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Crazy ideas for our codex (whishlistin´& conspiracies)


Are Verlo

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Death mask could be a small radius (3 inches?) where enemy models suffer -1 to hit on both shooting attacks and melee. That would buff their durability in close combat.

 

Then the SG only need a reliable way of reaching close combat. And I am ok with stratagems for this.

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On the topic of wishlisting...

 

 

What about the option to take Death Company as Troops as long as it's done inside a full Death Company Detachment...

 

 

I.E: 

 

The HQ''s must be selected from either a Chaplain, a Chaplain Dreadnought, Lemerates, Tycho The Lost, or Astorath. 

 

The only Elite option available is a Death Company Dreadnought. 

 

Dedictated transports allowed; Rhino, Razorback, Drop Pod. 

 

The only Flyer that could be taken would be a Storm Raven. 

 

No Heavy Support options.

 

 

Troops, Elites, and HQs gain the following buffs:

 

+1 Strength in close combat.

 

+1 Attack in close combat.

 

5+ FNP

 

Reroll on failed charges (both dice).

 

Reroll on failed hit rolls in first round of close combat if they charged.

 

Reroll failed wound rolls in first round of close combat if they charged.

 

Death blow type attack if model is slain.

 

All morale type tests rolled against the leadership value of the highest models leadership value that is still on the board from the detachment. 

 

 

Obviously that is complete wishlisting, but it would be fun to see DC units get the rules they deserve. Plus it would provide a mechanic to field a full Death Company Company. 

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Ya know, i wouldn’t hold my breath but they could do something like <The Blooded> so that x rules apply to anything with that keyword while y rules apply to <Chapter>. Almost kinda sorta like <Unforgiven> for DA. So the signifier for BA/Successors is <Blooded> (or whatever you want to call it).

 

It would have to have specific exclusions ruling out C:SM, DA, SW etc... so that you can’t cheese <Chapter> names to claim an ultra marines successor to the BA to double dip rules.

 

Probably more effort than it’s worth, on second thought.

Edited by Indefragable
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It would have to have specific exclusions ruling out C:SM, DA, SW etc... so that you can’t cheese <Chapter> names to claim an ultra marines successor to the BA to double dip rules.

You can't do that anyway. GW clearly said that's not how faction keywords work when people tried to do such shenanigans very early on.

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What shenanigans? Like Ultramarine Death Company? That would be dumb, but if we are talking about just mixing chapters taking a salamander outrider detachment, ultramarine brigade detachment and Blood Angels vanguard detachment is as valid a soup as any from my understanding.
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What shenanigans? Like Ultramarine Death Company? That would be dumb, but if we are talking about just mixing chapters taking a salamander outrider detachment, ultramarine brigade detachment and Blood Angels vanguard detachment is as valid a soup as any from my understanding.

More like taking BA or SW units in the same detachment as Ultramarines by giving them the same faction keyword so they would share buffs and FOC slots etc.

Or even taking Orks (or others) together with Marines by giving them the "Ultramarine" faction keyword.

 

Yeah people tried to be this cheeky when 8th got released. GW quickly responded that this is not how faction keywords work. If you take a unit from Codex Space Marines and give it the "Awesome Dudes" faction keyword it actually has the label "Codex Space Marines -> Imperium -> Adeptus Astartes -> Awesome Dudes" and if you give Eldar the "Awesome Dudes" faction keyword it actually has the label "Codex Craftworlds -> [...] -> Awesome Dudes". Means even tho both have the same name for their subfaction keyword, it's not the same still.

This of course goes for Blood Angels etc. as well.

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Today I have prophet-mode enabled and got a new vision regarding our codex ;-P

 

Captain Tycho´s "dead man´s hand" could be a weapon with stats similar to Col. Straken´s arm?

