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		<title><![CDATA[Latest posts for the thread "Blood Angels....what would you do?"]]></title>
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				<title>Blood Angels....what would you do?</title>
				<description><![CDATA[ Well, as there are rumours of the new codex on the horizon, what would you do?<br /> <br /> I've stood by Blood Angels from 5th through 6th and I enjoy playing them, I just hope they'll become more competitive.<br /> <br /> Bear in mind what Blood Angels are meant to be.....<br /> <br /> Fast Moving<br /> Dreadnought Variants,<br /> Death Company as suicidial, homicidal death defying...(and yes, that was a Sabu reference!),<br /> <br /> This is what I'd do:<br /> - give option for either chapter master/captain on bike to give bikes as troops as they'd sit nice along side assault marines<br /> - reduce jump packs points cost for all units including death company to 3pts to match <span class="glossaryitem" onmouseover='gp(119);'>SM</span>,<br /> - off the back of the above, if death company take jump packs, they can only take weapons upto 12" range, thus trying to negate the relentless rule, keep them non point scoring, (I'm trying not to make them too <span class="glossaryitem" onmouseover='gp(280);'>OP</span>)<br /> - give land speeders with a maximum of 5 troop capacity as a transport for regular marines<br /> - give storm talons,<br /> - option for chapter master<br /> - option to keep drop pods doors closed and next turn, assault from within the pod,<br /> - allow charge from rhinos provided rhino has not moved,<br /> - make land raiders fast, but only 3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> as in apocalypse formations,<br /> - option of their own psychical powers or <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> powers,<br /> - same points reductions on scouts as <span class="glossaryitem" onmouseover='gp(119);'>SM</span><br /> - points reduction on all named <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> except Gabriel Seth (he seems to be quite balanced for his cost)<br /> - Mephiston and <span class="glossaryitem" onmouseover='gp(349);'>DC</span> Tycho option to join squads (we have house rule for <span class="glossaryitem" onmouseover='gp(349);'>DC</span> Tycho, as he has been inducted into death company, he must accompany them, but the codex isn't clear, so I'm calling for codex clarification),<br /> - give sanguinary guard either 2 wounds or invulnerable save,<br /> - give grav guns<br /> - options for rams on land raiders<br /> - give codex specific <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> on a 4+ as per previous to <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> <span class="glossaryitem" onmouseover='gp(136);'>USR</span><br /> <br /> What about you, after playing as or against, what would you add, remove reduce or tweak?<br /> <br /> I know some of mine may be a little overpowered by I'm just after your thoughts.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 14:22:09]]> GMT</pubDate>
				<author><![CDATA[ Beard]]></author>
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				<title>Blood Angels....what would you do?</title>
				<description><![CDATA[ i think all the same point reductions as <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, but i want to keep meltaguns in assault squads. I would like to see a way to assault after deep strike. I think we should have to upgrade to make our rhino based vehicles fast, I dont want to pay extra for a fast whilrwind. Gabriel seth should have artificer armour, he is a chapter master, for +20pts. Sanguinary guard should be a little cheaper, and have the ability for a unit size of 10. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 16:06:48]]> GMT</pubDate>
				<author><![CDATA[ RageofBlack]]></author>
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				<title>Blood Angels....what would you do?</title>
				<description><![CDATA[ I honestly don't know what to propose that would be both a) fair and b) able to take on Eldar/Tau/Daemons. <br /> <br /> Assaulting after deepstrike in my experience is just a good way to throw away points. But that's because <span class="glossaryitem" onmouseover='gp(671);'>VV</span> are crazy expensive. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 16:45:21]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Blood Angels....what would you do?</title>
				<description><![CDATA[ <blockquote><div><cite>Martel732 wrote:</cite>I honestly don't know what to propose that would be both a) fair and b) able to take on Eldar/Tau/Daemons. <br /> <br /> Assaulting after deepstrike in my experience is just a good way to throw away points. But that's because <span class="glossaryitem" onmouseover='gp(671);'>VV</span> are crazy expensive. </div></blockquote><br /> <br /> If any marines should be able to do it, it should be the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> though.  While it might be a so-so option, I’d like them to keep it.<br /> <br /> <blockquote><div><cite>Beard wrote:</cite>Well, as there are rumours of the new codex on the horizon, what would you do?<br /> <br /> I've stood by Blood Angels from 5th through 6th and I enjoy playing them, I just hope they'll become more competitive.<br /> <br /> Bear in mind what Blood Angels are meant to be.....<br /> <br /> Fast Moving<br /> Dreadnought Variants,<br /> Death Company as suicidial, homicidal death defying...