Jump to content

Recommended Posts

Not to be a broken record, but I’d prefer that we just hit so :cuss -ing hard that we don’t need no shenanigans rule wise.

 

+1 To Wound, 6’s To Wound cause Mortal Wounds, extra attacks on top of attacks on top of attacks, etc...

Not to be a broken record, but I’d prefer that we just hit so :cuss -ing hard that we don’t need no shenanigans rule wise.

 

+1 To Wound, 6’s To Wound cause Mortal Wounds, extra attacks on top of attacks on top of attacks, etc...

You and I will be terribly disapointed when the codex comes out

Looks like all the stuff for Necromunda is being packed into one week of releases, which opens up a week for the DA/BA release window.

 

Anyone else notice the Stormhawk/talon is off the site? Totally gone, not showing up in my searches. I wonder if that has to do with the DA/BA books coming out.

Lots of good spoilers in the nid book referencing us and Baal.

 

So I suspect some great fluff and a large chunk of the present 40k to be several pages deep.

Edited by Dont-Be-Haten

Lots of good spoilers in the nid book referencing us and Baal.

 

So I suspect some great fluff and a large chunk of the present 40k to be several pages deep.

How can you say something like that and then not elaborate at all?

Personally I'm hoping for +1 to wound in combat (or even just on the charge if the flat bonus is too strong. I don't think it is). It's fluffy as hell and distinguishes Blood Angels from other close combat armies.

 

Khorne Berzerkers just want to pile on the attacks and kill more, so they get to attack twice. Fluffy and really strong.

 

White Scars get to fall back and charge, constantly moving.

 

Space Wolves have easy access to strong power weapons, making up for marines generally being mediocre in combat. Also Wulfen.

 

Harlequins get to move in and out of combat with impunity, and have an obscene amount of cheap weapons and a melta pistol on every model if you're doing it right.

 

Tyranids and orks drown you in bodies and dice while basically being morale immune.

 

I understand the Blood Angels fluff to be that every marine feels a strong desire to mix it up in close combat, and when they get there just tear the enemy to shreds with no real grace to it. I honestly feel that +1 to wound is pretty much the ONLY way to make marines even worth considering as a close combat unit. Furthermore when compared to the rules other close combat armies get I don't think its really that OP. It would encourage taking chainswords to drown the enemy in wounds. Imagine this on a full unit of charging Death Company. Yikes! Also if the chapter tactic applies to infantry only, it encourages a list building style where our infantry are geared for combat while vehicles handle anti tank and support.

 

What do you guys think?

Edited by Thrown Pommel

Personally I'm hoping for +1 to wound in combat (or even just on the charge if the flat bonus is too strong. I don't think it is). It's fluffy as hell and distinguishes Blood Angels from other close combat armies.

 

Khorne Berzerkers just want to pile on the attacks and kill more, so they get to attack twice. Fluffy and really strong.

 

White Scars get to fall back and charge, constantly moving.

 

Space Wolves have easy access to strong power weapons, making up for marines generally being mediocre in combat. Also Wulfen.

 

Harlequins get to move in and out of combat with impunity, and have an obscene amount of cheap weapons and a melta pistol on every model if you're doing it right.

 

Tyranids and orks drown you in bodies and dice while basically being morale immune.

 

I understand the Blood Angels fluff to be that every marine feels a strong desire to mix it up in close combat, and when they get there just tear the enemy to shreds with no real grace to it. I honestly feel that +1 to wound is pretty much the ONLY way to make marines even worth considering as a close combat unit. Furthermore when compared to the rules other close combat armies get I don't think its really that OP. It would encourage taking chainswords to drown the enemy in wounds. Imagine this on a full unit of charging Death Company. Yikes! Also if the chapter tactic applies to infantry only, it encourages a list building style where our infantry are geared for combat while vehicles handle anti tank and support.

 

What do you guys think?

Good idea, but I don't think they'll give that to all weapons. Maybe they'll buff when we wield chainswords or something. Just saying, +1 to wound is very powerful, especially if we're swinging power weapons. 

Btw that rumor pile with the Lion returning has since been debunked... isn't that the same set of rumors that included the +1 charge and flee+charge for BA?

Same time period, but not the same source.

 

Here is the Dakka thread that is the source of that I believe: (about 5 posts in on 1st page)

https://www.dakkadakka.com/dakkaforum/posts/list/743715.page

 

I’ve heard at a GW store the BA chapter trait is +1 to all charge and run rolls for infantry/dreads. Not sure how reliable she is, but thought I would share. "

 

fyi n stuff =)

Personally I'm hoping for +1 to wound in combat (or even just on the charge if the flat bonus is too strong. I don't think it is). It's fluffy as hell and distinguishes Blood Angels from other close combat armies.

 

Khorne Berzerkers just want to pile on the attacks and kill more, so they get to attack twice. Fluffy and really strong.

