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		<title><![CDATA[Latest posts for the thread "Blood Angels Chapter Tactics"]]></title>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ While waiting for the new Blood Angel codex, we'd like to make house rules for a Blood Angels Chapter Tactics to use with the Space Marines codex so they're a bit more competitive.<br /> <br /> We'd like to get thoughts on these for their chapter tactics.<br /> <br /> <b>Lucifer Pattern Engines</b> - All tanks, other than the Land Raiders, must be upgraded to take Lucifer engines for an additional 10 points. This adds Fast to the type of vehicle.<br /> <br /> <b>Red Thirst</b> - At the beginning of each of your turns, each unit must take a Red Thirst test (Leadership test). If the unit fails the test, the unit succumbs to the Red Thirst until the beginning of their next turn. If the unit is locked in combat when they take the Red Thirst test, they suffer a -2 to their leadership for the test. A unit that was under the influence of the Red Thirst at the end of your opponents turn, and is locked in combat, automatically fails the test.<br /> <br /> Any unit that succumbs to the Red Thirst, and any attached <span class="glossaryitem" onmouseover='gp(67);'>IC</span> that has the Chapter Tactics: Blood Angels, instantly gain <b>Fearless, Furious Charge, Feel No Pain, Fleet, and Rage</b> universal special rules. In addition, the unit must move their full possible distance in a straight line towards the closest enemy non-vehicle unit within <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> during the movement phase, and must declare a charge if possible in the Assault Phase. If the unit decides to fire in the shooting phase, they may only fire Pistol, Template, and Assault weapons. They may only shoot at or run towards the closest non-vehicle enemy unit within <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>.<br /> <br /> While the unit has succumbed to the Red Thirst, <span class="glossaryitem" onmouseover='gp(67);'>IC</span>'s that are not Blood Angels must leave the squad as soon as possible, and no <span class="glossaryitem" onmouseover='gp(67);'>IC</span> can join the squad. <br /> <br /> <b>Units</b> Units in the Blood Angel Codex can be taken with the rules and points listed in the Codex if the unit does not exist in the Space Marine Codex (Dante, Mephiston, Baal Predator, Death Company, etc..). In addition, Assault Marines are taken as Troop choices in a detachment with Chapter Tactics: Blood Angels.<br /> <br /> <b>Shadow of the Primarch</b> (Astorath). Units that take a moral test also succumb to the Red Thirst of any result adding up to an odd number (3,5,7,9,11)<br /> <br /> <br /> We thought lowering the points for Lucifer engines to 10 points would be similar to Salamanders getting free <span class="glossaryitem" onmouseover='gp(93);'>MC</span> (5 points). We also thought about making this optional, but as we're playing as if it's 995.M41, it's after the upgrades where made fleet wide for the <span class="glossaryitem" onmouseover='gp(10);'>BA</span>. Then again it may not be in all successor chapters. Thoughts on the fluff here?<br /> <br /> The Red Thirst sorta feels complicated, but it's to try and match the fluff a little more while also making it worthwhile. <br /> <br /> Thoughts on rules of fluff here?]]></description>
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				<pubDate><![CDATA[Thu, 12 Jun 2014 22:59:38]]> GMT</pubDate>
				<author><![CDATA[ invisiblade]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ No.<br /> <br /> Lucifer Patter engines are part of <span class="glossaryitem" onmouseover='gp(10);'>BA</span> vehicles. They aren't normal and certain tanks get Lucifer engines.<br /> <br /> Fearless, Furious Charge, Feel No Pain, Fleet, and Rage? on a one? One sixth chance for all of that? That is <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. Astorath makes it even more <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. There are things that make you take a moral test to do something, and there is a half chance of rolling that?<br /> <br /> Too <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.]]></description>
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				<pubDate><![CDATA[Thu, 12 Jun 2014 23:33:16]]> GMT</pubDate>
