Switch Theme:

[40K]Blood Angels News - Angel's Blade and repacked kits  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gr
Deadly Dire Avenger





Looking at the sprue on the "new" assault squad box I fail to see any meltaguns. Can we still get them on assault marines or it's just eviserators like the rest ?

I am not a bastard. I am the Bastard and its Mr. Bastard to you! 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 humanas wrote:
Looking at the sprue on the "new" assault squad box I fail to see any meltaguns. Can we still get them on assault marines or it's just eviserators like the rest ?
Yes, they can still get Meltaguns for 10 pts on two Marines. All of the BA Options are still there, they just added in the Evicerator and changed how they purchase Jump Packs and Transports.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

This is going to make arming my Assault Squad difficult. I plan on still putting Meltaguns on the squad, but man oh man do I like the way the Eviscerators look.

Both options are equally fun, but I foresee more Death Company in my immediate future.

Thanks for the info. Take it easy.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Red__Thirst wrote:
This is going to make arming my Assault Squad difficult. I plan on still putting Meltaguns on the squad, but man oh man do I like the way the Eviscerators look.

Both options are equally fun, but I foresee more Death Company in my immediate future.

Thanks for the info. Take it easy.

-Red__Thirst-
See, nothing about any of this makes me want more Assault Marines than I already have. I need more Terminators (why oh why did they not make a BA Tactical Terminator kit?), Sanguinary Guard, and Scouts.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Locked in the Tower of Amareo




 commander dante wrote:
 DarthOvious wrote:
 commander dante wrote:
Wait wait wait wait wait...
The Golden host can CHOOSE What turn they drop in?
Can they choose Turn 1 for a Turn 1 Deep Strike Charge?
*Digs though Models Box to find Sanguinity Guard all loaded up with Inferno Pistols and Swords*

Man that is going to be strong
Just IMAGINE 50 Sanguinity Guard AND Dante Deep Striking Turn 1, Scattering only D6" and Shooting+Charging MOST of your army


I'm guessing since it's 2-5 units of SG that we can indeed take 50 of them with 5 squads of 10. Strange since there are only meant to be 30 in each chapter. I guess we'll use our imagination and just assume that the chapters collated their SG together for this fight.

LITERALLY FLUFF BREAKING


By rights, there should be millions of marines per chapter, not 1000. Galactic scale and all that. 1000 is a rounding error.
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

I'm currently building a demi-company (eventually a full battle company, 5th Battle Company to be precise) and am going to be making two assault squads.

That being said, a couple of boxes of Sanguinary Guard to roll with my Dante might be in the offing in the near future as well. I LOVE those models, and having them able to land and charge on the same turn alongside my Dante miniature seems quite fun I must admit.

I've just got to figure out how I want to arm them. Maybe one squad with mostly swords and a power fist mixed in, the second squad kitted out with mostly axes and a power fist as well perhaps. Equal parts of both might be the way to go. We'll see I suppose.

Take it easy.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in gb
Longtime Dakkanaut




Macclesfield, UK

Martel732 wrote:
 commander dante wrote:
 DarthOvious wrote:
 commander dante wrote:
Wait wait wait wait wait...
The Golden host can CHOOSE What turn they drop in?
Can they choose Turn 1 for a Turn 1 Deep Strike Charge?
*Digs though Models Box to find Sanguinity Guard all loaded up with Inferno Pistols and Swords*

Man that is going to be strong
Just IMAGINE 50 Sanguinity Guard AND Dante Deep Striking Turn 1, Scattering only D6" and Shooting+Charging MOST of your army


I'm guessing since it's 2-5 units of SG that we can indeed take 50 of them with 5 squads of 10. Strange since there are only meant to be 30 in each chapter. I guess we'll use our imagination and just assume that the chapters collated their SG together for this fight.

LITERALLY FLUFF BREAKING


By rights, there should be millions of marines per chapter, not 1000. Galactic scale and all that. 1000 is a rounding error.


