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		<title><![CDATA[Latest posts for the thread "GW comes through on a promise (BA)..."]]></title>
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				<title>GW comes through on a promise (BA)...</title>
				<description><![CDATA[ ... and then some by adding a <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> to the newly posted <a href=http://us.games-workshop.com/games/40k/bloodangels/gaming/codex/default.htm>Codex Blood Angels</a>.]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 03:55:39]]> GMT</pubDate>
				<author><![CDATA[ Ghaz]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ It crashes everytime I try and open it.]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 04:09:35]]> GMT</pubDate>
				<author><![CDATA[ Brother Tiberius]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <div   >It crashes everytime I try and open it.</div  ><br>Works fine for me.  Make sure you have the latest version of Adobe Reader (ver. 8).]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 04:19:00]]> GMT</pubDate>
				<author><![CDATA[ Ghaz]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <br>Dante is still listed as both Jump Infantry and Infantry.<br><br>There is still no reference to full rules for the summary of wargear.<br><br>There is still no rule forcing models to disembark from their Drop Pod when it lands.<br>]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 04:58:03]]> GMT</pubDate>
				<author><![CDATA[ yakface]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ It works, just that the direct link for some reason doesn't function.  Probably that silly disclaimer you have to agree to with any <span class="glossaryitem" onmouseover='gp(50);'>GW</span> pdf file.<br><br>I hate big PDF files like that, so slow to navigate.]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 05:55:04]]> GMT</pubDate>
				<author><![CDATA[ Hans]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Hans  on  08/01/2007 10:55 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  It works, just that the direct link for some reason doesn't function.  Probably that silly disclaimer you have to agree to with any <span class="glossaryitem" onmouseover='gp(50);'>GW</span> pdf file.<br />  <br />  I hate big PDF files like that, so slow to navigate.</div></blockquote>  <br />  You are using the fast and efficient FoxIt Reader, not Adobe's bloatware, right?<br />  <br />  <a href="http://www.foxitsoftware.com/pdf/rd_intro.php" target="_blank" rel="nofollow">http://www.foxitsoftware.com/pdf/rd_intro.php</a>]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 06:19:28]]> GMT</pubDate>
				<author><![CDATA[ Asmodai]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ Does it still allow a typhoon tornado?]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 06:22:45]]> GMT</pubDate>
				<author><![CDATA[ Toreador]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ Yes they do. Still trying to wrap my head around my new army codex... ung.]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 14:40:52]]> GMT</pubDate>
				<author><![CDATA[ Moopy]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ Nice to see it actually come up in a timely fashion, just as it was rumoured to happen.<br><br>Now if we could just get the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'s squared away in such a fashion, we would be in business.]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 14:57:56]]> GMT</pubDate>
				<author><![CDATA[ Hellfury]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ I missed it in <span class="glossaryitem" onmouseover='gp(143);'>WD</span>, so this is my first time seeing the new format for marines.<br><br>WOW HOW #(@*ing ANNOYING IS THIS FORMAT!  Why put half the useful information in one place, and half somewhere else?  Why not have one listing and maybe a summary sheet of points and stats?<br><br>Lots of options lost, no commanders on bikes for example.  <br><br>I like that scouts no longer produce death company.  In fact I like the whole death company revision.  But why are scouts elites?<br><br>Can they take Inquisition allies?]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 15:19:28]]> GMT</pubDate>
				<author><![CDATA[ Kid_Kyoto]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Kid_Kyoto  on  08/01/2007 8:19 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <br />  WOW HOW #(@*ing ANNOYING IS THIS FORMAT!  Why put half the useful information in one place, and half somewhere else?  Why not have one listing and maybe a summary sheet of points and stats?<br />  </div></blockquote>  <br />  Annoying as hell, isn't it?<br />  <br />  Get used to it. This is part of the &quot;New Jervis Plan&quot; for streamlining <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 15:23:11]]> GMT</pubDate>
				<author><![CDATA[ Hellfury]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <div   >But why are scouts elites?</div  ><br />  Not because they're 'elite', but so you can't field what <span class="glossaryitem" onmouseover='gp(50);'>GW</span> feels is an unfluffy all scout army.]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 17:19:17]]> GMT</pubDate>
				<author><![CDATA[ Ghaz]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Ghaz on 08/01/2007 10:19 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <div   >But why are scouts elites?</div  ><br />  Not because they're 'elite', but so you can't field what <span class="glossaryitem" onmouseover='gp(50);'>GW</span> feels is an unfluffy all scout army.</div></blockquote>  <br />  <br />  Silly, silly <span class="glossaryitem" onmouseover='gp(50);'>GW</span>.&nbsp; If that's the issue cap them at 0-3 or something.&nbsp; Now they have to compete with much better units for precious elite slots.]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 20:26:28]]> GMT</pubDate>
				<author><![CDATA[ Kid_Kyoto]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Ghaz  on  08/01/2007 10:19 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <div   >But why are scouts elites?</div  ><br />  Not because they're 'elite', but so you can't field what <span class="glossaryitem" onmouseover='gp(50);'>GW</span> feels is an unfluffy all scout army.</div></blockquote>  <br />  Huh? Scouts are not elite, they are basic space marines in training. The 10th company of most space marine chapters is nothing but scouts.<br />]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 21:21:35]]> GMT</pubDate>
				<author><![CDATA[ davidson]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <p>This new format is really terrible.</p>  <p>And whats with all this combat squad nonsense? Way to make a razorback a useless transport option...</p>  <p>I don't understand why they repeat everything, why have a simplified pointless unit list, and then in part two have exactly the same information but with proper options? Its a total waste of time and effort.</p>  <p>What does the babyish list in part one tell you? Nothing thats helpful at all. Just the basic stat line, no points&nbsp;costs at all,&nbsp;and half of the wargear that are options...</p>  <p>How does needless duplication &quot;streamline&quot; <span class="glossaryitem" onmouseover='gp(3);'>40k</span>?</p>  <p>This is why I rarely play <span class="glossaryitem" onmouseover='gp(3);'>40k</span> anymore. Why oh why are <span class="glossaryitem" onmouseover='gp(50);'>GW</span> taking this ridiculous route in Game development? If it wasn't for the variant army lists from forgeworld I probably would have stopped my interest in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> years ago.</p>]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 22:15:25]]> GMT</pubDate>
