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Las Vegas, NV, USA

Can someone confirm BAs have (or not) access to the Land Speeder Storm?

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Ultramarine Master with Gauntlets of Macragge





Boston, MA

I love the idea of taking these revered, holy tanks, and dropping them out of low flying aircraft. If you thought Marines riding wolves was absurd, you ain't seen nothing yet. It doesn't strike me so much as being broken or hell, even very effective, just as incredibly stupid and unfluffy.

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Legendary Master of the Chapter





Chicago, Illinois

Lol. Well i think that my army needs to have alot of plasma cannons now and alot of anti-tanks. Good Bye artificer armor.

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Arlington, VA

Brother SRM wrote:I love the idea of taking these revered, holy tanks, and dropping them out of low flying aircraft. If you thought Marines riding wolves was absurd, you ain't seen nothing yet. It doesn't strike me so much as being broken or hell, even very effective, just as incredibly stupid and unfluffy.


How else would they get to the fight?

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Brother SRM wrote:I love the idea of taking these revered, holy tanks, and dropping them out of low flying aircraft. If you thought Marines riding wolves was absurd, you ain't seen nothing yet. It doesn't strike me so much as being broken or hell, even very effective, just as incredibly stupid and unfluffy.


How do you think they get them dirtside exactly?

The thunderhawk transporter is a heavily armoured fast deployment vehicle, meant to be used in the warzone, not safely behind enemy lines. None of this is new to the BA codex.

Jack

EDIT: Zee neen-jas zey are swift and zilent!

This message was edited 1 time. Last update was at 2010/03/09 23:32:07



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East Side

Some one asked this question a couple of pages back, and I don't think it was answered by any of you lucky individuals who have a codex in hand.

Is there any way to control the death company? Do any of the chaplains or special characters mitigate the rage effect?

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Excited Doom Diver





Wexford, Ireland / Marietta, Georgia

everything tha thas a Rhino Chassis is fast..as standard.

Vindicator is fast, move 12 and fire the cannon. Predator is fast, move 6 and fire EVERYTHING


Automatically Appended Next Post:
Uncle Samm wrote:Some one asked this question a couple of pages back, and I don't think it was answered by any of you lucky individuals who have a codex in hand.

Is there any way to control the death company? Do any of the chaplains or special characters mitigate the rage effect?



no. they still have it, a chaplain in the unit lets them reroll to hit AND to wound though


Automatically Appended Next Post:
temprus wrote:Can someone confirm BAs have (or not) access to the Land Speeder Storm?


they dont get it.

This message was edited 2 times. Last update was at 2010/03/10 00:15:08


   
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dont know if BA rage is different, but RB page 76 says that while embarked units ignore rage.
   
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Excited Doom Diver





Wexford, Ireland / Marietta, Georgia

well it would, since they cant assault when embarked

   
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Well Rage doesn't actually force you to assault anything, just move towards the nearest visible enemy as fast as possible (and if you should happen to run to do the same there).

But yeah, 16 DC in a Crusader seems like the obvious way to deal with a large group of them.

Jack


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Boston, MA

Jackmojo wrote:
Brother SRM wrote:I love the idea of taking these revered, holy tanks, and dropping them out of low flying aircraft. If you thought Marines riding wolves was absurd, you ain't seen nothing yet. It doesn't strike me so much as being broken or hell, even very effective, just as incredibly stupid and unfluffy.


How do you think they get them dirtside exactly?

The thunderhawk transporter is a heavily armoured fast deployment vehicle, meant to be used in the warzone, not safely behind enemy lines. None of this is new to the BA codex.

Jack

EDIT: Zee neen-jas zey are swift and zilent!


There's a big difference between a Thunderhawk landing and releasing the tank before the battle, and just deep striking it in from space.

Needless to say, a list built around scout bikers and deep striking Crusaders/Redeemers will be hilarious.

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And largely ineffective. The biggest problem melta units have is getting close enough to hit Raiders/getting nullified from range. If you're going to go through all the usual risks of deepstriking a big unit, and also deliver it wrapped and ready into melta range, you're simply begging to lose Land Raiders.
   
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Sergeant Horse wrote:everything tha thas a Rhino Chassis is fast..as standard.

Vindicator is fast, move 12 and fire the cannon. Predator is fast, move 6 and fire EVERYTHING


Automatically Appended Next Post:
Uncle Samm wrote:Some one asked this question a couple of pages back, and I don't think it was answered by any of you lucky individuals who have a codex in hand.

Is there any way to control the death company? Do any of the chaplains or special characters mitigate the rage effect?



no. they still have it, a chaplain in the unit lets them reroll to hit AND to wound though


Automatically Appended Next Post:
temprus wrote:Can someone confirm BAs have (or not) access to the Land Speeder Storm?



they dont get it.



Since you seem in the know, the Sang guy...is he WS 8 as rumoured with 5 attacks? He just seems like a beast...and for that I assume a bit cheaper than a LR?