Hey Martel,

What's your thoughts on this? Will the assaulting DS formations help you out in your meta?
   
Made in us
Auspicious Aspiring Champion of Chaos






Based on the last three rulebooks released (Codex: Deathwatch, Traitor's Hate, and Angel's Blade), it seems like we're seeing a shift in expected power level. All three contain formations that I would consider strong, but not overpowered. Unfortunately, this means they are still going to be below the top tier of power (and Chaos and BA still have issue with unit pricing as well as a few others), but I'm okay with that. This is where the power level should be.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in gb
Longtime Dakkanaut




Macclesfield, UK

 EnTyme wrote:
Based on the last three rulebooks released (Codex: Deathwatch, Traitor's Hate, and Angel's Blade), it seems like we're seeing a shift in expected power level. All three contain formations that I would consider strong, but not overpowered. Unfortunately, this means they are still going to be below the top tier of power (and Chaos and BA still have issue with unit pricing as well as a few others), but I'm okay with that. This is where the power level should be.


This is where we were when the last Blood Angel codex came out and then it was sacked. The same thing is going to happen and other factions will pull away even further from BA's when they get their updates.
   
Made in us
Loyal Necron Lychguard




 EnTyme wrote:
Based on the last three rulebooks released (Codex: Deathwatch, Traitor's Hate, and Angel's Blade), it seems like we're seeing a shift in expected power level. All three contain formations that I would consider strong, but not overpowered. Unfortunately, this means they are still going to be below the top tier of power (and Chaos and BA still have issue with unit pricing as well as a few others), but I'm okay with that. This is where the power level should be.


I think that's a common occurrence. They decide a new direction that they want to go towards (in this case, Formations and MFDs, plus making Gargantuans/Superheavies baseline), and then try it. The first few have the capacity to be crazy over the top because there is no internal testing, but then they tone it down later.

If there was a more iterative release/patching system, it would be fine. But as it is, those first few continue being over the top, which sucks if you're not one of the first (in this case, Necron/Eldar/Space Marines).

Hoping that they go the Age of Sigmar route of stats, where they put the rules for units up online for free and can change them, but the books are there for fluff and Formations/Artifacts.
   
Made in us
Locked in the Tower of Amareo




 DarthOvious wrote:
Martel732 wrote:
 commander dante wrote:
 DarthOvious wrote:
 commander dante wrote:
Wait wait wait wait wait...
The Golden host can CHOOSE What turn they drop in?
Can they choose Turn 1 for a Turn 1 Deep Strike Charge?
*Digs though Models Box to find Sanguinity Guard all loaded up with Inferno Pistols and Swords*

Man that is going to be strong
Just IMAGINE 50 Sanguinity Guard AND Dante Deep Striking Turn 1, Scattering only D6" and Shooting+Charging MOST of your army


I'm guessing since it's 2-5 units of SG that we can indeed take 50 of them with 5 squads of 10. Strange since there are only meant to be 30 in each chapter. I guess we'll use our imagination and just assume that the chapters collated their SG together for this fight.

LITERALLY FLUFF BREAKING


By rights, there should be millions of marines per chapter, not 1000. Galactic scale and all that. 1000 is a rounding error.


Hey Martel,

What's your thoughts on this? Will the assaulting DS formations help you out in your meta?


In many matchups, but then there are Tau, Demons, and SW. I'll never survive to assault the Tau, and I want to stay away from demons and SW. Plus, I consider reserves to be the devil in general. I'll know more when I have the book in my hands.


Automatically Appended Next Post:
 Red__Thirst wrote:
I'm currently building a demi-company (eventually a full battle company, 5th Battle Company to be precise) and am going to be making two assault squads.

That being said, a couple of boxes of Sanguinary Guard to roll with my Dante might be in the offing in the near future as well. I LOVE those models, and having them able to land and charge on the same turn alongside my Dante miniature seems quite fun I must admit.

