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Blood Angels v2.08

 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 12:01 pm 
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Rug wrote:
The Storm Raven could have no weapons or armour and they'd still be amazing at 100pts each! But go over 100pts each and a THawk is better! They need to be flyers IMO or lose the ability to drop.


I don't know, when for 350 points you can have a Landing Craft, letting you put formations on the ground with their free Rhinos (Just as fast barring Skimmer) and also having an extra activation and roughly comparable firepower to several Stormravens (Twin Lascannons, Twin Heavy Bolters with AA, excellent Firefight, not to mention reinforced armour)...

I can't see a unique niche for them as true aircraft... surely they just end up in the same awkward slot as Thunderhawk Transporters as compared to Landing Craft in that situation.

And don't forget, to get them to drop, you need to buy a Spacecraft (more points) and then not use the awesome Drop Pods but instead use skimmers that aren't as tough or as shooty as a Thunderhawk Gunship.

Definitely going to make their missile shots 5+ though.


But 100pts, for weaponless drop pods with no Deathwind attack that only carry 2 units per pod?
No, that wouldn't be all that awesome at all.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 12:53 pm 
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Quote:
For 200pts you get the ability to drop Devs with Dreds or DC with Dreads behind cover and still as good as guarantee engaging on their terms (cc or ff) with the retain, you also get to extra 4+ff attacks. Armour and guns is just a bonus!

Aye, but those guys aren't getting to engage an enemy already BM'd up and possibly denuded by Deathwind attacks (unless you're also slamming Podding formations into the area too... in which case you've just sent 1000pts+ against a single enemy formation... in which case, you deserve to win this one!!!).

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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 1:03 pm 
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nealhunt wrote:
Quote:
The Storm Raven is a mini Thunderhawk, dropping from orbit.
The Storm Eagle is more like an oversized Land Speeder, attacking overland.

Good intel.

This one's for Neal, Marine Assault craft prototype (not master model) as seen at FW open day:

Image

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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 1:38 pm 
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You must also consider that with my extendend assault range from a drop I can afford to wait until later in the turn when my target has aquired BMs from elsewher, don't really need to worry about winning the initiative either!

Artillery hits area and the average-armoured Stormravens (With embarked infantry, apparently!) come under fire, or the targetted formation moves out of Engagement range... that looks even worse to me than just Engaging straight away without BM'ing the target formation first.

=====

Okay so to get back on track, this is what I'm mulling for 2.09:


- Allowing Stormravens as transport choices for Death Company, Tactical, Devastator, Assault, and maybe also Scout Marines.
- Creating a Predator Formation of 4 Baal Predators (300 points) as the new Codex makes it clear that the Blood Angels use their Baal Predators in seperate armoured formations. Permitted Upgrades would be Commander, Fast Attack and Heavy Support.
- Reduce Stormraven's Missile attack from 4+ to 5+. Also drop range down to 60cm.
- Possibly bring back Bike formation, but with a 0-1 restriction (per 3k points).
- Possibly raise points cost on Devastators by 25pts (Am marginal on this one but it's worth raising as a possibility).
- Return Death Company to being a "1" choice rather than "0-1". As Rug has pointed out to me via email, those who don't want to consider them as Death Company can count them as Vanguard Veterans or Sanguinary Guard.

- Remove the current Death Company rule as it's not really doing much currently, and replace it with an army wide Special Rule something like this:

Quote:
The Red Thirst
>Fluff text about how all Blood Angels struggle against the rage within<

- Any Blood Angels formation that fails an order test becomes subject to the Red Thirst (Place a marker next to the formation to note that it is suffering from the Red Thirst).
- A formation suffering from the Red Thirst has an Initiative rating of 4+.
- A formation suffering from the Red Thirst that wishes to undertake an Engage order may do so automatically without needing to pass an order test, but the penalty for doing so is to be affected by the Red Thirst for another turn.
- A formation suffering from the Red Thirst has a +3 modifier to the dice roll when attempting to undertake a Marshall order or Stand Down order.
- A formation suffering from the Red Thirst that passes an Order test (Other than Engage) stops suffering from the Red Thirst.
- Death Company formations always suffer from the Red Thirst, and may never attempt to Marshall.



