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@Terminus

I'm pretty sure that Honor Guard were available if you took any HQ. It wasn't restricted to just captains/dante. I could be wrong but I'm pretty sure you can take them with any HQ.

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you can take with any but with saguinator or mephy not being IC's well.... huh?

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Scared about BA? Maybe.
I have a large BA army that I played as vanilla army since the pdf-codex came out.
Thank you, Jervis.

Well, the new codex seems not to be jervisified. That's absolutely good news.
However, I'm sceptical about all those new BA lists floating around the internet.
The new hype seems to be small Assault Marine units in Razorbacks.

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I'll be converting a Slaaneshi Sanguinor to lead my forces in apocalypse games.


Everything about that guy from stats to abilities screams "Charismatic, Iron-Willed leader of adoring followers that worship him as a god".

3+ invul because he doesn't think the enemy can hurt him? Sure!

WS8 5 attacks S5 T4 W3- that is the exact statline of Sigvald the Magnificent, Slaanesh special character lord in Fantasy. Strong, but not especially tough.

Eternal Warrior - because he's awesome!

2+ armour - Sigvald totes around a 1+ armour save [but a 1 always fails in fantasy] so it's about the same thing!

Angelic wings? Ahh, such beauty, such grace...

Master-crafted power sword? Sigvald carries Sliverslash, a sword made from a sliver of Slaanesh's own blade. It gives extra attacks. Sanguinor gives 1 attack to everyone around him. I see I see!


And he's clad in gold armour - just like Sigvald!

This codex rocks. I think I'm even going to make the Sanguinor based on the Sigvald model if I can

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FoxPhoenix135 wrote:
Did you seriously cut and paste this from the BA rumor thread just to increase your post count? Sad.

Man, you seriously think I'm doing so, for +1 count ?
I haven't followed the forum since a week, posted there and realized that the news topic got some flamewar etc... and is pretty doomed now. Then I spotted this interesting thread, and wanted to join.

Terminus wrote:You don't get additional rounds of combat, WTF, I don't know what crazy French nonsense that codex has printed, but you gain an additional attack for every unsaved wound, not an entire new stack of attacks "if you win".


Don't worry the french codex is perfectly clear about it. I realize that a sentence is ambiguous in my post. And I called these bonus sequences of to-hit / to-wound rolls as "rounds" but of course they are not a full round of combat properly speaking. It's a pseudo-round only with one bonus attack for each success.

Should I edit it ?

Grey Templar wrote:Does that mean he could potentially have unlimited attacks? sort of like the Supa-Gattla on a Stompa?

I wonder if the rules won't be that he only gets an extra attack for each one of the original attacks he has. That would make a little more sense, he would only get twice as many attacks at the most, and not be too OP.

Unlimited number of attacks, yes.
As I said, the codex explicitly states that bonus attacks could grant another bonus dice if they succed to wound, as if they were the "original attacks".

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Does the furioso get +1 attacks for having two ccws? So 4 attacks, 5 on the charge?

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Went up against my friend yesterday who plays BA using the new dex. He totally stomped my Tau force.

But, then again, BA was always an assaulty army, so it was always tough to win against them with Tau.

It also didn't help that he successfully seized the initiative, and I was rolling like crap.

Nevertheless, new BA are nasty.

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Spellbound wrote:I'll be converting a Slaaneshi Sanguinor to lead my forces in apocalypse games.


Everything about that guy from stats to abilities screams "Charismatic, Iron-Willed leader of adoring followers that worship him as a god".

3+ invul because he doesn't think the enemy can hurt him? Sure!

WS8 5 attacks S5 T4 W3- that is the exact statline of Sigvald the Magnificent, Slaanesh special character lord in Fantasy. Strong, but not especially tough.

Eternal Warrior - because he's awesome!

2+ armour - Sigvald totes around a 1+ armour save [but a 1 always fails in fantasy] so it's about the same thing!

Angelic wings? Ahh, such beauty, such grace...

Master-crafted power sword? Sigvald carries Sliverslash, a sword made from a sliver of Slaanesh's own blade. It gives extra attacks. Sanguinor gives 1 attack to everyone around him. I see I see!


And he's clad in gold armour - just like Sigvald!

This codex rocks. I think I'm even going to make the Sanguinor based on the Sigvald model if I can

Games are often won in the movement or shooting phase, not necessarily in the cc phase.
Single cc monsters, like Blood Daemons, are dead meat. Rant over.

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Kveldulv wrote:Does the furioso get +1 attacks for having two ccws? So 4 attacks, 5 on the charge?

His attack profile is 2 (3) so four attacks while charging.

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Bandwagon Angels unite! Im just glad I used the PDF throughout its entire life cycle. No jumping ships here!

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Kveldulv wrote:Does the furioso get +1 attacks for having two ccws? So 4 attacks, 5 on the charge?

No, 2 base attacks, +1 for having two CCWs. The DC dread has 3 base.
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For those of you who have had a good look at the codex now, what kinds of things are you looking at playing in a competitive army? I've been doing a bit of brainstorming, and I posted one of my lists somewhere on the forums (I think in someone else's thread i nthe armylist section), but I haven't really landed on something that I'm super excited about yet. The things that stick out as being really good to me are:

-FNP on pretty much anything you want for 50pts per unit (up to 3 times, but the effect can overlap to other units, essentially covering the entire army if you've got your units close together). Sure the priests take up an elites slot and there are 7 other choices, but TH/SS termies seem less exciting when you have to pay extra for the TH/SS on them and it isn't the easiest thing in the world to get Furioso dreads in range to be effective (podding Ironclads often doesn't work as well as we might want it to and podding Furiosos likely won't be much different).