I've just got to figure out how I want to arm them. Maybe one squad with mostly swords and a power fist mixed in, the second squad kitted out with mostly axes and a power fist as well perhaps. Equal parts of both might be the way to go. We'll see I suppose.

Take it easy.

-Red__Thirst-


I've never understood why people put Dante with SG.

This message was edited 2 times. Last update was at 2016/09/13 15:10:52


 
   
Made in gb
Longtime Dakkanaut




Macclesfield, UK

Automatically Appended Next Post:
Martel732 wrote:
 DarthOvious wrote:
Martel732 wrote:
 commander dante wrote:
 DarthOvious wrote:
 commander dante wrote:
Wait wait wait wait wait...
The Golden host can CHOOSE What turn they drop in?
Can they choose Turn 1 for a Turn 1 Deep Strike Charge?
*Digs though Models Box to find Sanguinity Guard all loaded up with Inferno Pistols and Swords*

Man that is going to be strong
Just IMAGINE 50 Sanguinity Guard AND Dante Deep Striking Turn 1, Scattering only D6" and Shooting+Charging MOST of your army


I'm guessing since it's 2-5 units of SG that we can indeed take 50 of them with 5 squads of 10. Strange since there are only meant to be 30 in each chapter. I guess we'll use our imagination and just assume that the chapters collated their SG together for this fight.

LITERALLY FLUFF BREAKING


By rights, there should be millions of marines per chapter, not 1000. Galactic scale and all that. 1000 is a rounding error.


Hey Martel,

What's your thoughts on this? Will the assaulting DS formations help you out in your meta?


In many matchups, but then there are Tau, Demons, and SW. I'll never survive to assault the Tau, and I want to stay away from demons and SW. Plus, I consider reserves to be the devil in general. I'll know more when I have the book in my hands.


As a Tau and Shooty Eldar player myself these formations would really scare me. I could pretty say goodbye to my Crisis, Broadside or Riptide suits. From what I know some of these formations are turn 1. With Danta the SG are not scattering anywhere and Ithink the termies only scatter D6" as well. Like I said elsewhere, at least it makes the game more entertaining rather than just being shot to pieces from the other side of the board.

This message was edited 2 times. Last update was at 2016/09/13 15:17:12


 
   
Made in us
Locked in the Tower of Amareo




Tau don't care because they have interceptor on everything. There is nothing the BA can get that will scare Tau because Riptide is immortal to the weapons BA have at their disposal.

This message was edited 1 time. Last update was at 2016/09/13 15:19:09


 
   
Made in gb
Longtime Dakkanaut




Macclesfield, UK

Martel732 wrote:
Tau don't care because they have interceptor on everything. There is nothing the BA can get that will scare Tau because Riptide is immortal to the weapons BA have at their disposal.


Give it a try. I don't put interceptor on everything cause I need something to carry the anti-air system lol. Even if I put interceptor on both my Broadside squads I think I would still be in trouble. As for the Riptide it's plenty killable. Riptides are rubbish in combat. Only WS2, so against WS5 it's 5's to hit back with only 2 attacks.

Edit: Thinking about it a bit more. Even if I put my units together within 12" for supporting fire all the ds chargers need to do is multicharge within that bubble. They would be wrapped up in combat for pretty much the rest of the game. So a unit of 3 Broadsides with interceptor will hit with 75% of their shots due to them being twin linked. So, 12 HYMP shots, would result in 8.75 wounds and 12 SMS shots would be another 8 wounds on average. So 16.75 saves. On 2+ armour then we talking about 2-3 failed saves before charging with the added bonus that the Broadsides can now not fire at anything next turn.

This message was edited 1 time. Last update was at 2016/09/13 15:46:07


 
   
Made in us
Annoyed Blood Angel Devastator





DC Metro Area

 DarthOvious wrote:
Martel732 wrote:
Tau don't care because they have interceptor on everything. There is nothing the BA can get that will scare Tau because Riptide is immortal to the weapons BA have at their disposal.