(and yes, that was a Sabu reference!),<br /> <br /> This is what I'd do:<br /> - give option for either chapter master/captain on bike to give bikes as troops as they'd sit nice along side assault marines<br /> - reduce jump packs points cost for all units including death company to 3pts to match <span class="glossaryitem" onmouseover='gp(119);'>SM</span>,<br /> - off the back of the above, if death company take jump packs, they can only take weapons upto 12" range, thus trying to negate the relentless rule, keep them non point scoring, (I'm trying not to make them too <span class="glossaryitem" onmouseover='gp(280);'>OP</span>)<br /> - give land speeders with a maximum of 5 troop capacity as a transport for regular marines<br /> - give storm talons,<br /> - option for chapter master<br /> - option to keep drop pods doors closed and next turn, assault from within the pod,<br /> - allow charge from rhinos provided rhino has not moved,<br /> - make land raiders fast, but only 3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> as in apocalypse formations,<br /> - option of their own psychical powers or <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> powers,<br /> - same points reductions on scouts as <span class="glossaryitem" onmouseover='gp(119);'>SM</span><br /> - points reduction on all named <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> except Gabriel Seth (he seems to be quite balanced for his cost)<br /> - Mephiston and <span class="glossaryitem" onmouseover='gp(349);'>DC</span> Tycho option to join squads (we have house rule for <span class="glossaryitem" onmouseover='gp(349);'>DC</span> Tycho, as he has been inducted into death company, he must accompany them, but the codex isn't clear, so I'm calling for codex clarification),<br /> - give sanguinary guard either 2 wounds or invulnerable save,<br /> - give grav guns<br /> - options for rams on land raiders<br /> - give codex specific <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> on a 4+ as per previous to <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> <span class="glossaryitem" onmouseover='gp(136);'>USR</span><br /> <br /> What about you, after playing as or against, what would you add, remove reduce or tweak?<br /> <br /> I know some of mine may be a little overpowered by I'm just after your thoughts.<br /> </div></blockquote><br /> You can’t just take everything in the vanilla codex, paint it red, then add extra options on top of that.  Bikes, for example, have never really been a <span class="glossaryitem" onmouseover='gp(10);'>BA</span> thing.  Sure, you can take them, but lets leave the troops bit as someone else’s thing.  You have assault marine troops.  They might not be the best in this edition, but they do embody the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> quite well.  <span class="glossaryitem" onmouseover='gp(440);'>LSSs</span> and stormtalons do fit in with the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> preferences for fast attack, so should be OK.  Probably not centurions, or ironclads (you have the furiosos)  Giving <span class="glossaryitem" onmouseover='gp(10);'>BA</span> grav guns would probably cause all the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> players to revolt.<br /> <br /> Point costs should be brought into line, no question.<br /> <br /> <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> sang guard are honor guard with jump packs.  I don’t see how they are tougher or should get an invuln save over them. Just put the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> in front to tank wounds.  I think the problem here is the devaluation of the 2+ save, not with the guard themselves.<br /> <br /> Things like charging out of rhinos or hiding in drop pods I think are a little to rules-oriented.  Why should you be able to so that when nobody else can?  We’re all using the same hardware.  I know it’s rough being an assault army in a shooting edition, but adding game-y rules to make it better is not the answer <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>.<br /> <br /> So any of the non vanilla codexes have generic chapter masters?  I know it would be nice for successor chapters, but is it done?]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 17:31:03]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Blood Angels....what would you do?</title>
				<description><![CDATA[ "If any marines should be able to do it, it should be the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> though. While it might be a so-so option, I’d like them to keep it."<br /> <br /> I'm not opposed to the option, I'm just scared of getting this instead of something actually good. Whatever that may be for <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> <span class="glossaryitem" onmouseover='gp(95);'>meqs</span> that aren't even the best <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> <span class="glossaryitem" onmouseover='gp(95);'>meqs</span>. <br /> <br /> I actually am hoping they get RID of sanguinary priests. It hurts our body count and gives fewer targets for the ion accelerators. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 18:18:48]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Blood Angels....what would you do?</title>
