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Blood Angels v2.08

 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 8:39 pm 
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Well in the German Codex there is the unit Todeskompanie (= Death Company) which consists of a of 3+ Todgeweihte (=Moribund Ones?) models. SO i thought the model (not the unit/squad) has a new name in english too.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 8:43 pm 
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Evil and Chaos wrote:
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Well as the DeathCompany has no shooting weapons they could auto-Engage all the time instead of Advance.

Hmmmm I don't know if that's gamey or genius.


It's a silly consequence of a silly rule.


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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 8:57 pm 
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It's a good rule. Think about it as the Death Company running over the battlefield constantly looking for opponents and immediately engaging them if they find them.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 9:40 pm 
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There isnt anything silly about an Auto-Engage action. Its a reliable single move. The alternative has already been stated: standing around doing nothing, accruing more BMs in the process.

I think this is fine.


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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 10:12 pm 
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The Death Company has to be deployed via air assault unless the player is intentionally going to gimp their 300 point formation. Drop Pods are second place to air for a couple reasons. Traditional deployment is pointless. You might as well just write it into the army list that every BA force has to take Jump Pack DC and a Thawk (or ground DC and a LC, I guess).

I don't care how flavorful the rule is, that's bad.


Also, as a substantial Command and Control penalty, Red Thirst affects the value of formations across the entire army. I have a hard time believing that the Codex point costs won't end up needing adjusted to take it into account.


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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 10:17 pm 
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nealhunt wrote:
The Death Company has to be deployed via air assault unless the player is intentionally going to gimp their 300 point formation. Drop Pods are second place to air for a couple reasons. Traditional deployment is pointless. You might as well just write it into the army list that every BA force has to take Jump Pack DC and a Thawk (or ground DC and a LC, I guess).

I don't care how flavorful the rule is, that's bad.

I would note that that type of deployment is exactly how they are deployed in the background.

They are a one-shot formation, fired into battle like a bullet, and they are not even expected to survive first contact with the enemy.

If they do survive first contact, they are put down like dogs.

Quote:
Also, as a substantial Command and Control penalty, Red Thirst affects the value of formations across the entire army. I have a hard time believing that the Codex point costs won't end up needing adjusted to take it into account.

Aye, I wouldn't be surprised if some points cost decreases would be required, even with the faster Rhinos.

But it does make them more than just "Really Awesome Marines".


=====

I'm not normally one to argue in favour of Special Rules, anyone who knows me knows that, but I do believe some kind of army-wide Special Rule is required to represent the horrible curse (NOT the "really awesome curse") that is the Red Thirst, to make the Blood Angels more (Or indeed, LESS) than just "Red Marines with a few different tanks and formations".

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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 11:28 pm 
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Well i'm totally on the side of E&C regarding the use of the Death Company. Hurling them into battle at first oportunity and with the fastest means available* is their last chance for a honourable death. If they survive only the Emperors Mercy waits for them.

* Availability is the reason for non-Jumppack, non-Thunderhawk Death Company. If Jumppacks and/or Thunderhawks aren't available they will be put in Rhinos, etc. Not every Blood Angels Task Force has the most favourable equipment available.
Of course in the Tournament setting you as the player can choose from the whole spectrum of options but the "real" Blood Angels Commander in the Wh40k universe generally doesn't.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 11:35 pm 
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Rug wrote:
DC will work ok in the tournament scenario but could hang around like Lemons in other situations.

Could being the operative word.

Well, Warlord Titans suck when you ask them to walk from one end of the board to the other. Everything's utility is situational.

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THawk or LC every time, can't see how they could even manage to use Rhinos except in a Lander?

Previous version of Death Company was even more 1-dimentional IMO.

Foot version was worthless compared to Jump Pack version, and what do you do with Jump Pack Marines?

You put them in a Thunderhawk, of course.

So we've taken a one dimentional Formation and made it two dimentional (If not three dimentional!). :-)

=====

So, noone views the Stormraven-dropped Deathcompany as worthwhile then...

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 Post subject: Re: Blood Angels v2.08
PostPosted: Sat Apr 10, 2010 9:55 am 
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Would you prefer to have a 50pt charge for jump packs in this list too (And forget about the 6 foot units or 4 jump pack units choice) ?

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 Post subject: Re: Blood Angels v2.08
PostPosted: Sat Apr 10, 2010 11:20 am 
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Rug wrote:
How does Red Thirst work when unit break and Rally?

If a Thirsting unit manages to rally, it still needs to pass an activation test to stop Thirsting.

Quote:
Does the rule effect space craft?

As it stands, technically yes.

You'd have to actively set out to make it fail though, being as I don't think I've ever seen someone try to activate a Spacecraft on a retain action.


Quote:
Or do DC only rally on a 6? The rule doesn't say!

Yes it does. The rule says they always have Red Thirst, which means their Initiative is 4+ with a bonus to Engage.

So they rally from being broken on a 6.

You would expect a formation of frothing madmen experiencing mass hallucinations to be reliable?

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Oh, and reread the Bike section in the codex! Not having a formation just doesn't represent the fluff IMO!

Hmmm I think you're right I was too hasty there. Bikers will be reinstated.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Sat Apr 10, 2010 11:23 am 
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Quote:
It's a mute point.

Moot. :)

Quote:
Red Thirst makes the army pretty unplayable IMO, but I need to give it a go... after you've explained breaking etc!

Don't ninja edit me next time then. :-)


I'm going to give the list a try or two with this proposed rule (or maybe a simpler variant of it if I can come up with one) to see how it affects play too.

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