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Unleash Rage used to be WC6, so it’s a net loss overall, as you need the amount of attacks to mathematically benefit from it instead of just getting +1 A.

 

Phew, a lot of stuff to take in. Losing Descent of Angels and UWoF hurts in a lot of ways. Why would we try to ignore modifiers to our charge rolls (any or all?) when jumpers ignore terrain anyways? Does that include the +1 from Red Thirst as well?

And being set up the next turn is pure garbage, which is why the stratagem is now back to 1 CP. By the blood...

 

Ah well. Certainly won’t be ordering any BA specific stuff with the release, GW don’t deserve applause for this kind of work.

 

Relics look nice, though. Gallian’s Staff is actually useful now, as is Archangels shard. Well, it’s a bit of a worse MC relic blade, but in the chance you fight a chaos monster it’s good-ish since the S7 of the Relic blade makes it easier to wound said monsters...

Just realised, with the combination of UWoF and the Death from Above stratagem, you can score the 2 points multiple times continuously instead of only up to turn 3. Which means either delaying a lot of resources to make sure that you clap your opponent’s units out of DS, or having the bodies on the table to score objectives. Interesting.

My Librarian dread is very sad. Wings is super gutted, and quickening worse albeit easier to cast. At least blood boil is not completely useless?

yes no more turn 1 killing with 15 inch flying charges. But I do like the across the board 18 inch ranges on the shield and 2 damage spells. As a chief he can still stack on quickening and wings. Just loses that extra 3 inches

Why would we try to ignore modifiers to our charge rolls (any or all?) when jumpers ignore terrain anyways? Does that include the +1 from Red Thirst as well?

And being set up the next turn is pure garbage, which is why the stratagem is now back to 1 CP. By the blood...

 

 

It's "any or all" - so you have the choice of what you want to ignore.  Remember, having a jump pack doesnt prevent you from ignoring terrain in the charge phase.  So over anythign with a minus to charge youre still affected.  This is great.  Added to that, more and more units are getting minuses to charges if they are targeted  - the impulsor strat is a good example- i know there are a few more.  

 

 

As for being set up the next turn, I wouldnt say garbage at all . It's not as good as the last time which allowed us far more aggressive play and alpha capability - but  its really useful.  Especially for actions and the like.  

 

Why would we try to ignore modifiers to our charge rolls (any or all?) when jumpers ignore terrain anyways? Does that include the +1 from Red Thirst as well?

And being set up the next turn is pure garbage, which is why the stratagem is now back to 1 CP. By the blood...

 

 

It's "any or all" - so you have the choice of what you want to ignore.  Remember, having a jump pack doesnt prevent you from ignoring terrain in the charge phase.  So over anythign with a minus to charge youre still affected.  This is great.  Added to that, more and more units are getting minuses to charges if they are targeted  - the impulsor strat is a good example- i know there are a few more.  

 

 

As for being set up the next turn, I wouldnt say garbage at all . It's not as good as the last time which allowed us far more aggressive play and alpha capability - but  its really useful.  Especially for actions and the like.

Yeah, looked that up in the meantime. Okay, so fairly decent stratagem, choosing which modifiers to ignore for 1 CP. okay, I can see it.

 

The best use for UWoF I can see now is to combine with the secondary objective Death from Above to tally up some points with a strong melee unit.

Maybe, just maybe, combined with SO Relentless Assault, you can score 6 points for 1 CP. and if you manage to get points for Assassinate as well, it goes up to 10. (4 from RA, 3 from DfA, 3 from Assassinate).

Possible, but hard to achieve and very dependent on the opponents’ army and on him making a mistake, leaving characters in the open.

 

The best action to use UWoF on is probably Banners, as repairing teleport homers requires the unit to survive(which it probably won’t).

 

Hm. Not sure if I like it. It’s not only the alpha strike that I miss, but the ability to rapidly redeploy, countering an advance on a far flank or hold an objective on the other in preparation for the next command phase. Which was gone with the index, but still.

I am sad to see some mainstays nerfed or removed but that is more than offset by my happiness seeing most of our warlord traits tweaked to be solid in general. Same with powers, some were dialed back but others were slightly buffed so the choice is far less obvious default than before.

 

Also, it's important to keep in mind that the other part of our codex is the main marine dex which is solid in all respects. So we lost some relics but gained access to many more. Same with powers. If you didn't see changes coming to some of our autotake relics and default combos you've been living under a rock for most of 9th edition. Will this leveling continue for the rest of 9th? It would be great if it did but we all know GW and their problems with power creep. I'll take a middling solid book over one that will dominate for a time and then get hammered with a nerf bat. Your old combos won't work anymore and some units that were great arnt anymore. Some units that sucked continue to suck. Welcome to what happens every new edition/codex.

 

My excitement to get my BA back on the table and try out all the newness outweighs any sadness I might feel about the removal of stale old combos and tactics that I used in the past.

