and introduces different options that make things interesting rather than require big re-writes. For the pred it complements the tactical infantry weapons and ios an interesting alternative to vindies for assault marines.

Hmm, I can see it growing on me even if I'll likely never use it.  I'd be fine with keeping it in since it does add some list flavour.  As I said before I just marginally dislike the DA = Plasma rep that has grown over the years but in Epic having a signature weapon seems to work better because you aren't mixing and matching options in every unit.  So count me in for keeping it.

The deathwing land raiders to give them more punch could mount MultiMelta. I would extend the option of getting one to any formation with a character in personally.

Hmm, that would be fairly cool actually, an alternative is to also allow one Land Raider Prometheus as an upgrade to a Deathwing Land Raider (Azrael supposedly uses a custom Prometheus for his command vehicle) but maybe I'm just getting a little crazy at that point.

In any case a MM would be a cool addition and as LR's tend to be quite expensive it wouldn't be elbowing into RW territory too much. I say we give it a try for now and see how it goes.  What would the cost per DW LR be though?  With all that equipment on there it is sounding a bit like 90-100 points a piece or maybe even more.  But that's what testing is for I suppose.

I'd leave out LR's for characters in non-Deathwing formations for now, it's kind of cool but the standard PA command vehicle in the Dark Angels still seems to be the Razorback.  It's something else to think about though.

Oh in your list the assault cannon should be 30cm range. Personally I would make the Deathwing raider transport 1 infantry unit. Even if its carrying regular marines you can assume its got a secret chapel bit, or better comms or something taking up the space.

Damn copy pasting!  Yeah I forget to change a few things between the variants.

Tis got interesting ideas, and always good seeing varient marine lists getting interest. Don't suppose you fancy testing Salamanders? :)

I may actually, they're both dark green so I could totally get away with it and none would be the wiser!

Dreadnaught wise how about one plasma dread and one mortis dred (so allowing those with only two types to say whats what). What weapons could it carry? 2 twin autocannon? Would that and fearless be too good for 75? Best with twin missile launchers or similar?

That sounds reasonably cool.  The plasma dread and twin-AC versions sound the best, the only thing that bugs me about the latter is that it would replace the TLLC+ML variant which is the classic Dark Angel configuration.  But if we had a third variant I'd feel like we'd be asking for too much.

As for the cost I'd say 75 points is a good place to start for a fearless dread.

In summary I would have
Deathwing (1 assault cannon, fearless)
Deathwing LR's (extra MM, fearless, transport 1 stand, option for any unit with character so they get their own transports!)
Masters (characters with fearless instead of invulnerable)
'Ironwing' (slightly different armour org and plasma predator)
Dreds (fearless, choice of close support or mortis)
Plasma Tacticals (for the reasons above)
RW Landspeeders as Tornadoes (I would drop the typhoon option - I doubt it would be used that much plus makes them a stand off and shoot unit, is that RW?)

Sounds good and I agree with dropping the Typhoon (I wasn't sure if others would like that though) as that just isn't RW.

I'm not keen on RW bikers being FF troops, that just makes them too expensive, far more than 275. 3+ save and Scout is worth 275. Being able to attack all units equally (skimmers and the like are FF only) whilst retaining a great CC (for fighting russ and similar) and getting plasma guns would I think make testing start at as much as 350 for 5. Certainly it would never get lower than 325.

Yeah that is another one of those things I forgot to change when making the variant list, though I had them underpriced at around 300 in my head.  I'll agree with you here that keeping the RW like normal bikes with the improved save and scout seems to be the better road to RW.


And on a side note should the scouts be getting their funny transports? Or sticking with the normal scout transport options?

Hmm, a tough one but I'd say 'no' myself.  I'd stay away from the Land Speeder Storm since we don't have any other Battle Company speeders in the list.  If people want to make a list with a scout and speeder bent to it then that's where the codex list comes in.


Oh and I still can't think of a good name for the Librarian!

That's just because the Dark Angels never had a cool name for them.  I too tried to think of one but it always attached a very specific rank to them which I wanted to avoid.  So I say just keep Librarian and rename the psychic power to Hellfire.  Seems to work well enough.  Shame there was never an official cool name for Librarians as a whole though when all our other HQ choices got name upgrades.  But that leads down the path to madness, Librarian will do for now.

[Edit]

Read through the list and it's looking good.  The Landraider price seems reasonable to me, as I said before I'd leave the Storm out for the Dark Angels list to put more emphasis on the use of the Ravenwing for the mobile scout niche.  If players want to do a non-standard DA force that uses loads of mounted scouts then the codex list (if it is updated to include the storm) would be the place to go.

