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Dark Angels FAQ might be on the way


Syphid

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Greetings brothers,

 

Last week I sent an e-mail to Black Library asking if there was a new DA FAQ on the way.  It was a bit of a shot in the dark, and here is the response I got:

 

Hi [REDACTED BY THE INQUISITION],
 
Thank you for your email, my apologies for the delay in my reply. The Dark
Angels FAQ was a old one and was posted by mistake, A new FAQ will be
aviable in future.

 
Many thanks,

 

I don't know if i have to be happy or start to worry... biggrin.png

Worry. Worry big time. GW has it in for me for some reason, and nerds my 2 armies via FAQs. :P My other army is Tyranids. I think I am the only one in the world who said in 5th edition Tyranid Spore Mines could assault and gave damning evidence they could.

So what does GW do? Give a simple NO answer if Spore Mines can assault. So sorry guys. :P

Given that they never buff things outside of codex releases and there's hardly anything in our codex that warrants a nerf, I'm not really anticipating much... probably another servo arm change hah!

 

Not necessarily true, I remember when they buffed our storm shields to bring them in line with C:SM.

 

Edit: Reasonable, non-wishlisty things that could stand to be fixed:  Changing the wording so our Sgts can have two lightning claws and apothecaries don't lose their wargear (as in C:SM) and fixing DW Sgt wargear access.

 

Things that I think would be nice but I won't hold my breath: Grav guns, improved Blacksword missiles, make Shroud of Heroes not terrible, scouts get Grim Resolve.

"improved Blacksword missiles"

Now that ^^^ would sell them some more Nephilumps......overnight. Just imagine if Nephilumps could actually compete in an air duel with an enemy AV12 flyer like the fluff says (and not just rely on massive luck), I think my head might explode in pure nerdgasm :lol:

I'm not sure if the DA Mods want this thread to become yet another wishlist though, maybe we should stay on track and talk about what we know turned.gif

Let's also hope they don't then 'fix' Ravenwing Command Squads and make them the same cost as Ravenwing Black Knights ;)

They could make the regular one better by fixing the Apothecary as mentioned above, or make the Champ better somehow to justify those points.

Time will tell; I for one am not holding my breath :lol:

I think that like on our past codex the issues lies so deep in the structure of the codex itself that a simple errata/faq cannot fix them...

I remember when the last time they amended some wargear from our codex...

Improved SS, CML and TML made suddenly just the DW and LS squads so good that since our new codex came out the typical DA list was: HQ Belial, FA RWSS, Troops DWS (with one DWCS as well) and HS predators or LR...

 

What I expect from the new errata/FAQ?

Fixed DW sgt and maybe access to grav guns...

Nothing more, maybe something less...

 

The new FAQ won't change they way we pkay DA in 6th edition...

 

IMHO

'The new FAQ won't change they way we pkay DA in 6th edition..."

I certainly hope not;  our dex is great at giving us the ways to fight like DA should, it just needs a few tweaks to make some units make sense.

I agree with you stobz but the problem playing like DA lies in the costs and the rules of our typical units...

When it comes to our base units the core of our army we have more or less the same points and options that codex SM has... We have grim resolve where the IH has FNP 6+ or IF has bolter drill and that's all... A errata here can give us access to grav guns and fix the points for the scouts but there is nothing more to fix, all works fine...

But when we go deep to RW and DW we find where the real issues lie... All our peculiar units are overcosted, even the humble RWAS pays for the teleport homers the crazy amount of 6 points per model that is frankly too much... I don't consider here HnR and scout for the RW and Inner Circle for the DW... These rules should be for free cause when you go to see Chapter Tactis from C:SM you can see they always have a general rule that applies to almost all army and then a specific rule that applies only to the typical units/wargears of that army (IF has bolter drill for everybody and tank hunters for Devs and Centurions, IH has FNP for everybody and IWND for veichles/HQ and so on)...

When you go down to certain units then the problem lies not just to their points value only but to their rules too...

Nephilim, Dark Talon, Blade of Caliban, Land Speeder Vengeance, and so on, don't have just a wrong value point but crap rules too...

 

And staking to those issues there are a lot of issues caused by a poor writing of the codex (no pistol for asmodai, missile lock for NJF, and so on) and by crazy erratas too (PFG, DW sgt)...

 

TBH we would need a DA codex 6.5 but we will get just a errata that will fix one or two things leaving us still the same poor written codex...

 

IMHO...

Aha, I guess I was misunderstood. I agree with all your points, when I said tweaks I meant small point drops for the units you mentioned (DW/RW especially) and a couple of bits of wargear. When we take multiples of those things we will see them balanced, along with actually fixing a couple of the really hopeless items or wargear and weapons that you listed. That is what I call tweaks, just not wholesale dex changes and adding new units from C:SM etc.

 

Breath deeply, and Hold...

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