Edited by Bonzi

Hmmm, I see a lot of complaints and I do think in some cases they are valid.

 

We should remember that GW is trying to balance the game, and that the Blood Angels are now part of a very strong, core codex with access to powerful units.

 

I think GW is trying to keep the army from relying on the same trick and build in every competitive list. In general the game has changed so much in 9th, and combat around the midfield of the board is basically assured in every match.

I'm glad Wings still exists as a psychic power, as that's key for Mephiston (or well, any foot librarian). Losing the charge reroll is a pity but the movement is the vital part for keeping up with JP units and/or getting into super close charge range to begin with.

 

Descent of Angels change makes sense - with the old version it was too easy to drop a JP unit down, make the charge and nuke something. Now it's more of a risk-reward stratagem... more luck needed to make the charge but if you do you get the added punch. I likely won't use it as often as the old version (which I tended to use every game), but I could see situations where it could be worth the risk.

 

The new Unleashed Rage I see as being nice on something like a pack of Death Company. Anything that dishes out a high number of base attacks on multiple models has a good chance of benefiting versus the older version.

 

As for Upon Wings of Fire, remember that having a unit disappear for a turn keeps them from being shot. You can have a unit fight in one corner of the battlefield, take them away after that and bring them back on the opposite side next turn. Obviously it'll be less effective for a unit that was close to the middle but hey, that makes sense and this strat shouldn't be an automatic go-to in every game! We can combo it with Descent of Angels for a last ditch all-or-nothing attempt where normal movement would be unlikely to have the unit reach their target.

 

As others have said, there was no way we were going to keep our strongest strats/abilities exactly the same as they were AND gain new strong things on top. Some things remain, some are changed, some are new. We'll all find new favourites, and come up with new combinations that weren't possible before.

I have to ask. Are we locked out of the Space Marine psyker powers now? or is it a case of picking any powers from the same discipline?

You can take them I believe, but you can't mix and match unless you take the tome of malcador.

Ups and downs:

 

+ Blood Lance - better than before I think, a libby with a pack can maybe get several models per turn under the beam.

+ Blood Boil. OMG. This is great. Pick a unit. On an average roll, straight 3 mortals to a T3 character. 

+ Warlord traits - Artisan and heroic are great. 

+ Slay the warmaster - great use for a cheap LT? Basically a 50/50 chance for D3+3 mortals on an enemy character. As worded, your opponent loses the chance to fight instead making the roll, for which they get nothing if they win. 

 

- Wings - now 12" move ends at the end of the phase, instead of next psychic phase, so your following turn's move is uneffected. With the drop to 6" moves for furiosos, they go from moving 44" over 2 turns (T1: 8" move, 12" wings; T2: 12" move, 12" wings) to 36" (T1: 6" move, 12" wings; T2 6" move, 12" wings). Countered by reduced tables sizes, though. 

- Death co intercessors - wasted opportunity. Complex, muddled rules I don't want to go near. 

- Corbulo not having the Chief Apothecary rules.

Edited by Xenith

Ups and downs:

 

+ Slay the warmaster - great use for a cheap LT? Basically a 50/50 chance for D3+3 mortals on an enemy character. As worded, your opponent loses the chance to fight instead making the roll, for which they get nothing if they win. 

 

- Death co intercessors - wasted opportunity. Complex, muddled rules I don't want to go near. 

- Corbulo not having the Chief Apothecary rules.

 

Taking out these three,

 

Slay stopping them from fighting is an excellent point I hadn't picked up on. Really a big game changer here.

 

Death Co intercessors are.... Yeah. Normal guys have 2W now though and only lack one less attack but get Jump packs and weapon options to make up for it. You miss out on Transhuman but, not a huge deal. I'd probably mix firstborn/ primaris into one unit and count them as normal dudes.

 

Corbsy is annoying but you can make your own one I guess!

Edited by Charlo

Whatever we had in 8th is as relevant as what we had in 2nd, 3rd, 4th...forget about it and look at BA as they are now, what they can do now.

 

For me... it's Raldoron humbling a Night Lords chapter master on the walls of the Imperial Palace. It's Seb Balon being cut in half by Abbadon. It's Dante shoving his inferno pistol into the mouth of a flippin' swarmlord. It's... Sanguinius against Horus. It's every single monumental heroic duel the BA have had and others have not. In short, it's the fluffiest, most BA "flavour" Dex we've ever had IMHO and l love it

 

The strongest things from 8th have changed, along with the game itself. What we gained outweighs this in terms of flavour and, I dare say, competitive options

 

"The Angel's Blade" - you think snipers have a psychological effect on an opponent? Wait until you try this. It's the strongest possible signal that he is dancing to your tune, even before a single unit has been deployed. Can't wait to explore shenanigans with this

 

Death Visions - what was that about captains not getting their own re rolls? Here's a full chapter master reroll for you with an extra attack thrown in sometimes. Heck for 1CP you can get a 3++ too. The only salt here is from my tears of joy

 

Angel's Sacrifice - someone's going to end up crying OP about this, I'm sure of it. Along with the previous two things mentioned and a few others too, this opens up some lovely new tricks

 

Intercessor sergeants with 30" range flesh render grenades. We wanted this. A relic for turning off obsec, which could be huge in the final turns when there's only one or two bodies on an objective. The ability to take more warlord traits and relics. 1CP for 6" heroic intervention with the San guard. Pretty sure there's more. Shorter range on forlorn fury doesn't matter now the boards are smaller.

