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Okay so as of today we know the Ultras chapter tactics:

 

+1Ld across the board

All units (not just Flying) can fall back and still shoot at a -1 penalty

 

Quite good.

 

I'm hoping we get fall back and charge as a similar ability.

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Wonder if that means we might get JP specific traits or if they are just going to double down on assault for us. Maybe both???

 

Something other than +1 attack would be great like +1-2 inches/reroll a single die for charge. Or maybe 8" deepstrike for SG if set up within x inches of dante. Though I would take a 5+ Inv save or a cover save when arriving from deep strike.

Maybe let us strike closer than others due to Descent of Angels?

On the one hand it would be very welcome but GW have a fine line to tread here. Even just a couple of inches closer and something like Lemartes goes from 50% chance of making the charge to 75%. GW has done their best to prevent "jack-in-the-box" scenarios in 8th edition whereby a player can pulling something out of thin air that works reliably with little the opponent can do to counter it.

I actually don't want deepstrike bonuses etc. It again would pidgeonhole us into specific builds, and would only be useful on turn 1, while the ultras get army wide LD and can fall back and shoot, even with tanks.

 

I really can't think what works for BA. I think chapter tactics work well as 2 universal (passive) rules, or maybe 3-4 situational (active) rules.

 

Stuff like:

'BA can disembark after vehicle movement, instead of before' would be nice. Or BA vehicles all roll 2d6 for advancing,like the Baal. Maybe BA units always count as inflicting one additional wound in combat when testing for battleshock would be cool, and reflect our savagery.

I'm really intrigued to see what our chapter tactics might be.

I personally hope it isn't all tied to jump packs because that forces specific unit options and makes everything else worse than other chapters arbitrarily. 

I'd like to see red thirst be something that gives either a flat A or S bonus personally (not just on the charge).

I wouldn't be surprised if we get some additional rule for units with either the fly keyword or jump infantry or something too, but REALLY hope that isn't the sum of our rule.

I hope it's a flat S bonus as well. I think that a 're-roll charge rolls' would also be good because it doesn't shoehorn us into razorback spam or jump pack spam. Though I do like the 'cover save' after deep strike rule too.

 

 

Edited by Chaplain Gunzhard

In previous editions we've had either:

+1 str on the charge

+1 str on the charge and less jump scatter

+1 str & +1 int on the charge or

+1 str, +1 int on the charge and a randomly occurring D6 extra movement.

 

Considering the pattern (and I've listed them in most recent first) I think it's fairly clear we'll get some version of furious charge back.

 

Personally assuming we get more than that (and if we don't the Ultras are going to be laughing at us) I'd like something either to let us re-roll battleshock in melee (and ignore it for the DC) across the board and/or the ability to either roll extra attacks at people disengaging from us, or a  chance to prevent them doing it altogether.

Could it just be a +1 on the to wound roll in cc? Pretty muxh a straight port from hh but with 8th ed rules it opens up a whole other can of cc whoop. Or could that be too strong? Scouts wounding a knight on a 5+ could be funny...

Could it just be a +1 on the to wound roll in cc? Pretty muxh a straight port from hh but with 8th ed rules it opens up a whole other can of cc whoop. Or could that be too strong? Scouts wounding a knight on a 5+ could be funny...

 

Scouts with a Priest bubble already do wound a Knight on a 5+. :)

+1 A would be cool too... I'd prefer that to increased strength. To me increased Aggression feels like more attacks rather than randomly getting stronger anyways. Or maybe a rule sort of like the chaos one where its +1 A for roles of a 6? I dunno.

I'd like to see jumper deep strike limit moved to 6"

 

+1 to wound in combat sounds really nice to!

 

3d6 pick the highest 2 for charging would also be acceptable imho

 

I could live with any of them. I just hope gw give a little more thought to our chapter tactics for a change!

This is more wishlisting than speculation, but wIth the few games ive played, its already become painfully evident that the ability of units to fall back out of combat is just exceptional. Most marines lack enough attacks to wipe out units on a charge - especially our core units - so we charge, swing, hopefully get a wound or two in -and then the guys leave. What would be great is if we had a way to do more damage to models leaving combat or otherwise trap them there. 

Realistically though, the BA have never been the close-combat "specialists" - they have, from 2nd ed, been touted as "codex adherent, with tweaks" - that then morphed into the "stronger adherence/use of assault company units" as they preferred to use their rage strategically. 

 

That, along with overcharged engines (on Baals initiatially, but then on Rhinos and Baals, and then on every rhino base chassis) became out thing. 
We also had the ability to disembark after moving more than others- so maybe theres space for something of a return there. 

All of these point in the direction of a fluffy and interesting mechanic possibly, but one that is inherently underwhelming if not applied well, or not  given proper consideration to the overwhelming meta that 8th is gravitating towards (monstrously heavy shooting).  

Id be fine with minor fluff-based buffs if GW could just get the balance ad power right of our key units. 
The characters they've largely got right.  Cost of Sangunior and Dante aside. But....

The DC. 
The Baal
The Sanguinary Guard

Furioso and Librarian dreads.

And maybe even Assault/Veteran Assault Marines.  

Get these guys right, first.  

 

 
 

It may be that I really hate fighting guard and tau (and now ultras) who can leave combat with very little downside, but I would love a rule that hurts people who try to run from us. Like if a unit decides to retreat from a blood angels unit, we can make an attack or something.

 

Y'all complaining about +1 strength on the charge, but I love it. It's uncomplicated, and puts us at an advantage fighting other marines (like half the armies in existence). S5 wounds t4-6 and 8 better, which are all fairly common toughness. Stand near a priest or take an axe and you wound t3 enemies on 2's, and light transports begin having to fear you more.

Was talking about this at our local GW store on saturday.. my suggestion is that we'll get bigger aura's. For instance, maybe a 12 inch bubble for our stuff instead of 6. GW has hinted that we're going to be heavy on the aura's so it'll make sense that we should have bigger aura ranges..

I hope it isn't more bubbles. And I hope it isn't jump pack related. Encarmine fury would be cool as others have stated.

 

I have no idea what they are going to do honestly, and even wish listing leaves a sour taste in my mouth right now.

 

It just seems like they don't know where we stand right now. But, we shall see.

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