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Blood Angels v2.08

 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 8:03 pm 
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Simulated Knave wrote:
The BA have had three codices with over-charged engines (out of four). They have had one with universal Lucifer Engines.

So they've had three rulebooks with faster rhinos, and the latest rulebook extends that to all rhino-hulled vehicles.

Forget the "Overcharged Engines" / "Lucifer Engines" background, the actual rules are a well-established theme that's not going to go away.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 8:06 pm 
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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!

Yes that's why Land Speeders have the Skimmer Special Ability as well as a speed of 35cm...

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Gargants make sense.

No they don't. That's the point of Gargants. They're hillariously impossible yet somehow are horrifically scary war engines of doom.

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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.

Read the Codex again, they have Assault Marines as Troops choices.

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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?

What are Space Orks if not childish?

And yet Epic does just fine as a tactically complex wargame with Orks as one of its armies.

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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.

So you "fanwank" a bit and say "oh well the lucifer engines tend to burn out fast so they have to replace them after every battle and that's why other Chapters don't use them" or something if you don't like the background.

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"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.

Their background theme may be "blood", but ask any Warhammer 40,000 player to describe how the Blood Angels army plays, and they will tell you "Blood Angels focus on Assault Marines and are the fastest Marine army".

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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.

I do not develop army lists that reflect what Warhammer 40,000 used to look like in the past. That's the preserve of Netepic.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 8:27 pm 
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It's a 5cm boost on a 30cm move unit. How many activations use the full unit move for 30cm move units? Very few. It won't make a difference in probably 90% of activations. So who cares? It's almost pure "on paper" feel, window dressing. If anything, the argument against it is that it won't make any actual difference in play so don't bother.

Play some games, track the number of times +5cm makes a difference in either choice of activations or results and report it. If it makes a difference in play we can worry about it then.


Last edited by nealhunt on Mon Apr 26, 2010 8:36 pm, edited 1 time in total.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Mon Apr 26, 2010 8:33 pm 
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So they've had three rulebooks with faster rhinos, and the latest rulebook extends that to all rhino-hulled vehicles.

Forget the "Overcharged Engines" / "Lucifer Engines" background, the actual rules are a well-established theme that's not going to go away.


True. The theme will not. This particular iteration might.

The well-established theme is that BA transports are fast, but not in a stable fashion. This whole 'fast Rhino chassis' thing is quite new.

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Yes that's why Land Speeders have the Skimmer Special Ability as well as a speed of 35cm...


Yes, they do. But being able to fly over small obstacles which wouldn't be represented as terrain would still increase your speed overall.

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No they don't. That's the point of Gargants. They're hillariously impossible yet somehow are horrifically scary war engines of doom.


Do you read what I type?

"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."

You had to read that to get to the bit you quoted.

They are internally consistent with the universe. They fall apart when you apply real-world logic to them, yes, but that's not what's in play.

Just because things are silly/don't make sense IRL doesn't mean they can't make sense by their own rules.

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Read the Codex again, they have Assault Marines as Troops choices.


I'm pointing out what the BA were like to make it clear to you that the whole "speed"/assault marines thing is a recent development of their bloodlust. That's why the quotes are taken from the 3rd edition codex.

If you're going to bring up the history of the BA, which you did (""Faster" has always been a part of the Blood Angels archetypical presentation."), I am going to use that history to refute your statement.

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So you "fanwank" a bit and say "oh well the lucifer engines tend to burn out fast so they have to replace them after every battle and that's why other Chapters don't use them" or something if you don't like the background.


A ) The background doesn't say that. In fact, it's strongly implied that the engines are stable over the long-term.

B) If they do that, then you shouldn't be giving them a +5cm to speed because they're unstable, and thus will, on average, probably break down a lot more than most Rhinos, which will slow them down...

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Their background theme may be "blood", but ask any Warhammer 40,000 player to describe how the Blood Angels army plays, and they will tell you "Blood Angels focus on Assault Marines and are the fastest Marine army".


Firstly, no they won't. They'll tell you the Blood Angels focus on assault. Because any player with any sense will tell you what the army's generally like, not what it's like this particular codex, because that can change.

Secondly, they would not have told you the BA were the fastest in Second Edition or 3rd edition, and possibly not even in 4th edition. Because they weren't. They might not even now, since all the Codices can take bike armies, which are just as fast. They might tell you that they're fast, or that they have fast vehicles. But they're not the fastest.

You said that the speed was what the BA had always been about. It isn't.

