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Blood Angels v2.04

 Post subject: Blood Angels v2.04
PostPosted: Fri Jun 05, 2009 4:12 pm 
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Dropping Furioso as upgrade for Devastators makes sence. There is no point having pure CC units in a pure FF formation :)

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 Post subject: Blood Angels v2.04
PostPosted: Fri Jun 05, 2009 7:31 pm 
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Land Speeder Storm has been revealed:
http://www.games-workshop.com/gws....=105440


It's a 'stretched limo style Land Speeder.
'

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 Post subject: Blood Angels v2.04
PostPosted: Fri Jun 05, 2009 9:13 pm 
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 Post subject: Blood Angels v2.04
PostPosted: Tue Jun 09, 2009 3:10 pm 
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All this is with an eye towards featuring an Assault Marine bias in the list.
===

Assault formation:  I think it might be okay at 250 points.  With an upgrade to 8 Assault Marines that would be 325 for 8 in a Thawk.  However, the larger formation has some disadvantages, not least of which is that it would only have 1 slot for a Chaplain.

It's interesting that you could make a one-formation LC load out of this with only 2 infantry transport slots unfilled (assuming you don't want a 15cm dread slowing down your formation).

Death Company:  I think it should be +1 unit per 1000 points or fraction thereof.  I still think the company should be 0-1 instead of 1 mandatory.  Death companies don't form for every battle.

Devs:  I think having Furiosos with them is okay.  It's not a good combination strategically, but if someone wants to do it, so what?

Scouts:  I'd save the Land Speeder Storm for a more scout oriented list, but it's not a big deal.  I agree with the idea of removing the Sniper option.

Tacticals:  I'd cut the Fast Attack upgrade.  If they want organic assault capability, make them take Assault Marines.

Fast Attack Upgrade:  I'd consider fixing this at +2 units rather than per-unit.  All the other upgrades are +2 units for +X points.  There is generally a lot of flexibility in these formations through the upgrades, both in terms of size and mix of shooting v assault ability.  It won't hurt to make this standard, just in case there's some sort of min-max we're not seeing.

Heavy Support/Land Raider upgrades:  Make it one upgrade.  I can't see any way for it to be abused.  I'm on the side of picking either the LRC or the Redeemer rather than including both.

Also, I'd say the Baal can be dropped to the same price as the Annihilator.  Even at the somewhat reduced Redeemer stats being batted around, there's no contest.  The Baal should be cheaper.  It has arguably better firepower than the Annihilator but it's just as fragile and it's shorter range means it doesn't have the "sit back and shoot" option of the Annihilator to help it survive.

Razorback:  With the wording on the Razorback upgrade and the availability of transport capacity from the Heavy Support upgrade, you can have a formation with large amounts of surplus transport capacity, e.g. Tacs + 6 Razorbacks (the amount needed to transport the formation) + 2 Land Raiders is 6 units and 10 transport capacity.  It's not necessarily a problem (in fact, I think it might be critical to making SM mech infantry a viable option), but something to keep an eye on.

===

Edit:  E&C:  How comfortable are you with this being stable?  Ready to go to the ERC?




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 Post subject: Blood Angels v2.04
PostPosted: Tue Jun 09, 2009 3:28 pm 
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Quote: (Hena @ 09 Jun. 2009, 15:14 )

I'm sorry, but I have a friend who almost always uses Devs + 2 Close Combat dread. This combo just makes that a bit better.

It's a bit better in an initial air assault where you know you can CC but I thought from the discussions above that it was going to cost more.  After the initial assault it's slow (unlikely to CC again) has about 80% of the ranged firepower, and 90% of the FF ability, so it's probably worse.

Heavy Support/Land Raider upgrades:  Make it one upgrade.  I can't see any way for it to be abused.  I'm on the side of picking either the LRC or the Redeemer rather than including both.

I'm curious. What costs would you use for the upgrades?

