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Blood Angels List Development Thread

 Post subject: Re: Blood Angels List Development Thread
PostPosted: Wed Nov 12, 2014 8:29 pm 
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Xenocidal Maniac wrote:
Agree with your points about the assault formations and the Death Company. Unfortunately, you can only take one formation of DC!

Interesting Terminator formation there. It looks good, but I wonder about the dreadnoughts reducing the mobility of the unit? How did that work out for you?

You mentioned that Baals should be upgraded - any suggestions?

Thank you!!


Sooo sad about the DC!

The Vulcan dreads rode on the back of the stormravens. The SR being a termie transport, once lost would grind down your flexibility anyways. If you are use to tele termies, same slice of cake.
It is a spear tip. The attack needs a turn to be set up. They need a clear objective and to be driven center and deep.
I used them as a flanking force. They took the left flank away. Second test run, the formation sat just off center right. That position tied half the board up and they never did anything, an anval!

You'll notice I took no air cover. The baals quickly became the target of choose. For a very specific battlefield role the formation needs to be bulked out. I would love to put Vindicators with them, never been a fan of attack bikes. The LS let AP shoot them and a Hunter defeats the close support AP role.
I guess next time I will bulk them out with LS Typhoons

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Wed Nov 12, 2014 8:39 pm 
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Quote:
I still don't really like the SG formation idea, it's not about balance I just think it feels really really odd in army scale. I'd rather they were just a supreme commander with honour guard - either add them like a character to the SC granting another attack, or make a separate SC+SG unit with better stats.


They need to be tested. If it is broken, lets scale them back. If you don't like them don't take them. It gives the BAs colorful detachment and there are models available. DC is the only thing you are force to take!

Most games are friendlies. If you said "Yo mattie, I dont want to play against SG in your list." I would just sub in another unit. No big deal. I would bake your balls all night long for being a sissy. But shit talking and beer drinking is part of our gaming.


I have yet to play the detachment. Next Time!

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Wed Nov 12, 2014 10:35 pm 
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I have played it and so far it didn't seem like it was broken. Hard hitting (obviously they will be very hard hitting in air assault) but easy enough to kill off too. With the prevalence of FF winning engagements, the mainly CC formation is open to being picked off. 5+ FF isn't much to sing about.


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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Tue Dec 02, 2014 8:17 pm 
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Hello!

I'm new in the forum, but not in the hobby. ;)
I decided to share my opinion and ideas as well.
(I'm not a skillfull englis language practicer, please be patient :) )

Blood Angels is my favorite chapter since 96' , so I know them well.

Xenocidal Maniac wrote:
The fact of the matter is, Blood Angels are not a particularly codex divergent chapter. In fact, they are relatively strict adherents of Codex Astartes......they are really just Space Marines with a couple of extra toys. Furthermore, the 40k BA codex specifically states that it is not that BA have more assault marines than other chapters - simply that they prioritize allocation of resources and casualty replenishment towards strengthening their assault elements. And they have an affinity for flight due to Sanguinius' gene seed......there is no fluff justification for the absence of predator annihilators, vindicators, and land raider formations in return. Nowhere is it stated that the Blood Angels have any less access to those tools than other marine chapters. I am assuming that their exclusion from the list was an attempt at making the list thematic and geared towards assault

I'm very happy to see some one succeeded to see that!
And glad, the list is clearly moving forward a better direction compared to the compendium one.
That one, and what some people seems to be forcing, is not a BA list but close to the Flesh Tearers lore/style.
Now maybe I actually can use the BA list now for my BA army - instead of the codex SM list...
pati wrote:
BTW did you checked all the 40k codexes, or just the latest ones? GW's policy in re-writing the fluff for economical reasons is not the way we sholud follow..

I say too, this is important!
I suggest to read the first codex "Angels of Death" (dual codex for BA and DA), for some "untainted" insight :) (I can help with that, if you wish jut PM me ;) ).
It's a nice codex anyway.

Thank you, and keep up the good work! :D

Juron

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Tue Dec 02, 2014 9:18 pm 
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Thank you so much for your post. I appreciate the constructive criticism and also the kind words.

Coincidentally, I was just about to post to this thread. I've had a couple more playtest games recently (which I unfortunately have not documented) and I feel that the list is really pretty balanced at this point. I think we are very close to the final push for approval (indeed, I think we are arguably there already) and would like to start moving in that direction.

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Thu Dec 04, 2014 11:39 am 
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You'r welcome ^^
Currently I reading back the topic, to know what's going on here exately.
Meanwhile, I post some thoughts.

Death Company

1. The Death Company is a single formation, even in the past 40k lore, but tend to be large (and quite large some times).
Since it is a compulsory choice, which take already much points, I think an optional upgrade of +2 unit would be reasonable.
This would give them some boost if you really ;) want to use them, and fluffy. But not forcing any one to have a bigger/normal DC.