-fast Rhino hulls. Baal Preds especially. The mobility of the army is fantastic. It moves double what most mech lists will move without losing firepower for the turn.

Stormraven. I'm not convinced of this thing yet, and I really go back an forth on it. Sometimes it seems so awesome to me, and other times I feel like it'll be pretty much the largest bullt magnet ever (And one that will die fast at that). Moving 2 units around at once just seems really good. Also charging out of it seems quite good. 200pts for 1 gun and mediocre survivability at best seems not so awesome though. It also competes for spots with the awesome 100pt fast moving dakka predator.

Death Company. Expensive for sure, and non scoring troops seems weak. But having them as troops means they won't contend with other choices in more cluttered areas of the codex. They also seem really good at killing things, and they're fairly resilient with FNP/FC. Bringing a Chaplain with the unit makes them VERY good in CC. A couple of power weapons/fists rerolling hits and wounds with 4 attacks each on the charge sounds like fun to me.

Discounted transports for Assault Squads. They can lose their backpacks to buy any dedicated transport at 35pts off, which means cheaper land raiders/fast Rhinos/Razorbacks. Tossing a Sanguinary Priest with a power weapon into an assault squad with a powerfist and a land raider seems like it creates a pretty hard hitting unit that can still score. Oh and it brings a Land Raider to the table (which seems pretty decent in 5th edition).

Anyone with thoughts on Mephiston? I can't really decide if I like him. He's a monster in combat, but not being an IC makes me sad. His stats justify his lack of the IC rule, but he still has no invulnerable. 5 wounds at T6 with a 2+ save is nothing to scoff at though! I'm undecided if he is worth the mountain of points you pay for him though.

Aside from Mephiston I'm really pretty underwhelmed by the SC choices. I like Tycho for his LD10 across the army effect, but you sure have to pay a lot of points for it. I just really struggle to want to pay all the points that any of the SCs cost.

Sanguinary Guards can't lose thier jump packs for a transport?!?! That made me really sad. They're also overpriced and not very good for double the sadness. When I saw the models I wanted to play an army full of them too lol.
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Having seen the new BA codex being played I must say. Those priests are quite the purchase! I saw 20 terminators with FNP annihilate an enemy army in 3 turns. That, and the FNP assault marines. It was a bloodbath.


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uhgggg ot looking forward to preists, can they hide in squads?

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The priests are ICs

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I'm really excited about the idea of 10 assault marines with a fist and meltaguns in a fast rhino. Its fast, not terribly expensive and it is a threat to most unit types.

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Volkan wrote:I'm really excited about the idea of 10 assault marines with a fist and meltaguns in a fast rhino. Its fast, not terribly expensive and it is a threat to most unit types.

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jumpacks in rhinos?

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They trade their jump packs for a discount on dedicated transports.

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IronfrontAlex wrote:
jumpacks in rhinos?


Sorry I guess I should have noted that I would be swapping the packs for a transport. I feel the speedy candy shell will serve them better than the rocket packs by still getting them where they want to go while protecting them from small arms fire.

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but they loose the 18" CC range

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its actually 10 ASM with dual meltaguns PF in rhino for 250pts I believe.

yes the oriests are IC and you can take 1-3 as an elite slot. Their ability is a radius... Hide in a Land Raider anyone?

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IronfrontAlex wrote:but they loose the 18" CC range


But they gain the awesome sauce rhino.
Even if a delayed charge, that effective range is 15" from a rhino, only 3" discount for immunity to small arms and cover saves/mobile terrain etc.etc.etc.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
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It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
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IronfrontAlex wrote:but they loose the 18" CC range


And they gain a Rhino that counts as a fast vehicle by paying only 15pts for it after their discount for removing the jump packs. That seems pretty good to me. Honestly though it feels like you get the most bang for your buck when you're trading jumppacks off of a 5 man unit for a Razorback. The discount is static at 35 reguardless of how many models are taking their packs off so if you trade only 5 packs for the discount it seems better than trading 10 for the same discount.
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Caffran9 wrote:
And they gain a Rhino that counts as a fast vehicle by paying only 15pts for it after their discount for removing the jump packs. That seems pretty good to me. Honestly though it feels like you get the most bang for your buck when you're trading jumppacks off of a 5 man unit for a Razorback. The discount is static at 35 reguardless of how many models are taking their packs off so if you trade only 5 packs for the discount it seems better than trading 10 for the same discount.


I thought about that, but if I am taking them as objective takers the 2nd meltagun gives me redundancy in the unit so a better chance to break open a transport. It also allows me to do drive-bys with those meltaguns adding some flexibility to the squad. Lastly the extra bodies give them some extra staying power. The Razorback however is cheaper and brings a different type of Heavy/special weapon to the unit so either might be decent. I think I'll have to do some testing to make a decision either way.

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Sarge can get an Infernus Pistol for the second melta weapon if you want to keep the unit small.

I'm not saying the 10 man units are bad or not worth it at all. In fact I'll probably end up playing at least 1 full assault squad.
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I haven't seen the rules for the Infernus Pistol yet. I was sorely disappointed with the WH version as it was ap2.

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Infernus pistols are 6' Melta guns, with ap 1.

This is good.... isn't it?
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How do BA play?

-1754pts wins: 3 losses: 2
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Infernus pistol is what the WH pistol should have been (AP1), but the WH version's AP was decided before it had any effect on damage rolls.
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So does that mean the Infernus Pistol has to be within 3" to get 2D6 pen?

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