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BA and 10th
#26
Posted 17 May 2022 - 04:10 PM

I blame the special characters and lore for getting me into BA. The livery and color just popped.
Now playing CBs its just different. Who knows we're in that weird fog of old models vs new and the age is definitely starting to show.
#27
Posted 18 May 2022 - 03:37 AM

I really can't think of anything I really want from a new edition. When it comes to unique units, BA seem to have quite a few. I think what I would like is something to make the units we do have access to moar fighty! Maybe advance and charge, or a flat increase in number of attacks.
Although I do miss deep striking land raiders.....it would be super rad if I could do that with a repulsor.
Work hard. Be kind.
#28
Posted 22 May 2022 - 01:23 PM

But that's the problem Matt Ward even denotes in the 5th edition codex that there aren't more assault marines than tactical marines, the companies assault squads were just always full. Making ASM troops was a poor game design, and broke the meta at the time. The same thing would happen now. Being able to push end game objectives for ObSec would be unfair compared to the balances we now see.
Older Dex's stated that while Codex Compliant on paper, Tactical squads would re-gear as assault squads at any chance they could get (this goes back iirc to 2nd edition Angels of Death), we also shouldn't have 6 tactical squads per company, we should have maybe 4 tops, BA's go Assault, Devastator, Tactical based on how well they can control themselves and not Tactical then specialising like other chapters do, we should be Assault and Dev heavy with a few almost if not Vet level tactical squads per company, maybe 5/3/2, Assault/Dev/Tac or DA's style Company Vets. but hey that would mean the BA's rules matching their fluff and while Ward's Dex can be memed on for it's fluff, he knew the BA's as an army and how they should play by the fluff, flying land raiders aside.
#29
Posted 22 May 2022 - 02:42 PM

But that's the problem Matt Ward even denotes in the 5th edition codex that there aren't more assault marines than tactical marines, the companies assault squads were just always full. Making ASM troops was a poor game design, and broke the meta at the time. The same thing would happen now. Being able to push end game objectives for ObSec would be unfair compared to the balances we now see.
Older Dex's stated that while Codex Compliant on paper, Tactical squads would re-gear as assault squads at any chance they could get (this goes back iirc to 2nd edition Angels of Death), we also shouldn't have 6 tactical squads per company, we should have maybe 4 tops, BA's go Assault, Devastator, Tactical based on how well they can control themselves and not Tactical then specialising like other chapters do, we should be Assault and Dev heavy with a few almost if not Vet level tactical squads per company, maybe 5/3/2, Assault/Dev/Tac or DA's style Company Vets. but hey that would mean the BA's rules matching their fluff and while Ward's Dex can be memed on for it's fluff, he knew the BA's as an army and how they should play by the fluff, flying land raiders aside.
I understand the want for that desire. But it just isn't accurate. Look back over the last few campaign books pre-indomintus. Alphael's 2nd company in Angel's Blade was built as a standard codex compliant company. He had 6 tactical squads at full strength, 2 assault squads at full strength, and 2 devastator squads at half strength.
In every. Single. Interation of the make up of the five battle companies each was composed of a codex compliant design. In every codex over the last 15 years the only things that have changed are the names of the captains and until 3 years ago the most recent modifications to Guilliman's book.
The whole point is that while they prefer jump packs, they don't just suit up in them all the time for every battle, always.
In any case the design for space marines, and blood angels in general needs to be fixed. We don't need a plethora of new models as mich as more fluid rules and reworked stratagems and secondaries.
#30
Posted Yesterday, 12:05 PM

But that's the problem Matt Ward even denotes in the 5th edition codex that there aren't more assault marines than tactical marines, the companies assault squads were just always full. Making ASM troops was a poor game design, and broke the meta at the time. The same thing would happen now. Being able to push end game objectives for ObSec would be unfair compared to the balances we now see.
Older Dex's stated that while Codex Compliant on paper, Tactical squads would re-gear as assault squads at any chance they could get (this goes back iirc to 2nd edition Angels of Death), we also shouldn't have 6 tactical squads per company, we should have maybe 4 tops, BA's go Assault, Devastator, Tactical based on how well they can control themselves and not Tactical then specialising like other chapters do, we should be Assault and Dev heavy with a few almost if not Vet level tactical squads per company, maybe 5/3/2, Assault/Dev/Tac or DA's style Company Vets. but hey that would mean the BA's rules matching their fluff and while Ward's Dex can be memed on for it's fluff, he knew the BA's as an army and how they should play by the fluff, flying land raiders aside.
Apologies to be pedantic, but unless the lore has change in the recent editions, Codex Marines were always Dev/Assault/Tac, nd the BA Assault/Dev/Tac.
Both agree that the tactical squad is the ultimate in flexibility and needs the most experience for the marines to be efective, but the standard approach is to let them experience the flow of battle as fire support first as it's easier for the Sgts to co-ordinate the less experienced marines, whereas BA as you say let the marines have their head as Assault troops first. A tac squad which can perform either role needs the marines to be proficient in both.
#31
Posted Yesterday, 12:35 PM