It is about time they restore this mans glory and gives him a CC presence. As of now death company Tycho is only viable for fluff reasons.(He loses his aura but gains black rage)

Keep his 2+ save (few other captains have this, sans terminator armour), keep blood-song and give him back the dead man´s hand (range melee, S user +1 ap -1 or -2 and 2 D) 

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Dead Man's Hand: Captain Tycho rerolls failed to wound rolls in combat. In addition, any to wound rolls of 6+ (5+ vs orks) cause a mortal wound in addition to any other damage.

 

My bid for a really simple way to buff it without being too strong. IF there ended up being +1 to wound rolls in combat on top of that, even better.

 

 

 

{edited for fluffy xeno punching)

Edited by Grazcruzk
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My view of the BA Archetype:

 

Preference for hand to hand combat

Violent in mélee and sate the thirst with bloodshed: combat proficiency not through skill at arms, but raw fury.

Fast, maneuverable vehicles

Preference for jump packs

 

Looking at hive fleet Gorgon, I think a reroll of 1's to wound in combat would be nice. It's not as powerful as a flat +1 to wound would be, but is in the same vein and makes us more effective there.

 

Charge after fall back is not very fluffy, in my opinion, as BA stay there, rending, until the enemy is destroyed. Likewise, either a +1 to charge distance or re-roll failed charges would be nice and make them more reliable, in combination with advancing vehicles automatically go +6" instead of rolling.

 

This doesn't benefit shooty based army builds, but BA were never better than normal marines in that respect. Shooty guys that can be a threat in combat would be good.

 

Stratagems:

The Red Thirst: 2CP: One BLOOD ANGEL unit's attacks are AP-4 on the roll of a 6 to wound for the fight phase.

And other such things.

 

Dante should regenerate CP on a 4+

 

My view of the BA Archetype:

 

Preference for hand to hand combat

Violent in mélee and sate the thirst with bloodshed: combat proficiency not through skill at arms, but raw fury.

Fast, maneuverable vehicles

Preference for jump packs

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My view of the BA Archetype:

 

Preference for hand to hand combat

Violent in mélee and sate the thirst with bloodshed: combat proficiency not through skill at arms, but raw fury.

Fast, maneuverable vehicles

Preference for jump packs

 

Looking at hive fleet Gorgon, I think a reroll of 1's to wound in combat would be nice. It's not as powerful as a flat +1 to wound would be, but is in the same vein and makes us more effective there.

 

Charge after fall back is not very fluffy, in my opinion, as BA stay there, rending, until the enemy is destroyed. Likewise, either a +1 to charge distance or re-roll failed charges would be nice and make them more reliable, in combination with advancing vehicles automatically go +6" instead of rolling.

 

This doesn't benefit shooty based army builds, but BA were never better than normal marines in that respect. Shooty guys that can be a threat in combat would be good.

 

Stratagems:

The Red Thirst: 2CP: One BLOOD ANGEL unit's attacks are AP-4 on the roll of a 6 to wound for the fight phase.

And other such things.

 

Dante should regenerate CP on a 4+

 

My view of the BA Archetype:

 

Preference for hand to hand combat

Violent in mélee and sate the thirst with bloodshed: combat proficiency not through skill at arms, but raw fury.

Fast, maneuverable vehicles

Preference for jump packs

 

Considering other armies have a strategem that just plain causes mortal wounds on a 6, we should hopefully get that but for melee. Maybe keep it exclusive to "Death Company" Keyword to represent unbridled fury?

 

Really it depends how they view us as an "army".

 

Things like Chapter Tactics/ Forge World Dogma/ Hive Fleet traits/ Craftwaorlds are usually a little more generic because the codex is massive with options.

 

Death Guard got a trait all their own that is quite powerful in Inexorable Advance (move & fire Heavy weapons, advance and fire assault, 18" Rapid fire range) as well as 5+ FNP (mostly) across the board. Similarly Grey Knights get re-rolls on daemons, weaker smite on everything, all units can teleport and cast/ deny with a +1 bonus.