				<author><![CDATA[ Gundammecha]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ Isn't it obvious that the first part was the &quot;tease&quot; in the June White Dwarf and the second part is the real army list?<br />  <br />  I don't think the format is too terrible. Don't like the streamlining, but other than that...<br />  <br />  Greets<br />  Schepp himself<br />  <br />  EDIT: Ok the format is terrible...The rules are mixmashed and the only reason I can think of is to make more money, sorry, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> screwed us again. My bad.<br />  <br />  Ok the download is for free, but still.<br />]]></description>
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				<pubDate><![CDATA[Wed, 1 Aug 2007 22:37:04]]> GMT</pubDate>
				<author><![CDATA[ Schepp himself]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ I have to say I don't think that combat squads make Razorbacks useless at all.  In fact, it makes them that much stronger in my opinion.  Now you can take a 10 man squad, with a Razorback.  You can put 5 of them in it, and the other 5 go wherever you want.  Or better yet, keep them as a 10 man squad and have the Razorback as a rolling fire platform and cover!  This is a very nice option in my mind.  I noticed this with the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> book and the studio confirmed with me that it was legal to do with the army.<br><br>Jeff]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 00:56:33]]> GMT</pubDate>
				<author><![CDATA[ JHall]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By JHall on 08/02/2007 5:56 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  I have to say I don't think that combat squads make Razorbacks useless at all. In fact, it makes them that much stronger in my opinion. <br />  <br />  Jeff</div></blockquote>  <br />  They aren't useless.&nbsp; They are just different and players are unhappy with adapting.&nbsp;]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 01:06:38]]> GMT</pubDate>
				<author><![CDATA[ Brother Tiberius]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By JHall on 08/02/2007 5:56 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  I have to say I don't think that combat squads make Razorbacks useless at all. In fact, it makes them that much stronger in my opinion. Now you can take a 10 man squad, with a Razorback. You can put 5 of them in it, and the other 5 go wherever you want. Or better yet, keep them as a 10 man squad and have the Razorback as a rolling fire platform and cover! This is a very nice option in my mind. I noticed this with the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> book and the studio confirmed with me that it was legal to do with the army.<br />  <br />  Jeff</div></blockquote>  <p><br />  <br />  The one big problem is that anytime you play a game with Escalation the unit can't deploy on the table (as it has a dedicated transport) and a unit that starts in Reserve cannot be split into combat squads (for some strange reason).</p>  <p>That means you have to have your one big 10 man squad now walk onto the table alongside the Razorback they can't fit in. Basically Escalation really puts a damper on this idea.</p>  <p>&nbsp;</p>]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 01:12:48]]> GMT</pubDate>
				<author><![CDATA[ yakface]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ Haven't seen escalation in any major tourney lately &gt; trend?]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 01:20:10]]> GMT</pubDate>
				<author><![CDATA[ Kesher]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ Re: Why Scouts are elites<br><br>Short form: Scouts are elites because too many people used 2 small scout squads fill their troops choices and then packed the list with everything else. This offended the sensabilities of the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> game designers - who felt that they had already made the Tactical marines some of the best basic troops in the game. You have to admit - using only two scout squads for your basic rank and file troops *is* pretty "unfluffy". <img src='http://www.dakkadakka.com/DesktopModules/NTForums/images/emoticons/biggrin.gif'> Call it part of the Designer's goal to make the codex make the armies look more like the way they "should" look on the field.<br><br>Fluff reason:<br>Scouts are not supposed to be the primary fighting force of the chapter. Tactical marines are. The Elites slot is not only to represent the quality of troops, it is also there to represent relative rarity. Since Scouts make up about 10% of a chapter - as do Terminators, they should have similar "rarity".<br><br>Last argument - yet unproven:<br>Neither the Dark Angels, nor the Blood Angels are famous for large formations of Scouts partaking of military actions on their own. They both tend to divide up their scouts to support the actions of their more experienced brethren (ie the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> Deathwing and Ravenwing). Therefore - they don't need rules to allow the creation of a "Scout companies" - since they generally don't fight that way. (it's a "specfic chapter" type of thing) This one is the weakest arguement - I grant you - but until <span class="glossaryitem" onmouseover='gp(119);'>SM</span> redux comes out - it is still possible that this is a "named chapter thing".<br><br>RE: Razorbacks<br>Just a thought, I suppose. Would the razorbacks have a similar interaction as the Pathfinder Devilfish and the Pathfinder's Scouting rule? The <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> gives the Pathfinders the right to deploy on the field and just have their Devilfish in reserve - even though it is the squad's dedicated transport. That sets a precedent. Since the Razorback would be the dedicated trasnport for only "half" the squad - could it be rules that the rest of the squad be deployed on the field?<br><br>Note: mostly playing devil's advocate here. Honestly - my <span class="glossaryitem" onmouseover='gp(25);'>DA</span> aren't my tourney army - so i really don't care. We'll probably end up house ruling it...]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 02:30:14]]> GMT</pubDate>
				<author><![CDATA[ keichi246]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By keichi246 on 08/02/2007 7:30 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  Re: Why Scouts are elites<br />  <br />  Short form: Scouts are elites because too many people used 2 small scout squads fill their troops choices and then packed the list with everything else. This offended the sensabilities of the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> game designers - who felt that they had already made the Tactical marines some of the best basic troops in the game. You have to admit - using only two scout squads for your basic rank and file troops *is* pretty &quot;unfluffy&quot;. <img    align="absMiddle"   src="http://www.dakkadakka.com/desktopmodules/ntforums/images/emoticons/biggrin.gif" /> Call it part of the Designer's goal to make the codex make the armies look more like the way they &quot;should&quot; look on the field.<br />  <br />  Fluff reason:<br />  Scouts are not supposed to be the primary fighting force of the chapter. Tactical marines are. The Elites slot is not only to represent the quality of troops, it is also there to represent relative rarity. Since Scouts make up about 10% of a chapter - as do Terminators, they should have similar &quot;rarity&quot;.<br />  <br />  </div></blockquote>  <p><br />  I applaud your efforts.&nbsp; Of course the same thing could be done by making <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads 2+, the way <span class="glossaryitem" onmouseover='gp(69);'>IG</span> platoons are 1+ but I digress...</p>  <p><br />  </p>]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 02:49:47]]> GMT</pubDate>