2. Why they haven't razorbacks and land raider transports?
I find no reason for this denial. Their vehicles dosen't driven by DC marines any way :)
The old GW art, which used as the Epic Armageddon cover art, show one for proof. And in every edition of 40k, those was available to them.
(DC Land Raider right and up from the commander) http://i340.photobucket.com/albums/o354/Apocolocyntosis/epicbox.jpg

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Thu Dec 04, 2014 7:31 pm 
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DC transport change :tut

Maybe the idea is supported through art work and in 40k. As far as Epic goes I don't see the point. What would you give them for "X" points that would be worth the FF value?

The DC are a fire magnet. They scare the shit out of people. Past opponents have focused on them, allowing everything else to do as it pleased, roughly.
They have no offensive range capability. To add a transport option with ranged capability doesn't make sense to me. You want to get these buggers into engage as fast as possible. Thats where they will provide some use. There is no transport I would take that would be worth the extra FF die.

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Thu Dec 04, 2014 7:52 pm 
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Perhaps the FF orientated Land Raider Redeemer. While the 30cm Assault Cannon does have range, you're going to want to assault with those guys at that distance anyways (well, ok, 25cm but anyways)

I'm not really into playing too much with the formation though.

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Thu Dec 04, 2014 8:02 pm 
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My point was not to change it. They are a blast to play.

I have played the list a few times. I tried to break it. BAs are solid. I never felt I needed something or missed out having"X". You need stick time to master them.

Only issue I had ever come across playing them was with roads. Super charged engines +5, add the roads +5 and the BAs are all up on you turn one.

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Thu Dec 04, 2014 8:10 pm 
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m_folais wrote:
My point was not to change it. They are a blast to play.

I have played the list a few times. I tried to break it. BAs are solid. I never felt I needed something or missed out having"X". You need stick time to master them.

Only issue I had ever come across playing them was with roads. Super charged engines +5, add the roads +5 and the BAs are all up on you turn one.


Awesome. Thanks. Glad to hear it. I agree with you that the list is pretty much where it should be at this point.

The roads issue is exactly why I want to keep BA Predators at 275 rather than 250 like their Astartes counterparts. I think you've got to pay for that somewhere, because it really is that good.

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Thu Dec 04, 2014 8:21 pm 
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I have been or was playing 2.4 with pen and ink changes. Missed the fact preds went down from 300. Maybe my cheap ass should print out a new copy!

The Baals are the express train to the foam. They squash detachments like its a game of wack a mole. Love them

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Thu Dec 04, 2014 9:54 pm 
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Holy hell. I just noticed that the latest version of the list has 1,836 downloads as of right now.

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Thu Dec 04, 2014 10:27 pm 
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Who's a popular boy then? No pressure at all.... :D


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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Thu Dec 04, 2014 11:50 pm 
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FF?? You missing the point :)

This gave them tactical flexibility in the game, and RA to reach the target (IF you buy it).
You quite unlikely reach anything in the first turn base to base (unless with drop pods, or air assault, which is another story). It's dosen't mean you have to buy those upgrades.

So, report from the other side what happens:
It was against eldars (Ulthwe), when only one rhino got blown away, and all the band after that crawled with 15 cm move. They only survived because with that speed, the eldar player dosen't taked them seriously from that point.
He completly forgot them, and thats the only reason they done some damage in the third turn (to a 3 unit artilery formation).

And against an ork army. Even they "could" blow away both rhino transport with boys (with double action -1)...
All four unit survived, because all saves was successfuly roled for the marines. (I was first in the secont turn, and they got a powerfull blow from the DC).

A third time I was with a Titan Legion army, and my BA opponent droped on me in pods the DC and other stuff. DC failed to reach base contact, so forced to use FF... one dred managed to get to CC, but the others got quite blown away.
Of course, if you want to get base to base from drop pods, that's hard to do any way. Especially under a nose of some titan...

m_folais wrote:
The DC are a fire magnet. They scare the shit out of people. Past opponents have focused on them, allowing everything else to do as it pleased, roughly.

So the question is not they good enought in CC or not, but how they get there.
I dosen't used air assault on purpose when I played. DC on land, is very vulnerable.
Some one cry about repetitive SM army?
Don't blame me for trying something else ;)

And aside from these, having their rightfull transports options, dosen't change anything big.

Xenocidal Maniac wrote:
m_folais wrote:
The roads issue is exactly why I want to keep BA Predators at 275 rather than 250 like their Astartes counterparts.

Right now they all 300p in the current list.

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Last edited by JuronValor on Mon Dec 08, 2014 3:26 pm, edited 1 time in total.

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 Post subject: Re: Blood Angels List Development Thread
PostPosted: Fri Dec 05, 2014 1:27 am 
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JuronValor wrote:


Xenocidal Maniac wrote:
m_folais wrote:
The roads issue is exactly why I want to keep BA Predators at 275 rather than 250 like their Astartes counterparts.

Right now they all 300p in the current list.


God damn it. You are right. A typo. They should be 275. Great. Over 1800 people have the wrong points value for that. Sigh.

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