And for the Dreadnoughts I'm wondering if the Deathwing Dreadnought should have the vehicle mounted plasma cannon instead of the infantry one just to keep things consistent (and would that warrant an increased price or is 75 points still reasonable for a plasma cannon armed, fearless dreadnought)

As for the Mortis (and I think we should just drop 'Deathwing' from the front as it starts to sound a bit crowded, simply 'Mortis Dreadnought' sounds bad-arse enough for my money) the iconic Mortis I've seen totes around twin auto-cannons so I'll stand by that as the version we should go with.

And in other news I'm still a little put off by the lack of the standard ML/TLLC Dread but I suppose I'll go with the same line of thought here that I did with the LS Storm.  If we want to do a Battle Company army instead of the usual mixed arms then the Codex list represents that well enough (just leave the terminators at home really and you've got a passable DA Battle Company complete with BC bikes!).

And an extra note, some of the Detachments list "support" as a possible upgrade but it doesn't exist in the list.  I'm just assuming this is supposed to mean the "armour" option.  I say just composmise and give it the nice descriptive name of Armoured Support.

And in the same vein as the DW Dread question should we use the vehicle version of the plasma cannon on the Predator too?  Again for the purpose of keeping things straight across armies.

Since the vehicle mounted plasma cannons in this list carry the same stats as the lighter infantry version.

My personal thought is it feels more reasonable on the vehicles than it does on the troops so we should go with the 4+/4+ slowfire version on the DW Dread and DA Predator just to make things different.  If nothing else I say return the DW Dread to using an Assault Cannon (same stats as infantry plasma we are using) but use the slow fire plasma on the Predators (because it would be a very different kind of tank with that difference).

Final note, is the Ravenwing Attack Bike supposed to not have the scout rule and is the Ravenwing Land Speeder supposed to have Walker (it also still has the bit about the multi-melta in there so that should be removed as it no longer carries one :p)?

[Editted Edit]

Ah, just noticed you had the DW LR thing in the Character entry, looks to be a steep price for it but I think that it looks reasonable enough at 100 points so I say keep it in there just for the extra land raidery goodness (though part of me is thinking that it would be a perfect place to put a Land Raider Prometheus in the list now).

If we include it how about the following stats:

(Basic statline identical to the normal LR)

Weapon
4x Twin-linked Heavy Bolters [30cm, AP4+]
Multi-melta [15cm, MW5+]

And maybe add on some special command ability (single unit on the table can remove one BM during the strategy phase?) unless there is already an ability lying around for a command tank somewhere.

If we do adopt the Prometheus then maybe the DW LR upgrade could be 3x DW Land Raiders and one Prometheus?  It would at least make for some cool conversion possibilities.  But I await replies to see if this is just plain crazy.





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 Post subject: Dark Angels
PostPosted: Fri Nov 21, 2008 10:56 pm 
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Quote: (The_Real_Chris @ 21 Nov. 2008, 07:17 )

[lots of plasma discussion]

Count me in for plasma weapons, your justification sold me, but you're going to need a note for the grognards that insist DA=/=plasma love.

The deathwing land raiders to give them more punch could mount MultiMelta. I would extedn the option of getting one to any formation with a character in personally.

That is actually an option for all Land Raiders in the new Marine Codex, so go for it.

Dreadnaught wise how about one plasma dread and one mortis dred (so allowing those with only two types to say whats what). What weapons could it carry? 2 twin autocannon? Would that and fearless be too good for 75? Best with twin missile launchers or similar?
I'd rather see the Mortis in addition to the regular 2, but if needed, the LC/ML dread could be replaced with the Mortis.  I like the Twin Autocannon mortis personally, as it fills a different niche than the traditional dreads.  Also, it's immediately recognizable at a distance.

Deathwing (1 assault cannon, fearless)
Masters (characters with fearless instead of invulnerable)
'Ironwing' (slightly different armour org and plasma predator)
RW Landspeeders as Tornadoes (I would drop the typhoon option - I doubt it would be used that much plus makes them a stand off and shoot unit, is that RW?)

I'm not keen on RW bikers being FF troops, that just makes them too expensive, far more than 275. 3+ save and Scout is worth 275. Being able to attack all units equally (skimmers and the like are FF only) whilst retaining a great CC (for fighting russ and similar) and getting plasma guns would I think make testing start at as much as 350 for 5. Certainly it would never get lower than 325.