				<author><![CDATA[ Kid_Kyoto]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <p>Scouts are elite becuase the concept of putting 2+ next to the tactical squad description was too much for the game designers.&nbsp; Same result now, people can still take 2 cheap <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads and then break the list, only &quot;losing&quot; 20 points in the exchange.&nbsp; 1+ seems to work for the Tau Fire Warriors</p>  <p>The whole format sucks, but apparently it is what Jervis' child likes.&nbsp; I am convinced we are referring to the child he sees in the mirror every morning, or who he placates with&nbsp;the binky and blanky in his desk drawer after every meeting.</p>  <p>&nbsp;</p>]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 02:53:50]]> GMT</pubDate>
				<author><![CDATA[ Dragonmann]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ I applaud the fact that A) they released an official update to a codex in <span class="glossaryitem" onmouseover='gp(143);'>WD</span> (for once making it worth buying), and B) they actually realesed a <span class="glossaryitem" onmouseover='gp(36);'>faq</span> for it. It's not a perfect list and the formatting is off but it's still a real bright spot for a company that hasn't had a whole lot to recommend itself lately. <br><br>That said, improvements could be made. ]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 04:44:30]]> GMT</pubDate>
				<author><![CDATA[ Sgt_Scruffy]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ Can we keep the discussion to valuable criticisms of the codex and stay away from the personal attacks on Jervis?  We get it, you don't like him, do you have anything productive to say about the codex?<br><br>Personally, I like the way the <span class="glossaryitem" onmouseover='gp(349);'>DC</span> work now.  Easy and now doesn't discourage taking terminators or other expensive troops and doesn't encourage taking naked Vet Sgt's to get the extra powerfist.<br><br>I wish they <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> was a little more in depth though.  Had the Techmarine not being able to use his plasma cutter in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> been <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'d before?<br><br>Ozymandias, King of Kings]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 04:45:40]]> GMT</pubDate>
				<author><![CDATA[ Ozymandias]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ Elite scouts will also probably reduce their sales. Many players build their armies by filling out the force organization chart. Especially with Combat Squads, it's tough to fill up the troop slots.<br><br>Between Vets/Vet Assault Squads, Terminators and Dreadnoughts, Elites tend to disappear awfully fast. The only slot with more competition is Heavy Support.]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 04:54:06]]> GMT</pubDate>
				<author><![CDATA[ Asmodai]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Ozymandias  on  08/02/2007 9:45 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  Can we keep the discussion to valuable criticisms of the codex and stay away from the personal attacks on Jervis?  We get it, you don't like him, do you have anything productive to say about the codex?<br />  <br />  Ozymandias, King of Kings</div></blockquote>  Uhhh... Jervis is personally at fault for codex issues so it is a total legit criticism of the codex by going after him. He admitted at Adepticon that there was errors in the Dark Angel codex and refused to fix them until the next Dark Angel codex.<br />  <br />  He also admitted that he pretty much ignores player feedback and concern by just just saying &quot;I love my job&quot; The guy is a total jack off who doesn't understand the game, but uses his 10? year old kid's ideas and feedback to effect everyone else. The guys needs to screw off and go join wizkids to work on click games where his &quot;stream lining&quot; and dumbing down of the game might be welcomed. <br />  <br />  As for the codex lay out.... they attempted to copy the codex layout of 2nd edition books but failed like a stone zeppelin. In 2nd ed every unit had its own page of full of special rules and stats, in the current 4th ed book most units have some rules, alot of fluff on half of a page... in large font. It's like they are in college trying to trick the professor by submitting a 2 page required report by enlarging the font of 1 pages worth of work!]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 06:17:19]]> GMT</pubDate>
				<author><![CDATA[ davidson]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ It does not say that Mephiston cannot party in Las Vegas.<br><br>- G]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 07:04:30]]> GMT</pubDate>
				<author><![CDATA[ Green Bloater]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ I'm REALLY not a fan of the combat squads and the reduced options.&nbsp; Any time you make fewer options to spend your points you limit the ability to spend points efficiently.&nbsp; This means you'll see a few lists rise to the top that maximize what's given.&nbsp; You either play these lists or you play something that's less effective.&nbsp; Less options = less ability to field an effective army that's different.&nbsp; I don't want my army looking like everyone else's army. Combat squads should be an option and people not sentenced to them; the only people who should be forced into combat squads are the ridged Ultramarines.<br />  <br />  Putting scouts as a 0-2 troop option would have been better. The fact that they don't give <span class="glossaryitem" onmouseover='gp(349);'>DC</span> is a natural incentive not to take a lot of them anyways. <br />  <br />  While Mephiston is nasty, he's still rather vulnerable.&nbsp; No invo save for your Chapter Master?? Wha?&nbsp; You'd have figured that he would have at least gotten a 5+.&nbsp; Note that his gaze only works with folks in <span class="glossaryitem" onmouseover='gp(242);'>btb</span> with him.&nbsp; That means anyone in the 2nd/3rd are free to pound away; orks, put your nobs there.&nbsp; Any rending unit like Stealers or Blood Letters, mobs or ork choppas and Demoneets will work him over. <br />  <br />  With assaulters going troops, I don't understand why they cut back on the options. 15pts a plasma pistol? Maybe 10 but not 15. No flamers?? What? That part confuses me as every other marine assault squad can take flamers but <span class="glossaryitem" onmouseover='gp(10);'>BA</span> cant?&nbsp; huh.&nbsp; Now you have a lot of boring looking assault squads running around.<br />  <br />  I can't find a good reason why they took out SHP.&nbsp; It's like taking away Interogator Chaplins for <span class="glossaryitem" onmouseover='gp(25);'>DA</span>- a fluffy unit that was cool to field.&nbsp; <span class="glossaryitem" onmouseover='gp(759);'>SP</span> are still used in the Honor Guard and the fluff text still says they play a vital importance to the chapter soooooo... huh again. <br />  <br />  I DO like what they did with the supercharged engines.&nbsp; No more mobile bombs!&nbsp; Victory!<br />  I DO like what they did with <span class="glossaryitem" onmouseover='gp(349);'>DC</span>.&nbsp; Gets rid of everyone whineing about how we got them for &quot;free&quot; and all those other old tired misconceptions.&nbsp; This finally puts all that to rest and we can get on with the game.<br />  <br />  As a rough draft, this isn't a bad start but also needs a lot of work.<br />  <br />  **EDIT BY MOOPY**<br />  Mephiston isn't the <span class="glossaryitem" onmouseover='gp(746);'>CM</span>, my bad! However he's the only one to over come the BR so that would still warrent an invo save.  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 07:49:16]]> GMT</pubDate>
