SnorriSnorrison Posted December 4, 2019 Share Posted December 4, 2019 I'd be fine without Primaris Company Veterans if Sanguinary Guard had a bodyguard rule and we're eventually getting Primaris Sanguinary Guard.^^ Most likely to come if/when Dante is released as primaris in a Calgar-y fashion. Interested to see how GW handles it; will there be two unit entries for SG? They’ve sold so many of the kit that making SG primaris only would upset literally every BA player, so maybe it’s going to be a separate bodyguard entry for SG. Perhaps similar to the Victrix Guard. Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5440878 Share on other sites More sharing options...
Panzer Posted December 4, 2019 Share Posted December 4, 2019 I'd be fine without Primaris Company Veterans if Sanguinary Guard had a bodyguard rule and we're eventually getting Primaris Sanguinary Guard.^^ Most likely to come if/when Dante is released as primaris in a Calgar-y fashion. Interested to see how GW handles it; will there be two unit entries for SG? They’ve sold so many of the kit that making SG primaris only would upset literally every BA player, so maybe it’s going to be a separate bodyguard entry for SG. Perhaps similar to the Victrix Guard. It's kinda obvious how they'd do it if they do it. Put the classic Sanguinary Guard into legends and call it a day. Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5440880 Share on other sites More sharing options...
SnorriSnorrison Posted December 4, 2019 Share Posted December 4, 2019 I'd be fine without Primaris Company Veterans if Sanguinary Guard had a bodyguard rule and we're eventually getting Primaris Sanguinary Guard.^^ Most likely to come if/when Dante is released as primaris in a Calgar-y fashion. Interested to see how GW handles it; will there be two unit entries for SG? They’ve sold so many of the kit that making SG primaris only would upset literally every BA player, so maybe it’s going to be a separate bodyguard entry for SG. Perhaps similar to the Victrix Guard. It's kinda obvious how they'd do it if they do it. Put the classic Sanguinary Guard into legends and call it a day. That would literally be the worst outcome for everyone. Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5440882 Share on other sites More sharing options...
Indefragable Posted December 4, 2019 Share Posted December 4, 2019 (edited) Bear in mind even though I play Blood Angels-Blood Angels (as opposed to a successor), I've never been the most codex-adherent (and that means our codex) when it comes to precise coloring or organization: The way I see it, Company Veterans are the Elite of each Company. 1st Company/Archangels are veterans that have been drawn from each company to form a separate command. 1st Co can send a detachment to augment others with specialists such as Sternguard, Vanguard, Terminators, etc.... in which case they would report to the battlefield commander, but their true chain of command rolls up to the 1st Company Captain/First Captain. From a "career management" ("Bob, let's talk about your TPS Report: Total Plaguebearers Slain") perspective 1st Co is managed by 1st Co and Company Vets are managed by their Company Command. Did I put you to sleep? Is my HR background showing too much? Hidden Content Anyways, I hate to use "da Navy SEALZ!!!" example, but for a real-world counterpart, the US Navy has SEALS. Some of them report up through the Navy's command structure, NAVCOM, while some report into the SOCOM's command structure (SOCOM being a separate entity that works with all branches of the military, but reports to the Joint Chiefs separately). They can all do the same stuff, more or less, but who they are commanded and managed by on a day-to-day basis, and thus what their emphasis tends to be varies. So that's kind of how I see Veterans in the BA. Were I to do Veteran Intercessors, I would give them gold helmets, but keep their Company markings and other items unchanged. Were a new unit to come out, stay Sterncessers with special issue bolt rifles or such, then I would give them gold helmets and put them in 1st Company. Edited December 4, 2019 by Indefragable Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5440911 Share on other sites More sharing options...
