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Made in us
Irradiated Baal Scavanger





Hello everyone,
Just curious what people thought of our index entry, and what they would expect or like too see when our actual codex is released.
My thoughts; Well our armor is still red thats a bonus in my book But otherwise I was a little disappointed by the lack of melee bonuses, but I suppose they need to save something for the codex.
Our jump pack assualt is decent especially with our shift to becoming Micro Wave Melta Marines. What does everyone think about special rules, Fluff, Play Style, or any other Blood Angel related things you would like too see or your current expierences?
Thanks for discussing!

“Beware that, when fighting monsters, you yourself do not become a monster... for when you gaze long into the abyss. The abyss gazes also into you.”

― Friedrich Nietzsche  
   
Made in cn
Prophetic Blood Angel Librarian




-The Flamestorm Cannon actually being a decent weapon for its cost (remember you are having to take into account the base cost of The Baal too since aside from 2 Heavy bolters/flamers, that's all you are getting whilst having to put yourself in all sorts of dangerous ranges to use it). Say maybe 2d6 shots.
-Whilst on the Baal, a special rule that turns its turret and sponsoons from heavy into assault weapons so it can actually use its other special rule effectively. Also giving it scout back.
-Giving our other vehicles their overcharged engines back
-Death company being at least as effective as Bezerkers.
-Sanguinary Guard options not being so expensive unless you go for powerfist+plasma pistol (eh?). How on earth is an Encarmine sword worth more than 3 times the cost of a Power sword when all it does is change damage from 1 to d3???
-Priests getting back their 'fnp' buff.
-Return of DC chaplains.
-Bloodtalons getting an extra attack for each 5 or 6 to hit (these extra attacks generating no additional attacks)
-TYCHO GETTING HIS GODAMN DEAD MAN'S HAND BACK... to make sure he isnt once again the most pointless character in existence. How long we been asking for that? Either do it or just retire the model GW... he died in 3rd edition fluff, what's with the long goodbye? Even models like Doomrider and Macharius have come and gone since then.
-Astoraths 'Mass of Doom' being actually useful since he already has 'Litanies of Hate' (Did the same person actually write all the rules for Astorath? If so did they check out half way through, recieve some bad news in the night, have a few days off and upon returning, not bother reading what they had already put before finishing him off?)
-Give Lemartes back the ability to make DC reroll failed wound rolls. Maybe Astorath too. Keep the re roll to hit and DC Chaplains get just this.
-Drop pods can take Dreads again.
-Basically not having all of our Faction Weapons (hand flamer, inferno pistol, Angelis boltgun, Frag Cannon, Encarmine Weaponary, Furioso fists, blood talons) being INSANELY over costed.

This message was edited 2 times. Last update was at 2017/08/20 17:06:31


 
   
Made in us
Irradiated Baal Scavanger





Whoa great Reply!

Flame Storm Cannon- Something does seem to be lacking but if the Baal could use its heavy flamers after advancing that'd be some serious bbq. Its nice it does 2 damage and is a +1 str and additional AP Heavy flamer. However like you said that range is just too much risk for minimal reward. Maybe 2 Mortal Wounds for damage or increased range. Tank Cannon flamers should have better range if not damage, IMHO. The 2d6 would be stealing the frag cannons thunder. Frag Cannon on a Baal though... :-) I'd be into that lol. I'm running mine as a dakka Pred more or less.

Over Charged Engines- Definitely should be standard. I wouldn't mind a slight price bump compared to vanilla chapters.

Death Company- I completely missed the no DC Chaplins
:-o I'm sure they will return though. I'm thinking nothing is going to compete with berzerkers after seeing how they can have 3 ROUNDS of fighting in a single fight phase and all their bonus attacks stacking... Damn World Eaters. I'd like an army wide melee ability, +1 Str, +1 Attack, +1 To hit on The Charge. Since Initative is gone maybe Red Thirst Reroll 1's and 2's When rolling charge distance. In addition to DC's Black Rage.

Excarmine Swords- Yeah I think they forgot a reroll misses and failed wounds, and an additional AP value for that cost lol.

DC Chaplains and Priests- Agreed, hoping for the army wide +1 Str on the charge, That would synergise well with a nearby priest!

Blood Talons- Definitely need a version of their old shred rule. Furiso Fists are better IMHO Guarenteed 3 damage and reroll to hit if using a pair... Talons have the same stats but pay for the privilege of rolling 1d6 for damage and don't have reroll misses.

Dead Mans Hand- Could not find my 3rd edition codex lol, I do remember his digi laser some (no armor save short range usable in melee) and the old digital weapons wargear (reroll a single miss)

Lemartes and Astrorath- Cool Characters Lemartes is solid, thats funny about Astorath his model looks great and love that axe. Hopefully with DC Chaplains getting put back in they will make things right.

Our weapons are pretty cool albeit expensive, Frag Cannon is powerful (potentially) a lot of auto hits there. Blood Talons, and Baal Flamers, need attention. Hand Flamer is weak maybe 3 hits rather than d3, Inferno pistol is crazy expensive, its great it does d6 damage and is a pistol but unless your in melee with a vehicle or monsterous creature its wasted. Its not like you can choose who to melt in melee and that range is enough of a handicap IMO. Maybe Mortal Wound damage since that carries over.

This message was edited 1 time. Last update was at 2017/08/20 22:38:51


“Beware that, when fighting monsters, you yourself do not become a monster... for when you gaze long into the abyss. The abyss gazes also into you.”

― Friedrich Nietzsche  
   
Made in us
Locked in the Tower of Amareo




The problem is too immense to speculate at this time, i think. We have to rely on nerfs to other armies.
   
Made in us
Longtime Dakkanaut




I'd probably say they should have assault squads back as troops, access to fast vehicles across the board, access to 5+ again.

Basically just give them their 5th codex back and they'd at least be in a flavorful place again.

Then I'd add things like DC attacking again when they die, and a chapter tactic that lets them assault after advancing. This would make them the durable flamer/melta marines, good at fast mech and jump pack troop army.
   
Made in us
Rampaging Furioso Blood Angel Dreadnought





Boston, MA

My greatest annoyance with BA so far is needing all the (expensive) buff characters to make already expensive units do what they're supposed to do.

Relying on assault, when you have to string along several buff characters is just an enormous pain and sometimes just impossible to get everyone in base and maintain the buffs etc, or not leave your character dangling alone.

Please check out my photo blog: http://atticwars40k.blogspot.com/ 
   
Made in us
Longtime Dakkanaut




It's worth noting that most of the time you can get a guy within an inch of the enemy, and have another guy be an inch away from him and still within 6" of a character. Just takes some planning on your part.
   
Made in us
Locked in the Tower of Amareo




It's still too expensive to be remotely effective.
   
Made in cn
Prophetic Blood Angel Librarian




If it was a preplanned battle, I would consider asking opponents if they are ok with me paying the cost for and having a powersword/axe instead of Encarmine Weapons for the SG until the absurdity of their price tag is fixed. The Angelus boltgun can just be a normal one too. Helps being down SG price from insane to just over costed.
   
Made in de
Nihilistic Necron Lord






Germany

We should be the only chapter who can deepstrike a dreadnought. We should be able to deepstrike 7" away from the enemy. Our flamers need a cost reduction, or they need to get better for the point cost.
   
 
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