1- Are termies with only one AsCan still usable?
2- Actually, only the Librarian got screwed in the 4e codex, Master and Chaplain still have an invuln save, but losing the 6+ invuln save for fearless could be worth it.
3- All hail the Ironwing (even if I'm not sure about the plasma pred.  You keep saying you have one, I wanna see a pic!)
4- Typhoon is an option in the 4e codex, and 5e has changed the Typhoon from a baby whirlwind to a 2-shot missile launcher.

Ravenwing needs some longrange support, if only to lay BMs on the guys the termies are going to assault next.  One of the most effective lists in 40k right now is called the Multiwing (or Black&White).  Ravenwing to give the Termies a target to teleport onto, and for crowd control until the termies finish mopping up.
And on a side note should the scouts be getting their funny transports? Or sticking with the normal scout transport options?
Unless the Raven Guard list shows up soon, I say give them the LS Storm.  It's different, and changes how you can use scouts.
(and note BL I'm not yet suggesting the razorbacks get twin plasma guns and a lascannon :) ).
Why not?  It's in the 5e Marine codex as an option!

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 Post subject: Dark Angels
PostPosted: Fri Nov 21, 2008 11:17 pm 
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Are termies with only one AsCan still usable?


As useable as anything else I suppose.  The single AssCan is to scale back the price of the formation because at 400 points you start to get in to the "too steep" territory for only four bases.  DW Terminators will perform a their peak in FF/CC and the AssCan is really just around to stop them from getting abused by high speed units until the RW can come in and support them.

At this point it is either 1 AssCan or 2 Heavy Flamers because at 400 points for 2 AssCans they close up a lot of options and become less viable for it.

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 Post subject: Dark Angels
PostPosted: Sat Nov 22, 2008 1:35 am 
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Plasma: I DON'T like it. But i can live with a switch of 2 Tactical units for 2 Plasma Tacticals in the Tactical Detachment.
So you would get 4 Tacticalunits and 2 Dark Angels Tactical units plus 3 Rhinos in the Tactical Detachment.

Deathwing: Well Deathwing Terminators can mix heavy weapons and CC gear. Other Chapters can't so perhabs give them +2 EA MW but CC4+ and only one AssaultCannon?

Dreadnoughts: A Plasmacannon Dreadnought would be ok. But remember: Not all DarkAnges Dreadnoughts belong to the Deathwing. Only 1st Company Dreadnoughts belong to the Deathwing and should be Fearless.
So perhabs you could introduce and +5pts or +10Pts Upgrade for Dreadnoughts to make them Deathwing members and so become Fearless?
Mortis Dreadnought with two Twin Autocannons? Ok :)

Land Raiders: MultiMelta for Land Raiders? No. Generic Space Marien Chapters have this option but not the DarkAngels.

And suggestions from me:
Add Ignore Cover to the Whirlwind. The DarkAngels where the first new Codex which had Incendiary Rounds for their Whirlwinds and now all SpaceMariens have them as standart.

And a note: My first idea for both DarkAngels and Salamanders where to add minimalist changes as was done with the White Scars (bigger Bikes Detachment with Walker plus one special rule for the whole army and reduced Titan support). Now you add a pletora of new units and abilities to the list. Is this really nessesary?

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 Post subject: Dark Angels
PostPosted: Sat Nov 22, 2008 2:11 am 
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Quote: (BlackLegion @ 22 Nov. 2008, 00:35 )

Plasma: I DON'T like it. But i can live with a switch of 2 Tactical units for 2 Plasma Tacticals in the Tactical Detachment.
So you would get 4 Tacticalunits and 2 Dark Angels Tactical units plus 3 Rhinos in the Tactical Detachment.

I would go with all or nothing. Its a small change and even better this way its easy to say which is which.

Deathwing: Well Deathwing Terminators can mix heavy weapons and CC gear. Other Chapters can't so perhabs give them +2 EA MW but CC4+ and only one AssaultCannon?


I think the discussion is how to downgrade teh abilities to keep the price down :)

Dreadnoughts: A Plasmacannon Dreadnought would be ok. But remember: Not all DarkAnges Dreadnoughts belong to the Deathwing. Only 1st Company Dreadnoughts belong to the Deathwing and should be Fearless.
So perhabs you could introduce and +5pts or +10Pts Upgrade for Dreadnoughts to make them Deathwing members and so become Fearless?

I would have thought that fearless was worth more than that for a dred. But anyway they have been around for donkeys years and haven't twigged about these fallen?