Give it a try. I don't put interceptor on everything cause I need something to carry the anti-air system lol. Even if I put interceptor on both my Broadside squads I think I would still be in trouble. As for the Riptide it's plenty killable. Riptides are rubbish in combat. Only WS2, so against WS5 it's 5's to hit back with only 2 attacks.


Pretty much. Interceptor is all well and good, but it can only be used once a turn, and only then if the unit lives to use it again. All the Interceptor in the world won't stop a pile of Hammernators Deepstriking right next to you and repainting the battlefield with your insides.

I think the biggest threat to our new Blood Angels is going to come from other Marines (with their freebie units and Invisible, teleporting, 2+ FNP Deathstars), and from Eldar (with their D weapons on everything, and super-fast Objective grabbing units). Tau have always relied to having time to carefully, and with much coordination, shoot dangerous assault units off of the board before they get too close. Same thing for Necron; I always annihilated them, once I got into combat with them, but they usually managed to kill enough of my units on the way in, that I didn't have enough to stop the army as a whole. Suddenly, they can't reliably do that well enough to ensure a victory.

10,000+ Points // 5,000+ Points
 
   
Made in gb
Longtime Dakkanaut




Macclesfield, UK

 BrokenRecord wrote:
 DarthOvious wrote:
Martel732 wrote:
Tau don't care because they have interceptor on everything. There is nothing the BA can get that will scare Tau because Riptide is immortal to the weapons BA have at their disposal.


Give it a try. I don't put interceptor on everything cause I need something to carry the anti-air system lol. Even if I put interceptor on both my Broadside squads I think I would still be in trouble. As for the Riptide it's plenty killable. Riptides are rubbish in combat. Only WS2, so against WS5 it's 5's to hit back with only 2 attacks.


Pretty much. Interceptor is all well and good, but it can only be used once a turn, and only then if the unit lives to use it again. All the Interceptor in the world won't stop a pile of Hammernators Deepstriking right next to you and repainting the battlefield with your insides.

I think the biggest threat to our new Blood Angels is going to come from other Marines (with their freebie units and Invisible, teleporting, 2+ FNP Deathstars), and from Eldar (with their D weapons on everything, and super-fast Objective grabbing units). Tau have always relied to having time to carefully, and with much coordination, shoot dangerous assault units off of the board before they get too close. Same thing for Necron; I always annihilated them, once I got into combat with them, but they usually managed to kill enough of my units on the way in, that I didn't have enough to stop the army as a whole. Suddenly, they can't reliably do that well enough to ensure a victory.


My Eldar* force is pretty much Jet Bikes at the moment too. So a number of them will not be able to avoid the assault from ds. The Wraith D Flamers though do pose a problem.

Edit - * I had a brain fart. lol.

This message was edited 1 time. Last update was at 2016/09/13 16:00:54


 
   
Made in us
Locked in the Tower of Amareo




 DarthOvious wrote:
Martel732 wrote:
Tau don't care because they have interceptor on everything. There is nothing the BA can get that will scare Tau because Riptide is immortal to the weapons BA have at their disposal.


Give it a try. I don't put interceptor on everything cause I need something to carry the anti-air system lol. Even if I put interceptor on both my Broadside squads I think I would still be in trouble. As for the Riptide it's plenty killable. Riptides are rubbish in combat. Only WS2, so against WS5 it's 5's to hit back with only 2 attacks.

Edit: Thinking about it a bit more. Even if I put my units together within 12" for supporting fire all the ds chargers need to do is multicharge within that bubble. They would be wrapped up in combat for pretty much the rest of the game. So a unit of 3 Broadsides with interceptor will hit with 75% of their shots due to them being twin linked. So, 12 HYMP shots, would result in 8.75 wounds and 12 SMS shots would be another 8 wounds on average. So 16.75 saves. On 2+ armour then we talking about 2-3 failed saves before charging with the added bonus that the Broadsides can now not fire at anything next turn.


