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Detachment rules teaser


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https://www.warhammer-community.com/2024/08/21/embrace-the-red-thirst-with-new-blood-angel-detachments/

 

Article on the detachment options we'll be getting.  I'll be using the DC one at least once.

 

There's a thread about this over in News, Rumours and Board Announcements:

https://bolterandchainsword.com/topic/383569-blood-angels-detachment-rules/

LOVE the two detachments.  The DC one is not worth it.  GW really need to stop with the rules based on below starting strength/below half, since the degree to which that is highly situational is just far too high.  It's alive/dead 95% of the time.  

 

The new Walking smashcaptain is MAD. 

Enhancement + 1 CP (+1 free) = 
11x S11-2-2 reroll hits, Sus3, Dev, Lance, Lethal. 

Stick him with intercessors and you have rr wounds
LoLs. 

 

 

Agreed, that would have made up for Artificer of War being restricted to the Angelic Host detachment.

I’m going to email the FAQs email, note that the model has exactly the same armour as sanguinary guard and that there is no rules way to represent the new model as the only way he can get a 2+ is with a jump pack that the model doesn’t come with. Instead making the blood angel captain sv 2+ base but costed slightly higher would be logical and help actually validate it being a distinct datasheet (I’d advocate the blood angel captain and death company captain getting a 2+ but not the death company captain with jump pack, for that reason) I.e. I’d go along the lines of model to rule seeing as that’s what they seem to aim for

 

maybe if other grate emailed about that, it would get traction.

 

we did get them to errata to allow blood angel sergeants to get power weapons on intercessors thanks to the anniversary model long ago.

Edited by Blindhamster
 

LOVE the two detachments.  The DC one is not worth it.  GW really need to stop with the rules based on below starting strength/below half, since the degree to which that is highly situational is just far too high.  It's alive/dead 95% of the time.

 

All of the DC squads have the option to take plasma pistols (sometimes multiple). You can overcharge your pistols and hope to fail the odd Hazardous test to take you below starting strength. And if you pass all your tests, at least you are hitting the enemy with overcharged plasma. :thumbsup:

 

 

All of the DC squads have the option to take plasma pistols (sometimes multiple). You can overcharge your pistols and hope to fail the odd Hazardous test to take you below starting strength. And if you pass all your tests, at least you are hitting the enemy with overcharged plasma. :thumbsup:

 

Yeah, GW 100% expects you to do this with models that can benefit from it.
Remember that they put the Palitine up by 1 wound with their codex seemingly specifically so if you cook off your Plasma Pistol, you don't die and instead get all the bonuses for being under half strength.

 

LOVE the two detachments.  The DC one is not worth it.  GW really need to stop with the rules based on below starting strength/below half, since the degree to which that is highly situational is just far too high.  It's alive/dead 95% of the time.  

 

The new Walking smashcaptain is MAD. 

Enhancement + 1 CP (+1 free) = 
11x S11-2-2 reroll hits, Sus3, Dev, Lance, Lethal. 

Stick him with intercessors and you have rr wounds
LoLs. 

 

Small correction here, that +1 Attack/Str is actually in the enemy charge phase!! Interesting use! 

Has anyone seen a full unit cost list yet?  I've only seen a partial one.  I know it will be outdated on arrival.  Keen to see the base, though.

 

How do you get all that together?


Made a mistake with the one strat !! It's only in the enemy fight phase, so we cant use it on out charge (so no additional +1 attack, +1 S). 

However, 

 

Standard Cap with fist = 5 attacks. S8, Ap2. 

Charge = + 1A, +2S

Finest Hour = +3 Attacks, Dev.

Oath = Reroll

Enhancement = Once a game sustained 3. 

Red Rampage = +1 to wound, Lethal. (Uses it for free)
 

In a squad of 5 assault intercessors - reroll 1's to wound, or all if enemy is on an objective! 

I predict Lemmy, Mephy and Sang Priest going up. 

 

Lemmy to 110 - given DC's lack of effectiveness. Though, 120 would not surprise.  

Mephy at 140. 

Priest -40 is huge, and I cant see it too much, so likely to 75 points I would predict.
DC actually seem reasonable given what they lost, and I think mods from those points would be bad. 

SG are slightly overcosted.  Likely a 5PPM drop, I can see. 

DC Dread at 220 is unplayable.  Only reason the box DC dread got play was that his rules and cost paired nicely. An 80point hike for +1T and +4W is meh given the loss of movement bonus and killer special rule. 

 

 

 

They are here. As you say, probably obsolete but....

 

codex-leaks-v0-zh4xq2wcd2kd1.jpg?width=9

 

codex-leaks-v0-qjt6dyvcd2kd1.jpg?width=4

 

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