Panzer Posted December 5, 2017 Share Posted December 5, 2017 I honestly wish we had access to the two-handed thunder hammer. It's just badass. ^^ Silverson 1 Back to top Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4951874 Share on other sites More sharing options...
9x19 Parabellum Posted December 5, 2017 Share Posted December 5, 2017 I dunno guys I might be tempted to do a whole unit of death company with hand flamers and power swords. 25 pts per model. 15d6 str 3 shots that autohit....come on, who doesn't want to see how many hits you can get with that. Nothing is as satisfying as rolling a literal handful of dice. Aothaine 1 Back to top Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4951890 Share on other sites More sharing options...
Irbis Posted December 5, 2017 Share Posted December 5, 2017 At least their heavy thunderhammer has special rules that reflects the need to wield it with two hands. What rules? It's the hammer that does all the work, not the marine. Absolutely nothing would change if it was dropped on target with one handed strike. But that's not my issue. My issue is that the rule writer thinks SM, a genetically enhanced soldier with inhuman reflexes, is a moron literally not capable of such difficult tactic as *gasp* taking one hand off the shaft, grabbing pistol, firing it, then re-holstering (or mag-clamping) as he closes to CQC and grips the hammer with both hands again. They even deleted one justification such rule could have, +1A for having a pistol (not that it was really relevant, THs were always specialist weapons)... Agreed but the 1 handed versions should have the -1 since they are just swinging wildly while holding a gun. Where our 2 handed version shouldn't have the -1. Both for giving up a gun and actively using one weapon on the battlefield. That could work too. Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4951891 Share on other sites More sharing options...
9x19 Parabellum Posted December 5, 2017 Share Posted December 5, 2017 At least their heavy thunderhammer has special rules that reflects the need to wield it with two hands. ... But that's not my issue. My issue is that the rule writer thinks SM, a genetically enhanced soldier with inhuman reflexes, is a moron literally not capable of such difficult tactic as *gasp* taking one hand off the shaft, grabbing pistol, firing it, then re-holstering (or mag-clamping) as he closes to CQC and grips the hammer with both hands again. They even deleted one justification such rule could have, +1A for having a pistol (not that it was really relevant, THs were always specialist weapons)... Everyone (and I do mean everyone) knows that genetically enhanced inhuman reflexes have a hard time with holstering. What Marine wants to put his weapon away!?! That :cuss is tough, yo! Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4951905 Share on other sites More sharing options...
Chaplain Gunzhard Posted December 5, 2017 Share Posted December 5, 2017 I dunno guys I might be tempted to do a whole unit of death company with hand flamers and power swords. 25 pts per model. 15d6 str 3 shots that autohit....come on, who doesn't want to see how many hits you can get with that. Nothing is as satisfying as rolling a literal handful of dice. Bolters or Bolt Pistols are just so much better though. Every model needs to get within 6" of an enemy to hit with the hand flamer, ...even if it went from D3 to D6 hits (did it?)... it's still only S3 also. Mathhammer is all good and fine except when it comes to drastic Range limitations and limited opportunities to actually use said weapon. Crimson Ghost IX and Panzer 2 Back to top Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4951907 Share on other sites More sharing options...
Panzer Posted December 5, 2017 Share Posted December 5, 2017 I dunno guys I might be tempted to do a whole unit of death company with hand flamers and power swords. 25 pts per model. 15d6 str 3 shots that autohit....come on, who doesn't want to see how many hits you can get with that. Nothing is as satisfying as rolling a literal handful of dice. I have my T'au Flamer Crisis squad for that. 3x3 Flamer is a LOT of S4 hits. :D Aothaine 1 Back to top Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4951909 Share on other sites More sharing options...
9x19 Parabellum Posted December 5, 2017 Share Posted December 5, 2017 I dunno guys I might be tempted to do a whole unit of death company with hand flamers and power swords. 25 pts per model. 15d6 str 3 shots that autohit....come on, who doesn't want to see how many hits you can get with that. Nothing is as satisfying as rolling a literal handful of dice. Bolters or Bolt Pistols are just so much better though. Every model needs to get within 6" of an enemy to hit with the hand flamer, ...even if it went from D3 to D6 hits (did it?)... it's still only S3 also. Mathhammer is all good and fine except when it comes to drastic Range limitations and limited opportunities to actually use said weapon. Oh it's only d3 hits? Well crap, I didn't realize that. Oh well, my fantasy was fun while it lasted. Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4951913 Share on other sites More sharing options...
JamesI Posted December 5, 2017 Author Share Posted December 5, 2017 I dunno guys I might be tempted to do a whole unit of death company with hand flamers and power swords. 25 pts per model. 15d6 str 3 shots that autohit....come on, who doesn't want to see how many hits you can get with that. Nothing is as satisfying as rolling a literal handful of dice. Bolters or Bolt Pistols are just so much better though. Every model needs to get within 6" of an enemy to hit with the hand flamer, ...even if it went from D3 to D6 hits (did it?)... it's still only S3 also. Mathhammer is all good and fine except when it comes to drastic Range limitations and limited opportunities to actually use said weapon. No, still d3 attacks. I'm using them mainly since I modeled some and they are relatively cheap (actually put 2 wounds on a biker captain yesterday with a hand flamer, but that is pure luck) Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4951916 Share on other sites More sharing options...
Indefragable Posted December 5, 2017 Share Posted December 5, 2017 I’m tellin’ ya...D6 S3 hits or D3 S4 hits for a 1pt hand flamer = golden. Just don’t cut the mustard as they are. Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4951946 Share on other sites More sharing options...
Panzer Posted December 5, 2017 Share Posted December 5, 2017 I’m tellin’ ya...D6 S3 hits or D3 S4 hits for a 1pt hand flamer = golden. Just don’t cut the mustard as they are. I agree. And maybe not with even more reduced range. 8" is already quite short ranged as is. Crimson Ghost IX and Chaplain Gunzhard 2 Back to top Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4951950 Share on other sites More sharing options...
Aothaine Posted December 5, 2017 Share Posted December 5, 2017 (edited) I dunno guys I might be tempted to do a whole unit of death company with hand flamers and power swords. 25 pts per model. 15d6 str 3 shots that autohit....come on, who doesn't want to see how many hits you can get with that. Nothing is as satisfying as rolling a literal handful of dice. I have my T'au Flamer Crisis squad for that. 3x3 Flamer is a LOT of S4 hits. My favorite crisis suit setup. I’m tellin’ ya...D6 S3 hits or D3 S4 hits for a 1pt hand flamer = golden. Just don’t cut the mustard as they are. I agree. But the unit has a very defined role with flamers. They are there to clear chaff. I honestly feel Chainsword is better here. Save the power swords for a unit that is actually going to be targeting big things. From everything I've read about Death Company and seen about them on the board and in games. They are amazing at what they are built for. Shredding large units. The problem with sending them in against elite units is you will run into problems like the following: Can't kill enough of them and they hit back hard, Kill them then are left open, don't kill them and they withdraw and they are left exposed. Remember these are raving lunatics. Just send them in to do the damage they can against the targets they are designed for and use the rest of your force to mop up whats left. These guys are strike missiles imho. My preferred build is still bolters and chainswords on these guys with maybe 1-2 thunder hammers just in case your opponent leaves a juicy target open. Why bolters? Your DC drops in at just over 9" away. Outside of flamer range. Then rapid fires with 30 bolter shots. If you still don't understand how good this is just take a look at hurricane bolters and the damage they do. DC get these for free. Then you rock the chainswords giving your psychopaths an extra attack on top of black rage bring them up to 40 attacks. Lets say you toss on the +1 attack psychic power for giggles. That will be 75 chainsword attacks on the turn they charge wounding space marines on 3s and hitting on 3s. But wait.. these guys are designed to fight against chaff. So they will most likely be assaulting cultists, guardsmen, zombies etc. The plague zombies are going to be a bit more of a problem but this unit can still shred a unit of them between the firing and assault phase. I don't think people are undervaluing Death Company, but I do think they are trying to use them in a role that they are not designed for. Despite the 6+++ save they are not a unit that is designed to be resilient. Pretend they are hunter-killer missiles and watch them utterly destroy what ever you point them at and move on. Besides we don't want to have to round up the survivors.. think how many marines we might lose just trying to round them up! Edited December 5, 2017 by Aothaine Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4951976 Share on other sites More sharing options...
9x19 Parabellum Posted December 5, 2017 Share Posted December 5, 2017 I dunno guys I might be tempted to do a whole unit of death company with hand flamers and power swords. 25 pts per model. 15d6 str 3 shots that autohit....come on, who doesn't want to see how many hits you can get with that. Nothing is as satisfying as rolling a literal handful of dice. I have my T'au Flamer Crisis squad for that. 3x3 Flamer is a LOT of S4 hits. My favorite crisis suit setup. I’m tellin’ ya...D6 S3 hits or D3 S4 hits for a 1pt hand flamer = golden. Just don’t cut the mustard as they are. I agree. But the unit has a very defined role with flamers. They are there to clear chaff. I honestly feel Chainsword is better here. Save the power swords for a unit that is actually going to be targeting big things. From everything I've read about Death Company and seen about them on the board and in games. They are amazing at what they are built for. Shredding large units. The problem with sending them in against elite units is you will run into problems like the following: Can't kill enough of them and they hit back hard, Kill them then are left open, don't kill them and they withdraw and they are left exposed. Remember these are raving lunatics. Just send them in to do the damage they can against the targets they are designed for and use the rest of your force to mop up whats left. These guys are strike missiles imho. My preferred build is still bolters and chainswords on these guys with maybe 1-2 thunder hammers just in case your opponent leaves a juicy target open. Why bolters? Your DC drops in at just over 9" away. Outside of flamer range. Then rapid fires with 30 bolter shots. If you still don't understand how good this is just take a look at hurricane bolters and the damage they do. DC get these for free. Then you rock the chainswords giving your psychopaths an extra attack on top of black rage bring them up to 40 attacks. Lets say you toss on the +1 attack psychic power for giggles. That will be 75 chainsword attacks on the turn they charge wounding space marines on 3s and hitting on 3s. But wait.. these guys are designed to fight against chaff. So they will most likely be assaulting cultists, guardsmen, zombies etc. The plague zombies are going to be a bit more of a problem but this unit can still shred a unit of them between the firing and assault phase. I don't think people are undervaluing Death Company, but I do think they are trying to use them in a role that they are not designed for. Despite the 6+++ save they are not a unit that is designed to be resilient. Pretend they are hunter-killer missiles and watch them utterly destroy what ever you point them at and move on. Besides we don't want to have to round up the survivors.. think how many marines we might lose just trying to round them up! I don't disagree with any of this, especially the hand flamers bit. I agree they suck; but man it would be fun to BURN!!!!!!! With regards to power swords, it just seems like a waste to not capitalize on those 3 attacks with +1 to wound on a cheap weapon who's only downside is its lack of str bonus, which we just happen to have a work around for! Add in Sangy or Libby and you're looking at an extra 1-2 attacks, meaning LOTS OF FREKKING ATTACKS at -3 AP. Plus...power swords look BALLER AS :cuss. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4951995 Share on other sites More sharing options...
Aothaine Posted December 5, 2017 Share Posted December 5, 2017 I don't disagree with any of this, especially the hand flamers bit. I agree they suck; but man it would be fun to BURN!!!!!!! With regards to power swords, it just seems like a waste to not capitalize on those 3 attacks with +1 to wound on a cheap weapon who's only downside is its lack of str bonus, which we just happen to have a work around for! Add in Sangy or Libby and you're looking at an extra 1-2 attacks, meaning LOTS OF FREKKING ATTACKS at -3 AP. Plus...power swords look BALLER AS . I feel ya. I just don't think you need 15 power swords. When your designing a unit to take out meq you need a unit that can do it with a few wounds left to spare. Running 15 power swords you might as well be attacking a Primarch or Imperial Knight and then you would want something with a bit more damage like a power fist or thunder hammer. I say leave the power swords on regular assault marines. They have less attacks but they benefit from the silly banner we have. That banner will help keep them up and running and doing more damage than just an instant nuke only to have the unit wiped right after. I think you'll often find your Death Company charging larger units anyway to make use of their silly number of attacks. Just seems a bit over-kill on Death Company imho. Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4952011 Share on other sites More sharing options...
Semirhagge Posted December 5, 2017 Share Posted December 5, 2017 Does anyone know if the Intercessors Chainsword in the upgrade sprue is larger than our normal ones? Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4952062 Share on other sites More sharing options...
Blindhamster Posted December 5, 2017 Share Posted December 5, 2017 Looks to be the same size Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4952064 Share on other sites More sharing options...
Semirhagge Posted December 5, 2017 Share Posted December 5, 2017 Sweet, no need to buy the sprue then. Just going to use the chainsword from BoP that attaches to the belt. I’ve got a million shoulder pads already. Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4952079 Share on other sites More sharing options...
Captain_Krash Posted December 5, 2017 Share Posted December 5, 2017 Does the Death Company Kit come with enough standard bolters to replace there bolt pistols? Krash Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4952090 Share on other sites More sharing options...
RelentlessPursuit Posted December 5, 2017 Share Posted December 5, 2017 It does indeed. Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4952096 Share on other sites More sharing options...
Aothaine Posted December 5, 2017 Share Posted December 5, 2017 Does the Death Company Kit come with enough standard bolters to replace there bolt pistols? Krash I'm pretty sure it comes with at least five bolters as one of the preview pictures shows all five of them with bolters. Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4952099 Share on other sites More sharing options...
Riot Earp Posted December 5, 2017 Share Posted December 5, 2017 They came with enough bolters. But now i have to switch 25 pistols with bolters! Chaplain Gunzhard 1 Back to top Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4952140 Share on other sites More sharing options...
Captain_Krash Posted December 5, 2017 Share Posted December 5, 2017 Are they like awkward boaters though with hands already on grips? To make it hard to make DC hold them one handed? Krash Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4952155 Share on other sites More sharing options...
Blindhamster Posted December 5, 2017 Share Posted December 5, 2017 (edited) Sweet, no need to buy the sprue then. Just going to use the chainsword from BoP that attaches to the belt. I’ve got a million shoulder pads already. I've done this on a couple of my sergeants already too edit this is one of them: Edited December 5, 2017 by Blindhamster Aothaine 1 Back to top Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4952169 Share on other sites More sharing options...
Kilofix Posted December 5, 2017 Share Posted December 5, 2017 Any changes to Frag Cannon or Magna Grapple? Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4952201 Share on other sites More sharing options...
Pendent Posted December 5, 2017 Share Posted December 5, 2017 Any changes to Frag Cannon or Magna Grapple? Frag cannon is about double the cost at 38 for the same stats. Magna grapples have had their rules tightened up a bit so that they do anything if you try to multi-charge. Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4952203 Share on other sites More sharing options...
Semirhagge Posted December 6, 2017 Share Posted December 6, 2017 Sweet, no need to buy the sprue then. Just going to use the chainsword from BoP that attaches to the belt. I’ve got a million shoulder pads already. I've done this on a couple of my sergeants already too edit this is one of them: Looking good! I really love intercessors right now brother_b 1 Back to top Link to comment https://bolterandchainsword.com/topic/341903-blood-angels-codex-brief-review/page/17/#findComment-4952293 Share on other sites More sharing options...
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