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Blood Angels v2.08 http://www.tacticalwargames.net/taccmd/viewtopic.php?f=73&t=18083 |
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Author: | Evil and Chaos [ Wed Apr 07, 2010 12:26 pm ] |
Post subject: | Blood Angels v2.08 |
Here's the latest Blood Angels list, updated with info from the newly-released Codex. Changes for v2.08: - Land Speeder Storm deleted (BA don’t get them in 40k) - Bike formation deleted (Bikers are quite rare in BA apparently. They’re still available as Upgrades though). - Attack Bike Upgrade deleted, subsumed into Fast Attack upgrade. - Stormraven Gunship added. - Titan Allies removed (According to the new Codex Blood Angels avoid fighting alongside the Adeptus Mechanicus because the Ad-Mech keep trying to steal their non-approved vehicles like the Baal Predator and overcharged engines). - Death Company made 0-1 rather than 1. - Speed of all Rhino-hulled vehicles increased by 5cm. ===== So, I'd also like to consider removing the Death Company's special engagement rule, as an unnessesary frippery. Thoughts on this, or anything else? |
Author: | Simulated Knave [ Wed Apr 07, 2010 1:27 pm ] |
Post subject: | Re: Blood Angels v2.08 |
Don't wed yourself too firmly to the Codex. Things change as time goes by, and a lot of Epic players don't seem to have a clue about anything post-2nd edition anyway. I'd leave the Bikes. The rest of it is not unreasonable. 1, 4, 5, and 6 are even necessary, IMO. Though faster Rhinos should cost more or something. |
Author: | Pulsar [ Wed Apr 07, 2010 1:43 pm ] |
Post subject: | Re: Blood Angels v2.08 |
those changes look ok, I think taking out the bikes could be a good thing, makes the army list more unique. and I might be tempted to put in a new unit upgrade in the assault entry of Sanguinary Guard, as they are meant to be really important in the BA background. and i do think were possible army lists should try to be a bit like the codex's, I don't mean that they should follow them as closely as possible but there is all this fluff and idea's in the codex's which should be used in some way. |
Author: | GlynG [ Wed Apr 07, 2010 1:44 pm ] |
Post subject: | Re: Blood Angels v2.08 |
The orks are right, red ones do go faster! The new forum doesn't seem to let me read the pdf on my Blackberry like the old one did but the changes you list generally sounds good. I'd imagine Blood Angel tactics might involve a lot of moving up just outside of their enemies' assault ranges, but where they are still just in range to assault them next turn. Not certain the loss of titans and bike formations is enough to not require price hike(s) for the extra speed. Also adding a Vondicator to Assault Marines doesn't slow them down like it normally does and might be a more viable option. |
Author: | Evil and Chaos [ Wed Apr 07, 2010 1:58 pm ] |
Post subject: | Re: Blood Angels v2.08 |
Simulated Knave wrote: Though faster Rhinos should cost more or something. I'm not convinced that a points increase would be merited, as this list also has some serious drawbacks (No Titan allies, no formations for tanks, no Bike formations, unweildy Assault formations, etc). |
Author: | Evil and Chaos [ Wed Apr 07, 2010 2:00 pm ] |
Post subject: | Re: Blood Angels v2.08 |
Pulsar wrote: and I might be tempted to put in a new unit upgrade in the assault entry of Sanguinary Guard, as they are meant to be really important in the BA background. I was vaguely tempted but decided a character upgrade to an Assault formation basically covers that niche. Maaaybe a "Sanguinary Guard" character upgrade for 25pts that upgrades Assault Marine units to be a bit better, but likely not. |
Author: | AxelFendersson [ Wed Apr 07, 2010 2:06 pm ] |
Post subject: | Re: Blood Angels v2.08 |
Nitpicking detail that jumps out at me: The entry for the Death Company says 0-1. However, the army list states at the top that "All Blood Angels armies must include a Death Company". So surely the entry should just be 1, rather than 0-1? |
Author: | Evil and Chaos [ Wed Apr 07, 2010 2:10 pm ] |
Post subject: | Re: Blood Angels v2.08 |
Quote: The entry for the Death Company says 0-1. However, the army list states at the top that "All Blood Angels armies must include a Death Company". So surely the entry should just be 1, rather than 0-1? Legacy text that should be removed. They should now be 0-1. I think the other nerfs to the list are big enough, without also forcing players to take the Death Company if they don't want to. |