				<author><![CDATA[ Moopy]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <p><div   > Scouts are not supposed to be the primary fighting force of the chapter. Tactical marines are. The Elites slot is not only to represent the quality of troops, it is also there to represent relative rarity. Since Scouts make up about 10% of a chapter - as do Terminators, they should have similar &quot;rarity&quot;.</div  ></p>  <p>&nbsp;</p>  <p>Yeh, assault marines are the primary troops of <span class="glossaryitem" onmouseover='gp(10);'>BA</span>. Nice to have the download tho to put in a binder and helps to cut back on opponents whining of inconsitancies and cries of cheese. C-squads blow like no other and still remain the worst idea with this rewrite.</p>]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 08:19:20]]> GMT</pubDate>
				<author><![CDATA[ Lemartes]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Moopy  on  08/02/2007 12:49 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  While Mephiston is nasty, he's still rather vulnerable.&nbsp; No invo save for your Chapter Master?? Wha?&nbsp; You'd have figured that he would have at least gotten a 5+.&nbsp; Note that his gaze only works with folks in <span class="glossaryitem" onmouseover='gp(242);'>btb</span> with him.&nbsp; That means anyone in the 2nd/3rd are free to pound away; orks, put your nobs there.&nbsp; Any rending unit like Stealers or Blood Letters, mobs or ork choppas and Demoneets will work him over. <br />  </div></blockquote>  <br />  Well, Bloodletters and Daemonettes won't exist after September's Chaos codex, so that's two less rending units to worry about  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> &nbsp; It *is* pretty silly to have a chapter master with no invo save though.<br />  <br />  Obligatory on-topic comments on the codex: <br />  <br />  Layout: irritating<br />  Fixed number squads:&nbsp; deal with it, I play <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and we've always had fixed number squads.<br />  Reduced options:&nbsp; clearer than using an armory, really.&nbsp; Not much argument there.<br />  General trend of 'balanced' less-option-y codices:&nbsp; Could make the game more balanced and playable.&nbsp; Hey, for a real tactical game there's always Warmachine  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br />  <br />]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 09:02:10]]> GMT</pubDate>
				<author><![CDATA[ Strangelooper]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ I really don't like how Assault Squads are troops. Despite the <span class="glossaryitem" onmouseover='gp(349);'>DC</span> and SHP's, the Blood Angels are a Codex Chapter, and therefore only have 2 Assault Squads per company. They have Vet Assault Squads, and that's fine, but they should have the same amount of regular Assault Troops as every other Codex chapter out there.<br />  <br />  And I hate that, once again, they've done a rules cop-out with the <span class="glossaryitem" onmouseover='gp(349);'>DC</span> and just decided to 'fix' them by giving them rending. It seems as though whenever you want to fix a unit, you give it rending. And can anyone explain to me why the Death Company, who are crazy and uncontrollable by nature, seem to be more stable than Possessed, who will be rolling randomly for their powers come the end of August?<br />  <br />  BYE]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 09:28:40]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ Mephiston isn't a chapter master, and the librarians in both <span class="glossaryitem" onmouseover='gp(25);'>DA</span> and <span class="glossaryitem" onmouseover='gp(10);'>BA</span> do not have <span class="glossaryitem" onmouseover='gp(162);'>Inv</span> saves unless in terminator armour. They become paper tigers and less combat machines at that point. I do like the fact that certain <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> options give you different benefits, and there is no real kneejerk must have <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit. They all compete now. <br />  <br />  With the removal of 1+ and 0-1 in army books, Scouts would have to be moved somewhere else or people would take the min two they needed and move on. Yes, there is a lot they could have done, they just didn't. I rarely every use scouts, so I can't really say much about it, doesn't affect me. <br />  <br />  I like combat squads, as I have hated the min/maxing of marine units, but escalation does make it a hard decision. If they would have allowed you to split squads even from reserves it would make more sense, but right now it's hard to plan ahead. <br />  <br />  Options that were too good and always used were upped in price. Some maybe too much (Plasma), but only time and playing games will tell. And only when the codexes are all somewhat balanced. Otherwise there is no way to tell if it is good or not. <br />  <br />  Power specific daemons come back in the next dex, geesh. I thought the Eldar players were bad. <br />  <br />  Checkers is tactical, and the only options you have are to choose red or black..<br />  <br />  <span class="glossaryitem" onmouseover='gp(349);'>DC</span> are crazy and uncontrollable, and infused with godly power. Rending fits, and isn't as bad as all the powerfists and weapons that came before. Kisses have always fit the rending profile. I don't see much of a problem with it. <br />]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 09:43:41]]> GMT</pubDate>
				<author><![CDATA[ Toreador]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ This is like the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> fights all over again.  I better leave now...<br><br>Ozymandias, King of Kings]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 11:05:39]]> GMT</pubDate>
				<author><![CDATA[ Ozymandias]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ One more issue with combat squads... how do you attach your commanders to them?  Woops!  10 man rhino/<span class="glossaryitem" onmouseover='gp(262);'>dp</span> are now full. 5 man drop pods and rhinos are... wasteful at best. Curbulo is awesome and... very hard to get to your front line unless you chose to have the half strength option.]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 11:30:36]]> GMT</pubDate>