"most gamers (especially ones who frequent forums) are idiots of one form or another" Great Crusade 08
#32
Posted Yesterday, 12:43 PM

And while I think we are more than just jumpy dudes, I do agree that jump packs are a mainstay in the army. Just like Ravenguard and nightlords who both also love jump packs, we just do it better.
#33
Posted Yesterday, 02:35 PM

ASM could get a charge or attack bonus of some kind vs units on objectives (similar to Eldar Windriders but melee focused). Reivers should shut off enemy obsec or prevent actions from being started nearby.
Changes like these need to be paired with an increased utility of Obsec. Obsec units should get bonuses to performing actions and/or be able to fortify an objective or make it sticky. There are tons of ways they can make obsec units better and more desirable without endlessly amping their leathality as is the current course.
- Karhedron likes this
Xeno
Necrons
Imperium
Astra/Tempestus Militarum - Vostroyans
Blood Angels - Hands of Sacrifice
Traitor Legions
Emperors Children - Making Noise Marines Scream
#34
Posted Today, 12:25 AM

#35
Posted Today, 12:49 AM

you mean you want the gold-nought?New Dante model
Bat Swarms
Dreadnought Brother-Captain Tycho

#36
Posted Today, 06:28 AM

- new Dante, crossed rubicon along with sanguinary guard that are a MIX of primaris and firstborn, there’s only 30, we know the last survivor from baal became the new ancient.
- an upgrade sprue like BT got, primaris inferno pistol bit with our intercessors getting access, maybe an encarmine blade bit as an option for characters, some more BA style heads, representation of relics etc
- primaris tacticus jump troops in core marine dex and us getting the option to make them death company
- Karhedron likes this
Primaris Blood Angels: Wins 4 Draws 0 Losses 2
Blood Angels 3rd Company Wins 25 Draws 5 Losses 13
Heresy Blood Angels: Wins 4 Draws 0 Losses 2Blood Angels 4th company: Wins 10 Draws 3 Losses 4
#37
Posted Today, 08:21 AM


It was as though Sanguinius gleamed with pale light, his face white, eyes becoming blood-red, surrounded by the golden crown of flowing hair. Guilliman had witnessed glimpses of of his brother's wrath before, but had never seen the true Blood Angel unleashed. Sanguinius surged forward on alabaster wings, half a meter from the floor, whiteness streaming from him like flames.
#38
Posted Today, 12:38 PM

Upgrade the Sanguinor both in terms of model and rules. This guy is a warp entity and should hit at least as hard as a Daemon Prince. I would like to see a new model something along the lines of the Celestant Prime from AoS.
That is one of my favorite models I've ever painted. If we could get a model that looks that good and rivals a primarch I would be very okay with it.
- Karhedron likes this
#39
Posted Today, 02:44 PM

For the next edition, I hope there will be less stratagem and less layer of special rules. I prefer a clean game. With the accumulation of 2 chapter tactics rules, Warlord traits, relics, doctrine, special doctrine, units specials rules and stratagems, I totally gave up 9th.
That is more a generic will for all 40k Codex. Specifically for the Blood Angels I want a better equilibrium between all codex entries, and a real possibility to build a roster with a good mix of dakka and melee. For example, a list with a OK gun line and a small/medium melee force for disrupt the enemy gun line or intercept a portion of enemy melee units.
I would also like to see a rework of the Lucifer engine. Maybe as an option for the vehicles. And of course a useful Baal predator and Land raiders. To recapture one of the old Blood Angels combat tactics, the mechanized assault.
I almost done buying my Bloods Angels collection, so I do not particularly want a new type unit. Eventually a new unit in Phobos armor for my 10th company, or a new unit of veterans for the last squad of my 1st company. I do not like the Blade Guards and the only other primaris option are the veteran intercessors. Moreover, I do not have good inspirations for build these.
I am not a big fan of special character, so I really don’t care about what they do with them.
Sorry for my not very good English, I try to improve it.
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