Charlo Posted July 14, 2017 Share Posted July 14, 2017 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. Sun Reaver, LutherMax, Quixus and 1 other 4 Back to top Link to comment Share on other sites More sharing options...
Spagunk Posted July 14, 2017 Share Posted July 14, 2017 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. Link to comment Share on other sites More sharing options...
Charlo Posted July 14, 2017 Author Share Posted July 14, 2017 Yeah, I think something to do with deep strike will certainly be it. Maybe let us strike closer than others due to Descent of Angels? Quixus 1 Back to top Link to comment Share on other sites More sharing options...
Karhedron Posted July 14, 2017 Share Posted July 14, 2017 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. Link to comment Share on other sites More sharing options...
Tonius Posted July 14, 2017 Share Posted July 14, 2017 Sure, some kind of airborne assault buff would be great ! And a fearless rule for our DC: those brothers just wanna die fighting !! Link to comment Share on other sites More sharing options...
Sawtooth Posted July 14, 2017 Share Posted July 14, 2017 I wonder if there's any possibility that we get Chapter tactics in an errata along with DA and SW, just until our actual Codex arrives. Helias_Tancred 1 Back to top Link to comment Share on other sites More sharing options...
Xenith Posted July 16, 2017 Share Posted July 16, 2017 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. Dont-Be-Haten, Dolchiate Remembrancer, Indefragable and 1 other 4 Back to top Link to comment Share on other sites More sharing options...
Quixus Posted July 16, 2017 Share Posted July 16, 2017 Sounds nice for BA in transports, how about this for JP BA: 'Blood Angel units equipped with Jump packs roll 4d6 for their charge range and take the highest two.' Giving everyone with JPs 7th ed Hit and Run would probably be too much. Link to comment Share on other sites More sharing options...
LutherMax Posted July 16, 2017 Share Posted July 16, 2017 4D6 would be nice but 3D6 picking highest two might be more realistic. I wouldn't be surprised if we got something akin to Furious Charge, which isn't bad but again more situational than what the Smurfs have. shandwen 1 Back to top Link to comment Share on other sites More sharing options...
Charlo Posted July 16, 2017 Author Share Posted July 16, 2017 Let's face it, we'll probably get furious charge. Which means we'd wound T8 on 5s Link to comment Share on other sites More sharing options...
Blindhamster Posted July 16, 2017 Share Posted July 16, 2017 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. Hillslam, Dont-Be-Haten and Helias_Tancred 3 Back to top Link to comment Share on other sites More sharing options...
Chaplain Gunzhard Posted July 16, 2017 Share Posted July 16, 2017 (edited) 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 July 16, 2017 by Chaplain Gunzhard Link to comment Share on other sites More sharing options...
Cleon Posted July 16, 2017 Share Posted July 16, 2017 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. Link to comment Share on other sites More sharing options...
Chaplain Gunzhard Posted July 16, 2017 Share Posted July 16, 2017 Doesn't ATSKNF already let us re-roll battleshock? ...that's how I've been playing it. Link to comment Share on other sites More sharing options...
Cleon Posted July 16, 2017 Share Posted July 16, 2017 Oh yeah, I forgot - I've not played much 8th yet as the couple of gmes we played with the indexes felt bland nd a bit pointless. Maybe make that ignore battleshock in melee? Link to comment Share on other sites More sharing options...
Leonaides Posted July 16, 2017 Share Posted July 16, 2017 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... Indefragable 1 Back to top Link to comment Share on other sites More sharing options...
Chaplain Gunzhard Posted July 16, 2017 Share Posted July 16, 2017 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+. :) Link to comment Share on other sites More sharing options...
Dolchiate Remembrancer Posted July 16, 2017 Share Posted July 16, 2017 So if BA get +1 str on the charge then we can have some str 6 BA with a priest? I hope that isnt the case... Link to comment Share on other sites More sharing options...
Blindhamster Posted July 16, 2017 Share Posted July 16, 2017 +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. Link to comment Share on other sites More sharing options...
Jorre Posted July 16, 2017 Share Posted July 16, 2017 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! Quixus 1 Back to top Link to comment Share on other sites More sharing options...
Morticon Posted July 16, 2017 Share Posted July 16, 2017 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 BaalThe Sanguinary Guard Furioso and Librarian dreads.And maybe even Assault/Veteran Assault Marines. Get these guys right, first. Indefragable and Captain Caine 24th 2 Back to top Link to comment Share on other sites More sharing options...
durdle-durdle Posted July 17, 2017 Share Posted July 17, 2017 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. Remtek 1 Back to top Link to comment Share on other sites More sharing options...
Dont-Be-Haten Posted July 17, 2017 Share Posted July 17, 2017 I don't have much hope for them to get us right. I really feel it is from the last few supplements. An ability akin to advancing then still charging would really show off our shock and awe tactics. Indefragable and Morticon 2 Back to top Link to comment Share on other sites More sharing options...
Fallenturtle Posted July 17, 2017 Share Posted July 17, 2017 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.. Link to comment Share on other sites More sharing options...
Dont-Be-Haten Posted July 17, 2017 Share Posted July 17, 2017 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. Silas7 and Morticon 2 Back to top Link to comment Share on other sites More sharing options...
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