Furthermore, I do not see why their company-level-plus playstyle must be identical to their skirmish-level playstyle. That's simply ludicrous.

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I do not develop army lists that reflect what Warhammer 40,000 used to look like in the past. That's the preserve of Netepic.


What the hell's the point of making army lists if they're just going to be derivations of the current Codex? The playerbase of Epic is not focused on the current edition of 40K. It's rather scattered across a variety of editions. I play Epic in part because I can produce an army for a list and it will stay more-or-less usable. That is one of the great flaws in 40K. Why you desperately seek to embrace it, I'm not sure. But I don't see why you have to drag all the BA players down with you.

Furthermore, I'm not saying represent the past. I'm saying represent the most common presentation of BAs. They have five codices. If something is in one, it's not as important as something that is in two, or three, or four. It is not as iconically BA. Represent the ur-Blood Angels, not the 5th Edition Blood Angels. One is a lot less likely to change radically than the other.

Sometimes that'll be 2nd edition. Sometimes it'll be 5th. Sometimes it'll be both. But I think it'd be a better list.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 12:31 am 
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nealhunt wrote:
It's a 5cm boost on a 30cm move unit. How many activations use the full unit move for 30cm move units? Very few. It won't make a difference in probably 90% of activations. So who cares? It's almost pure "on paper" feel, window dressing. If anything, the argument against it is that it won't make any actual difference in play so don't bother.

Play some games, track the number of times +5cm makes a difference in either choice of activations or results and report it. If it makes a difference in play we can worry about it then.

QFT

Knave, your opinion has been heard, and shall not be forgotten... when 2.09 is properly released (Probably tomorrow), playtest reports from you will be most especially nice to have.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 2:13 am 
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Knave, your opinion has been heard, and shall not be forgotten... when 2.09 is properly released (Probably tomorrow), playtest reports from you will be most especially nice to have.


Considering the amount of attention you bothered to pay to everything else I wrote, I don't see why I should really care.

Christ, man. You don't have to agree with what I say, but you didn't even bother to properly read the stuff you replied to.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 10:07 am 
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...bothered ... I don't see why I should really care ... Christ, man... didn't even bother ...


Considering the extensive point-by-point replies I've been giving you over the last few pages, I'd say I've been "bothered"... but we're not going anywhere right now other than in circles so I won't be replying to your latest post point-by-point ; As the guy who's developing this particular list, I get to break the circle, make an executive decision (Whilst being aware of the general sentiment in the thread), and say "This is the direction we'll test for the next iteration".

Now I was noting that I'd keep your concerns in mind during the next testing phase, and in reply you continue your very confrontational style of debate (The quotes from your latest post are not atypical in sentiment), well, I can only re-iterate that I'll make sure to bear your concerns in mind in the next phase of the list's development.

Should the new rules for the 6mm toy tanks feel wrong to the playtesters, or provide an unfair advantage to the Blood Angels player, then you'll be the first to know.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 11:55 am 
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Simulated Knave wrote:
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.

The Blood Angels keeping technology for themselves has been part of their background for at least the last three Codexes in fact - the Baal Predator, which is restricted to the BA and their successors because the BA refuse to pass on the STC to the Mechanicus.

The BA keeping technology for themselves is not just a 'single codex' development. Its been around for a long time. So to a great extent it does reflect what the 'average' for the BA is.


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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 11:57 am 
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I still don't like 85pts Land Raiders (or 85pt anything!)

Ditto. It's kludgey.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 12:08 pm 
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Evil and Chaos wrote:
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I still don't like 85pts Land Raiders (or 85pt anything!)

Ditto. It's kludgey.


Also you don't see them that often in tournaments.. suggesting it might be a bit high

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 12:11 pm 
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Rug wrote:
I still don't like 85pts Land Raiders (or 85pt anything!)

So start testing them at 75 points... you don't need "permission" from the Army Champion to test things.

For the record, I believe the Land Raiders, as upgrades, should be 75 point each, especially as they often replace Rhinos.


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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 12:16 pm 
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So start testing them at 75 points

I've played them dozens of times at 75pts in the Codex list and found them to be fine.

However I was using the original book stat of FF5+ rather than the FF4+ that is in the NetEA changedocs.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 12:18 pm 
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75pts FF5+ is simple, effective, and only a single change from the rulebook.


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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 12:29 pm 
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zombocom wrote:
75pts FF5+ is simple, effective, and only a single change from the rulebook.

Indeed I agree it's a better solution, but this is a Net:EA list...

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