For all these some of those, some of deathwing. some of whatever I think its all or nothing (like the ravenwing and regular bikers and stuff int he chapter, see arguements earlier in the discussion). So in essence its a list showing the dark angels more limited gear, not a general one for them with all their possible stuff, ust things to make them more unique.

Land Raiders: MultiMelta for Land Raiders? No. Generic Space Marien Chapters have this option but not the DarkAngels.

Do you think BL that is due to GW design OR that they didn't plan on that option back then? What about mortis dreds in that case? Or Deathwing land raiders (any difference in 40k between them and regular raiders?).

Add Ignore Cover to the Whirlwind. The DarkAngels where the first new Codex which had Incendiary Rounds for their Whirlwinds and now all SpaceMariens have them as standart.

It would be a good idea if the whirlwind was underpowered, but its not. IC on a barrage weapon as Rug was at pains to point out is great in epic due to the reliance on mechanised infantry. Hell most races hug cover and IC weapons make them very vulnerable. TYhe List doesn't need pricier Whirlwinds.

And a note: My first idea for both DarkAngels and Salamanders where to add minimalist changes as was done with the White Scars (bigger Bikes Detachment with Walker plus one special rule for the whole army and reduced Titan support). Now you add a pletora of new units and abilities to the list. Is this really nessesary?

Well yes and no. No because it woud make them more generic, yes because it makes them more distinctive (but requires more testing). Personally I'm for as many differences as possible to achieve a different style. With the plasma, fearless, ravenwing and such you have a list which operates close to the enemy (or rather survives longer) and seems qualitively better in its to hit and everything else. While of course being a bit smaller and elite.

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 Post subject: Dark Angels
PostPosted: Sat Nov 22, 2008 2:13 am 
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The prometheus - nice idea, but with the stats elsewhere for it it would be too good in this army. The combined assault ability with a lot of ravenwing and fast attack options would make it very expensive. We get away with in in the salamanders and tak lists because of limited formations and a lack of such fast options (to the extent of regular lists).

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 Post subject: Dark Angels
PostPosted: Sat Nov 22, 2008 2:30 am 
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Plasma: Well try another paint job for the weapon and you have the visual difference :D

Terminators: Deathwing Terminators are the best Terminators in the game (apart from Grey Knights). So yes they should be expensive :D

Dreadnoughts: Well most of the time Dreadnoughts will be held in stasis. An then you could have them held away from the Fallen issue.
Some DarkAngels are severwl hundred years old and not member of the Deathwing. If you didn't found it out in, say, three hundred years, then you never will :D

Land Raiders: The difference in Wh40k is the paintjob. Deathwing Land Raiders are bonewhite, Armoury Land Raiders are darkgreen. Thats it. Epic operates on a whider scale so we are allowed the luxury of adding Fearless to some units :D

Whirlwind: So you want to add an entirely optional weapon to some Land Raiders but want to ignore a standard feature of a unit?

To the Note: I have to think about this. I have abad feeling of radical changes of the Codex List to have an entirely differentl ist to mimic all the aspects which makes the DarkAngels different.
Even the BloodAngels list isn't that radical.

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 Post subject: Dark Angels
PostPosted: Sat Nov 22, 2008 2:42 am 
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Quote: (BlackLegion @ 22 Nov. 2008, 01:30 )

Plasma: Well try another paint job for the weapon and you have the visual difference :D

The plasma thing (having tried it ages back) only really makes a difference when everyone uses it. Otherwise its a point pointless (as its for a unit a very small change).

Terminators: Deathwing Terminators are the best Terminators in the game (apart from Grey Knights). So yes they should be expensive :D


Thats true, but in any dice based game you risk per point increases a fair bit for small expensive units. Anything to bring them down I think is worth trying.

Some DarkAngels are severwl hundred years old and not member of the Deathwing. If you didn't found it out in, say, three hundred years, then you never will :D

After being released from stasis in the 42nd millenium Brother Legin is surprised to discover the Chapter masters wearing Heresy era armour and the space wolves chapter performing a full drop onto the rock :)
I look at it in the same way as the arguements above about elite bikers without normal bikers. Its to show a style. With no more than a handful of dreds used by armies in Epic making them all fearless is a similar thing.

Whirlwind: So you want to add an entirely optional weapon to some Land Raiders but want to ignore a standard feature of a unit?