Author: | BlackLegion [ Wed Apr 07, 2010 10:56 pm ] |
Post subject: | Re: Blood Angels v2.08 |
I'm not so sure about the fast Rhino-hilled vehicles too. 35cm speed seems to be an ability only for Skimmer vehicles or Bikes in Epic. Both can just fly over obstacles or are nimble/small enough to drive around them without loosing significant speed. But then imho it SHOULD be somewhat represented that Blood Angels use faster than standard vehicles and i can't come up with a better idea than a +5cm increase in speed. |
Author: | Evil and Chaos [ Wed Apr 07, 2010 11:05 pm ] |
Post subject: | Re: Blood Angels v2.08 |
Hena wrote: I'm really not sure about the +5cm speed to Rhino hulled. Normal Rhinos in 40k move 12" per turn... the Blood Angels Rhinos move 18" per turn (50% faster!). So with "just" +5cm, I'm being quite conservative I think! |
Author: | BlackLegion [ Wed Apr 07, 2010 11:16 pm ] |
Post subject: | Re: Blood Angels v2.08 |
Same can be said if you compare normal Rhinos (12" movemend ) with Eldar Falcons (18" movemend). And as we know Eldar Falcons are "only" 35cm too. The only faster units in Wh40k are (Jet-)Bikes which can use Turboboost to move 24". But (Jet-)Bikes in Epic are"only" 35cm too. |
Author: | Evil and Chaos [ Wed Apr 07, 2010 11:17 pm ] |
Post subject: | Re: Blood Angels v2.08 |
Quote: But (Jet-)Bikes in Epic are"only" 35cm too. Ah but they also have Skimmer, making them faster in practice... ![]() |
Author: | GlynG [ Wed Apr 07, 2010 11:18 pm ] |
Post subject: | Re: Blood Angels v2.08 |
They're twice fifty percent again (I've not played W40k for ages so either got mixed up or they changed that) as fast in W40 (makes you wonder why more SM chapters don't overcharge their engines!) and they really do need the +5cm move in epic. If it makes Blood Angels more different or need more testing, tough. Where are the Thunderhawk Transporters though? They should definitely be in the list too! - the new codex talks about how the Blood Angels are big on using them to deploy their Land Raiders in the heart of the combat (they couldn't work out how to overcharge Land Raider engines and they were getting left behind all the time otherwise - plus swooping down from the sky like a winged angel is a theme of the list), which in W40k translates to Blood Angels Land Raiders being able to deep strike but here we can do it properly ![]() On a tangent is anyone else really happy at the inventions of Storm Ravne gunships? Not because I necessarily intend to use them as them in the game (though I might), but because we finally have a perfect proxy for a Thunderbolt so the SMs can fight it out alone in the skies without calling on imperial allies (which wouldn't always be available and so which I wouldn't always like to use). |
Author: | Evil and Chaos [ Wed Apr 07, 2010 11:21 pm ] |
Post subject: | Re: Blood Angels v2.08 |
Quote: Where are the Thunderhawk Transporters though? They should definitely be in the list too! - the new codex talks about how the Blood Angels are big on using them to deploy their Land Raiders in the heart of the combat (they couldn't work out how to overcharge Land Raider engines and they were getting left behind all the time otherwise - plus swooping down from the sky like a winged angel is a theme of the list), which in W40k translates to Blood Angels Land Raiders being able to deep strike but here we can do it properly ![]() Am unsure on this one. Largely because there appears to be what I assume is a typo on the inventory page that means the Blood Angels only have "3" Thunderhawk Transporters. I assum it's meant to be in the 30's, like the listing of 34 Thunderhawk Gunships or 50+ Stormravens. Quote: On a tangent is anyone else really happy at the inventions of Storm Ravne gunships? Not because I necessarily intend to use them as them in the game (though I might), but because we finally have a perfect proxy for a Thunderbolt so the SMs can fight it out alone in the skies without calling on imperial allies (which wouldn't always be available and so which I wouldn't always like to use). Interesting idea! ![]() |
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