Why do you bother with anti-air? Most flyers suck.

Riptides are actually quite good in CC. They get 3 swings, not 2. All swings are S6 AP 2. Most marines are WS 4, not 5. Obviously, Riptides can't beat assault TH/SS termiantors in CC unless they get very lucky on their saves. Although, with the nova 3++, they have a shot.

This message was edited 1 time. Last update was at 2016/09/13 16:01:03


 
   
Made in gb
Longtime Dakkanaut




Macclesfield, UK

Martel732 wrote:
 DarthOvious wrote:
Martel732 wrote:
Tau don't care because they have interceptor on everything. There is nothing the BA can get that will scare Tau because Riptide is immortal to the weapons BA have at their disposal.


Give it a try. I don't put interceptor on everything cause I need something to carry the anti-air system lol. Even if I put interceptor on both my Broadside squads I think I would still be in trouble. As for the Riptide it's plenty killable. Riptides are rubbish in combat. Only WS2, so against WS5 it's 5's to hit back with only 2 attacks.

Edit: Thinking about it a bit more. Even if I put my units together within 12" for supporting fire all the ds chargers need to do is multicharge within that bubble. They would be wrapped up in combat for pretty much the rest of the game. So a unit of 3 Broadsides with interceptor will hit with 75% of their shots due to them being twin linked. So, 12 HYMP shots, would result in 8.75 wounds and 12 SMS shots would be another 8 wounds on average. So 16.75 saves. On 2+ armour then we talking about 2-3 failed saves before charging with the added bonus that the Broadsides can now not fire at anything next turn.


Why do you bother with anti-air? Most flyers suck.

Riptides are actually quite good in CC. They get 3 swings, not 2. All swings are S6 AP 2. Most marines are WS 4, not 5. Obviously, Riptides can't beat assault TH/SS termiantors in CC unless they get very lucky on their saves. Although, with the nova 3++, they have a shot.


You take the anti-air so you don't need a flyer yourself. Otherwise you're going to find it very difficult to bring any planes down even with those TL HYMP. Flyers can deliver a payload of assault troops. If your Tau opponents don't take any anti-flyer systems then I suggest you wreck them with Storm Ravens full of assault troops and dreadnoughts.

Yes, you're right, they do get 3 attacks each. Misremembering my codex entries. Doesn't make a big difference. They can hold combat for a while but they very rarely dish out any damage in a combat themselves and it depends on nova charging for the 3++ invulnerable save in order to stay around. No offence, but a 10 man assault squad can keep this thing locked up for a long time and take it out it's shooting game.

3 attacks per turn, even if you hit on 4's then it's 1.5 hits a turn and between 1-2 guys a turn dead if they don't get any saves then even a 5 man squad should tie it up for the best of 3 turns.
   
Made in us
Locked in the Tower of Amareo




So I have to throw away another squad after the Riptide has melted at least one in shooting. Seems like that exchange favors the Tau. Immortality has its perks, I suppose.

" Otherwise you're going to find it very difficult to bring any planes down even with those TL HYMP"

Don't bring them down. Just ignore them.

I don't use Stormravens in general because they are overcosted garbage, and fail hard vs flying MCs. You are also looking at a turn 3 assault at the soonest. By the time said assault units start to matter, the rest of my units are likely tabled by the Tau.

Tau players aren't using anti-air because there's nothing in the air they care about enough to do so.

This message was edited 2 times. Last update was at 2016/09/13 16:15:34


 
   
Made in us
Haemonculi Flesh Apprentice






Have to agree with martel, I haven't used a flier in over a year now and even then it's just the single storm talon. Fliers don't actually impact the missions in any meaningful way.

