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Every unit gains Furious Charge
Dante and Seth moved to Lord of War slots
Sanguinary Priests moved to HQ Death Company and DC Dreads moves to Elites, Librarian Dread to HQ Sanguinary Guard now 5-10 in a squad
Baal Predators moved to HS Assault Marines moved to Fast Attack
Only Terminators have Dedicated LR Reclusiarch gone, Chaplains presumably moved to HQ Honour Guard gone, replaced by Command Squad in Elites
Changes to key units:
Sanguinary Guard dropped to 33 ppm, and cap at 10 models
Tactical Squads given option for Heavy Flamer, points presumably dropped in line with SM codex
DC Jump Packs cost 3 ppm Priests now grant +1WS and FNP to their squad, base 60 points
Only Baals, Rhinos and Razors are Fast
Changes to Characters:
Dante gains Eternal Warrior, and a S+2 AP2 not-unwieldy Axe
Mephiston has chaged a lot:
WSBS S T W I A L A
6 5 5 5 3 5 4 10 2+
Warlord trait: Adamantium will
Lvl 3
Special rules: FC, IC, Fleet, No Fear, Hypnotic Trance: Roll 2D6 if fighting in a challenge: If result is the L of the opponent or more, Mephiston hits on 2+.
Has one unique power: Blessing, he gets S10.
His sword is AP3
Sanguinor drops to a 4++, rerolls hits/wounds in challenges
New Powers, Detachment and Warlord Traits:
Psychic powers are:
Primaris: Blessing. +D3 to A and I to psyker or target character at 12"
1. Malediction. Target unit at 12" takes a Moral test with -2
2. Blessing. Target unit at 18" gets Rage. If they had already that rule, they get +1A instead
3. Blessing. Psyker and his unit get 5++
4. Focussed witch fire. Target makes 2 T tests. Take one W for each failed test. If targed dies, place 5" blast with S4 and AP5.
5. Beam.12" S8, AP1 Lance
6"Blessing. Targe infantry unit, moves 12" in the psychic phase. No charging after this movement
Detachment is nice:
Mandatory 1 HQ, 1 Elite, 2 Troops
Optional: as usual, but 3 additioanl Elite (Total 4)
Special rule: +1I when charging, all the army, any turn.
Warlord traits are:
1. Warlod gets Rampage
2. Warlord gets +1 I
3. One warlord's weapong gets mastercrafted
4. Warlord gets Adamantium will
5. Warlord gets Descent of the Angles (Dante's trait)
6. 12" fearless bubble
BA Relics:
– Wings of Angels: Model gets jump infantry. He and his unit may re-roll scatter AND mishap table results. Intercepting units may only make snapshot when shooting at this unit.
– Crown of Angels: Model causes fear and the test must be made by -2 on moral check.
– Gallian's Stave: +2S, AP4, Melee, Concussive, Force, Channeled Rolls: Re-roll 1s in psychic tests - although additional 1s do damage the bearer (hard to read) (unclear what it means)
– Blade of Courage: S Bearer, AP2, Melee
– Veritas Vitae: Bearer gets an additional warlord trait from Strategic Traits
– Fury of Baal: 12″, S7, AP2, Pistol, Mastercrafted, Plasma weapon but NO overheating/gets hot
Spoiler:
Warhams-77 wrote: The Black Library Blog shows some more images from the Digital Blood Angels Codex
Automatically Appended Next Post: It seems you missed the codex leaks on 4chan last night. It was from the english book this time
...the Storm Raven *is* FA.
..., and the Vindicator (1XX pts barebones) *can* take overcharged engines for 10 pts.
I'm sitting here with the english book right in front of me. Vindicator has the [fast] option as the first option, right before siege shields.
All army-wide special rules outside of Combat Squads are gone. Everybody has Furious Charge.
Detachment has 4 elites, one of which is mandatory, warlord reroll and +1I on the charge for everything.
Warlord traits: Rampage, +1I, Mastercrafted for a weapon, Adamantium Will, Fearless for EVERY friendly imperial unit within 12", reroll reserves and scatter for Jump, Flyer and Skimmer.
Relics: Fear at -2Ld, one free strategic warlord trait, MC plasma pistol, no-frills AP2 melee weapon, jump pack that allows to reroll scatter and mishap & forces Interceptors to only snapfire at wearer, force maul that allows rerolling 1s one psy tests at the danger of taking a wound if the reroll is also a 1.