 

White Scars get to fall back and charge, constantly moving.

 

Space Wolves have easy access to strong power weapons, making up for marines generally being mediocre in combat. Also Wulfen.

 

Harlequins get to move in and out of combat with impunity, and have an obscene amount of cheap weapons and a melta pistol on every model if you're doing it right.

 

Tyranids and orks drown you in bodies and dice while basically being morale immune.

 

I understand the Blood Angels fluff to be that every marine feels a strong desire to mix it up in close combat, and when they get there just tear the enemy to shreds with no real grace to it. I honestly feel that +1 to wound is pretty much the ONLY way to make marines even worth considering as a close combat unit. Furthermore when compared to the rules other close combat armies get I don't think its really that OP. It would encourage taking chainswords to drown the enemy in wounds. Imagine this on a full unit of charging Death Company. Yikes! Also if the chapter tactic applies to infantry only, it encourages a list building style where our infantry are geared for combat while vehicles handle anti tank and support.

 

What do you guys think?

I’m all for it. Basically “Encarmine Fury” from 30k.

 

With a Sang Priest nearby, you could Wound MEQ on a 2+.

 

Even that is not OP because of how tricky it is to

 

A) not get shot off the board

B ) get into combat...

C) ...of your choosing

Personally I'm hoping for +1 to wound in combat (or even just on the charge if the flat bonus is too strong. I don't think it is). It's fluffy as hell and distinguishes Blood Angels from other close combat armies.

 

Khorne Berzerkers just want to pile on the attacks and kill more, so they get to attack twice. Fluffy and really strong.

 

White Scars get to fall back and charge, constantly moving.

 

Space Wolves have easy access to strong power weapons, making up for marines generally being mediocre in combat. Also Wulfen.

 

Harlequins get to move in and out of combat with impunity, and have an obscene amount of cheap weapons and a melta pistol on every model if you're doing it right.

 

Tyranids and orks drown you in bodies and dice while basically being morale immune.

 

I understand the Blood Angels fluff to be that every marine feels a strong desire to mix it up in close combat, and when they get there just tear the enemy to shreds with no real grace to it. I honestly feel that +1 to wound is pretty much the ONLY way to make marines even worth considering as a close combat unit. Furthermore when compared to the rules other close combat armies get I don't think its really that OP. It would encourage taking chainswords to drown the enemy in wounds. Imagine this on a full unit of charging Death Company. Yikes! Also if the chapter tactic applies to infantry only, it encourages a list building style where our infantry are geared for combat while vehicles handle anti tank and support.

 

What do you guys think?

It is nice and all, but does not help us any in getting into close combat. 9" charges are not easy to make.

 

 

Personally I'm hoping for +1 to wound in combat (or even just on the charge if the flat bonus is too strong. I don't think it is). It's fluffy as hell and distinguishes Blood Angels from other close combat armies.

 

Khorne Berzerkers just want to pile on the attacks and kill more, so they get to attack twice. Fluffy and really strong.

 

White Scars get to fall back and charge, constantly moving.

 

Space Wolves have easy access to strong power weapons, making up for marines generally being mediocre in combat. Also Wulfen.

 

Harlequins get to move in and out of combat with impunity, and have an obscene amount of cheap weapons and a melta pistol on every model if you're doing it right.

 

Tyranids and orks drown you in bodies and dice while basically being morale immune.

 

I understand the Blood Angels fluff to be that every marine feels a strong desire to mix it up in close combat, and when they get there just tear the enemy to shreds with no real grace to it. I honestly feel that +1 to wound is pretty much the ONLY way to make marines even worth considering as a close combat unit. Furthermore when compared to the rules other close combat armies get I don't think its really that OP. It would encourage taking chainswords to drown the enemy in wounds. Imagine this on a full unit of charging Death Company. Yikes! Also if the chapter tactic applies to infantry only, it encourages a list building style where our infantry are geared for combat while vehicles handle anti tank and support.

 

What do you guys think?

Good idea, but I don't think they'll give that to all weapons. Maybe they'll buff when we wield chainswords or something. Just saying, +1 to wound is very powerful, especially if we're swinging power weapons.

Why would a marine who is supposed to be better in close combat be better in close combat when he is not equipped with a melee weapon or is using a chainsword, but miraculously gets worse in close combat when he picks up a power weapon? That makes no sense.

Space Wolves have easy access to strong power weapons, making up for marines generally being mediocre in combat. Also Wulfen.

 

Wait SW are mediocre in combat? I would love to see the proof of this considering we have fluff of us winning duels against DA, defeating Armies that outnumbered and out-equipped us. Etc etc. Heck even against raged induced Flesh Tearers did they hold their own and killed just as many as took.