As for the Tau match up, it's still down hill for the marines. The drone net has interceptor, that means pinpoint AP2 pie plates hitting those clustered up SG. THEN they get top overwatch with support fire, and most Tau are taking riptide wings meaning they'll only fail that 3++ Nova 1 in 9 times lol. Though I will admit most take the heavy burst canon which will help some.

But to be fair, who cares about the cheesiest crap in the meta. 40k is a terrible game as soon as you take it too competitively. There always has been some broken combo since the game was first introduced. I think that Golden host would be a nightmare against a lot of other armies. But again, 40k is a rock paper scissor game. Face dark angled from a lions blade with maxed grav and you won't even make the assault lol.

This message was edited 1 time. Last update was at 2016/09/13 16:53:10


   
Made in gb
Longtime Dakkanaut





UK

Martel732 wrote:
Tau don't care because they have interceptor on everything. There is nothing the BA can get that will scare Tau because Riptide is immortal to the weapons BA have at their disposal.


Rumour has it Devastators get Grav Cannons, so there is that.

YMDC = nightmare 
   
Made in us
Locked in the Tower of Amareo




But without skyhammer, what good are they? They are just target practice for weapons greater than 24".
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





Got my hands on the new book today. Pure death company list looks fluffy and fun. That 6" extra move after deployment could prove valuable in small matches. This death company strike force gets stormravens as dedicated transports aswell. I've painted my only one already in DC colours.

Only T1 deepstriker is the old (exterminatus) archangel's demi-company, only now with T1 DS rule.. but yeah, dante and two SG T2+ anytime you want could be groovy. Orbital intervention force got that earlier mentioned orbital intervention rule which gives extra shot to any target when arriving from DS and assault termies can make an disordered charge the turn they arrive.

Having hard time figuring out what is exactly needed to form an lost brotherhood, it can't be that big as mentioned in the flavor text.

Biggest minus besides no ob sec for demi company is the fact that assault marines lost their free pod.. Just finished painting my drop podding 4 melta shot assault marines.. damn.

This message was edited 3 times. Last update was at 2016/09/13 18:03:52


 
   
Made in gb
Longtime Dakkanaut




Macclesfield, UK

Martel732 wrote:
So I have to throw away another squad after the Riptide has melted at least one in shooting. Seems like that exchange favors the Tau. Immortality has its perks, I suppose.


Or you charge one squad in to tie it up. The riptide may miss with it's interceptor weapon. It's not like it's getting any markerlight bonuses on interceptor. If you really think that the Riptide is the Tau players best unit then he isn't going to appreciate losing it in such an exchange. Trust me, when the enemy get close, the Riptide is the first thing I sacrifice into combat because I know it can hold up a unit while I try and take care or the rest of the forces. If you don't think the Tau player thinks it's his best unit then charge something else instead.

Don't bring them down. Just ignore them.


And take the charge of the unit inside it. Also you then mention monsterous creatures. Another reason to take AA support for Tau. Perhaps it's just your meta but a flyer is more than just turn 3 charge, you also get a lot of shooting from turn 2 onwards as well. But anyway I disgress, so players in your meta don't take flyers. Noted. Probably because of the Death of the Skies rules being lame to be honest. A lot of players down at my store stopped using flyers after that.


I don't use Stormravens in general because they are overcosted garbage, and fail hard vs flying MCs.


A only way a Daemon, Chaos or Tyranid army works now is with those flying mc's. So I guess that's why I take the anti-air.

You are also looking at a turn 3 assault at the soonest.


This is true but if your opponent doesn't take any AA then milk it. Take the formations of Storm Ravens and put the majority of your force in that. There was already a formation in Shield of Baal that allowed you to bring them on turn one with a re-roll to reserves.

By the time said assault units start to matter, the rest of my units are likely tabled by the Tau.


The thing that a Tau player hates is a whole army in his face from the start and it looks like we are getting this along with the ability to assault with some units too. If you're saying this isn't good enough then I can only assume that the Tau players down at your store must be cheating against you or something. Yes, Tau are good but they need distance to start with. Without it they just won't survive.