				<description><![CDATA[ I dunno, I find sanguinary priests extremely useful, <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> has saved my bacon many a time.<br /> <br /> I was just making some suggestions, obviously some have been done before with other armies, but the kind of tricks have been played into different armies. Ie. bike armies - white scars and dark angels, termie armies - dark angels and grey knights to name a couple. So it wouldn't be out of the question that some of the things given to <span class="glossaryitem" onmouseover='gp(10);'>BA</span> mirror in some way other armies out there.<br /> <br /> There are things that don't fit, for instance thunder fire cannons and centurions don't fit with the fast moving assault mentality<br /> <br /> I just hope that whatever <span class="glossaryitem" onmouseover='gp(50);'>GW</span> does with the new codex, they go "all in" with the IDE, and not as you guys have said "so-so".<br /> <br /> I know points is the main change, but there probably will be others, I was just interested to see what other people wanted/expected to see]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 18:37:00]]> GMT</pubDate>
				<author><![CDATA[ Beard]]></author>
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				<title>Blood Angels....what would you do?</title>
				<description><![CDATA[ I'd like to have the <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> without the useless <span class="glossaryitem" onmouseover='gp(67);'>IC</span> tax. And <span class="glossaryitem" onmouseover='gp(397);'>FC</span> is a total joke now, so to hell with SPs. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 18:39:08]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Blood Angels....what would you do?</title>
				<description><![CDATA[ I would like to see something along the lines of maybe 1/3 of your RAS Troop Choices gaining the ability to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> and Assault in the same turn. To get it you must have at the minimum 3 choices (maxing it out at 2 being able to do this). This would provide the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> player the ability to get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> without getting fragged for several rounds of fire and then getting overwatched to death.<br /> Keep the fast Rhino Chassis. We need nothing else that is fast. Remove the <span class="glossaryitem" onmouseover='gp(471);'>DS</span> on all <span class="glossaryitem" onmouseover='gp(87);'>LR</span> ... I mean really, unless they get some sort of 'Crushed beneath us' SR that prevents you from getting a mishap if you scatter on an enemy model. Actually that could work out nicely. The model must be placed in a legitimate spot and if it does scatter on enemy models treat it as a tank shock that does <span class="glossaryitem" onmouseover='gp(24);'>d6</span> <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 wounds, no DoG allowed, pass your leadership and move or fail and lose models. <br /> Centurions ... pass.<br /> Thunder Guppies ... make them a <span class="glossaryitem" onmouseover='gp(458);'>DT</span> as well ... the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> are the wealthiest of all Space Marines so ... why not?<br /> Options for taking <span class="glossaryitem" onmouseover='gp(457);'>JP</span> on or off <span class="glossaryitem" onmouseover='gp(382);'>SC</span> (Lemartes or Psyco Tyco) only makes sense.<br /> Pretty sure ole Mephy is going to be hit with a Nerf bat so ... give him back his <span class="glossaryitem" onmouseover='gp(67);'>IC</span> status. Dante ... oldest living Space Marine walking around hitting things really slow with an axe does not have <span class="glossaryitem" onmouseover='gp(468);'>EW</span> ... I mean REALLY? He is the reason there even is an Eternal Warrior SR in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> ... He has been a Warrior for an Eternity, so either he should have that rule to make the rules kinda match the fluff (1,100 years is a long time to be fighting) or he has been hiding out reading books in the Librarium (That would make it FEEL like an eternity).<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 18:46:50]]> GMT</pubDate>
				<author><![CDATA[ OIIIIIIO]]></author>
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				<title>Blood Angels....what would you do?</title>
				<description><![CDATA[ Mephiston already got hit with a nerf bat. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 18:47:40]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Re:Blood Angels....what would you do?</title>
				<description><![CDATA[ All maybe Red Thirst could be changed to give <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> and +1 attack and +1 initiative instead? That screams unstoppable whirlwind of gore that the red thirst gives in the fluff.<br /> <br /> But if your going to increase initiative on Red Thirst, maybe death company should also have initiative increased also?<br /> <br /> The priests are part of the fluff, so I can't see them being dropped.<br /> <br /> Giving Dante special dispensation against the usual power axe rules would only make sense, he's had 1,100 years to get to know his axe, surely he knows what he's doing by now?<br /> <br /> Sure Mephiston got nerfed, but maybe either give him a 2+/3++ or 2+/4++ to make him more durable? Or even like Lemartes, if wounded but not killed, his stats get a buff?]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 18:48:24]]> GMT</pubDate>
				<author><![CDATA[ Beard]]></author>
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				<title>Blood Angels....what would you do?</title>
				<description><![CDATA[ Fluff hasn't stopped <span class="glossaryitem" onmouseover='gp(50);'>GW</span> from doing anything, but I agree we are probably stuck with them. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 18:58:58]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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