 

Yep I'm loving this.

 

Gripe time: where's our new primaris unit?

Edited by Shaezus

Intercessor sergeants with 30" range flesh render grenades. We wanted this. A relic for turning off obsec, which could be huge in the final turns when there's only one or two bodies on an objective. The ability to take more warlord traits and relics. 1CP for 6" heroic intervention with the San guard. Pretty sure there's more. Shorter range on forlorn fury doesn't matter now the boards are smaller.

 

 

I thought about this, but the order of operations replaces the frag profle with the fleshrender profile, so still only gets 6".

 

 

"The Angel's Blade" - you think snipers have a psychological effect on an opponent? Wait until you try this. It's the strongest possible signal that he is dancing to your tune, even before a single unit has been deployed. Can't wait to explore shenanigans with this

 

I'm not seeing this in the linked leaks - do you have a source/page ref?

 

 

Does it look like we can now use FF on multiple units?

 

Apparently so. I'm seeing incursors and invictors up front, for 4 cp you can move up a dread and 2x5 man units of DC to stand next to them. 

Edited by Xenith

@Shaezus,

 

Great points you made here, thanks for sharing these!

 

 

On a side note, two small notes/questions:

 

1 - What is the Angel's Blade that you reference?

 

2 - I don't think Intercessor Grenade Launchers work that way anymore, unfortunately.... now the Auxiliary Grenade Launchers have their own profile that is not actually a "Grenade", so you can't use them to launch Flesh Render Grenades.

the DC intercessors not being able to mix and match weapons seems odd... as when questioned about it after the temp supplement was released, GW even said to wait and see for the actual book :/

the DC intercessors not being able to mix and match weapons seems odd... as when questioned about it after the temp supplement was released, GW even said to wait and see for the actual book :/

I don't think it's odd. I see it as inline with what they've already been doing with Primaris units, locking their options based on models they pack into boxes. I'm almost surprised they didn't turn the PDC into two data sheets to make it extremely clear what they intended. 

Which is hardly flexible but it reminds me of the Legions so I kinda like it from that prospective. Agreed though, wait and see there might be more information or examples to follow.

I don't expect any more flexibility for the PDC. 

 

 

My interpretation of Slay the Warmaster differs from those mentioned previously. Your model fighting and their model fighting are two separate events, two separate activations, two separate fights. Not fighting during your activation has no implications on whether they fight during their activation, which could be several activations later.

 

For that reason, that vision looks exceedingly lack luster to me and the only redemption would be if I were wrong.

Edited by Hintzy

My interpretation of Slay the Warmaster differs from those mentioned previously. Your model fighting and their model fighting are two separate events, two separate activations, two separate fights. Not fighting during your activation has no implications on whether they fight during their activation, which could be several activations later.

 

For that reason, that vision looks exceedingly lack luster to me and the only redemption would be if I were wrong.

 

I have the same interpretation. You only use death visions when you select the death company character to fight. It only affects your activation. If the enemy character survives they can still do their activation later. I guess it's fitting the delusion of actually slaying Horus is the worst one.

Edited by BrotherAetherick

 

the DC intercessors not being able to mix and match weapons seems odd... as when questioned about it after the temp supplement was released, GW even said to wait and see for the actual book :/

I don't think it's odd. I see it as inline with what they've already been doing with Primaris units, locking their options based on models they pack into boxes. I'm almost surprised they didn't turn the PDC into two data sheets to make it extremely clear what they intended. 

Which is hardly flexible but it reminds me of the Legions so I kinda like it from that prospective. Agreed though, wait and see there might be more information or examples to follow.

I don't expect any more flexibility for the PDC. 

 

 

 

except the multipart assault intercessor squad, being released alongside our codex no less, actually comes with melee weapons included. So DC Intercessors have FEWER options than their kits would allow. I have exactly the same issue with the dumb rules for veteran intercessors. The fact you cant mix and match between ccw and bolters is annoying as well as they very clearly suggest mixing and matching regular and assault ones already.

Edited by Blindhamster

 

 

except the multipart assault intercessor squad, being released alongside our codex no less, actually comes with melee weapons included. So DC Intercessors have FEWER options than their kits would allow. I have exactly the same issue with the dumb rules for veteran intercessors. The fact you cant mix and match between ccw and bolters is annoying as well as they very clearly suggest mixing and matching regular and assault ones already.

 

I'm expecing a day one errata on that. 

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