This message was edited 1 time. Last update was at 2010/03/10 00:55:23


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Stavromueller Beta

Can Sanguinary Priests take Jump Packs?

This was the main drawback with Corbulo.

Can they? huh, huh, Can they?
   
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Riverside CA

Here is a DC question
-Are you going to have a DC Blob or can they break up into smaller units.

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East Side

Sergeant Horse wrote:
no. they still have it, a chaplain in the unit lets them reroll to hit AND to wound though


Thanks, I'm not sure how I feel about that. I guess it was pretty cheesy before, having the chaplain totally negate the downside to death company, but on the other hand they are a bajillion points for a unit that you can't really control (I liked mine in the jump pack flavor, might be rethinking that now).

Also, I'm a little bummed out that Dante didn't get eternal warrior, you'd think the fella at the head of the chapter for a thousand years would be a little bit tougher. Is Dante still worth around 40 termagants?

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rdlb wrote:Can Sanguinary Priests take Jump Packs?

This was the main drawback with Corbulo.

Can they? huh, huh, Can they?

Just got off the phone with a friend of mine who was called up to Chicago for business and stopped by the GW bunker.
Apparently they can... and for 15 melta bombs you get the priest and the pack. Apparently they function like wolf guard.

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Nope, not like Wolf Guard, They are actual independent characters. So keep them away from power weapons since they only have 1 wound!

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sourclams wrote:And largely ineffective. The biggest problem melta units have is getting close enough to hit Raiders/getting nullified from range. If you're going to go through all the usual risks of deepstriking a big unit, and also deliver it wrapped and ready into melta range, you're simply begging to lose Land Raiders.


There will be ways to make them survivable. Every new Codex provides a way to make a play style competitive.

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Alpharius wrote:Is it possible that the "Mephiston isn't an IC" thing is a mistake?



Well, from what I've heard he has monstrous creature stats, with a 2+ save and 5 wounds. Hiding him in a unit would make him unkillable (to a degree). I think it's a way to balance him.

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Steelcity

Well I finally got to read the codex.. Sanguinary priests are amazing as everyone knows, however even MORE amazing is the honor guard who get a sanguinary priest FOR FREE..

They cost 10 pts less than current and must pay the cost of a MM attackbike for jumpacks however they are 4 vets + 1 sanguinary aspirant who is a sanguinary priest with only 4WS..

The normal elite priest pays 25pts for a jump pack on top of his normal cost where as an aspirant pays 10 .. So if you minus the cost of the priest youre paying 16pts a model for honor guard or 22pts a model if they have jump packs.. Pretty good considering vets with Jps used to be 25 pts..

You could have 5 models in a normal FOC that give FNP and FC to all models within 6"

Also, the stormraven has a very good combination with locator beacons and vanguard vets (who pay 5pts per model for their heroic intervention.. better than 10 I suppose as it is in the current marine book).. Move 24", deep strike out of the raven on turn 1 and assault with no scatter.. or at most d6 if you dont want to use locators

Mephiston, sanguinor AND tycho as a DC are not ICs.. I dont understand Tycho as that makes his DC option a total waste given hes no more powerful.. He cant even JOIn the death company

Also since mephiston is a normal SIZED model you can simply give him his own rhino and sit a tactical squad somewhere else.. or hide him behind another unit.. plenty of ways to screen him. Really, hes tougher than the old 2+ flying tyrants.. They didnt have invul saves (ok 6+..) either and people were scared as hell of them..

With psychic tests hes S10, preferred enemy and rerolls hits and wounds vs an IC that fails a LD test at -4.. Honestly Id expect to see mostly everyone running Astrogath as hes the new super character for BA imo.. Dante is alright, the biggest thing is the -1W to a single IC but Astrogath is insanely powerful.. S6 power weapon that forces invul saves to be rerolled.. reroll hits on the charge for entire squad and has a 2+ save

I didnt see it in the warseer summary but Id like to point out that another psychic power BA get is Fear the Darkess.. However its only a single squad takes a morale test at -2 within 24".. The power that grants a 5+ cover save to all units within 6" is cast in the ENEMY shooting phase which means its MUCH better than storm caller..

Going based on the warseer roundup as stated..

Dante in addition gives -1 WOUND not just WS, i, a, ld to a single IC
Blood talons are S6 lightning claws that allow you to keep attacking long as you caused a single unsaved wound (no limit).. warseer did not list they were LIGHTNING CLAWS, huge difference!

Librarian is same as C:SM
captain is basically the same as C:Sm with BA options
all honor guard can have special weapons (pretty much same as C:SM command squads)
Assault terms may be given TH/SS for +5pts

BA assault squads are same cost as C::SM and have access to every special weapon.. why bother taking tactical marines.. ever?
devastators have 10 pt HB/MLs.. otherwise same as C:sm
Storm raven allows jump troops to deep strike without dangerous terrain checks.. and HB -> MM you pgrade is free.. Hurricane sponsons do not overwrite anything, they just cost a lot. Basically for 230 pts it is an assault vehicle with Tl assault cannons, hurricane bolters and a MM.. sound familiar?

