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What 2014 will bring


Theduke08

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1. Based on the final timeline entry Dante is mortally wounded staving off the attack from leviathan, and interred in the sarcophagus of a winged dred (solves the flyer and new sculpt problems) msn-wink.gif

2. Glaive encarmine, master crafted, +1 ini, +1 str, two handed

1. You must be new here if you thin that advancing the timeline is a thing that's ever going to happen. ermm.gif Welcome anyway. This is a splendid community, and I enjoy it a lot.

2. Now that is a good idea. I hadn't thought of that.

1. Based on the final timeline entry Dante is mortally wounded staving off the attack from leviathan, and interred in the sarcophagus of a winged dred (solves the flyer and new sculpt problems) msn-wink.gif

2. Glaive encarmine, master crafted, +1 ini, +1 str, two handed

1. You must be new here if you thin that advancing the timeline is a thing that's ever going to happen. ermm.gif Welcome anyway. This is a splendid community, and I enjoy it a lot.

2. Now that is a good idea. I hadn't thought of that.

1. I like the idea of a Dante dread but not the idea of killing off Dante. Maybe like a tycho capt/ tycho dc model sure.

2. Longer swords. First to hit.

Hey guys, kinda new to the forums and I couldn't pass this one up. Some of the things I've come up with on my own and after having read some of the things you all are hoping for:

1. Based on the final timeline entry Dante is mortally wounded staving off the attack from leviathan, and interred in the sarcophagus of a winged dred (solves the flyer and new sculpt problems) msn-wink.gif

2. Glaive encarmine, master crafted, +1 ini, +1 str, two handed

3. MORE Frag cannons! Maybe assault centurions with two "lite" frag cannons (effectively giving them a standard frag cannon each) side note I think that centurion devs would be very fluffy for us since we're about mobility and regular devs are about sitting. Also torrent frag cannon. Maybe frag cannons on speeders instead of h flamers. (If I had my way I probably would run str 6 rending as all my shooting and not worry about differentiating between anti tank and anti infantry, but that's probably just me.

4. Maybe a dread angel, FMC version of GK, that way we can take what little they have left that is unique to their codex msn-wink.gif ::grumble inquisition::

5. Points reductions a given.

6. I like the idea of unit upgrade priests, the bubble thing always kinda bothered me.

7. Maybe another transport flyer that allows JP units to assault from while zooming? That's what I call a blood strike missile!

8. Maybe rampage to replace FC for red thirst? With a fix to the rollining or doing away with it entirely.

I could probably go on like this for pages, but this seems like a good start. A lot of it is just wish listing, but I think some of it could work just fine and give us just that little bit of a boost that we need (assuming we get a little points drop so we can get more bodies on the ground)

Also, seems like there are a really good group of folks here and I'm looking forward to getting to know you all smile.png

1. Not gonna happen

2. I like it. I would add that maybe they should be somewhat similar to the Incubus demi klaive? They have both hands free because of the angelus bolter. So maybe if you choose to have the dual wield version of the glaive you don't get the +1 str and get the usual +1 atk from having 2 CCWs?

3. Frag cannons are excellent. I'm not so sure about Centurions but you raise a good point about them being mobile devs.

6. Frees up an Elite slot too msn-wink.gif

7. I definitely like the idea of being able to assault from a flyer without it having to hover.

8. Yeah, Furious Charge isn't what it once was. So maybe Red Thirst and the Priests grant something instead of FC, maybe Rampage like you said, but I'd also like to see an Initiative boost for our Assault squads again too. Red Thirst should be on a 1 or a 2, and Astorath can keep his 3 smile.png

Access to heavy chainswords and eviscerators for HQ's, Sergeants, Honour Guard and Vanguard. Perhaps allow Assault squads to take two special melee weapons in lieu of ranged ones?

A greater range of assault vehicles (however that happens) would be brilliant.

The assault issue really does boil down to survivability/how many guys actually make it into combat vs. how hard they hit once they're there. I'm not sure which I prefer,  but one of those aspects needs to improve drastically (we won't get both, so I'm not even countenancing it).

Still sad that they removed Solar Macharius and retconned his fluff to an obscure crusade.

 

Time to tear GWHQ down brick from brick, burn it to ash, and salt the earth. Where is this?

 

 

 

 

I don't want supplements. I was a fully fleshed out codex. Is that too much to ask for GW?