 

I see us being like the latter, stronger more focused trait(s) to push our flavour (Fury, Speed, Heroism) in addition to the normal ATSKNF & obligatory Obj Sec.

 

I'm torn on which way to take our playstyle, but I think if it's focused on combat, we need to be god damned good at it. To the point where we will totally slaughter something on the charge. FLG did say we'll be the best Imperial Combat army, let's just hope that comes to pass and we also balance out the fact that combat is inherently "bad"...!

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I'm torn on which way to take our playstyle, but I think if it's focused on combat, we need to be god damned good at it.

I think that we have 3 distinct styles of play to be honest.

 

1. The Angelic Host: Lots of Elite units like SG, VV, Terminators. Emphasis on using mobility to deliver quick local victory before moving on to the next target. Avoid getting bogged down.

 

2. The Black Rage: Flesh Tearers and/or DC heavy armies. Emphasis on using DC as shock troops to bludgeon through enemy lines. More brutal relying on weight of numbers and attacks to force damage through.

 

3. Red Angels: Closer to a codex Chapter. Plenty of infantry and vehicles kitted out for short-ranged fire-fighting and a smattering of specialist CC units to deliver the coup de grace.

 

I wonder if it is too much to hope for distinct traits to represent different facets of the Blood Angels?

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I wonder if it is too much to hope for distinct traits to represent different facets of the Blood Angels?

 

 

It wouldnt be too hard, even with a generic chapter tactic, the angelic host could get done right with simple point reduction, changing the black rage trait to get DC feared (and maybe fearless), and red angels with marine stratagems. 

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I'm torn on which way to take our playstyle, but I think if it's focused on combat, we need to be god damned good at it.

I think that we have 3 distinct styles of play to be honest.

 

1. The Angelic Host: Lots of Elite units like SG, VV, Terminators. Emphasis on using mobility to deliver quick local victory before moving on to the next target. Avoid getting bogged down.

 

2. The Black Rage: Flesh Tearers and/or DC heavy armies. Emphasis on using DC as shock troops to bludgeon through enemy lines. More brutal relying on weight of numbers and attacks to force damage through.

 

3. Red Angels: Closer to a codex Chapter. Plenty of infantry and vehicles kitted out for short-ranged fire-fighting and a smattering of specialist CC units to deliver the coup de grace.

 

I wonder if it is too much to hope for distinct traits to represent different facets of the Blood Angels?

 

TBH, this is pretty much the theme of 7th for us, reflected in our detatchments and whatnot. Would be super fantastic if they could implement this somehow.

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I mean, all three of those are functionally the same on the table.

 

Move fast, hit hard.

Yeah just one with smaller numbers and more durable (2+ armor, 2 wounds), one with more mass and being reckless (DC...although their 5+ FnP used to make them pretty durable as well) and one with a more tactical all-comers approach in line with the Codex Astartes. ^^

Ideally a BA army should be able to do all those three things at the same time.

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Nids have the advantage of being able to choose a Hive Fleet to suit a play style. They aren't shoe horned into one particular style. If BA get a melee focused CT, those who want to play something else will be let down. Something more general may be better. Though what could it be? Chances are that it will be specific though. GK CT is the Psychic bonus and DG is that slow advance thingy. Though both are reasonable well suited for different playstyles.
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Nids have the advantage of being able to choose a Hive Fleet to suit a play style. They aren't shoe horned into one particular style. If BA get a melee focused CT, those who want to play something else will be let down. Something more general may be better. Though what could it be? Chances are that it will be specific though. GK CT is the Psychic bonus and DG is that slow advance thingy. Though both are reasonable well suited for different playstyles.

Honestly that's hardly comparable. By choosing to play BA we already decided to play our army a specific way. That's like playing a specific Hive Fleet and complaining that you don't have as many ways to play your Hive Fleet as vanilla Marines or Chaos Marines. ^^

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