 

While I agree with most things you say, but I think +1 to wound is way too powerful. Though judging by some other chapter tactics maybe not. I always figured the BA weren't better fighters but they were more eager to get into CQC. The book Dante, even says how they were more than eager to rush into combat not always making sure if it was a trap or not. I think that eagerness should be translated as a way to get into combat quickly. At this point I can't think of how to make it powerful and emphasize that hard charging behaviour.

 

Wait SW are mediocre in combat? 

 

Yep, take away the frost weapons, the wulfen and the thunderwolves and they are str 4 low number of attacks like every other mediocre space marine unit. The simple problem is the game has long moved on from the point where a Tactical marine wants to be anywhere near melee (or as some would suggest, the table as a whole) If all the Blood Angels get is a bonus to run/charge moves then we might as well all pack up for an edition because without any bonuses in combat we're missing the benefits every other marine chapter (look at the solid benefits of every other chapter tactic) gets to gain something that doesn't actually help us.

 

Now if they actually make the Death company/Sang guard viable at the same time then then it's just a 'meh' bonus as it benefits so few units, but how rarely do you actually want to run or charge with Tacs, Devs, Tactical Terminators or Sternguard? so we end up with a bonus that affects so few units and mostly ones that are still horribly ineffective (Assault marines, vanguard, death company) while being utterly useless on all out non dread vehicles.

 

Wait SW are mediocre in combat?

 

Yep, take away the frost weapons, the wulfen and the thunderwolves and they are str 4 low number of attacks like every other mediocre space marine unit. The simple problem is the game has long moved on from the point where a Tactical marine wants to be anywhere near melee (or as some would suggest, the table as a whole) If all the Blood Angels get is a bonus to run/charge moves then we might as well all pack up for an edition because without any bonuses in combat we're missing the benefits every other marine chapter (look at the solid benefits of every other chapter tactic) gets to gain something that doesn't actually help us.

 

Now if they actually make the Death company/Sang guard viable at the same time then then it's just a 'meh' bonus as it benefits so few units, but how rarely do you actually want to run or charge with Tacs, Devs, Tactical Terminators or Sternguard? so we end up with a bonus that affects so few units and mostly ones that are still horribly ineffective (Assault marines, vanguard, death company) while being utterly useless on all out non dread vehicles.

Thing is you say that SW without the frost weapons are mediocre and act like BA have better stats. Then say you need something more powerful than a mediocre tactics.

 

There are ways to give rules about charging that is more than just +1 to charge. How about +1 to attack when charging? Or maybe if a unit kills a enemy it was engaged with it can immediately move and charge another unit. This would keep a BA constantly engaged in melee where they want to be.

 

Personally I would see the semi/non-codex Marines get a few tactic options. For BA they could do Flesh Tearers, BA, DC. It seems a bit unfair that a codex marine can change their tactic with no drawbacks. Meanwhile everyone else is stuck with a single tactic. Basically a codex successor could change from IF tactic to deal with X enemy, then the next day use RG tactic to deal with Y enemy. Meanwhile DA, BA, SW would only have 1 for all enemies.

 

This would allow to have BA have a charge rule. FT to have a +1 to wound in melee. Etc etc. This would hopefully let non-codex to be more flexible and choose what they want.

Edited by Caldersson

from the Tyranid codex that I can't wait to read from the BA side for those asking:

 

The Knights of Blood make a final last stand dying to the last to allow Seth and his remaining Fleshtearers to retreat and survive.

 

Leviathan is not destroyed but broken into splinter fleets all across the galaxy due to the warp storms

 

The biggest is Dante kills the swarm Lord but is mortally wounded as Guilliman arrives.

Edited by Dont-Be-Haten

 

 

Wait SW are mediocre in combat?

Yep, take away the frost weapons, the wulfen and the thunderwolves and they are str 4 low number of attacks like every other mediocre space marine unit. The simple problem is the game has long moved on from the point where a Tactical marine wants to be anywhere near melee (or as some would suggest, the table as a whole) If all the Blood Angels get is a bonus to run/charge moves then we might as well all pack up for an edition because without any bonuses in combat we're missing the benefits every other marine chapter (look at the solid benefits of every other chapter tactic) gets to gain something that doesn't actually help us.

 

Now if they actually make the Death company/Sang guard viable at the same time then then it's just a 'meh' bonus as it benefits so few units, but how rarely do you actually want to run or charge with Tacs, Devs, Tactical Terminators or Sternguard? so we end up with a bonus that affects so few units and mostly ones that are still horribly ineffective (Assault marines, vanguard, death company) while being utterly useless on all out non dread vehicles.

Thing is you say that SW without the frost weapons are mediocre and act like BA have better stats. Then say you need something more powerful than a mediocre tactics.

Where do I act like BA have better stats? I'm saying that apart from a few special units you rarely actually see, SW are just basic marines. BA don't even have any of those types of units so wouldn't want to get into combat just to die to the oppositions actually effective units.