 

I agree, but I don't think we have to worry about that too much.  All I can see them doing for a supplement would be a specific Flesh Tearers company, and even then I doubt it.  There simply isn't enough variation between the Sons of Sanguinius to warrant a supplement.

 

My question is, will they progress the part about Leviathan and Ka'Bandha at all?

 

Is progress a thing that ever happens anymore? Why are we even speculating about this?

 

Well that part of the story wasn't written until the 5th edition codex, so its possible.

 

But it's written on the cusp of the millennium-turn, the stroke before midnight, as all background is. It's not gonna progress.

 

At least I hope not.

 

 

Still sad that they removed Solar Macharius and retconned his fluff to an obscure crusade.

 

Time to tear GWHQ down brick from brick, burn it to ash, and salt the earth. Where is this?

 

 

 

I don't want supplements. I was a fully fleshed out codex. Is that too much to ask for GW?

 

I agree, but I don't think we have to worry about that too much.  All I can see them doing for a supplement would be a specific Flesh Tearers company, and even then I doubt it.  There simply isn't enough variation between the Sons of Sanguinius to warrant a supplement.

 

My question is, will they progress the part about Leviathan and Ka'Bandha at all?

 

Is progress a thing that ever happens anymore? Why are we even speculating about this?

 

Well that part of the story wasn't written until the 5th edition codex, so its possible.

 

But it's written on the cusp of the millennium-turn, the stroke before midnight, as all background is. It's not gonna progress.

 

At least I hope not.

 

I've got to tell you... as a long-time White Wolf and World of Darkness fan, I'm not impressed. They went decades with an immanently pre-apocalyptic plot, and the only reason they stopped was because their design space had gotten too cluttered and it was time to move on. It's possible to expand your universe forward for quite a while towards an apocalypse that is never going to actually come, complete with false starts, brief reprieves, major victories, and, of course, catastrophic setbacks.

 

Now, if 40k's design space is also so cluttered that they might want to consider starting again... well, that's a whole other question.

I wonder if they might not try to give us some more attractive shooting options, given that 6th is a shooting game, perhaps across the board or perhaps just for death company. What if Blood Angels have some way to get more shots at half range? In 6th Edition, combat is best used as a way to support close-ranged shooting - you fire on the enemy, see how badly you hurt them, and then charge into combat if you think you can win it, or need it to avoid being shot at yourself.

 

Alternately, I could see the Blood Angels getting more close-ranged shooting mobility options, to push the idea that they aren't so much the "close combat marines" as they are the "close-ranged firefight marines." What if they got to do a d6 reform move after eliminating an enemy in shooting when within 12''?

 

I could also see GW pushing the blood talons theme further - ways for us to use the wounds we inflict on enemy units. What if more of our models got the ability to generate extra attacks from wounds? What if this included the wounds that the squad inflicts in the shooting phase before the combat? What if death company got the ability that with every wound they inflict in the shooting phase, they are able to advance 1'' towards the unit they are shooting?

seems like that'd be taking it too far, double the shots regular marines get at short range and quadruple the number at mid range seems a bit over powered...

 

being able to assault after firing the bolters though? could be cool, I'd probably word it so that they have relentless, but only with boltguns - same as the Death Company.

There is precedent - Raptors have chapter tactics that specify boltguns/pistols. TBH I don't think we need that many changes. DoA is fine. Red Thirst I think needs slightly tweaked, but I'm not sure how best to do it. Things need re-costed to reflect FNP/FC changes. 

 

Here's one to toss out for discussion - "Units with the Descent of Angels special rule do not count towards the number of units which may be kept in reserve when deploying your army". Any thoughts?

Frankly I hope some of the emphasis is taken away from assault marines, Blood Angels have always been a codex adherent chapter in the background, we have minor divergences in the form of units outside of the standard company format - Death Company, and in more recent times Sanguinary Guard, and we have an additional role without our command structure in the form of Sanguinary Priests. Our Veterans tended toward jump packs rather than terminator armour, but that was really about it.

 

I'd personally be very happy if assault marines became fast attack again, but remained scoring, appart from anything else it'd mean under recosted points in line with codex space marines, you could field a codex adherent battle company in a single FOC again...

Frankly I hope some of the emphasis is taken away from assault marines, Blood Angels have always been a codex adherent chapter in the background, we have minor divergences in the form of units outside of the standard company format - Death Company, and in more recent times Sanguinary Guard, and we have an additional role without our command structure in the form of Sanguinary Priests. Our Veterans tended toward jump packs rather than terminator armour, but that was really about it.