				<author><![CDATA[ Moopy]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ I agree that combat squads suffer the drawback from escalation or any mission that forces you to start with the bulk of your army in reserve. There is at least one <span class="glossaryitem" onmouseover='gp(48);'>GT</span> mission this year where you do start with the majority of your army held in reserve... it is the one that was unpopular in Las Vegas with attacker and defender. Combat squads do work well for Ravenwing bikes since they have the scout <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. I also agree that assault squads as a Troop choice for Blood Angels does not come across as following the fluff... too much like Space Wolves. However, if you do take 10 assault Marines as one unit and drop their jump packs for a rhino or drop pod then they cost less than a tactical squad with 10 Marines and a rhino or drop pod, and I think this has some value from an army building perspective. I still think the tactical squad is the better choice since they can rapid fire.<br><br>- G]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 11:31:33]]> GMT</pubDate>
				<author><![CDATA[ Green Bloater]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Toreador on 08/02/2007 2:43 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  With the removal of 1+ and 0-1 in army books, Scouts would have to be moved somewhere else or people would take the min two they needed and move on. Yes, there is a lot they could have done, they just didn't. I rarely every use scouts, so I can't really say much about it, doesn't affect me.&nbsp; <br />  </div></blockquote>  What? I was under the impression most people like regular Marine squads. Why would someone cheap-out on two 5-man Scout units and then 'move on'.<br />  <br />  That just seems absurd.<br />  <br />  BYE<br />  <br />]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 13:03:25]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By H.B.M.C.  on  08/02/2007 6:03 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By Toreador on 08/02/2007 2:43 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  With the removal of 1+ and 0-1 in army books, Scouts would have to be moved somewhere else or people would take the min two they needed and move on. Yes, there is a lot they could have done, they just didn't. I rarely every use scouts, so I can't really say much about it, doesn't affect me.&nbsp; <br />  </div></blockquote>  What? I was under the impression most people like regular Marine squads. Why would someone cheap-out on two 5-man Scout units and then 'move on'.<br />  <br />  That just seems absurd.<br />  <br />  BYE<br />  <br />  </div></blockquote>  <br />  People generally didn't like them if they had to take them with the Combat Squads rule.&nbsp; Or if they're trying to do a &quot;specialized&quot; (read: powerful) list like Lysander Wing where Scouts work out better than <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines for filling out your requisite 2 troop <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slots.<br />  <br />  That's really the main problem with the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> dex, there isn't a very efficient troops choice compared to what other lists can do.&nbsp; And with <span class="glossaryitem" onmouseover='gp(10);'>BA</span>, Assault Squads as troops are cool, but Vet Assault Squads are so much better it's sad, so the best troops choices for <span class="glossaryitem" onmouseover='gp(10);'>BA</span>'s is two 5 Man Assault Squads with a <span class="glossaryitem" onmouseover='gp(105);'>PF</span> on the sarge, and the rest of the points go into <span class="glossaryitem" onmouseover='gp(349);'>DC</span>, Vet Assault Squads, BAAL's or <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>'s, and then Characters.<br />  <br />  <br />]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 13:43:40]]> GMT</pubDate>
				<author><![CDATA[ Voodoo Boyz]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By H.B.M.C. on 08/02/2007 2:28 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  I really don't like how Assault Squads are troops. Despite the <span class="glossaryitem" onmouseover='gp(349);'>DC</span> and SHP's, the Blood Angels are a Codex Chapter, and therefore only have 2 Assault Squads per company. They have Vet Assault Squads, and that's fine, but they should have the same amount of regular Assault Troops as every other Codex chapter out there.<br />  </div></blockquote>  <p>&nbsp; I don't see it as any worse than the Scout Squads as troops choices in the Space Marine Codex.&nbsp; Hell, a codex chapter (generally) has a lot more Assault Marines than scouts anyway.&nbsp; 8 squads in the battle companies, plus ten in the 8th company.&nbsp; </p>  <p>&nbsp; Assault Marines as Troops allows Blood Angels players to field an 8th Co. army if they want, just as Scouts as Troops allows an Ultramarines player to field a 10th Co. army.&nbsp; No big deal.&nbsp; <br />  <br />  </p>]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 14:59:12]]> GMT</pubDate>
				<author><![CDATA[ Pariah Press]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ Well I want to field a 9th Company Army.<br />  <br />  Who would play me?<br />  <br />  BYE]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 16:58:42]]> GMT</pubDate>
				<author><![CDATA[ H.B.M.C.]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ Having read the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> Codex... I love it.  Marines that feel right to me.  Want to min-max my squads?  Buy more damn troops.  We get a serious discount on marines 6-10 in these units, so use it!  I like the combat squad option, and can totally see fire support Las/<span class="glossaryitem" onmouseover='gp(166);'>Plas</span> in the back with mobs of little 5-man-plus-Fist units in the front - or even naked 5-bolter unit or two to act as speedbumps and chargebait for massive counter-rapid-fire or counter-charge.<br><br>Death Company scares the pants off of me, what an awesome unit.  Rending Power Armour Jump Infantry with Feel No Pain and A4 on the charge?  Yikes. That's nails.  I can't wait to hear the complaints once that unit starts chowing whole armies.<br><br>I like it.  I like the army design, I like the fact that Extra Armour is more appropriately priced, I like the fact that specifying options for each unit and character allows for balanced point costing (instead of a universal point cost in the armoury) per unit, character, or vehicle.  I like that they're publishing lists in a quick format that doesn't require the printing of a new book.  I like the way the cost of units actually starts to reflect value, and the way they are recognizing and fixing some of the nastiest list possibilities (like making AssCans more expensive on everything and restricting them to ONE per termi unit).<br><br>Remember back when rules for armies ALWAYS appeared in <span class="glossaryitem" onmouseover='gp(143);'>WD</span> first, then got collected into a "Compendium"?  Aka, the big Red book and the big Yellow book?  It was great - I'd like to see more of it, because then we get faster army/rule mod releases, and then have time to playtest and show what's really broken with it in time for the annual compendium release to FIX things with the reprint (instead of being, say, stuck with a brokenly good Space Marine codex for at least 4 years or a brokenly bad Ork codex for, um, what... 9 years now?).  How sickly cool would it be to get an Ork Codex in 4 monthly installments in White Dwarf - full of fluff and modeling articles and all the rules you need for new Orks, and then follow it up with a collection release in a Compendium at the end of the year with the most obviously broken/confusing/ugly things edited and/or removed thanks to all our awesome player feedback!  Imagine a new Dark Eldar codex that doesn't need a massive minis release or anything else going along with it because that RULES publishing in <span class="glossaryitem" onmouseover='gp(143);'>WD</span> drives <span class="glossaryitem" onmouseover='gp(143);'>WD</span> subscriptions, drives new army building and adoption, drives better codices through more frequent revision.<br><br>HBMC: I would totally play you if you fielded a 9th company army.  Especially using the revised <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad rules.  You bring your 6 <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> Squads (at a cost of, oh, 255 pts per 5 marines with 4 lascannons) and a Company Commander.  You might even have room for a Dreadnought in your points allotment, but not if you added ablative marines to the squads.  24 Marine Lascannons = 13 wounds on anything, or a dead first turn Falcon, sure... but what about the rest of the army you're facing?  I daresay that C99s StealerShock or any infantry-based force would eat a 9th company army pretty well, though of course you'd do alright against Zilla or Mech Anything.<br><br>-JT]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 17:38:26]]> GMT</pubDate>