Sanguinary Discipline: +d3I and A for a character, morale check at -2Ld, grants Rage or +1A if you already have that, 5++ for unit, some gakky focussed witchfire, a S8 AP1 Beam Lance and one that moves a unit 12" ignoring terrain, but counts as moved for shooting and can't charge.
Most rhino-chassis vehicles lost fast and must now buy it as vehicle gear for xx pts.
Jump Packs are now x pts per model for units.
Assault squads are FA now.
Vanguard & Sternguard are now the same as the C:SM ones.
Death Company are elite now. Trade 1WS for Rage.
Lemartes is a seperate elite choice now. Fury Unbound is once per game now.
Sanguinary Priests are now HQ, one guy per slot. Give FnP and +1WS.
Corbulo has 6" aura of +1WS/I.
Tycho lost all melee weapons and special ammo.
Astorath's axe now causes ID on a 6 to-wound and is two-handed, but is otherwise a poweraxe.
Dreads are now split into Librarian(HQ), Furioso (Elite), Death Company (Elite) and staddard (elite).
Furioso Force Halberd is a powerfist with Force but without Specialist Weapon, so no +1A.
DC dread lost 1WS and 1A.
Furioso is NOT venerable.
Sanguinary Guard maxes out at 10, death masks grant Fear.
Tacticals may take a heavy flamer for a heavy weapon and a grav gun for a special weapon.
inferno pistol and hand flamer are availiable to all characters but scout sergeants.
Dante is a LoW and got a massive buff. Axe is now S+2 AP2 Mastercrafted. Dante gets Eternal Warrior, a free tactical warlord trait on top of his Descent of Angels and a 6" fear bubble.
Seth is a LoW and has Rage, Rampage and causes two hits for any 6 rolled to hit.
Land Raiders lost Deep Strike and are now Heavy Support.
But on topic, I for see SangGuard and Dante seeing a lot of play, with the points drops all round and Dante maybe being the first character to actually deserve a LoW slot. I imagine Triple/Quad Flamer-Tacs will be the go to troops choices, with Melta-toting Assaults in FA for tankbusting mobility (especially if they get 2 for 5 on specials). HQ will probably be a mix of Reliced up Captains, Priests and Librarians, with Mehpiston used in death stars now he's an IC.
Personally, aside from expanding my SG and grabbing another Tac squad or two, I don't expect to change things up that much, although I might have to rethink my Assault Marine Delivery Method if we've lost the Flying Land Raiders of Awesome.
I'm probably gonna get myself a Land Raider now that I have Termies being delivered to me as we speak. Maybe another Baal since I only own one, but for the most part my troops are in a good standing with two squads of Tacticals, Assault, and Devastators each. Maybe also get my hands on a Mephiston model and more DC marines.
Super disappoint we didn't get the Talon flyer.
Only in Death does Duty end
3rd Company
Bravo Two Seven "Ironhides"
2014/12/10 00:49:06
Subject: Re:Adeptus Astartes Blood Angels 7E Tactics
Sorry Paradigm, I didn't mean to step on any toes. Copied your list of changes to OP.
To me Grav Guns and Heavy Flamers look like they'll be the biggest changes in how we do things.
I haven't been able to get a straight answer out of anyone if Drop Pods have been moved to the Fast Attack slot, like what was done for Space Wolves. If so, Blood Angels would become a lot more attractive as allied forces.
There has been a lot of mentions of the triple flamer tac squad. Flamer, Heavy Flamer, and combiflamer/hand flamer sgt. May just annoy MEQ, but would put the hurt on anything in lighter armor.
It doesn't look like Blood Angels will get Centurion Armor, but there is also the possibility of Drop Pod Grav Centurions Allies with FADPs.
I am a completely new Blood Angels convert. I bought the Deathstorm box and am battling (perhaps losing?) with whether to start up the army. I am quite inexperienced with Blood Angels - no one in my group plays them. I have a few questions:
1). What are Blood Angels players going to do with the Troop slot now?
- Is Cassor the Damned worth it as a Troop?
- What about Raphens Death Company? Is it better to build these less haphazard as part of a larger Death Company squad instead?