 

My whole point is that BA at present are Marines without any useful chapter tactics and mostly poor special units who I ask to be made viable,  I'm asking for better stats because the iconic Blood Angles unit (Death Company) got so horrifically neutered in the index and all we are at the moment is character-caddy bubble marines.

I can't wait. It's going to be a wild ride. I wonder if the majority of our new book will focus around the Devastation of Baal. 2 pages dedicated to it in the Nid dex makes me believe it will be a strong focal point. Edited by Dont-Be-Haten
“Hi Dante, I’m Roboute. Say, that looks like it hurts. How would you like to grow a foot or two, and have some new organs? Sound good? Yeah, plus one wound and attack to boot. Just go with my supersized apothecary here”.

 

Personally I'm hoping for +1 to wound in combat (or even just on the charge if the flat bonus is too strong. I don't think it is). It's fluffy as hell and distinguishes Blood Angels from other close combat armies.

 

Khorne Berzerkers just want to pile on the attacks and kill more, so they get to attack twice. Fluffy and really strong.

 

White Scars get to fall back and charge, constantly moving.

 

Space Wolves have easy access to strong power weapons, making up for marines generally being mediocre in combat. Also Wulfen.

 

Harlequins get to move in and out of combat with impunity, and have an obscene amount of cheap weapons and a melta pistol on every model if you're doing it right.

 

Tyranids and orks drown you in bodies and dice while basically being morale immune.

 

I understand the Blood Angels fluff to be that every marine feels a strong desire to mix it up in close combat, and when they get there just tear the enemy to shreds with no real grace to it. I honestly feel that +1 to wound is pretty much the ONLY way to make marines even worth considering as a close combat unit. Furthermore when compared to the rules other close combat armies get I don't think its really that OP. It would encourage taking chainswords to drown the enemy in wounds. Imagine this on a full unit of charging Death Company. Yikes! Also if the chapter tactic applies to infantry only, it encourages a list building style where our infantry are geared for combat while vehicles handle anti tank and support.

 

What do you guys think?

It is nice and all, but does not help us any in getting into close combat. 9" charges are not easy to make.

 

 

Personally I'm hoping for +1 to wound in combat (or even just on the charge if the flat bonus is too strong. I don't think it is). It's fluffy as hell and distinguishes Blood Angels from other close combat armies.

 

Khorne Berzerkers just want to pile on the attacks and kill more, so they get to attack twice. Fluffy and really strong.

 

White Scars get to fall back and charge, constantly moving.

 

Space Wolves have easy access to strong power weapons, making up for marines generally being mediocre in combat. Also Wulfen.

 

Harlequins get to move in and out of combat with impunity, and have an obscene amount of cheap weapons and a melta pistol on every model if you're doing it right.

 

Tyranids and orks drown you in bodies and dice while basically being morale immune.

 

I understand the Blood Angels fluff to be that every marine feels a strong desire to mix it up in close combat, and when they get there just tear the enemy to shreds with no real grace to it. I honestly feel that +1 to wound is pretty much the ONLY way to make marines even worth considering as a close combat unit. Furthermore when compared to the rules other close combat armies get I don't think its really that OP. It would encourage taking chainswords to drown the enemy in wounds. Imagine this on a full unit of charging Death Company. Yikes! Also if the chapter tactic applies to infantry only, it encourages a list building style where our infantry are geared for combat while vehicles handle anti tank and support.

 

What do you guys think?

Good idea, but I don't think they'll give that to all weapons. Maybe they'll buff when we wield chainswords or something. Just saying, +1 to wound is very powerful, especially if we're swinging power weapons.

Why would a marine who is supposed to be better in close combat be better in close combat when he is not equipped with a melee weapon or is using a chainsword, but miraculously gets worse in close combat when he picks up a power weapon? That makes no sense.

 

I know it doesn't "make sense". I offered a counter to what I believed would be a very powerful trait (+1 all to wound). I of course would take +1 to all wounds but don't believe we'll get something that powerful.

 

And just off that spoiler, Dante was mortally wounded? Yeah what? Primaris Dante might be a thing. Ugh I am no fan of the whole Primaris arc. 

Here's the page that's concerning us in the Tyranids codex. it's not very clear but most of it is readable.

23555228_10213676806810012_1861639981_o.

 

EDIT: Dante is not "mortally" wounded, but rather "gravely" wounded. Nothing an apothecary cannot fix. ;)

Edited by vahouth

Here's the page that's concerning us in the Tyranids codex. it's not very clear but most of it is readable.

23555228_10213676806810012_1861639981_o.

 

EDIT: Dante is not "mortally" wounded, but rather "gravely" wounded. Nothing an apothecary cannot fix. ;)

Apologies, did not mean to pass out the wrong word.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.