				<author><![CDATA[ JTS1486]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By JTS1486  on  08/02/2007 10:38 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  We get a serious discount on marines 6-10 in these units<br />  <br />  -JT</div></blockquote>  <br />  No... we don't get any discount for buying the 2nd half of the combat squad (marine 6-10). Marines are 15pts a hit.&nbsp; 5 marines = 75pts. No discount.&nbsp; The only reason the first 5 were higher was because of the <span class="glossaryitem" onmouseover='gp(349);'>DC</span> and the vet sgt. And since for all intents and purposes the average <span class="glossaryitem" onmouseover='gp(10);'>BA</span> now = the average generic marine, there's no reason not to cost the same. <br />  <br />  So, no savings.]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 17:46:38]]> GMT</pubDate>
				<author><![CDATA[ Moopy]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ It is saving over buying a new 5 man squad, which is where the balance starts to come into play. You have to choose carefully what you take. <br><br>People like min/max marine squads. Without that, they generally take the cheapest fulfillment of troops and then max out on the other slots. Scouts were that cheap fulfillment. ]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 18:24:59]]> GMT</pubDate>
				<author><![CDATA[ Toreador]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ I would actually like it, if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> &quot;fixed&quot; vet squads by giving their lasguns rending&quot; but only if they kept the points low, and gave them all auto chameleon.&nbsp; <br />  <br />  Maybe rending will become so standard that their will be squads immune to rending?&nbsp;&nbsp; Ive never understood what rending is supposed to represent anyways.]]></description>
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				<pubDate><![CDATA[Thu, 2 Aug 2007 20:51:49]]> GMT</pubDate>
				<author><![CDATA[ epidemicHEART]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ Moopy my boy, you miss the point entirely.  Toreador gets it.  Marines aren't 15 points per anymore... they're bought in batches.  Your first batch has a high average cost per trooper, and the second batch is lower... even AFTER you buy your lascannon.<br><br>Don't confuse the way you USED to buy Marines with the way you ARE buying Marines.  Doing that is living in the past and can only bring you pain.  Through that lens, you're getting all those grenades effectively for "free" too... but what does that mean, really?<br><br>My point is that those of us who want to be highly competitive will still do ALL the math, and we will still min/max lists for points effectiveness.  It's nice that this list both:<br>A) encourages full Troops choices by making them cheaper<br>B) encourages full Troops choices by giving them more weapon options<br>C) punishes min Troop army builds by making them more expensive<br>D) removes the cheap 2 5-man scout unit Troop option for army builds<br>...which means when we min/max our armies, we may end up with armies that look more like a lot of the fluff suggests.  I'm mostly excited because it's an army list that seems to use some math to actually encourage and enable the designers intent, rather than hinder it as is normally the case with a <span class="glossaryitem" onmouseover='gp(50);'>GW</span> codex.<br><br>I can vaguely remember a discussion on Dakka many years ago where it was suggested that if the game designers wanted to encourage 10-man <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads, they should give the squad a points discount if it was at a full 10 Marines.  Well, they've done that, and it's cool by me.<br><br>-JTS]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2007 00:47:23]]> GMT</pubDate>
				<author><![CDATA[ JTS1486]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ I agree with JTS. The new <span class="glossaryitem" onmouseover='gp(10);'>BA</span> codex is a step in the right direction for how marines should play. <br><br>Capt K]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2007 02:24:32]]> GMT</pubDate>
				<author><![CDATA[ CaptKaruthors]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ I am not going to comment so much on the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> codex as I have not really messed with it much, and it seems to me there are more stand out choices. The <span class="glossaryitem" onmouseover='gp(10);'>BA</span> codex though is loosely based on the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> codex, and this is what I have discovered with it. <br />  <br />  All things in a vacuum, and besides whether or not you think <span class="glossaryitem" onmouseover='gp(25);'>DA</span> are competitive, the list is nice. <br />  It's what JTS noted. The way the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> codex is laid out, there are few stand out choices. Almost everything competes with another choice. Well, except dreads and land-raiders, but that is an overall problem. Do you get your las-cannons in your <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads? Do you fill them out to get that heavy weapons, or do you buy it in the devestator squad for cheaper. Do you fill out the <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad to 10 men and break them into combat squads? Do you purchase a predator instead? Do you buy two 5 man assault squads, or do you buy 1 10 man that is cheaper? It really forces the look and feel of a marine army(<span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>) by the choices you have to take. If things could combat squad from reserves would make the list almost perfect to me.]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2007 02:39:57]]> GMT</pubDate>
				<author><![CDATA[ Toreador]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ ...right, Toreador.  And that's the kind of thing a <span class="glossaryitem" onmouseover='gp(42);'>GD</span> can fix (splitting combat squads in Reserves) whilst leaving the rest of the list largely balanced.<br><br>Units that just scream "inferior!" or "superior!" are what leads to monotony.  There's a reason Mech Eldar lists and Zilla lists look alike, though most would argue that the Nid and Eldar codex have the MOST range of variety available to them.  It's because the number of choices available DOESN"T MATTER when we can do the math and discern the stupidly good choices from the stupidly bad.<br><br>Making a codex of all decent, well-costed, tradeoff style choices means more variety in army composition.]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2007 06:06:38]]> GMT</pubDate>