				<author><![CDATA[ Glorywarrior]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e2111fbf6675245b01cf752753177df5.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/600315/6928628.page"><b>Glorywarrior wrote:</b></a><br/>No.<br /> <br /> Lucifer Patter engines are part of <span class="glossaryitem" onmouseover='gp(10);'>BA</span> vehicles. They aren't normal and certain tanks get Lucifer engines.<br /> <br /> Fearless, Furious Charge, Feel No Pain, Fleet, and Rage? on a one? One sixth chance for all of that? That is <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. Astorath makes it even more <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. There are things that make you take a moral test to do something, and there is a half chance of rolling that?<br /> <br /> Too <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.</div></blockquote><br /> <br /> Fair on the engines.<br /> <br /> We're not including the 'roll a 1 at beginning of the game'. Instead it's only during the Moral tests that it can happen, and they can lose them every turn. Maybe instead have the moral check at the end of their assault phase for units not in close combat that have succumbed, and have it just a pass/fail rather than including the doubles. I've updated my original post to reflect this.]]></description>
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				<pubDate><![CDATA[Fri, 13 Jun 2014 00:09:50]]> GMT</pubDate>
				<author><![CDATA[ invisiblade]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ Why don't you make them take one at the beginning of the war with a minus 2 modifier, then just take a regular one for the rest of the game at the end of the turn.<br /> <br /> I think they should lose fleet at lease, and maybe even <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.]]></description>
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				<pubDate><![CDATA[Fri, 13 Jun 2014 01:38:17]]> GMT</pubDate>
				<author><![CDATA[ Glorywarrior]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ You mean a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> check at the beginning (or end) of every turn for each unit, and if they fail they are thirsty? Then do a modifier on the first turn of -2 on their <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>? That could be a lot of leadership tests, but that might work.<br /> <br /> You really think Fleet and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> make it too <span class="glossaryitem" onmouseover='gp(280);'>OP</span>? <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> isn't as powerful as it was in 5th, and you can easily enough give everyone <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> with priests. The fleet helps get them into close combat, something that most armies that want to assault can struggle with. If they don't make the assault, <span class="glossaryitem" onmouseover='gp(397);'>FC</span> and Rage are useless, so they become Fearless models that you can't control.]]></description>
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				<pubDate><![CDATA[Fri, 13 Jun 2014 03:33:19]]> GMT</pubDate>
				<author><![CDATA[ invisiblade]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ Alright, I hear what you are saying.<br /> <br /> Anyway, at the beginning of the game take a leadership test.<br /> <br /> Then do another test at the end of each friendly turn with no modifier.<br /> <br /> That sound a little better?]]></description>
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				<pubDate><![CDATA[Fri, 13 Jun 2014 16:25:21]]> GMT</pubDate>
				<author><![CDATA[ Glorywarrior]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ Very simple. Assume these changes are for the Vanilla codex.<br /> <br /> Chapter Tactics Blood Angels<br /> <br /> The Red Thirst (as is)<br /> <br /> Descent of Angels.<br /> <br /> <br /> <br /> Dante, Mephiston, Seth, Astorath, Sanguinor and Tycho rolled in as is with a "<span class="glossaryitem" onmouseover='gp(10);'>BA</span> detachment only" badge.<br /> <br /> Death Company and DCD added to Troops with same restrictions. <br /> Dreadnoughts may upgrade to a Furioso or Librarian Dreadnought for the points difference as now, but not a Venerable if so.<br /> Sang Guard are alternate to Honour Guard, one for each Chapter Master including Dante and Seth, but no regular <span class="glossaryitem" onmouseover='gp(337);'>HG</span>, in a <span class="glossaryitem" onmouseover='gp(10);'>BA</span> detachment.<br /> Mephiston, Astorath, Cpt Tycho all unlock a Command Squad, no more independent priests and Chaplains.<br /> Any <span class="glossaryitem" onmouseover='gp(10);'>BA</span> vehicle may take Lucifer Pattern Engines (Fast vehicle) at +10pts.<br /> A <span class="glossaryitem" onmouseover='gp(457);'>JP</span> Captain or <span class="glossaryitem" onmouseover='gp(746);'>CM</span>, including Dante, makes Assault Squads troops.<br /> <br /> <br /> <br /> Other than that, enough with the Deep striking Land Raiders and move them back to <span class="glossaryitem" onmouseover='gp(57);'>HS</span> where they belong. Crying for individuality? Suck it up and swallow the Centurians, Stalkers and Hunters being forced down your throat. <br /> <br /> Have a good day.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 13 Jun 2014 17:17:11]]> GMT</pubDate>