Panzer Posted December 4, 2019 Share Posted December 4, 2019 I'd be fine without Primaris Company Veterans if Sanguinary Guard had a bodyguard rule and we're eventually getting Primaris Sanguinary Guard.^^ Most likely to come if/when Dante is released as primaris in a Calgar-y fashion. Interested to see how GW handles it; will there be two unit entries for SG? They’ve sold so many of the kit that making SG primaris only would upset literally every BA player, so maybe it’s going to be a separate bodyguard entry for SG. Perhaps similar to the Victrix Guard. It's kinda obvious how they'd do it if they do it. Put the classic Sanguinary Guard into legends and call it a day. That would literally be the worst outcome for everyone. Nah, the worst would be to just scratch them completely. Also it definitely wouldn't be even just bad for the ones who play a Primaris army. Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5440961 Share on other sites More sharing options...
Dont-Be-Haten Posted December 4, 2019 Share Posted December 4, 2019 The problem goes with when they changed out the organization of everything works. When we moved to 'Battle Line' 'Close Support' and 'Fire Support' it really messed things up. Yellow helmeted reivers look terrible and are elite slots, where yellow used to be used for the "Fast" attack slot. Aggressors have Blue Helmets but fit in the elites catagory and are what used to be considered elite slots ergo; golden helmets. So it's really weird now for some of old guard who still haven't adjusted to these changes even though we're in the twilight of an edition. Xenith 1 Back to top Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441005 Share on other sites More sharing options...
keeblerartillery Posted December 4, 2019 Share Posted December 4, 2019 They all look better with Carmine Blades colors - white helmets for everyone but veterans/officers who get gold! Dont-Be-Haten and Silas7 2 Back to top Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441022 Share on other sites More sharing options...
Dont-Be-Haten Posted December 4, 2019 Share Posted December 4, 2019 (edited) They all look better with Carmine Blades colors - white helmets for everyone but veterans/officers who get gold! I gave my Sanguinary Guard White helmets. It's because of LutherMax doing his that way. I fell in love with that cool bright white on immaculate Gold... ALSO! GW posted the Legends update. Old metal Mephiston is on there. I'm very sad to say we did NOT get our Sanguinary Priest in TDA back! Edited December 4, 2019 by Dont-Be-Haten Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441026 Share on other sites More sharing options...
Xenith Posted December 4, 2019 Share Posted December 4, 2019 The problem goes with when they changed out the organization of everything works. When we moved to 'Battle Line' 'Close Support' and 'Fire Support' it really messed things up. Yellow helmeted reivers look terrible and are elite slots, where yellow used to be used for the "Fast" attack slot. Aggressors have Blue Helmets but fit in the elites catagory and are what used to be considered elite slots ergo; golden helmets. So it's really weird now for some of old guard who still haven't adjusted to these changes even though we're in the twilight of an edition. Basically that. I have a landspeeder crew from the 6th reserve tactical company with red helmets. Because theyre tactical marines. Maybe they should have repainted their helms. Thats before we get anywhere near why assaulty flamestorm aggressors are fire support blue but longer ranged, shooting only plasma inceptors are close support yellow. I guess there were enough inconsistencies in the old scheme, like bikes and speeder squads having yellow helms (they didnt originally) despite being mainly gun platforms. Anyway, I'm just going to roll with it. Dont-Be-Haten 1 Back to top Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441076 Share on other sites More sharing options...
Panzer Posted December 4, 2019 Share Posted December 4, 2019 (edited) Eh that's a really minor thing imo. Close support used to be Fast attack, Veterans used to be Elite and Fire support used to be Heavy support, however there were always exceptions in form of vehicles and such. It would've been nice if they had kept the codex structure and the company structure the same but would've been really just that. Nice to have. The codex already describes perfectly fine which unit is considered to be Close support and such. As for why GW does weird things like Aggressors as Fire support ... eh Devastators could take Heavy flamers too so it's not exactly a new thing. ^^ Edited December 4, 2019 by sfPanzer Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441181 Share on other sites More sharing options...
FormelyKnownAsSmashyPants Posted December 4, 2019 Share Posted December 4, 2019 https://www.warhammer-community.com/legends/# Hey guys looks like Warhammer Legends is up. They've given our Coy Vets, Sang Noviate, et al access to jump packs. I believe Legends is around for the duration, so feel free to model your guys with jump packs now that the future is a little more certain. Covenant 1 Back to top Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441327 Share on other sites More sharing options...