				<author><![CDATA[ JTS1486]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By JTS1486 on 08/03/2007 11:06 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  ...right, Toreador. And that's the kind of thing a <span class="glossaryitem" onmouseover='gp(42);'>GD</span> can fix (splitting combat squads in Reserves) whilst leaving the rest of the list largely balanced.<br />  <br />  Units that just scream &quot;inferior!&quot; or &quot;superior!&quot; are what leads to monotony. There's a reason Mech Eldar lists and Zilla lists look alike, though most would argue that the Nid and Eldar codex have the MOST range of variety available to them. It's because the number of choices available DOESN&quot;T MATTER when we can do the math and discern the stupidly good choices from the stupidly bad.<br />  <br />  Making a codex of all decent, well-costed, tradeoff style choices means more variety in army composition.</div></blockquote>  <br />  Hey, is this Jervis???<br />]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2007 06:49:38]]> GMT</pubDate>
				<author><![CDATA[ Alpharius]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By davidson on 08/02/2007 2:21 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <blockquote class="uncited"><div>Posted By Ghaz on 08/01/2007 10:19 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <div   >But why are scouts elites?</div  ><br />  Not because they're 'elite', but so you can't field what <span class="glossaryitem" onmouseover='gp(50);'>GW</span> feels is an unfluffy all scout army.</div></blockquote>  <br />  Huh? Scouts are not elite, they are basic space marines in training. The 10th company of most space marine chapters is nothing but scouts.<br />  </div></blockquote>  <p><br />  you missed the point. reread that please. scouts aren't an elite unit, but they are &quot;rarer&quot; in full space marine companies, so just like other &quot;rarer choices&quot; scouts have been added to elite chart to limit their usage that is all.</p>  <p>10th company is also a reserve company and in history has never been fully deployed as a scout only army.... this company is always on the ready to replace fallen scouts and even replace veterans when the scouts have had enough experience&nbsp;..<br />  </p>]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2007 07:18:19]]> GMT</pubDate>
				<author><![CDATA[ two heads talking]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ I would say with some minor tweaks both the eldar and zilla nid codexes would be there also. But that would require them "fixing" things. Which they tend to not do until a new dex comes out. Makes balancing things rather hard. ]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2007 07:30:10]]> GMT</pubDate>
				<author><![CDATA[ Toreador]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ There are a lot of big differences between <span class="glossaryitem" onmouseover='gp(10);'>BA</span> and <span class="glossaryitem" onmouseover='gp(25);'>DA</span>... for instance, <span class="glossaryitem" onmouseover='gp(10);'>BA</span> got more powerful special characters to choose from. As long as it does not involve bikes or terminators then anything <span class="glossaryitem" onmouseover='gp(25);'>DA</span> can do <span class="glossaryitem" onmouseover='gp(10);'>BA</span> can do better.<br><br>- G]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2007 07:38:04]]> GMT</pubDate>
				<author><![CDATA[ Green Bloater]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By two heads talking  on  08/03/2007 12:18 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <p>you missed the point. reread that please. scouts aren't an elite unit, but they are &quot;rarer&quot; in full space marine companies, so just like other &quot;rarer choices&quot; scouts have been added to elite chart to limit their usage that is all.</p>  <p>10th company is also a reserve company and in history has never been fully deployed as a scout only army.... this company is always on the ready to replace fallen scouts and even replace veterans when the scouts have had enough experience&nbsp;..<br />  </p>  </div></blockquote>  <br />  <br />  No I understood your point I'm just very quick to dismiss it. <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is big enough and the rules are there to do almost any type of sm army you want. If I want to do a new chapter that fields alot of scouts or the force is a forward army scouting out objectives for the rest of the force that will then be called in, that makes perfect sense. Or an all scout force in a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> in 40 mins game,&nbsp; etc.&nbsp; And under the current <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex you can do that. <br />  <br />  DO NOT try to FORCE the fluff to match the rules because with these new books it doesn't work at all. Scouts have been a troop choice since <span class="glossaryitem" onmouseover='gp(115);'>RT</span> I believe, there was no real fluff reason to change it now. Heck, the Blood Angels can field a better Ravenwing type army than the <span class="glossaryitem" onmouseover='gp(25);'>DA</span>'s can now! Care to try to explain why Attack bikes are so rare all of a sudden for the oldest chapter that da's cannot take an attack bike squad but <span class="glossaryitem" onmouseover='gp(10);'>BA</span> can? It's not like the Ravenwing bikers are skilled riders anymore... they got rid of that too for no good reason.<br />]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2007 07:47:39]]> GMT</pubDate>
				<author><![CDATA[ davidson]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ There were no scouts in <span class="glossaryitem" onmouseover='gp(115);'>RT</span> days. They were introduced with Advanced Space Crusade. The first lists never had them. <br><br>Without knowing what the future C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span> book looks like, it is hard to make a statement about what scouts will look like in the overall Space Marine picture. All we have to go off of is two Chapters of renown that may or may not be the same. <br><br>Attack bikes do not a Ravenwing make. Ravenwing have scouts, and combat squads, along with purchasing bikes, attack bikes and speeders as a single org choice, that is also 4 scoring units AND they can be fielded as troops. Sounds quite a bit like the Ravenwing to me. They are not a heavy assault force,... they are scouts. <br><br>I am curious to go head to head vs Blood Angels. The lists I have seen don't look too bad to deal with, other than those vet assault squads. Be curious to see. ]]></description>
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				<pubDate><![CDATA[Fri, 3 Aug 2007 08:21:12]]> GMT</pubDate>
				<author><![CDATA[ Toreador]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ You can still min/max blood angels no problem. Now, instead of at least having a fair amount of your points put into troops such as las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> squads or scout squads for the "free" vet serg, you're simply going to have people taking two 5 man assault squads for 165 points with a <span class="glossaryitem" onmouseover='gp(105);'>PF</span>. The rest of the army will be filled with stupidly good units like vet assault marines (which are so cheap compared to regular assault marines it is ridiculous) and death company. Add in 3 Baal Preds or something of that nature and you're good to go. Min/max blood angels will look nothing like the fluff intends them to. Instead, they will be an all jump pack army with some tanks or devastators. ]]></description>
