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Blood Angels v2.08

 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 12:47 pm 
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Rug wrote:
Would like to hear other views on the comparative value of DC with Jump Packs vs. more numerous DC in fast Rhinos


Jump Packs seem by far the better option to me, because unlike the standard assault marines they're ideally sized for thunderhawk insertion.


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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 12:50 pm 
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zombocom wrote:
Rug wrote:
Would like to hear other views on the comparative value of DC with Jump Packs vs. more numerous DC in fast Rhinos


Jump Packs seem by far the better option to me, because unlike the standard assault marines they're ideally sized for thunderhawk insertion.

Take a Landing Craft and the more numerous on-foot DC are a more attractive buy.

If you don't take an aircraft to drop them in, then I'd say they're about equal in worth deployed on the ground (On-foot formation has numbers for attrition, Jumppack formation has greater resilience to losing vehicles and will maintain its mobility for longer).

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 2:13 pm 
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Well I'm not adverse to adopting something similar to the EpicUK costing style for the Death Company... only we wouldn't adopt their exact points costs as they're overpriced (A Death Company formation with Jump Packs is not worth as much as a Terminator formation!).

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 2:39 pm 
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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 ;


Extensive replies which have been patronizing and ignored most of the content of my posts, in some cases criticizing things I said completely out-of-context after a sentence which provided it.

Yeah. I have no idea why I'm upset.

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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".


And that's fine. It doesn't, however, give you license to be as passive-aggressive and dismissive you've been throughout the course of our debate. And that's what bugs me.

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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.


And that's fine, too. But, again, I'm not sure why I should care since you demonstrated repeatedly that you didn't actually read my posts with anything resembling care. I have no proof you know what my concerns are. In fact, I'm fairly sure you don't.

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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.


Oh, look! More passive-aggressive sniping! Gosh. I wonder where my disaffection and cynicism about our conversation came from?

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 3:05 pm 
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Oh, look! More passive-aggressive sniping!

I was pointing out that there are far worse things in the world to get upset and angry about than the rules for tabletop wargames, and also again highlighting that I intend to keep your stated concerns in mind and consult with you in particular as we move onwards, because my style of army list building is ultimately one of finding consensus and compromise.

I was also noting that I/we could be wrong, and that the list could end up feeling nothing like a "Blood Angels" army.

So I wasn't being passive-aggressive, I was writing a multi-layered sentence that noted several different points and conceeded several others.

=====

If you don't like the rules we as a community are creating here, then modify them, or ignore them, or play with different rules entirely (Like the EpicUK Blood Angels rules, or NetEpic rules, or make your own)... just don't get in a twist about them because this consensus view doesn't mesh with your personal vision of what the "Imperial Blood Angels Adeptus Astartes of the 41st Millenium" army list should look like.

In your view we're making a mistake in trying out faster Rhino hulled vehicles, because you think the background rationale for the Blood Angels having faster Rhino hulled vehicles is "a stupid Matt Ward idea"... well, following the modern background is our mistake to make, and it is not something you personally need to get upset about.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 3:14 pm 
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I'm not a huge fan of this system either. It wouldn't balance quite the same here either/ anyway as NetEA DC can take Dreads which boost the non-jump fit-out.

The jump pack DC are better.... but not 2 stands of DC and 3 BA Rhinos (or drop pods) better, not sure their worth the same as a character upgrade either? I don't knoooooooo!

What about 4 base units on foot with Rhinos (Costed slightly cheaper than the EpicUK ones), paying +25pts to drop the Rhinos and gain Jump Packs?

I'd just like to avoid the situation with the EUK Death Company, where after paying for their jump packs they cost the same as Terminators.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 4:23 pm 
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*At the moment, the Red Thirst doesn't seem to be something you work around, or something that'll really have much effect at all. Hell, it actually seems pretty useful - I'd love to be able to Engage on failed command checks. I like BlackLegion's idea for it - it's a bit less voluntary and I think it's a little closer to what the Red Thirst is.

Could even combine the two, though that might be getting a bit excessive...Have the Red Thirst, which is BlackLegion's suggestion, then have the Black Rage, which is what they do on failed Command checks.

