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4ed Blood Angels Codex FAQ


Venerable Jazzman

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Thanks Morticon,

 

I had a feeling that was the case. I just suppose that the BA and DA just forgot how to make those darn things, while every new DIY chapter has the "Tech-Gene" that allows them to access all sorts of war gear...at least until the new SM Codex comes out.

 

I wonder how many veteran players have considered just using the old Codex when playing outside of GW sanctioned events. For you RT guys, is this what it was like back then? I understand changes are eventual, but lately it's as if GW has gotten lazy, trying to create cookie-cutter armies.

 

I guess that you said it best; "sigh"....

 

mrhyde

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  • 4 weeks later...
Hmm.. It's odd that no-one has asked this, but have anyone else noticed that our Land Speeders do not have the "Deep strike" special rule listed as it is in the marine codex? So do you think they can deep strike or not?
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can we still use sanguinary high priests, i mean on top of all the other changes, they cant get rid of them, it would be like getting rid of the death company!!!!

 

 

no more SHP, we are limited to the Sanguinary priests in the command squad.

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I was wondering, we need a chaplain to restrain the DC, so if the DC are in a rhino, will they disembark automatically? Or are they good until you deploy?

 

They wont disembark automatically cause theres nothing in the rules to imply they will. SHould be good until they deploy !

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I think my brain fused a bit. for all this time I'm used to seeing "see entry in codex space marines" and now, on the very first page of this codex i see, "all you need is these two issues of white dwarf and the 40k rule book". I almost feel....superior. we're no longer dependant on the codex chapter marines.....but why, why oh why, did they ruin the fun of never knowing what your DC was going to be? i personally enjoyed the thrill of not knowing exactly what changes would happen to my army....
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tis really become 3.5 dnd versus 4

 

 

to be honest the only major difference i can see is that now to be competitive we have to be very choosey and tactical, wheras my 3rd ed army which i grew up on, was all about what i felt like grabbing when i had cash.

 

 

sadness rly, but times change. and if i want to compete with these guys i have to step in line

 

 

so tempted to hax thatready/drop pod screw up however

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Also on the landspeeder front, the typhoon missile launcher has a totally different profile and points cost to it's vanilla counterpart.

 

Are we to assume that different chapters fit different variants of launcher? If so, could we choose to have the standard launcher instead?

 

I'm thinking of starting a BA army and I really like the typhoon model. If we're stuck with that weapon profile though then I'd be reluctant :(

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4th Ed Blood Angels Codex FAQ

 

 

 

Drop Pods

Q: Many of the rule restrictions that apply to Drop Pods in other codices don’t appear in the BA Codex update. Can BA Drop Pods be used differently than those found in other army rules?

A: Yes - in the case of BA Drop-pods, the rules for DP’s are found under the Inertial Guidance System in the Blood Angels Wargear and Upgrades section and Dedicated Transport Vehicles, Drop Pod.

 

Many restrictions to using DP’s are not present. These omissions allow for a few changes in their use:

 

* Transported models are not required to disembark from the Drop Pod when landing.

* Models that disembark from the transport may re-embark as desired.

* Drop Pods are not required to deploy from reserves.

* Associated troops are not required to be deployed with the Drop Pod, i.e. the Drop Pod can be deployed separately from the unit.

 

In light of the official FAQ, these rules variances still appear to apply: the only clarifications are to reinforce that Pods are Immobile and count as Immobilised vehicles, and that BA cannot assault from a Pod in the turn it deep Strikes.

However, given that there is no need to disembark on the turn a Pod arrives, it has become a viable tactic to remain in the Pod for a turn, and then assault out of it on the following turn.

 

 

Hello Brothers.

 

I have read this article and I am wondering..does the above questions remain as they are or they have now been specified ?

Furthermore , do we use the CODEX:SPACE MARINES rules for the drop pods or we just keep our codexe's ?

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well MrHyde, we have gained the ability to field 6 techmarines instead. That's more than an Iron Hands can field.

 

Not really, 3 Thunder Fire Cannons (3 tech's), 3 normal tech's, then 2 master of the Forges, thats 8 techmarines

 

And yes we are restricted to the Drop Pod rules in our codex and we can't use SM DP rules without opponents permission.

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Its more or less the same garbage file...

 

If you may propose a more best GW document I will be happy!

 

they didnt even include Hurricane Bolters/Cyclones.

 

I use 5ed CM codex to play Hurricane and Cyclones ML

 

 

Any of GW codexs are generally better. We just got shafted cause of being in White Dwarf.

 

As for Using another codex thats techniquely not allowed because its supposed to be a stand alone codex. The trick there is if anyone is being a dink, you can just bust out Tank Healing Exsanguinators on them and be a dink yourself.

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