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Made in us
Secretive Dark Angels Veteran





Houston, TX

DA has Chapter Tactics: all plasmagun, plasma cannons are twin-linked. Vehicle with plasma with the profile: Str 8 AP2.

Like Salamanders and doesn't change other codices.
   
Made in us
Dark Angels Librarian with Book of Secrets






I guess its too easy to relegate Dark Angels fluff into "plasma spam", huh? This is a terrible fix.
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

It is an easy fix. After all, it works for Salamanders and their all melta, multimelta, flamer, heavy flamer are twin-linked. And nobody is complaining about that.

Melta will instant gib characters. Plasma, not so much.
   
Made in us
Dark Angels Librarian with Book of Secrets






Lame. So this fix ignores the Ravenwing and the Deathwing? Or the special chaplains?
Lame.
   
Made in us
Secretive Dark Angels Veteran





Houston, TX

I think the fix has its merit. It is fluffy and it gives the army a special traits/theme that its players can use. It also fixes the under-usage of plasmagun and, consequently, the spamming of meltagun in current games.

The fact that the weapon is twin-linked means its chance of getting hot is also lowered. This makes the cost of 15 pts acceptable for a weapon meant for shooting.

Perhaps someone who is erudite can comment on this matter.

This message was edited 1 time. Last update was at 2012/04/20 03:42:25


 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

I, too, think this a quick band-aid with little flavour and does little with the problems surrounding CA.

Twin-linking plasma is no better than twin-linking melta/flamers for Sallies. Both do nothing to actually add flavour and a sense of being unique.

*Edit* Furthermore, insulting other posters because they disagree with you will not garner any positive feedback.

This message was edited 1 time. Last update was at 2012/04/20 03:49:28


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Made in us
Secretive Dark Angels Veteran





Houston, TX

@Blacksails: I don't think I insult SoloFalcon1138. I gave my reasons and I asked for opinions of someone with more experience and knowledge in hope that a couple of well-though-out full sentences are given.

Regarding flavouring, I do believe that a Salamander army is very unique. Many codex space marine armies will bring a lot of mech either via Predator with HB sponsons or LasPlas Razorback or Dreadnoughts. They will also take missile launcher and lascannon over multimelta infantry.

A Salamander army will stay away from those options. They will use Attack Bikes, Landspeeders with Multi-melta, multi-melta tactical squads, ... in order to maximize their advantage. To that end, Vulkan does add a unique spin to the army composition.

Thus, back to my idea, I understand that it will not make Dark Angel on equal footing with other armies out there. One single fix would not do that. But I humbly disagree that twin-linking plasma gun is not worth musing over as part of a bigger change. Especially when it is for a chapter whose plasma weaponry are so prominently displayed on their many artworks.
   
Made in es
Sneaky Striking Scorpion




Madrid

Personally with TL Plasma, I would still rather use melta.

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Made in gb
Lord of the Fleet






London

Plasma is still only Ap2 and Gets Hot. I would prefer to take Melta any day. Not a good fix at all.
   
Made in us
Fireknife Shas'el





Yeah i like the idea but i do think that this ignores many of the problems the DA codex has.

Appropriate HQS
Company Master (include SM and BA captains in this as well) Give us a reason to take our own commanders they lack options and a purpose compared to many special characters.

Interrogator chaplain: leave him alone he is fine

Librarian: Give us some powers Worth having and LD 10

chaplain: just get rid of him no one uses him anyway

AZrael needs some tweaking and an honourguard
ezekial: powers
Belial:raise his cost a little(30-40 pts)and give him ew and an iron halo so we can take his master crafted relic blade and SB option

elites
Dreads:ffine
Ven dread: seperate entry and cost pls
Deathwing: LEAVE MAH DEATHWING ALONE UNLESS YOUR GIVING THEM MORE OPTIONS
Scouts:Why are they here? teleport homer option
vets: sterguard and vaguard options in one unit?

troops
tactical squad:bring them in line

FA
Assault squad: needs meltas and flamers
ravenwing squad: skilled riders and jink back pls.
RAvenwing support squadron: leave em if we can put multiple typhoons out per FA slot it would be cheese

HS
LAnd raider Ares: YES GIVE US OUR 14/14/14 vindicator (it will stink but who cares?)
predators:drop cost by 10 pts
whirlwinds: don't care
vindicator: fine
Mortis DREADNOUGHT: its ours now give it to us
Devestators: i like a long fang spam

dedicated tranports
LRC LR:leave em alone other than moving them here
LRR: don't add it it we don't need it
Rhino:leave it
RAzorback: weapon options please

now thats lazy style and give us a usr abotu being a gunline army to go with deathwing assault

This message was edited 1 time. Last update was at 2012/04/20 12:41:13


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Made in us
Secretive Dark Angels Veteran





Houston, TX

@Valkyrie: Longer range and twin-linked means getting hot is only 1/36 instead of 1/6. Meltagun has its use. Plasmagun with twin-linking makes it useful in other places without replacing meltagun.

I think this change is subtle enough that it doesn't cause a meta shift from meltagun to plasmagun. It brings back the usage of plasmagun in meta games.

@captain collius: I agree that bikes need skilled riders and jink.

Between Mortis Dreadnought and Land Raider Ares, I would rather see the Mortis Dreadnought making it. I think it looks great and has more options to cater different play style.

   
Made in us
Ultramarine Land Raider Pilot on Cruise Control





Silver Spring, MD

More or less what captain collius said. Tweak the units to bring them in line with other armies in terms of points cost and options, and give the ravenwing a boost.

Then bring back something like Intractable - gives Stubborn in close combat, and if a Morale test is failed outside of combat, the DA will not break, but instead cannot move, run, or assault during their next turn.

Basically makes them impossible to shift off a position, as they should be.

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Made in gb
Fixture of Dakka






Lincolnshire, UK

I definitely agree with the comments of this being A) not entirely representative and B) not a fix. It's a minor improvement that would maybe help a couple of areas, but still leave the majority of the Codex lacking IMHO.
It seems like a Chapter Tactic that could be tacked on to a pseudo-Dark Angel character in the 'nilla 'dex, but that's about it.

Hell, I think Captain Collius is still slightly off the mark, but is closer.

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