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Blindhamster

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Blindhamster last won the day on September 2

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  • Location
    Birmingham UK
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    Wargaming, Roleplaying, Programming, Gaming, Art, Metal Music
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    he/him
  • Faction
    Blood Angels

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    Blood Angels

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  1. I think t7 custodes with m8 would be pretty neat. Same gap in t compared to marines as marines are to humans, faster movement to show their general speed.
  2. line custodians probably shouldn’t be toughness 9, we literally see more than one instance of veteran marines during the HH going toe to toe with them and wrecking them. BUT, they absolutely should be another scale up from marines. I’d expect t7 base with terminators as t8 tbh. equally, if they’re t9 *shrug* means marines wound them on 5s, which is still what it would be if they’re t 6,7 or 8. And even if they are 9, they aren’t going to have a primarch wound count. ultimately, the point seems to be about reframing the base numbers to try and scale a bit better to what the lore suggest. So yes, custodian should be a similar glow up to a marine as a marine is to a guardsman. so long as guardsman and stuff like eldar and tau remain strength and toughness 3 it works well (I could see stuff like certain aspect warriors having higher strength or toughness)
  3. for lore reasons what I’d expect on both is invulnerable saves representing their agility, durability wise when a marine lands a blow they get crunched. Genestealers hurt terminators but get pasted with limited effort if actually hit. on a damage dealing perspective though. Eldar guns should imo be average strength but very good AP. Their melee should be similar when using stuff like power weapons. Genestealers should be both very strong and have good AP and probably damage too. I’d have no issue with genestealers being strength 5 AP 3 damage 2 for example. Retaining their good number of attacks. Just cost them appropriately. As a big fan of the FFG RPGs, I’ve always felt marines are portrayed better there (and inquisitor before them) than on tabletop, but if humans remain S/T3 going forward I think the tabletop has it pretty good now. i don’t have an issue with the damage 2 bolt rounds - it’s basically just stalker bolters at that point. Their strength went up too, which is perhaps odd, but I think it’s to opportunity cost it. Overall I’ve been interested by what’s been shown so far, withholding judgement till I see all the rules. But based on this and on orks, I think anyone complaining/worrying about other factions probably shouldn’t, it looks like everything is getting a reshuffle, in theory to be more “lore accurate” at a macro scale, even if the minutia can be a little odd (I do agree it’s a little odd the heavy bolter isn’t stronger than the intercessor using “aimed” shots or whatever
  4. Tactical squad wasn’t adaptable on table. Or at least wasn’t from about 5th ed onwards. It was almost always a lascannon and plasma gun with X ablative wounds. in most editions its damage output was wasn’t good enough to be meaningful either. This has particularly been true ever since vehicles went to hull points and eventually wounds. what the tactical squad really has almost always been, is an opportunist unit. Bolters have sucked through most editions, sadly. And a single heavy weapon is almost never useful (of course, having it is an opportunity thing because there are those instances where it can come in clutch after the dedicated stuff failed to do their job) but again, they were not particularly adaptable on tabletop, just adaptable in army building. the Sternguard rules presented here are very much adaptable in the tabletop.
  5. my view here is this: blood angels have traditionally been noted as having more suits of artificer armour than just about any other chapter. whilst I think it’s totally right to point out that other chapters should have jump pack honour guard for their chapter master if their chapter master uses a jump pack (note: sanguinary guard aren’t, in lore, meant to be a big group of random captain bodyguards, there’s meant to be 18 of them, including the chapter banner bearer and champion (neither of which we have rules for anymore)) what I do think is that company heroes need a jump pack generic equivalent to represent assault companies or some chapters first company captains retinues. and I think (as already stated) there should be a more versatile chapter champions unit that blood angels, dark angels, space wolves and ultramarines cannot take.
  6. Blood angels had distinct marine models from 2nd edition onwards. it’s basically always been the case till more recent times. My point was more that at one point the death company were just those same models painted black - and that’s what I want to see again, a kit that can be used as death company or blood angel line infantry based on the paint scheme. Retaining the key thing of winged blood drops and occasional leg designs featuring blood drops. Both of which were a staple as far back as 2nd. i don’t think we need a tactical kit and a death company kit, I was saying the tactical kit is more aligned with what I’d want to see in terms of designs than what we saw with death company :)
  7. sorry, but you’re wrong as the unit design is different. One is specifically a bodyguard unit with rules relating to that, the other is intended as purely a damage dealer. They don’t always get the rules quite right for that, but it’s their intended purpose from a design perspective. i won’t debate it further, you’re allowed your opinions, but I think we fundamentally disagree here
  8. I’d have no issue with dropping apothecaries for blood angels for what it’s worth. My main issue with going back to full separate codexes for the chapters is that it’s duplicating a lot of datasheets and GW notoriously suck at keeping stuff aligned. all the above said, I have been thinking and I wonder if blood angels assault intercessors and intercessors with jump packs may be more expensive than other chapters as the options in the upgrade sprue may be getting added to them.
  9. Yes the issue is that they can’t get rid of assault intercessors, assault intercessors with jump packs or intercessors because death company don’t replace them in the lore. now, as a lot of people comment regularly, it would probably have been easier/better if death company were simply one unit, with option to take jump packs increasing the cost (similar to how storm shields on terminators work) Death company, if designed properly should be a suicide unit, intended to throw at an enemy, do a lot of damage and expected to die. That’s their lore and it should be their mechanics, a distinction from the other units listed. sanguinary guard are a unique bodyguard unit, and actually have an equivalent in a lot of the chapters. My view there is codex marines should have a slightly more flexible option in their book which isn’t allowed for blood angels, dark angels, space wolves or ultramarines. They aren’t analogous or intended to be analogous with vanguard or bladeguard. Mostly true, except you go back further and they had nartheciums. The novitiate model even specifically had a narthecium.
  10. It’s funny, basic weapon options like that IMO would have just been better for everyone.
  11. so which units, precisely, do the blood angels not apparently have? keeping in mind their lore has always been codex adherent except that they have additional structures to manage the flaws. Literally the only thing I think is justifiable based on that, is apothecary as they have the sanguinary priesthood specifically instead. but you have made comments repeatedly. I’m asking you to be explicit. do the same for dark angels too please.
  12. I’ll focus on this as a blood angels player the captain is a captain with 1 new pistol option and lacking almost every other option. What do you suggest there? Blood angels lose storm shield and sword version? Blood angels lose bolt rifle version? Something else? the rest : dante - Calgar mephiston - tigarius astorath - Titus lemartes - cato sanguinor - guilliman I guess sanguinary priest - ventris or the new guy sanguinary guard - victrix guard equivalent baal predator - staying for now, probably goes when actual codex drops, realistically the boys in blue have the wardens of ultramar and have two sneaky characters hidden in the victrix guard (chapter champion and chapter ancient - incidentally stuff blood angels once had lol) death company with bolt rifles death company on foot death company with jump packs death company captain death company captain with jump pack Badly implemented rules, done to pad out a supplement haemorrhaging units the faction had had previously. None of them even have actual models. But regardless, what precisely are they meant to replace from the core codex? They aren’t vererans and blood angels still absolutely have those. So, what do blood angels lose? And what do ultramarines lose? Considering if you are from codex space marines and not an ultramarine you have 6 fewer things (I’d argue more than that due to black library character and the variant victrix unit)
  13. I hope they drop the death company characters and instead make it an enhancement to make a character death company. i also hope they combine the on foot death company data sheets Finally, I hope they merge our captain options to the captain datasheet, either for everyone or just for us if we are a truly separate codex
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