*I think it might be OK to have two Death Company formations. Or the ability to expand the current one. There can be quite a few of them. Of course, it might also be OK to not have that. :P

*Not sure BA Bikes deserve Scouts - they don't have any particular benefits in the Codex. Indeed, the description of their abilities there suggests that they function pretty conventionally. Scouts, meanwhile, actually do have several special abilities reflecting their sneakiness (and have in the past, as well).

*I note nobody's paying for their faster Rhinos. Or their faster anything. If it makes them more usable, as Rug says (and isn't that an interesting observation), surely there should be some sort of cost increase.

*Surely the speed increase is more easily expressed as a special rule than as an entirely new statline for everything. Imagine the havoc this'll cause in the EA Compendium. Just do "Lucifer Engines: All BA Vindicators, Rhinos, Predators, Whirlwinds and Razorbacks have +5cm to their movement". Or something like that. This'd also make it easier to take out again if you decide you don't like it, or change to Over-Charged Engines, or expand to give everything Planetfall if you want to carry DSing Land Raiders to their logical conclusion :P.

*The Stormraven can carry twice as many Assault units as it should be able to, and probably should be able to carry Terminators (it is not explicitly granted the ability in C:BA, but neither are Land Raiders, and I know they can. Rhinos are also explicitly forbidden from carrying Terminators, so I think the RAI is pretty clear).

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 4:34 pm 
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Simulated Knave wrote:
Imagine the havoc this'll cause in the EA Compendium. Just do "Lucifer Engines: All BA Vindicators, Rhinos, Predators, Whirlwinds and Razorbacks have +5cm to their movement".

That's exactly what was done in the recent NetEA Space Marine Compendium Update. *LAUGH*


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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 5:02 pm 
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Simulated Knave wrote:
*At the moment, the Red Thirst doesn't seem to be something you work around, or something that'll really have much effect at all. Hell, it actually seems pretty useful - I'd love to be able to Engage on failed command checks. I like BlackLegion's idea for it - it's a bit less voluntary and I think it's a little closer to what the Red Thirst is.

Could even combine the two, though that might be getting a bit excessive...Have the Red Thirst, which is BlackLegion's suggestion, then have the Black Rage, which is what they do on failed Command checks.

I will re-read BL's suggestion.

Quote:
*Not sure BA Bikes deserve Scouts - they don't have any particular benefits in the Codex. Indeed, the description of their abilities there suggests that they function pretty conventionally. Scouts, meanwhile, actually do have several special abilities reflecting their sneakiness (and have in the past, as well).

The background talks about how they are used in a different role to bikers in other Chapters, as the Blood Angels have less Bike squads than other Chapters.

Descriptors such as "reconnaissance", "ambush", "feint strikes", "recon missions" and "outrider screens" are peppered throughout the text.

Sounds like scouts to me.

Quote:
*I note nobody's paying for their faster Rhinos. Or their faster anything. If it makes them more usable, as Rug says (and isn't that an interesting observation), surely there should be some sort of cost increase.

Devastators are 25pts more expensive than normal.
Tactical formations are normally regarded as slightly overpriced at 300pts so a Rhino speed boost should help them there.
Scouts we'll keep an eye on.

Quote:
*Surely the speed increase is more easily expressed as a special rule than as an entirely new statline for everything. Imagine the havoc this'll cause in the EA Compendium.

The NetEA Compendium often steamlines everything into a single special rule, and I've no problem with that.

However I'm building this list with an eye towards putting it in a full supplement in time.

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*The Stormraven can carry twice as many Assault units as it should be able to,

Thunderhawk Gunships in Epic should also have half capacity for Assault units. I chose to follow the Epic rules here.

Quote:
...and probably should be able to carry Terminators (it is not explicitly granted the ability in C:BA, but neither are Land Raiders, and I know they can. Rhinos are also explicitly forbidden from carrying Terminators, so I think the RAI is pretty clear).

Fair point, they will get a transport capacity of 1 Terminator unit.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Tue Apr 27, 2010 6:17 pm 
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Rug wrote:
Simulated Knave wrote:
*At the moment, the Red Thirst doesn't seem to be something you work around, or something that'll really have much effect at all. Hell, it actually seems pretty useful - I'd love to be able to Engage on failed command check.


?? I disagree!

I just think it's a shame BA can still effectively move on a fail, I'd rather the engage only be available if an enemy is in range.


What should we do if there is no enemy in range... say that the BA must do nothing at all?

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