				<author><![CDATA[ Deadshot]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ The above is one of the most stupid things I have ever heard.<br /> <br /> No troop assault squads? No Deep Striking Land Raiders? No Lucifer Pattern Engines? If you really aren't good enough to know how to beat <span class="glossaryitem" onmouseover='gp(10);'>BA</span> (One of the least competitive armies) then you should get some personal tutoring. <br /> <br /> If you want to play space marines, play space marines.]]></description>
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				<pubDate><![CDATA[Fri, 13 Jun 2014 19:54:22]]> GMT</pubDate>
				<author><![CDATA[ Glorywarrior]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e2111fbf6675245b01cf752753177df5.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/600315/6931362.page"><b>Glorywarrior wrote:</b></a><br/>The above is one of the most stupid things I have ever heard.<br /> <br /> No troop assault squads? No Deep Striking Land Raiders? No Lucifer Pattern Engines? If you really aren't good enough to know how to beat <span class="glossaryitem" onmouseover='gp(10);'>BA</span> (One of the least competitive armies) then you should get some personal tutoring. <br /> <br /> If you want to play space marines, play space marines.</div></blockquote><br /> <br /> <br /> <blockquote><div><cite>Deadshot wrote:</cite>Any <span class="glossaryitem" onmouseover='gp(10);'>BA</span> vehicle may take Lucifer Pattern Engines (Fast vehicle) at +10pts. <br />  A <span class="glossaryitem" onmouseover='gp(457);'>JP</span> Captain or <span class="glossaryitem" onmouseover='gp(746);'>CM</span>, including Dante, makes Assault Squads troops.</div></blockquote><br /> <br /> ???<br /> Deep striking Land Raiders is the stupidest thing I have ever head. A heavy assault vehicle being limited to being dropped from orbit? And since when did the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> find enough Land Raiders to outfit every squad in the chapter? Mind sharing with the rest of us? Leave them in heavy support, where they belong, like every other chapter. Even the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> don't have enough resources to give everyone a Land Raider.<br /> <br /> And, I do. <br /> <br /> Oh, and I have a couple mates who play <span class="glossaryitem" onmouseover='gp(10);'>BA</span>, and aside from cheesy-rolling on Sang Guard (roll one save at a time), I win every single time.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, to prove my suggestions are beneficial;<br /> <br /> Gains for <span class="glossaryitem" onmouseover='gp(10);'>BA</span> being rolled into the 6th Ed Marine codex<br /> <br /> Gain access to;<br /> Stormtalon<br /> Centurians<br /> Ironclad Dreadnought<br /> Thunderfire Cannon<br /> Master of the Forge<br /> Command Squads for Chaplains and Librarians (ie, Mephiston and Astorath)<br /> Cheaper squads<br /> Legion of the Damned<br /> Fast vehicles now cheaper and Fast and therefore, Fast Tax (the sequel to F&F 7) is not mandatory.<br /> <br /> <br /> <br /> Losses<br /> <br /> Deep Striking Land Raider <span class="glossaryitem" onmouseover='gp(458);'>DTs</span> (dumb idea <span class="glossaryitem" onmouseover='gp(72);'>imo</span>)<br /> Cheesy Sang Priests running around solo<br /> Chaplains running around solo and in 2 slots. Probably gonna lose in next codex anyway.<br /> Sang Guard as an Honour Guard rather than a squad, as they should be.<br /> Vanguard Veterans lose Deep Strike assault. Will be lost in next codex anyway.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 13 Jun 2014 21:16:17]]> GMT</pubDate>
				<author><![CDATA[ Deadshot]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ Or...Leave 'em alone instead of apparently complaining about them?  I'll take what I got now over simply gaining access to the C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span> stuff.]]></description>