Charlo Posted December 4, 2019 Share Posted December 4, 2019 https://www.warhammer-community.com/legends/# Hey guys looks like Warhammer Legends is up. They've given our Coy Vets, Sang Noviate, et al access to jump packs. I believe Legends is around for the duration, so feel free to model your guys with jump packs now that the future is a little more certain. Except they are only considered tournament legal if the TO deems so. Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441354 Share on other sites More sharing options...
Djangomatic82 Posted December 5, 2019 Share Posted December 5, 2019 So, considering all the changes that BoB is bringing, What are peoples feelings on DC and thunder hammers. With the Litany of Destruction, I think we can get away with just running chain swords, even against high toughness units. Doing a quick math hammer versus a Knights T8, Sv.3+, -15 DC with chain swords and Lemartes full re-rolls at a knight will average you 7.383 damage. -15 DC with Lemartes full re-rolls and Invocation of Destruction will result in 14.733 damage. -15 DC with 12xchainswords and 3x TH + Lemartes full re-rolls at a knight will average you 11.521 damage. -15 DC with 12xchainswords and 3x TH + Lemartes full re-rolls and Invocation of Destruction at a knight will average you 17.761 damage. Considering this, as i said, i don't really think its necessary to run the 3x TH, better to save the 48 points. Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441387 Share on other sites More sharing options...
Charlo Posted December 5, 2019 Share Posted December 5, 2019 Sanguinary priest to bump them up to S5 so they wound on a 4+ would be great too Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441390 Share on other sites More sharing options...
Djangomatic82 Posted December 5, 2019 Share Posted December 5, 2019 Sanguinary priest to bump them up to S5 so they wound on a 4+ would be great too ? with an SP they wound other T4's on 2+, but this would do nothing against T8, as I was using in my post. Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441394 Share on other sites More sharing options...
Djangomatic82 Posted December 5, 2019 Share Posted December 5, 2019 https://www.warhammer-community.com/legends/# Hey guys looks like Warhammer Legends is up. They've given our Coy Vets, Sang Noviate, et al access to jump packs. I believe Legends is around for the duration, so feel free to model your guys with jump packs now that the future is a little more certain. One question comes to mind. They don't list the points cost in the PDF for those units that are updated with jump packs. Considering the wording that they use, "The datasheets from Codex: Blood Angels that are listed below are updated as follows:" It almost sounds like this section is an update to our codex and not specifically legends. Probably wishful thinking, but here's hoping. Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441410 Share on other sites More sharing options...
Hintzy Posted December 5, 2019 Share Posted December 5, 2019 Sanguinary priest to bump them up to S5 so they wound on a 4+ would be great too ?with an SP they wound other T4's on 2+, but this would do nothing against T8, as I was using in my post. Chainswords would naturally wound a Knight on 6+, but wound on 5+ with Red Thirst. With +1 strength they would naturally wound on 5+ and therefore 4+ with Red Thirst. Djangomatic82, Karhedron and Indefragable 3 Back to top Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441435 Share on other sites More sharing options...
Indefragable Posted December 5, 2019 Share Posted December 5, 2019 I got a Relic Javelin Speeder (took long enough!) that I need to figure out how to assemble. I'm mainly using it for 30k, but I am curious how it will work in 8th. 15"M BS3+ T6 W9 3+ with a special rule that makes it -1 To Hit to enemies >8" (so even Deep Striker's are SOL). I'd run it with two lascannons and a heavy bolter to sit back as a gun platform that is annoying to bring down (especially if paired with my twin Xiphons), then it can displace with 16-21" movement when advancing. Does not degrade. I'm not saying it's a worldbeater, but could be an interesting unit that not many folks have encountered. Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441457 Share on other sites More sharing options...