2). How do people normally kit their Death Company units? Expendable bodies for a few hammers and fists?
adamsouza wrote:Sorry Paradigm, I didn't mean to step on any toes. Copied your list of changes to OP.
Hah, no worries! Two threads are better than one, as they say!
rollawaythestone wrote:I am a completely new Blood Angels convert. I bought the Deathstorm box and am battling (perhaps losing?) with whether to start up the army. I am quite inexperienced with Blood Angels - no one in my group plays them. I have a few questions:
1). What are Blood Angels players going to do with the Troop slot now?
- Is Cassor the Damned worth it as a Troop?
- What about Raphens Death Company? Is it better to build these less haphazard as part of a larger Death Company squad instead?
2). How do people normally kit their Death Company units? Expendable bodies for a few hammers and fists?
For troops, Cassor is decent enough;: he's identical toa regular DC Dread you'd find in Elites, so there's nothing to lose by taking him here. The DC I'd build with JP and maybe one Power Weapon, the rest bare, clocking in at 130 points for a very dangerous unit. In troops, Flamer Tactical Squads in Pods are looking very nice, and Scouts pack a rather nice punch even if you want to keep them cheap.
Warhams-77 wrote: The Black Library Blog shows some more images from the Digital Blood Angels Codex
Automatically Appended Next Post: It seems you missed the codex leaks on 4chan last night. It was from the english book this time
...the Storm Raven *is* FA.
..., and the Vindicator (1XX pts barebones) *can* take overcharged engines for 10 pts.
I'm sitting here with the english book right in front of me. Vindicator has the [fast] option as the first option, right before siege shields.
All army-wide special rules outside of Combat Squads are gone. Everybody has Furious Charge.
Detachment has 4 elites, one of which is mandatory, warlord reroll and +1I on the charge for everything.
Warlord traits: Rampage, +1I, Mastercrafted for a weapon, Adamantium Will, Fearless for EVERY friendly imperial unit within 12", reroll reserves and scatter for Jump, Flyer and Skimmer.
Relics: Fear at -2Ld, one free strategic warlord trait, MC plasma pistol, no-frills AP2 melee weapon, jump pack that allows to reroll scatter and mishap & forces Interceptors to only snapfire at wearer, force maul that allows rerolling 1s one psy tests at the danger of taking a wound if the reroll is also a 1.
Sanguinary Discipline: +d3I and A for a character, morale check at -2Ld, grants Rage or +1A if you already have that, 5++ for unit, some gakky focussed witchfire, a S8 AP1 Beam Lance and one that moves a unit 12" ignoring terrain, but counts as moved for shooting and can't charge.
Most rhino-chassis vehicles lost fast and must now buy it as vehicle gear for xx pts.
Jump Packs are now x pts per model for units.
Assault squads are FA now.
Vanguard & Sternguard are now the same as the C:SM ones.
Death Company are elite now. Trade 1WS for Rage.
Lemartes is a seperate elite choice now. Fury Unbound is once per game now.
Sanguinary Priests are now HQ, one guy per slot. Give FnP and +1WS.
Corbulo has 6" aura of +1WS/I.
Tycho lost all melee weapons and special ammo.
Astorath's axe now causes ID on a 6 to-wound and is two-handed, but is otherwise a poweraxe.
Dreads are now split into Librarian(HQ), Furioso (Elite), Death Company (Elite) and staddard (elite).
Furioso Force Halberd is a powerfist with Force but without Specialist Weapon, so no +1A.
DC dread lost 1WS and 1A.
Furioso is NOT venerable.
Sanguinary Guard maxes out at 10, death masks grant Fear.
Tacticals may take a heavy flamer for a heavy weapon and a grav gun for a special weapon.
inferno pistol and hand flamer are availiable to all characters but scout sergeants.
Dante is a LoW and got a massive buff. Axe is now S+2 AP2 Mastercrafted. Dante gets Eternal Warrior, a free tactical warlord trait on top of his Descent of Angels and a 6" fear bubble.
Seth is a LoW and has Rage, Rampage and causes two hits for any 6 rolled to hit.
Land Raiders lost Deep Strike and are now Heavy Support.
Got the new WD today, there's a Flesh Tearers formation in it. I'd post pics, but mine is in german, so it'd be useless.
It consists of 3 tactical squads, 1 assault squad, 1 vanguard squad and 1 furioso.