Thoughts on each point if you please, gents.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 1:50 pm 
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That red thrist rule seems way too complicated. Why not make it like the suggestion for the world eaters; failed activation = engage rather than hold.

Also, only aircraft can Stand Down.


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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 2:04 pm 
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zombocom wrote:
That red thrist rule seems way too complicated. Why not make it like the suggestion for the world eaters; failed activation = engage rather than hold.

Worth considering, but it's not my favoured solution as it doesn't really represent the trouble the Blood Angels have in their command and control and carrying out orders.

Plus Blood Angels suffering from the Red Thirst will often not recognize their squadmates and attack them (That'd be their 4+ initiative causing repeated Hold orders to be undertaken until they manage to pass an order, then).

Having a bonus to Marshalling represents them taking the time to cool down, the loss in firepower or movement speed as compared to other orders being representational of only half the squad being operational, whilst the other half is holding Brother Nutcase in an armlock until he stops frothing at the mouth.

Quote:
Also, only aircraft can Stand Down.

It's to cover Thunderhawk or Landing Craft pilots who get frustrated not fighting (Fail an activation). When suffering from the Red Thirst they'd get the choice between spending a turn flying in circles cooling their head, risking a failed order when trying to strafe the enemy conventionally with their guns, or giving in to the Thirst and Engaging.

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Last edited by Evil and Chaos on Fri Apr 09, 2010 2:08 pm, edited 1 time in total.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 2:07 pm 
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Rug wrote:
You wait 'til TRC hears of this!


I shall. O0

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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 2:09 pm 
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Evil and Chaos wrote:
zombocom wrote:
That red thrist rule seems way too complicated. Why not make it like the suggestion for the world eaters; failed activation = engage rather than hold.

Worth considering, but it's not my favoured solution as it doesn't really represent the trouble the Blood Angels have in their command and control and carrying out orders.

This may be seen as utterly heretical, and I'm sure I can hear blood-raged howls already, but if you're trying to represent "trouble... in thier command and control", why not give them initiative 2+, with a +1 to Engages, and the "Engage on Hold" thing?


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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 2:14 pm 
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This may be seen as utterly heretical, and I'm sure I can hear blood-raged howls already, but if you're trying to represent "trouble... in thier command and control", why not give them initiative 2+, with a +1 to Engages, and the "Engage on Hold" thing?

I'm not convinced it's too complicated.

The rule as I have proposed it out has several different clauses, each laid out seperately and clearly.

And, as noted, it tries to represent the way in which the Red Thirst waxes and wanes in the psyche of a Blood Angel, rather than just "they enjoy Engagements"...

...under normal circumstances a Blood Angel is just as reliable as any Marine. Only when the Thirst takes hold do they start disobeying orders.

I could see Engage orders having a +x bonus to be undertaken, rather than being automatic, actually, in order to again show the possibility that the Blood Angels will disobey their orders (Hold) as one of the squadmembers goes insane and disrupts the battleplan.

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Last edited by Evil and Chaos on Fri Apr 09, 2010 2:19 pm, edited 1 time in total.

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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 2:19 pm 
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Evil and Chaos wrote:
I'm not convinced it's too complicated

A broken formation suffering from the Red Thirst cannot rally when within 30cm of the enemy, while a non-broken one will only rally on a 5+.

Is that your intention? If not, then complications have already arisen.

I still think, if you're trying to show "command and control difficulties", having a 2+ base initiative is something to look at, regardless of some modifier for Engages.


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 Post subject: Re: Blood Angels v2.08
PostPosted: Fri Apr 09, 2010 2:22 pm 
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Evil and Chaos wrote:
...under normal circumstances a Blood Angel is just as reliable as any Marine. Only when the Thirst takes hold do they start disobeying orders.

Sure, and isn't that a "1 in 6 chance" of happening in 40k? That seems to map directly from the 100% reliable Marine with 1+ init, to the *mostly* reliable Blood Angel at 2+ init! *laugh*

Put in +1 to Engages and you're "strongly encouraging" a Blood Angel style of play.


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