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				<pubDate><![CDATA[Fri, 13 Jun 2014 22:05:16]]> GMT</pubDate>
				<author><![CDATA[ troa]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8419c115baacf3f50aa3d32f43e43136.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/600315/6931770.page"><b>troa wrote:</b></a><br/>Or...Leave 'em alone instead of apparently complaining about them?  I'll take what I got now over simply gaining access to the C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span> stuff.</div></blockquote><br /> <br /> Could do. I'm just chucking in my input as to how they could effectively be rolled in. I was entirely against <span class="glossaryitem" onmouseover='gp(10);'>BA</span> getting rolled in when the 6th Ed rumours started, but after seeing how simple it would be, it would be a simple task.<br /> <br /> I don't give a flying monkeyfeth either way, just giving my ideas.]]></description>
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				<pubDate><![CDATA[Fri, 13 Jun 2014 22:14:47]]> GMT</pubDate>
				<author><![CDATA[ Deadshot]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ I'm no where near a <span class="glossaryitem" onmouseover='gp(10);'>BA</span> expert but wouldn't It be better to give Decent of Angels something like: <br /> <br /> Any Blood Angel unit equipped with jump packs May chose to either scatter 1d6 less when arriving from deep strike or attempt a charge (no unit may benefit from hammer of wrath)<br /> <br /> Gives the opportunity for some of the heavy hitters to get into combat but there is still a chance of failing the charge roll oh as well as receiving a decrease in points for certain units?<br /> <br /> I do think Red Thirst needs a tweak but for every bonus there should be a draw back, maybe like Mephiston used to "feed" on the fallen afterward, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> wouldn't be a good option as it would make the sanguinary priest a redundant option if there is a chance of getting it on a die roll.<br /> <br /> Again I'm only just getting back into them but it's my thoughts....]]></description>
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				<pubDate><![CDATA[Fri, 13 Jun 2014 22:30:59]]> GMT</pubDate>
				<author><![CDATA[ PastelAvenger]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(50);'>GW</span> doesn't want to have units assaulting from deep striking.]]></description>
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				<pubDate><![CDATA[Sat, 14 Jun 2014 00:25:26]]> GMT</pubDate>
				<author><![CDATA[ Glorywarrior]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ I updated it so it's more based on their leadership value. Slightly different, where the penalty is based on if they're locked in combat.<br /> <br /> I doubt they'll lose the priests or guard.<br /> <br /> As for the Land Raiders, I'm impartial. The deep striking is to represent them coming in via Thunderhawk, which is a Forgeworld unit. As for dedicated, I prefer the option of taking it as a dedicated, rather than having to or not being able too. At least for the Terminator units.<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/600315/6931827.page"><b>PastelAvenger wrote:</b></a><br/><br /> I do think Red Thirst needs a tweak but for every bonus there should be a draw back, maybe like Mephiston used to "feed" on the fallen afterward, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> wouldn't be a good option as it would make the sanguinary priest a redundant option if there is a chance of getting it on a die roll.<br /> <br /> Again I'm only just getting back into them but it's my thoughts....</div></blockquote><br /> <br /> The major drawback is that you can't control them, or shoot Bolters or Heavy/Salvo weapons at all. Could maybe make it so they can't shoot at all. The other is that they're fearless, which isn't always better than <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>, although is a benefit a little as well.]]></description>
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				<pubDate><![CDATA[Sat, 14 Jun 2014 02:56:48]]> GMT</pubDate>
				<author><![CDATA[ invisiblade]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ You can control them... You know what rage does now right?<br /> <br /> Just because the thunderhawk is a forge world unit doesn't mean it doesn't exist in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> world.]]></description>
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				<pubDate><![CDATA[Sat, 14 Jun 2014 14:32:32]]> GMT</pubDate>