The entire formation ignores disordered charges and are stubborn as long as the vanguard vets are alive. They also all gain +1I on the charge.
Source: 4chan /tg
This message was edited 1 time. Last update was at 2014/12/10 20:23:55
Yeah, that formation sounds pretty good. Same bonus as the BA Detachment, but also being able to multi charge without penalty is pretty good, especially if you're running flamer Tacticals. Burn out a unit, charge what's left of it and hopefully clip something else as well!
Call it a hunch, but I think the number of people being alarmed by charging Tacticals in the near future is going to skyrocket! I've always been a fan of pulling out the pistols and combat knives and going to work, with S5 I5 it'll be even sweeter.
I'm too busy wondering if the new Tactical box is a way of apologizing for making ASM FA now, or is moving the ASM simply a way of selling the new kit...?
Okay, moving on.
What the old BA armies looked like:
massed ASM in Land Raiders (impossible now)
Mephiston + Corbulo bothers (still possible, but not worth it at all as Corbulo got massive nerf)
Fast Vehicles (still possible, altough Razorbackspam isn't as doable anymore).
The red wave of ASM (doable, but not in the same way as you can't have them as troops).
So what's going to follow (I suppose):
- DC will be used more. With cheap Jump Packs you can finally get them into a combat without investing third of your points.
- Tacticals are now the only choice except for Scouts so obviously more of them
- Assault Marines might still be worth it but not in large numbers. I believe that I will use a single squad of ten Marines to deliever my HQ into battle.
- Dante might be used nowadays.
The new formation is Elite heavy, but does anyone have an idea of what we're going to do with it?
Death Company? Terminators? Dreadnoughts? All valid options for sure, but now that Priests are moved to HQ it's not half as usable.
In thinking all my Elite slots will see play most of the time. DC with a HS Land Raider in one, Sanguinary Guard with JPHQ or Dante in the second, SH Termies in the third, and either a Dread or Sternguard in the 4th.
At least one Priest in HQ, and I'll be asking my opponents if they mind me taking TDA at the old cost just so my conversions don't go to waste. If they let me, they roll with the Termies, if not I'll slap on a JP and run them with the SangGuard. Other HQ will be Librarian or Reliced up Captain (that AP2 Sword and DoAJP look nice).
Troops I'm looking at a pair of Tacticals in Rhinos with variable weapons, FA will be 2 sets of podding Assaults, maybe with Meltas.
In all, it'll be the same very aggressive and DS heavy army I've always run, just with some new tricks. While there are things I don't like about this book (character blanderising, Priests moved) I think it's shaping up to be quite nasty.
DC with packs will finally be cheap enough to bother with, which is exciting. You can give a 5 man tac squad a melta gun and put them in the old razorback, which is still pretty good. More expensive by a bit than the old way, but tac marines really are a lot better than assaults. Sanguinary Priests can be our compulsory HQs, so even if captains didn't get good, we're ok. I'm bummed about the force org changes, but this codex really does look to be pretty powerful.
Assault Squad
Baal/vanilla Predator or a Vindicator.
This would be something like 1500 points I suppose.
Uses a lot of my old figures and might be worth trying. Maybe a third Dread for uneven Drop Pods...?
Using Priests as compulsory HQ isn't a bad idea. But on the other hand, we might have some actually good HQs now so it might not be needed.
This message was edited 2 times. Last update was at 2014/12/10 23:40:50
The army list I'm toying with at the moment looks like
HQ - ?
TR1 Cassor the Damned
TR2 Tactical Squad (10 Man, Flamer, Heavy Flamer, Hand flamer) w/Drop Pod
TR3 Tactical Squad (2, 5 Man, Combat Squads for sqautting on objectives)
EL1 Dreadnaught w/Drop Pod
EL2 Dreadnaught w/Drop Pod
EL3 Dreadnaught w/Drop Pod
EL4 Dreadnaught w/Drop Pod
FA1 Drop Pod (for Cassor)
It's probably not competitive, but it looks like a lot of fun.