Tau players aren't using anti-air because there's nothing in the air they care about enough to do so.


I doubt they are plugging every upgrade into interceptor though. And if they do then charge their non-intercepting units so when they do shoot at you with their interceptor weapons then they can't fire them in their next shooting phase. You then have a Tau army who quite literally can't shoot during their own phase.

If you're telling me that you can't beat Tau even when you get assault them from turn 1 then there isn't anything I can say.

This message was edited 4 times. Last update was at 2016/09/13 17:18:32


 
   
Made in us
Locked in the Tower of Amareo




"The thing that a Tau player hates is a whole army in his face from the start "

Why? So many juicy targets. And you can kill them all with double/triple tapping or whatever nonsense Tau can do. Being close to Tau is extremely hazardous.

"If you're telling me that you can't beat Tau even when you get assault them from turn 1 then there isn't anything I can say."

I can say something. On top of the crazy amounts of interceptor, the Tau can turn overwatch into yet another shooting phase. If I dropped in 4 units with turn 1 charge, two might get into combat. You would then shoot those two units to death after the CC ended. Assaulting with mortal units is so damn easy to beat in 7th.

" If you really think that the Riptide is the Tau players best unit "

Best unit is hard to quantify. It's their most durable/pt and has a weapon that is custom made to make almost every marine unit in the game pointless. Does that make it the best or just the most obnoxious for me?


Automatically Appended Next Post:
Xirax wrote:
Got my hands on the new book today. Pure death company list looks fluffy and fun. That 6" extra move after deployment could prove valueable in small matches. This death company strike force gets stormravens as dedicated transports aswell. I've painted my only one already in DC colours.

Only T1 deepstriker is the old (exterminatus) archangel's strike force.. but yeah, dante and two SG T2+ anytime you want could be groovy. Having hard time figuring out what is excatly needed to form an lost brotherhood, it can't be that big as mentioned in the flavor text.

Biggest minus besides no ob sec for demi company is the fact that assault marines lost their free pod.. Just finished painting my drop podding 4 melta shot assault marines.. damn.


So the book is a nerf? Brilliant.

This message was edited 4 times. Last update was at 2016/09/13 17:22:27


 
   
Made in gb
Longtime Dakkanaut




Macclesfield, UK

Martel732 wrote:
Why? So many juicy targets. And you can kill them all with double/triple tapping or whatever nonsense Tau can do.


Double/Tripple tapping what? Can I get some specifics? I really am starting to think you're getting cheated here. The only thing that I can think off the top of my head that can double tap is the Riptide secondary weapons i.e. Plasma/SMS/Fusion. Nothing else I can think of. If we're talking about the Y'Varna suit then that can double tap and has to forgo it's next shooting phase entirely, so it can take out one unit and then miss a turn of shooting. Not to mention it costs a lot more than the normal Riptide so a two 5 man squad to one of those is an acceptable exchange.

I can say something. On top of the crazy amounts of interceptor, the Tau can turn overwatch into yet another shooting phase. If I dropped in 4 units with turn 1 charge, two might get into combat. You would then shoot those two units to death after the CC ended. Assaulting with mortal units is so damn easy to beat in 7th.


I think something is amiss here. Interceptor and BS2 overwatch are two separate systems and 2 separate upgrades. Can I just ask what your opponents are taking? The number of systems each suit gets is as follows:

Crisis: 3 systems but weapons are included in this. So 2 individual weapons or one twin linked weapon take up 2 systems.
Riptide: Can 2 systems in addition to it's weapon, but one of these is normally the FNP system.
Broadsides: Can only take one system in addition to their weapons.

So I'm guess, I'm asking what you normally see?
   
Made in us
Locked in the Tower of Amareo




Ethereals can make firewarriors fire extra times. That's what I'm referring to.