 

I'd personally be very happy if assault marines became fast attack again, but remained scoring, appart from anything else it'd mean under recosted points in line with codex space marines, you could field a codex adherent battle company in a single FOC again...

 

I'd be ok with this, as long as it involves non Assault marines getting some special touches that make them uniquely Blood Angels. I don't care which unit Blood Angels prefer, as long as I get to feel like I'm playing Blood Angels, not marines painted red, which is how I often feel like I have to play these days if I want to win.

Since I was 12 and playing in 3rd ed. Blood Angels have always, to me, meant chopping things up. Whether it was my devastators failing their red thirst roll for the 3rd successive turn and running towards the enemy instead of shooting them, ridiculous numbers of tacticals succumbing to the black rage and being added to my death company pre-game or the joy of veteran assault squads there has always been that strong assault element. I think moving assault marines back to fast attack would be a backward step, it's not as though they've bounced tacticals out of the troops slot, the latter are still there. If you really want to you can field a codex adherent army with the current FOC  by buying up tacticals as troops. Perhaps the thing to do would be to expand jumper options to make two distinct, specialised unit types:  so you can have fire support squads with bolters and special weapons in addition to the good old chainsword wielding ones who, instead of being able to take 2 meltas etc., can take two power swords, eviscerators/heavy chainswords and maybe on or two other options (but not the full range available to veterans).

I believe Assault Veterans will be one of the key aspects to make a C:BA that isn't about shooting things up at short range and then perhaps, if you feel like it, go into assault with the 2 remaining guardsmen.

DC work with a small points drop on Jump Packs, they're insanely strong on the charge right now. Sure, Honour Guard and Sanguinary Guard could need some improvements as well(the former to bring in some aspects of C:SM Honour Guard, at least to have the option when the Chapter Master is on the field) and the latter need a bigger overhaul to make them worthwhile combat troops.

Yes, you read that correctly, I want our Honour Guard to be able to be equipped with relic blades and arty armour when Dante is on the field PLUS Sanguinary Guard with better weapons, stats, and rules for wargear.

Veterans have gone the way of the codex astartes, and if we get an updated codex, ours will, too. Which would be the end of the Veterans we have come to like with our current codex, except for the price tag. What will remain is another assault unit with jump packs and powerweapons and...oh, right we got 20 bazillion of these already.

So to make them stand out, they need the rule heroic intervention, and more. Basically, they need the current point costs from C:SM, and that rule. I'd go even further and add a small paragraph to HI, something along the lines of:

"because of the terrible speed with which the Blood Angels descend upon their enemies, only the quickest minds take notice of their coming doom and are able to raise their weapons in defense. Therefore, a unit that is assaulted by an Assault Veteran Squad must pass a test on the initiative when choosing to overwatch. If it fails, that unit may not overwatch this turn."

That can be very strong, and a lot of Tau players will cry because of butthurt...but that's what I intended. laugh.png

So, that's just an idea. A fast moving, hard hitting, cheap veteran unit that can assault after deepstrike and there's not much you can do about it. In your face yes.gif

Snorri

... Red Thirst I think needs slightly tweaked, but I'm not sure how best to do it. Things need re-costed to reflect FNP/FC changes.

 

Here's one to toss out for discussion - "Units with the Descent of Angels special rule do not count towards the number of units which may be kept in reserve when deploying your army". Any thoughts?

I agree whole heartedly agree! Seems like good way to achieve what I was advocating earlier....

I wouldn't mind if they even nerffed the shooting capabilities when coming out of reserve just to gain the edge in striking quick and getting stuck in!

My lists all seem to be a compromise of cheap units to start on the board so I can get strong units descending effectively.

That would be infinitely superior to an idea discussed earlier with vet serges taking death masks that caused blind.

R

Aye, it is. Some price hike for heroic intervention might be needed. However, I don't think it's too much. 6th edition took a huge, steaming censored.gif on assault and close combat, so all assault armies need some buffs to counter that, IMHO. Going against the current flow, bascially have one unit that is able to ignore the one rule that makes assault so unattractive, Overwatch. Not the only rule, but one that shifts the balance very much in favour of shooty armies.

Also, it's only one per game, and only for one unit of veterans. Of course, they'd be able to combat squad, but you're not forced to do that. ;)

Or perhaps allow veterans to throw up to W3+1 grenades before the charge? It's something I used to do with much success in Space Marine multiplayer when playing my favourite class....jump pack marines. cool.png

Snorri

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