TROOP
-10 man tac squad 3flamer (DP)
-10 man cc&bp scouts power sword and camo cloaks
FA -10 man Assault squad, meltas
-10 man Assault squad, meltas
with the scouts and 2 fragiosos in their face turn one, should cover em enough to get the jumpers up field,
mabye dante with the sang guard, mabye a storm raven, and mabye some baals, mabye a sternguard in pod and troop DC dread in pod, dunno yet, this is what im roughly thinking atm
This message was edited 4 times. Last update was at 2014/12/11 01:16:01
I cannot imagine NOT using the 4 Elites detachment (PS - do we have a name on that?). Every list I imagine starts with 2 x Death Co and 2 xfuriosos in a pod.
i currently have 20 armless death company models, was hoping to get some ideas on some solid weapon loadouts before i start gluing arms down. Any suggestions?
I'm thinking 20 bp/CCW scouts infiltrating up, 3 drop pods of Asm with meltas to crack open vehicles or wound some MC's early, and actually deploy and run up some units of Jump pack DC led by Astorath or some other Jphq, with a fist in each squad. That should be close to 2k, and legal for the +1 init detachment. On turn 2 they will be charged by whatever remains of 3 asm squads and 2 scout squads, which will most likely combat squad to 10 squads, while the DC come across the field to bring the real pain. They could preemptively charge the in-your-face units, but either way, the combats just buy time for the DC.
Not the greatest army, but it seems pretty passable for mid-range competitiveness.
I'm really liking the new Mephiston even if he's not the horrible beat stick he once was, he can still put the hurt on. My only problem with him now is the loss of Wings, I would have loved it if we could Biomancy him up and chuck him in a squad of death co. Or Sanguinary guard but he is just to slow for them now. Perhaps joining a squad of death co, in a drop pod he that would be a horrible unit.
ACK! I tend to have a knack for playing things in one codex that become invalidated by the new one and this is no exception. I've been playing two lists -
Armour spam with 3 dakka preds, 3 Baal preds and some Landraiders along with two libby dreads
Deepstriking Landraider ASM list
Well Crap ....
Thinking of still running the three Baals but using some Storm Ravens in place of the three regular preds. Does anyone have any thoughts on how the Baals will be now that they've lost scout (which was, imo, a pretty pivotal ability for them)?
Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug
Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..."
2014/12/11 15:20:08
Subject: Re:Adeptus Astartes Blood Angels 7E Tactics
Tycho wrote: ACK! I tend to have a knack for playing things in one codex that become invalidated by the new one and this is no exception. I've been playing two lists -
Armour spam with 3 dakka preds, 3 Baal preds and some Landraiders along with two libby dreads
Deepstriking Landraider ASM list
Well Crap ....
Thinking of still running the three Baals but using some Storm Ravens in place of the three regular preds. Does anyone have any thoughts on how the Baals will be now that they've lost scout (which was, imo, a pretty pivotal ability for them)?
Now that they lost scout I can see them being taken less often. They are still really good dakka tanks, but not being able to scout/outflank I think will turn some people away.
I plan on still trying them out in a few lists, but you cant spam av13 like we used to anymore.
"It's like the 12 days of Christmas...except its the 12 days of Death" Ian Christe
I've never run Baals myself, but I don't think the loss of Scout is going to hurt them that much. With 2HB and an AC you will still be raining death on light vehicles/infantry early on, and if need be can move Fast and still fire 2 weapons. A free turn of movement is nice, but it's removal is hardly a massive blow to the now cheaper unit.
I have a pretty standard army with each slot filled on even numbers so I think I can work a good list. I probably need to get my hands on more DC and tacticals though. Really excited for this change.
Only in Death does Duty end
3rd Company
Bravo Two Seven "Ironhides"
2014/12/11 18:40:49
Subject: Re:Adeptus Astartes Blood Angels 7E Tactics
I think I prefer the synergy of all flamers or all meltas, just so everything gets used whenever the unit fires. I'm also leaning towards power Swords on Sergeants; hitting with S5 I5 he should be putting a few models in the ground before they can swing back, and makes a good duellist against other characters of a similar level.
2014/12/11 20:11:10
Subject: Re:Adeptus Astartes Blood Angels 7E Tactics
Just wanted to add, Cassor and the Deathstorm DC squad being troops is either a typo, or is specifically meant for the the Deathstorm missions only. I would not expect GW to allow troop DC and dreads for normal 40k games very long.
FAQ will probably be something like "Cassor and Rahpen's Death Company are a troop choice for Deathstorm scenarios only, when taken in a standard 40k army they are Elite choices".
So I wouldn't get too attached to them as a staple troop going forward.
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