This message was edited 2 times. Last update was at 2010/03/10 04:27:34


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brassangel wrote:Every new Codex provides a way to make a play style competitive.


Tell that to pure DW, pure RW, and Battle Company DA players.

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Having a couple of AR 13 dreads with fear of the darkness sounds nice.

I think in most lists the HQ slots are going to be filled with the super chaplain and the sanguinor dude.

   
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Kirasu wrote:
Storm raven allows jump troops to deep strike without dangerous terrain checks.. and HB -> MM you pgrade is free.. Hurricane sponsons do not overwrite anything, they just cost a lot. Basically for 230 pts it is an assault vehicle with Tl assault cannons, hurricane bolters and a MM.. sound familiar?


its pretty much a crusader that trades armor for speed.

did you notice if the honor guard have the options for bikes? We all know the biker command squad is a neat little death star unit and the addition of furious charge would just make them better.

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Brother SRM wrote:I love the idea of taking these revered, holy tanks, and dropping them out of low flying aircraft. If you thought Marines riding wolves was absurd, you ain't seen nothing yet. It doesn't strike me so much as being broken or hell, even very effective, just as incredibly stupid and unfluffy.


Exactly!

Stupidest codex they've released since, well, the last Matt Ward one. The fluff is atrocious.

Land Raiders being dropped from the sky? Considering they can still throw a track on rubble that just seems like a good way to break a land raider.

Magna- Grapple - what possible purpose could this serve? To drag the tank toward you? Only if the servo in the dread's arm powering the winch is stronger than the total pull of a tank in reverse (lets picture this shall we, the pulling power of a dread's arm versus an entire baneblade?) which is stupid. Maybe if the dread can pull with his legs and the cable is strong he could stop the tank from moving away. Frankly it would make more sense to just have the dread pull on the rope like a harpoon. If orks had this upgrade it would be fine but for marines? Its absurd.

Librarian Dread - because letting the dead guy maintain his connection to the warp inside a revered an ancient collosal suit of armour that can kill all his colleagues is a really good idea. They're just inviting a daemon to possess that librarian and then go on a dread fueled rampage.

hmmmmm that sounds like a good scenario rule actually.

Fast Vindicators - I buy all the other vehicles being fast. You can use them to chase a fast moving enemy across the planet's surface/ to strike in one place and then redploy to another to strike or to harry a retreating enemy. But a fast seige engine? What are the buildings that the vindie is there to bust fleeing? If you need to redploy a vindie you use a thunderhawk, you don't make it drive at high speed because its slower than the t-hawk and pointless.

My early prediction?

Jump packs, DC, etc will largely be ignored by most people. Some people will try the all jump pack army for fun and some will try the Seth/Astorath Flesh Tearers/all DC build and have a decent marine cc army. The true strength in this army lies in the ability to spam dreads, preds and landraiders.

4-6 preds backed up by drop podding libby dreads (with the power of 4d6 str 8) and a few rhinos with jp-less assault squads for scoring/clearing objectives.

or

4-6 preds with 2 tac squads or 2 jp-less assault squads in land raiders. You present nothing but armour and have the supreme mobile shooting army. In fact you have a better mobile shooting army than Tau ever were.

Baals in fast is hands down the strongest thing in the codex.
   
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NY

bravelybravesirrobin wrote:

4-6 preds with 2 tac squads or 2 jp-less assault squads in land raiders. You present nothing but armour and have the supreme mobile shooting army. In fact you have a better mobile shooting army than Tau ever were.

Baals in fast is hands down the strongest thing in the codex.





that + termies in a crusader with a libby and a sprinkling of sanguinary priests is already what i'm thinking about for ard boyz

This message was edited 2 times. Last update was at 2010/03/10 05:31:25


Where is your saviour now?

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I'm glad I use Plasma SPAM and Melta Bombs

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Anpu42 wrote:I'm glad I use Plasma SPAM and Melta Bombs


fast vehicles full of assault marines love you trying to clamp melta bombs on them

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Riverside CA

Plasma slows them down and Meta Bombs finish the job

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Anpu42 wrote:Plasma slows them down and Meta Bombs finish the job


Plasma is slowing down av13/14 vehicles that are highly manouverable?

You either roll a ton of 6's (and 7's apparently) or have a metric ton of plasma guns.

Honestly the flaw of that build is that a stand and shoot horde army goes, oooh a small model count army with lots of tanks, lets kill it with las-cannons. Fortunately the current meta doesn't really feature many of those armies (this is changing) although ymmv.

But lots of plasma guns? Congratulations you've topped the stupidity of the deep striking land raider.
   
 
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