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4ed Blood Angels Codex FAQ


Venerable Jazzman

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  • 2 weeks later...
Guys if you spot any changes to the original post or think that anything needs to be added, then please write it up here and i'll edit it!

 

Thanks in advance.

 

Much of the original post has been invalidated now:

 

No limit on Ven Dreads in marine codex

The Drop Pod rules were corrected in V 5e

And Whirlwind Missile Launchers now work like Normal Missile Launchers.

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  • 2 weeks later...

Just a hypothetical question about the DC.

According to the FAQ, we can have 14 DC.

Now, in Apocalypsem if I where taking a Battle Company (just the barebone), it would generate 11 DC right?

Hypotheticaly, if I where crazy enough to take 2 Battle Companies (just the barebone again), I would get 22 DC?

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Or a death company company, of death?sad thing is with athat amount of points of stuff, the opponent will have enough points to not have to worry about them. Oh look my titans weapon scattered off your death company, onto the other half of your death company.....least dante will always be in range ( if you can get that all on the table that is....)
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Greetings fellow Generals!

 

I came looking for some clarification regarding BA drop pods not having the Drop Pod Assault rule listed in the new SM codex, and your RAW interpretation sounds reasonable so my problems have been resolved, thank you.

 

* 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.

 

However the two other exceptions listed are not correct, at least not anymore. I'm unfamiliar to previous versions of the BA codex but the WD June & July 2007 version referred to here has been revised for 5th edition and is available through the GW webpage. As this is from a free codex I'll simply quote it:

 

Drop pod special rules:

  • (1) Inertial Guidence System: (from wargear p.5)The Drop Pod and the unit it carries may always be placed in Reserve and enter play per the Deep Strike rules. May reduce the scatter distance by the minimum required to avoid landing in impassable terrain or on top of another model.
  • (2) Immobile: A Drop Pod may not move once it has entered the battle, and counts in all respects as a vehicle that has suffered an Immobilised damage result (which cannot be repaired)
  • (3) After the Drop Pod lands, all passengers must immediately disembark (they may not assault that turn). No models can embark on it for the rest of the game.

 

So the listed exceptions need to be updated.

 

One question still arises though, as the BA pod doesnt have Drop Pod Assault does that mean that the pod can only either be deployed like ordinary transports without deepstriking or be held in reserve and roll to deepstrike from turn 2 and onwords?

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  • 3 weeks later...
The one from White Dwarf? I have it... just wanted to make sure that it was the most up to date info to use.

I suppose, then, we don't have access to the Master of the chapter's Techmarines, forgot its name, with the super gun?

Nope. Nor do we have Land Raiders with 12 capacity or cheaper units, or Ironclads or Redeemers.

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In the BA codex, 6-man Tactical squads can take special weapons where in SM codex you can only take special weapons if your sqaud numbers 10 Marines. Which codex should I follow with regards to this?

In the BA codex, 6 man tactical squads can not exist. 5 man tactical can take specials.

 

So, if you play BA, we get specials at 5. Regular marines get flexible numbers in a unit, and free flamers/missile launchers at 10.

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  • 2 weeks later...
  • 2 months later...

The BA codex states that you can only take 5 additional marines in a termie squad for X amount of points, while the SM 'dex says we can take UP TO 5 additional termies for +40 pts per model.

Does this mean we are limited to 5- or 10-man squads? i was hoping to field a 7-man squad of Assault termies and a chappy in my LRC but apparently i can't do this?

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  • 6 months later...

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