Yes :) Simply because it would make it more expensive. Marines really don't need that. With IC I would say 350 for 4 would be fair. For that I would just rely on 250 point marauders instead if I wanted barrages. In an army that is already making me pay more for elites it would be a cost increase to far.

other chapters sure, perhaps ones that are otherwise short of firepower? (Space Wolves and the like.)

Even the BloodAngels list isn't that radical.

Last time I check it was an air assault list on steroids :)

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 Post subject: Dark Angels
PostPosted: Sat Nov 22, 2008 2:54 am 
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Quote: (Durandal @ 21 Nov. 2008, 19:05 )

As for the Mortis (and I think we should just drop 'Deathwing' from the front as it starts to sound a bit crowded, simply 'Mortis Dreadnought' sounds bad-arse enough for my money) the iconic Mortis I've seen totes around twin auto-cannons so I'll stand by that as the version we should go with.

The twin autocannon mix is a lot of firepower, maybe to go with what BL said that would be the regular dred, the other one the deathwing dred? (So they can still both cost 75 points.)

And an extra note, some of the Detachments list "support" as a possible upgrade but it doesn't exist in the list.  I'm just assuming this is supposed to mean the "armour" option.  I say just composmise and give it the nice descriptive name of Armoured Support.


In my defence it was a hastily constructed list :)

And for the Dreadnoughts I'm wondering if the Deathwing Dreadnought should have the vehicle mounted plasma cannon instead of the infantry one just to keep things consistent (and would that warrant an increased price or is 75 points still reasonable for a plasma cannon armed, fearless dreadnought)

And in the same vein as the DW Dread question should we use the vehicle version of the plasma cannon on the Predator too?  Again for the purpose of keeping things straight across armies.

Since the vehicle mounted plasma cannons in this list carry the same stats as the lighter infantry version.

My personal thought is it feels more reasonable on the vehicles than it does on the troops so we should go with the 4+/4+ slowfire version on the DW Dread and DA Predator just to make things different.  If nothing else I say return the DW Dread to using an Assault Cannon (same stats as infantry plasma we are using) but use the slow fire plasma on the Predators (because it would be a very different kind of tank with that difference).

Varient gaurd lists use 5+ plasma cannon. Slow fire just too fiddly. Its also less powerful given the propensity for space marines to only fire once every couple of turns (well, not the preds, but everything else) due to the desire to assault.

Final note, is the Ravenwing Attack Bike supposed to not have the scout rule and is the Ravenwing Land Speeder supposed to have Walker (it also still has the bit about the multi-melta in there so that should be removed as it no longer carries one :p)?

The land speeder is a bit wrong with the MM bit, but the attack bike is correct. I thought it rather good with standard A bike stats compared tot he land speeder MM (which is now gone) so the FF got dropped as well. Too much? Or is a formation of 5 worth it? (As they aren't that hot on their own - better to be all one or the other with such a short range weapon.)

Ah, just noticed you had the DW LR thing in the Character entry, looks to be a steep price for it but I think that it looks reasonable enough at 100 points

The Raorback bit was added to stop them appearing where any commander is which could get odd.

Prometheus problems outlined above. Plus does a command tank detract from the fearless DA characters which should be one of the key flavour bits?

There are a couple of prometheus threads if you want to see whats being done with it.

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 Post subject: Dark Angels
PostPosted: Sat Nov 22, 2008 2:58 am 
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Plasma: I'm ok with a Plasma Cannon (4+/4+ SF) Dreadnought. But all infantry too? No. DarkAngels don't need it.

Terminators: Well, perhabs DarkAngels could use bigger Terminator formations? Thay 6 Deathing Terminators? They are one of the few chapters with 100 suits of Tactical Dreadnought Armour :D

Dreadnoughts: Well ok make them all Fearless. A Plasmacannon Dreadnought insteas of the AssaultCannon one and a Mortis Dreadnought instead of the LC/MK Dreadnought.

Whirlwinds: You are strange :D

BloodAngels: AirAssault on steroids? They have what? 3 new units and a slighty altered force org. I thought Salamanders where AirAssault on steroids? :D




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 Post subject: Dark Angels
PostPosted: Sat Nov 22, 2008 3:09 am 
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So those razorbacks are back in the list then? :) Anyone fancy the option of lascannon and twin plasma guns? (45cm AT5+, 15cm AP4+/AT4+)  ???

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 Post subject: Dark Angels
PostPosted: Sat Nov 22, 2008 7:30 am 
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On plasma:  Alright, wasn't aware other armies used the 5+/5+ version so if that's the case it seems reasonable to keep it like that on vehicles (didn't want to cause undue differentiation without the need).