Majkhel Posted December 5, 2019 Share Posted December 5, 2019 I got a Relic Javelin Speeder (took long enough!) that I need to figure out how to assemble. I'm mainly using it for 30k, but I am curious how it will work in 8th. Congratulations and here is the assembly:https://imgur.com/r/WarhammerInstructions/ht674 On the Legends - old Mephy remaining at 145pts is so sad when Mephy Prime is (will be) at 130. I've been thinking on Vetcessors more. I believe it very possible that GW will not solve the issue of their placement in the Chapter organisation. If that's the case, then their fluff and the way the Stratagem is worded will be our guide. Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441499 Share on other sites More sharing options...
Xenith Posted December 5, 2019 Share Posted December 5, 2019 (edited) https://www.warhammer-community.com/legends/# Hey guys looks like Warhammer Legends is up. They've given our Coy Vets, Sang Noviate, et al access to jump packs. I believe Legends is around for the duration, so feel free to model your guys with jump packs now that the future is a little more certain. Except they are only considered tournament legal if the TO deems so. So the same as every other rule in the game? Considering this, as i said, i don't really think its necessary to run the 3x TH, better to save the 48 points. What's the maths with 6 power fists instead of 3 hammers? Edited December 5, 2019 by Xenith Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441582 Share on other sites More sharing options...
Karhedron Posted December 5, 2019 Share Posted December 5, 2019 What's the maths with 6 power fists instead of 3 hammers? 6 Fists cost 45 points so there's a 3 point saving right there. Basically you get twice as many attacks but they will average 2 damage per hit instead of 3. Against large targets, the Fists give a 33% increase in damage. Against MEQs and similar, the Fists are fully TWICE as effective as the Hammers. Against 2 or 3 wound infantry, the Hammers have a slight advantage in that every wound will kill and you don't have to worry about your opponent allocating wounds to try and waste damage. However that is such an edge case that I would take Fists every time. Also, Fist DC can take bolters as well for a bit of extra firepower but Hammer DC cannot take shooting weapons. In short, all Fists, all the time. The only place it is worth putting Hammers now IMHO is where you want to maximimse the damage output from a limited number of attacks such as Captain Smash. For squads such as DC or VanVets, fists just give more bang for your buck. Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441588 Share on other sites More sharing options...
Xenith Posted December 5, 2019 Share Posted December 5, 2019 Also, Fist DC can take bolters as well for a bit of extra firepower but Hammer DC cannot take shooting weapons. Thanks for the break down! Should be noted that you can swap the bolt pistol for a fist, so you can go fist+chainsword for bonus CC damage. Majkhel and Karhedron 2 Back to top Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441590 Share on other sites More sharing options...
Fatbudda Posted December 5, 2019 Share Posted December 5, 2019 To play devil's advocate a little, is the disadvantage of having 6 fists vs 3 TH that you start to lose effectiveness much quicker with fists than TH? If you have a 10 man squad you need to lose 7 standard bodies before you lose a TH whilst you only need to lose 4 before you start to lose fists? The extra efficiency from having more fists might make up for that but I think it's a consideration at least. Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441627 Share on other sites More sharing options...
Majkhel Posted December 5, 2019 Share Posted December 5, 2019 To play devil's advocate a little, is the disadvantage of having 6 fists vs 3 TH that you start to lose effectiveness much quicker with fists than TH? If you have a 10 man squad you need to lose 7 standard bodies before you lose a TH whilst you only need to lose 4 before you start to lose fists? The extra efficiency from having more fists might make up for that but I think it's a consideration at least. I'm afraid DC die too quickly for that aspect to matter. Once they start attracting attention (usually the moment they are placed on the table) it's basically over for them in a matter of 1-2 turns. Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441651 Share on other sites More sharing options...
BluejayJunior Posted December 5, 2019 Share Posted December 5, 2019 I've been thinking on Vetcessors more. I believe it very possible that GW will not solve the issue of their placement in the Chapter organisation. If that's the case, then their fluff and the way the Stratagem is worded will be our guide. The new codex says that Veteran Intercessors are in the 1st company. Majkhel 1 Back to top Link to comment https://bolterandchainsword.com/topic/297201-ba-today/page/401/#findComment-5441658 Share on other sites More sharing options...
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