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				<pubDate><![CDATA[Sat, 4 Aug 2007 14:23:26]]> GMT</pubDate>
				<author><![CDATA[ Sgt_Scruffy]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <p>I'll just maintain the view that Scouts are relegated to Elites because they function as an auxiliary force(as do terminators) to what makes up the bulk of a space marine chapter- power armored marines.</p>  <p>The wargear options for the various <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> entries could have been handled much better for both Blood Angels and Dark Angels.</p>]]></description>
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				<pubDate><![CDATA[Sat, 4 Aug 2007 17:18:39]]> GMT</pubDate>
				<author><![CDATA[ shabbadoo]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <div   >I don't want my army looking like everyone else's army.</div  ><br><br>Maybe I'm missing something in the new <span class="glossaryitem" onmouseover='gp(10);'>BA</span> Codex, but it looks like that's exactly what you'll get.  The BAs have two units (Vet Assault Squads and Honor Guard) which are incredible.  Everything else is worthless by comparison.<br><br>The long and short of it is that Jervis managed to nerf the crap out of the list (which is somewhat appropriate), but in the process made the only strong option completely ovious.  Load up on packs, fists, and take it at the enemy.<br><br><div   >Having read the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> Codex... I love it.</div  ><br><br>Opinions are opinions, but your opinion is as close to being wrong as an opinion can be.  I mean, you're welcome to it, but seriously, re-read the codex.  It's crap.  Not crap like "it's nerfed, I can't win easy any more, boo hoo."  Crap like it reduces choices, terribly imbalances the units relative to each other, strips even more uniqueness from the list.<br><br>Blood Angels should have Furious Charge and Black Rage.  If it has to carry a cost increase, fine.  Don't just strip the rules that differentiate them.<br><br><div   >Death Company scares the pants off of me, what an awesome unit.</div  ><br><br>Uhhh...  It was always an awesome unit.  Only before it was an awesome unit that was extremely cheap and instead of Rending it had 2+ Power Fists.  It always ate whole armies.<br><br>I can certainly understand if you think the part about being extremely cheap needed fixing (it did), but don't give me a pep rally about how strong they are.  They were always strong, and before they were almost free.  I'm not a friggin puppy, you can't take my ball, hide it under a blanket, then pull it back out to my utter amazement.  I figured out object permanence sometime around 6 months of age.<br><br><div   >I like the army design, I like the fact that Extra Armour is more appropriately priced, I like the fact that specifying options for each unit and character allows for balanced point costing (instead of a universal point cost in the armoury) per unit, character, or vehicle.</div  ><br><br>I agree extra armor used to be undercosted.  I also agree that localizing the options and costs to a given <span class="glossaryitem" onmouseover='gp(67);'>IC</span> or unit allows for better fine tuning.  But, really, these "improvements" happened in the Dark Angels codex before the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> codex, so it's not news.  It's also minor.  A change of 5 points in a wargear item, here and there, isn't going to make or break a list.  It's when every Power Fist in the list costs 10 points more that things get annoying.  It's when you can't get a Lascannon without spending another 90 points that things get annoying.<br><br>Also, if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> wants to start dumbing things down and simplifying the options available, they're turning that much more into a bad Warmachine imitation.  A big part of the fun of <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s games is kitting out your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, your squad leaders, setting them up with special gear and customized options.<br><br><div   >Your first batch has a high average cost per trooper, and the second batch is lower... even AFTER you buy your lascannon.</div  ><br><br>And the first batch comes with a Death Company model.  The second batch doesn't.  So, really it's 115 points for five <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines and one of the models you think are so awesome that even mentioning them would distract me from noticing how crapbox this Codex is.<br><br>Since they appear to be standardizing the cost of a <span class="glossaryitem" onmouseover='gp(349);'>DC</span> model at 30 points, the first 5 Marines are actually 85 points.  That's 10 points more than the second 5.  And the first five come with a Vet Sarge, which is 15 points for vanilla Marines.  It could thus be argued that the first five are actually the better deal.  To suggest that the second five have a "serious discount" is some Enron style accounting.<br><br>And all of this ignores the simple fact that people don't want Tactical Marines.  They want Lascannons and Plasma Guns.<br><br>It speaks to fundamental flaws in <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s game design that the game has basically turned into a listbuilding struggle to pack heavy/special weapons into the list as cost effectively as possible.  It's no suprise that their solution is to clumsily steal half the options for doing this, rather than actually getting a clue.<br><br><div   >Units that just scream "inferior!" or "superior!" are what leads to monotony.</div  ><br><br>And you look at Vet Assault Squads and Honor Guard...  And you look at Tactical squads that are less flexible and have everything upcosted...  And you're psyched about Codex <span class="glossaryitem" onmouseover='gp(10);'>BA</span>.  This is why I say your opinion borders on simply being wrong.  By your own metrics, this Codex sucks.<br><br><div   >Min/max blood angels will look nothing like the fluff intends them to. Instead, they will be an all jump pack army with some tanks or devastators.</div  ><br><br>Exactly.]]></description>
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				<pubDate><![CDATA[Sun, 5 Aug 2007 14:25:19]]> GMT</pubDate>
				<author><![CDATA[ Phryxis]]></author>
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				<title>RE: GW comes through on a promise (BA)...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By two heads talking on 08/03/2007 12:18 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <p>10th company is also a reserve company and in history has never been fully deployed as a scout only army....</p>  </div></blockquote>  <p>&nbsp; I remember a batrep about a decade back with the entire Ultramarines 10th Co. deploying via Thunderhawk Gunships.&nbsp; Can't quite recall who they were fighting against, though...&nbsp; </p>  <p>And, HBMC, I'd fight your 9th company army.&nbsp; Mind you, I don't think it would be very fun for you, standing and shooting every turn, and it might be desirable to increase the points cost on those devastators somehow (if a &quot;balanced game&quot; is what you're after).&nbsp; </p>]]></description>
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				<pubDate><![CDATA[Mon, 6 Aug 2007 11:40:02]]> GMT</pubDate>
				<author><![CDATA[ Pariah Press]]></author>
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