On Terminators:  I'd be wary of increasing the size of their squads because that would make them significantly harder to transport and without an easy way to pick them up and get them out of harms way I can't see them lasting long against massed firepower.  It would feel a lot like giving BTS to my opponent.  So keeping them at four units to a detachment is important because that's the magic number for transport in a lot of cases.

At six stands the Thunderhawk can no longer transport them to safety or they'd need at least 500 or so points in Land Raiders to have ground transport.  That ends up becoming a significant chunk of the list to keep your terminators safe.  I'd rather not need a Landing Craft for a single unit.

Again I put forward the two heavy flamer idea instead of the one assault cannon idea.  Deathwing are supposed to be great in close quarters and they are some of the best troops around for clearing space hulks.  So maybe try that out (though I realize this would just make them Fearless versions of the Salamander terminators)?  Does that work for you (BlackLegion)?  Or maybe try this instead:

Stats:  Mov 15cm; AR 4+; FF 3+; CC 4+
Weapons:
Storm Bolters (Small Arms)
Heavy Flamer [15cm AP4+, Ignore Cover OR FF Ignore Cover]
Lightning Claws [Assault, MW, +2A]
Notes:  Reinforced Armour, Thick Rear Armour, Teleport, Fearless

It is a difficult act to make sure the Deathwing stay balanced and not prohibitively expensive while keeping them elite (but not too powerful for too little).  So it is obvious some don't like the assault cannon limitation but I think keeping them cheaper than 400 points is important.  

Make each stand cost too much and you get that "all eggs in one basket" effect where they are balanced on a knife's edge.  Either they do really well or you have a bit of bad luck and they are slaughtered thus taking out a large chunk of your force in short order.

So when all else fails we go back to the fluff and the roots and look at what makes the Deathwing so iconic.  And for me that is one thing:  Space Hulk.  Now sure Epic is a wholly different affair but the CQB-style we are going for with the Dark Angels I think this approach has merit.

So I ask myself what has Space Hulk taught me about the Deathwing.  First they carry a variety of personal weapons in a squad.  So give them Storm Bolters, Lightning Claws and the iconic Heavy Flamer that was the most common boarding weapon in Space Hulk.  This gives us a unit that is keenly focused toward assault rather than being a super-generalist like the codex version.  So considering the above stats does that look like it would come in at 375 points and still have a place in the list?  They get a drop in CC but an extra MW attack.  This makes them downright scary in CC, nasty in FF but outside of their element (assault) they aren't doing much and need the support of the army (or a lift).  Is this a better compromise or should we just stick with the single assault cannon or bump up by 25 points and just make them terminators with fearless added on?

This is something we need to get a concensus on because they are a huge part of the Dark Angels experience.  So let's get some feedback going.

On Attack Bikes:  That works for me, I got the reduced FF value to match the FF of the MM LS but I wasn't sure if the lack of scout was intended.  But thinking about it it makes sense to limit them from being too much better than the MM speeder, in my mind it isn't too much and the changes make it well worth taking actual bikes (something that hasn't been the case in 40k for the better part of a decade ;)).

On the Prometheus:  That explanation works for me (didn't know there were already rules for 'em) I say we just leave them out and save ourselves the headache.

On the Razorback:  Do it, do it! :p

On the Whirlwind:  It is one of those changes that I see as not really part of the fluff, just part of GW's haphazard development system.  Whirlwinds are good enough and the DA have never really been known for them (I know we've never been known for having a plasma tank either but with GW starting to equate our ancient tech with +plasma I can see it more than an improve whirlie).  So call me weird but I say keep them the same, they are effective and balanced as it is no reason to screw around with that if we don't need to.

And with that I am done!  I await responses.


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 Post subject: Dark Angels
PostPosted: Sat Nov 22, 2008 11:57 am 
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Terminators are primarily in Epic a CC force, anything boosting that would make them pricier.

On Space Hulk - come on its Blood Angels! Both editions featured the BA as the chapter.

On BA - you can add assault marines and bikes to everything - making cheap full loads for thunderhawks and landing craft easy to do. Poor sallies have to pay a surcharge :)

Personally I would prefer 1 a cannon to two flamers, but thats just because I keep getting frustrated by skimmers :) Also remeber teh point is to bring the cost down, so anything you add brings said cost back up! Who knows maybe at 375 for 4 fearless termies they will be too much of a sure thing, making a pest of themselves in the enemy deployment zone after being casually flung into forlorn hope battles.




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