I'm talking about using the interceptor marker lights to buff up all the interceptor fire and the resulting overwatch.
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 DarthOvious wrote:
Martel732 wrote:
Why? So many juicy targets. And you can kill them all with double/triple tapping or whatever nonsense Tau can do.


Double/Tripple tapping what? Can I get some specifics? I really am starting to think you're getting cheated here. The only thing that I can think off the top of my head that can double tap is the Riptide secondary weapons i.e. Plasma/SMS/Fusion. Nothing else I can think of. If we're talking about the Y'Varna suit then that can double tap and has to forgo it's next shooting phase entirely, so it can take out one unit and then miss a turn of shooting. Not to mention it costs a lot more than the normal Riptide so a two 5 man squad to one of those is an acceptable exchange.

Maybe you should try reading your Codex?

Invocation of the Elements
Storm of Fire: Fire an extra shot with pulse weapons when target is within half range.

That's from Ethereals.
You also have the Fireblade who has this rule:
Volley Fire: If this model, and his unit, do not move in the Movement phase, their pulse rifles and pulse carbines fire an additional shot in the Shooting phase.


So that is how you can have units firing 3-4 shots per turn. 4 shots on units with a Fireblade that did not move, 3 shots otherwise if there's an Ethereal doing Storm of Fire.

I can say something. On top of the crazy amounts of interceptor, the Tau can turn overwatch into yet another shooting phase. If I dropped in 4 units with turn 1 charge, two might get into combat. You would then shoot those two units to death after the CC ended. Assaulting with mortal units is so damn easy to beat in 7th.


I think something is amiss here. Interceptor and BS2 overwatch are two separate systems and 2 separate upgrades. Can I just ask what your opponents are taking? The number of systems each suit gets is as follows:

Crisis: 3 systems but weapons are included in this. So 2 individual weapons or one twin linked weapon take up 2 systems.
Riptide: Can 2 systems in addition to it's weapon, but one of these is normally the FNP system.
Broadsides: Can only take one system in addition to their weapons.

So I'm guess, I'm asking what you normally see?

I'm going to guess that it likely involves a Drone Net, which has Interceptor as part of its Formation rules, packed full of Marker Drones to beef up everything else.
   
Made in ca
Fixture of Dakka




EnTyme wrote:Based on the last three rulebooks released (Codex: Deathwatch, Traitor's Hate, and Angel's Blade), it seems like we're seeing a shift in expected power level. All three contain formations that I would consider strong, but not overpowered. Unfortunately, this means they are still going to be below the top tier of power (and Chaos and BA still have issue with unit pricing as well as a few others), but I'm okay with that. This is where the power level should be.


So does this mean were are in the phase of "everything is too powerful so from now on we are going to weaken everything to be more fair" until of course when it's Space Marine time again for a codex release and therefore the power level goes up again? This is what the third time now that Chaos got sucked into the tail end phased of "balancing" everything and then GW hears the whaling and the cries of Space Marine players how everything is boring and bland, and the cycle ramps upwards and become unbalanced again.

I am worried for Tyranids now. They are in the same cycle of Chaos. If Chaos can't have good toys, that would mean Orks and Tyranids will not have good toys as well.

Doom and gloom? Yeah having a crappy day today.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in gb
Longtime Dakkanaut




Macclesfield, UK

Martel732 wrote:
Ethereals can make firewarriors fire extra times. That's what I'm referring to.


Sure but Fire Warriors don't get any systems at all. I don't use Ethereals really. I prefer the Cadre Fireblade instead and even then I usually go for a Commander.

I'm talking about using the interceptor marker lights to buff up all the interceptor fire and the resulting overwatch.


I take this is from the expansions. I don't have them since I just bought the new codex and was told there isn't any point in getting the expansions. So the Drone Network gets both Interceptor and fires at BS2?

This message was edited 2 times. Last update was at 2016/09/13 17:53:06


 
   
 
Forum Index » News & Rumors
Go to: