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Looks like the first previews are up.

 

https://www.warhammer-community.com/2020/11/23/descent-of-angels-new-blood-angels-rules/?fbclid=IwAR2IVQtnsb8v20Wpp7VzDkmawn8r55_RwPg1mkJYbFbQjBauEEZ61R6ctc8

 

I thought it would be good to keep the news in one place rather than mixing up the discussion with the more general tactical threads. Feel free to merge if preferred.

 

Savage Echoes and Black Rage look much as they did.

 

Red Rampage has been seriously reworked. Now, instead of boosting a single character, it buffs the entire army but is one use only. An a 6 to Wound with a melee or pistol weapon, the AP is improved by 1. This is cumulative with Assault Doctrine etc. Could be useful for a big 3 assault.

 

Artisan of War is interesting. It effectively allows you trade your WLT for an extra piece of Special Issue wargear. Want some shiny armour AND a master-crafted weapon? Well now you can.

 

Most of the other stuff mentioned so far looks the same as the Index.

Edited by Karhedron
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https://bolterandchainsword.com/topic/367838-9th-edition-codex-supplement/
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I think it's a great change to the old Artisan of War. It opens up options for defensive improvements as well as damage increase.

 

In general an fairly pointless article telling us a lot of things we already knew. Meaning they are holding some of the new things back, or far more likely, there are very few new things to talk about.

Interesting. Not happy to see that you can give a BA army the FT super-doctrine for 1CP - I'm hoping that the FT get a serious rework in this book. Overall I'm...sanguine...about this release - particularly the previous article that said you can have mixed loadouts in DC squads. 

I think it's a great change to the old Artisan of War. It opens up options for defensive improvements as well as damage increase.

I haven't spotted any obvious super combos yet but even stacking Adamantine Mantle on the Armour Indomitus should make for a pretty tanky Character. Chaplains and Sanguinary Priests will probably want their "Master" WLTs most of the time so I expect to see this on Captains mostly.

We will most likely get the "take a Blood angel warlord trait in addition" stratagem in the new codex (space wolves and DW got it).

 

Excited to be able to do Imperium's sword + artisan of war (mastercrafted relic blade) + another relic for survivability? 6 str 8 attacks on the charge at flat damage 3. Smash captain is back.

 

RIP red rampage however. Being locked to turn 3 makes it quite underwhelming... 

Red Rampage will be fantastic on T3 for only 1 CP. Not depending on a charge means it will be a nice added boost for anything that's still in combat from T2. I could see that pretty much being a default go-to on that turn.

 

The new Artisan will certainly open up more character building options which is always nice.

 

Death Company not being able to fall back or perform actions is nice and fluffy.

 

I do find it slightly amusing that the Magna-Grapple only works on a vehicle and the picture they chose to go with for that is a Dreadnought locked in combat with a very much non-vehicle Tyranid :p

Artisan of war is great, especially if we do get the additional WT stratagem as mentioned above. So many options.

 

Otherwise I'm really hoping this peek doesn't reveal the best of the supplement; were the space wolves and necron previews any sort of indicator on this?

Artisan of war is great, especially if we do get the additional WT stratagem as mentioned above. So many options.

 

Otherwise I'm really hoping this peek doesn't reveal the best of the supplement; were the space wolves and necron previews any sort of indicator on this?

It's just the usual. It's always like this. If there would be major changes, they would hint at it, or shocase it (unit profiles, detachment abilities, etc) if not then it's just this lukewarm, "here is something you already know and some minor balancing changes" and the rest you'll find out once the book drops.

Red Rampage has gone from being used multiple times per game, to being a situationally powerful stratagem. I don't think there's anything wrong with that. Might not get used as consistently, but it could lead to a big damaging charge in the late turns of the game. I like that it affects the whole army. It's one you'll always want to keep in mind and not forget about. 

Artisan of War is fine, it’s good. More flexibility, I’m down with that. Means that we’re definitely outshone by White Scars in terms of damage output on our characters however, unless there’s some other stuff in the book to 1up the damage on weapons.

 

Icon has range increased to 6”, lost CORE restrictions but you also have to re-roll both dice - so maybe a wash?

 

Red Rampage was nice while it lasted, and it will have a special place in my heart for sure. The new version is situational and underwhelming? Maybe math it out with the extra attacks gained by savage echoes.

 

A bit on the fence on this one. More to come.

I do find it slightly amusing that the Magna-Grapple only works on a vehicle and the picture they chose to go with for that is a Dreadnought locked in combat with a very much non-vehicle Tyranid :tongue.:

I came here specifically to comment about this. Glad someone else noticed that :lol:

 

 

I do find it slightly amusing that the Magna-Grapple only works on a vehicle and the picture they chose to go with for that is a Dreadnought locked in combat with a very much non-vehicle Tyranid :tongue.:

I came here specifically to comment about this. Glad someone else noticed that :lol:

Same here :D

Well, sort of.

 

 

As you’ll no doubt be aware, the Blood Angels have some serious anger management issues

 

The intro reads like it was written by an memeing edgelord. They'll totally turn everything BA are about into "red boyz go angry, har har" while shoving overpriced DC intercessors kits down our throats.

 

Not a single mention of jump packs in an article titled "Descent of Angels". It worries me that since they've only recycled existing rules with a different spin, our jp-specific rules might be lost, much like our relics.

 

Artisan of war is great, especially if we do get the additional WT stratagem as mentioned above. So many options.

Don't we already get this with the "Hero of the Chapter" Strat in the main SM codex?

 

Yes but here is the clever part. If we are like the SWs and and DW, we can stack them. The extra WLT strat in the supplement has a different name from the one in the SM codex. This means you can give one non-WL character both an SM WLT and a BA WLT (and a Relic too if we wish).

 

Being able to stack WLTs like this is petty tasty. Imperium's Sword and Artisan of War would allow an S8 3D Relic Blade and still leave the Relic slot free for some shiny armour. Basically nearly Captain Smash but with better resilience against small arms.

It’s nice to have, but I don’t think it’s *that* amazing. If I haven’t got my maths wrong, with 5 assault intercessors charging into MEQ, it increases the number of unsaved wounds from ~7.7 to ~8.2 which is a ~6% boost. Of course if it was much more than that it would be OP as hell ;)

Yeah, locked to turn 3+, only works on pistol and melee weapons, and only triggers on unmodified 6s.

Each point of AP is less valuable than the last, as the percent increase is smaller each time.

Going from 0 AP on chainswords to -1 was huge.

Going from -1 to -2 in the assault doctrine is solid.

Going from -2 to -3 is meh, as you start hitting invulns and you aren't decreasing the saving throw much overall, especially on such a statistically small number of attacks.

Or, you play against something like harlequins or custodes and it literally does nothing.

Its far from the best strat marines have.

It’s nice to have, but I don’t think it’s *that* amazing. If I haven’t got my maths wrong, with 5 assault intercessors charging into MEQ, it increases the number of unsaved wounds from ~7.7 to ~8.2 which is a ~6% boost. Of course if it was much more than that it would be OP as hell ;)

its an army wide buff. Also i dont think assault intercessors are the best unit to judge efficacy....how about the huge amount of attacks from DC, outriders, Marines with no AP and other options that have stuff like dual claws. You get your shooting phase, your attack phase and possibly your opponents attack phase. There's strats that give this to just one unit for one phase....for 1 cp

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