Personally, I'd cut the LRCs and go for 2 Redeemers for +175.  That would put 4 Termies in 4 Redeemers for 700.  That might be just a bit high.  However, I think Termies/Redeemers is a better option than Termies/LRs in the White Scars list for 650 because the short range/assault focus of the Redeemers is going to be where the Termies want to be as well (final stats on the Redeemer could change that, of course).

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 Post subject: Blood Angels v2.04
PostPosted: Tue Jun 09, 2009 3:37 pm 
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Quote: (nealhunt @ 09 Jun. 2009, 15:10 )

Death Company:  I think it should be +1 unit per 1000 points or fraction thereof.  I still think the company should be 0-1 instead of 1 mandatory.  Death companies don't form for every battle.

I'm coming around to this view.

Scouts:  I'd save the Land Speeder Storm for a more scout oriented list, but it's not a big deal.  I agree with the idea of removing the Sniper option.


I think the Storm will be staying, it's become their signiture transport in Warhammer 40,000 (they don't have the option to take Rhinos there at all) and if variant lists don't start adopting it then Epic will drift apart in a notable manner.

It's a very easy conversion (Just stick a heavy bolter on a Land Speeder).

Fast Attack Upgrade:  I'd consider fixing this at +2 units rather than per-unit.  All the other upgrades are +2 units for +X points.  There is generally a lot of flexibility in these formations through the upgrades, both in terms of size and mix of shooting v assault ability.  It won't hurt to make this standard, just in case there's some sort of min-max we're not seeing.

Good point.


Heavy Support/Land Raider upgrades:  Make it one upgrade.  I can't see any way for it to be abused.  I'm on the side of picking either the LRC or the Redeemer rather than including both.

This list will have the Redeemer, and not the Crusader.

The Baal should be cheaper.  It has arguably better firepower than the Annihilator but it's just as fragile and it's shorter range means it doesn't have the "sit back and shoot" option of the Annihilator to help it survive.

*nods*

Edit:  E&C:  How comfortable are you with this being stable?  Ready to go to the ERC?

It's not stable yet, but version 2.05 will probably be stable enough to go into the ERC Armybook as an Experimental army list.

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 Post subject: Blood Angels v2.04
PostPosted: Tue Jun 09, 2009 4:45 pm 
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Quote: (Rug @ 09 Jun. 2009, 16:01 )

DC don't form every battle, but this is a BA list..... Not just a slightly more assault orientated marine list. BA players can still use the codex list ( & be fluffy) if they don't want DC.

Death Company is not the only iconic BA feature.  Going codex requires dropping all iconic features, not just DC - no Baal, no Furioso, no reinforced Assault Marine detachment.  The BAs would fight with all of those even in the absence of a Death Company.

I think it's one of GW's more idiotic ideas that this extremely rare occurrence which has been kept secret for millenia is mandatory for every 20-man skirmish.

I'll play the list without DC no matter what E&C decides, but it would be nice to remove that illogical requirement.

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 Post subject: Blood Angels v2.04
PostPosted: Tue Jun 09, 2009 4:45 pm 
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Quote: (Rug @ 09 Jun. 2009, 16:01 )

DC don't form every battle, but this is a BA list..... Not just a slightly more assault orientated marine list. BA players can still use the codex list ( & be fluffy) if they don't want DC.

But not making the DC mandatory allows non-BA players to take "slighly more assault oriented" Marine list; making variants accessible like that is something I highly encourage.

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 Post subject: Blood Angels v2.04
PostPosted: Tue Jun 09, 2009 5:04 pm 
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Just because they have a wider array of choices, it doesn't nessesarily follow that they'll be 'better'.

You could have two army lists, one with 2 unit choices and the other with 50 unit choices, but with the same overall level of power, as long as everything is balanced properly.

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 Post subject: Blood Angels v2.04
PostPosted: Tue Jun 09, 2009 6:27 pm 
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Quote: (Hena @ 09 Jun. 2009, 18:19 )

I think Rug does make a good point. There needs to be some definite drawback there IMO. Need to think a bit more.

Upcost the various non-Death Company formations slightly, and make the Death Company "free".

People not actually playing Blood Angels then pay for the "improvements" of the list by not fielding a Death Company.

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