				<author><![CDATA[ Glorywarrior]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e2111fbf6675245b01cf752753177df5.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/600315/6933206.page"><b>Glorywarrior wrote:</b></a><br/>You can control them... You know what rage does now right?<br /> <br /> Just because the thunderhawk is a forge world unit doesn't mean it doesn't exist in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> world.</div></blockquote><br /> <br /> Yes, that's why I wrote in basically what rage was in 5th after the <span class="glossaryitem" onmouseover='gp(136);'>USR</span>'s.<br /> <br /> The Thunderhawk is in the <span class="glossaryitem" onmouseover='gp(3);'>40k</span> world... what?]]></description>
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				<pubDate><![CDATA[Sat, 14 Jun 2014 17:11:38]]> GMT</pubDate>
				<author><![CDATA[ invisiblade]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ Ah, I missed that.<br /> <br /> Well, you said that Land Raiders might not be able to Deep Strike because the thunderhawk is forge world. But just because it is forge world doesn't mean it doesn't exist in the imaginary <span class="glossaryitem" onmouseover='gp(3);'>40k</span> universe.]]></description>
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				<pubDate><![CDATA[Sat, 14 Jun 2014 18:28:10]]> GMT</pubDate>
				<author><![CDATA[ Glorywarrior]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ Why not just keep blood angels as codex:blood angels, but reduce the cost of their units to be in line with codex:space marines? (With + 10 points on their vehicles that have the fast type)<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 14 Jun 2014 22:49:08]]> GMT</pubDate>
				<author><![CDATA[ Evileyes]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ For <span class="glossaryitem" onmouseover='gp(10);'>BA</span> to be viable, they need to have lots of assault marines as a viable army.<br /> The Raven Guards tactic of being able to use the jump pack for both moving and charging is good, but I wouldn't want to copy an existing chapter.<br /> As long as bikes remain stupidly better than jump packs, <span class="glossaryitem" onmouseover='gp(10);'>BA</span> will struggle to have a themed niche.<br /> <br /> <br /> What about giving <span class="glossaryitem" onmouseover='gp(10);'>BA</span> assault marines Jink, and have captains with jump packs unlock full sized assault squads as troops; kind of like how captains on bikes unlock full bike squads as troops for every other chapter.<br /> <br /> I'd make Decent of Angels the Warlord trait for Dante.<br /> <br /> You could make test for Red Fury take place every time you win an assault; leadership -2; gaining furious charge, feel no pain and rage, while losing 2 points of leadership.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 15 Jun 2014 02:11:49]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ Mech <span class="glossaryitem" onmouseover='gp(10);'>BA</span> is fairly competitive. I just played a game today and they did well.<br /> <br /> And I agree with EvilEyes.]]></description>
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				<pubDate><![CDATA[Sun, 15 Jun 2014 02:56:13]]> GMT</pubDate>
				<author><![CDATA[ Glorywarrior]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e2111fbf6675245b01cf752753177df5.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/600315/6934604.page"><b>Glorywarrior wrote:</b></a><br/>Mech <span class="glossaryitem" onmouseover='gp(10);'>BA</span> is fairly competitive. I just played a game today and they did well.<br /> <br /> And I agree with EvilEyes.</div></blockquote><br /> Mech <span class="glossaryitem" onmouseover='gp(10);'>BA</span> is competitive, but doesn't really capture the feel of Blood Angels.<br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, the defining aspect of <span class="glossaryitem" onmouseover='gp(10);'>BA</span> should be assault squads first.  If the codex allows for an effective mech build too, great.  But first and foremost, assault squads.]]></description>
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				<pubDate><![CDATA[Sun, 15 Jun 2014 05:08:37]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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				<title>Blood Angels Chapter Tactics</title>
				<description><![CDATA[ Ah, if assault squads become viable then I will be very happy.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 18 Jun 2014 23:40:43]]> GMT</pubDate>
				<author><![CDATA[ Glorywarrior]]></author>
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