PDA

View Full Version : Blood Angels Rumor Round up!



MasterMike0514
05-17-2007, 04:19 PM
These are just Rumors so keep that in mind (From ROW)

US WD328, May 2007, pg. 129

* The first issue will include the fluff and the second issue will include the army list.
* The rules will be available for free download sometime thereafter.
* These rules are a temporary “update” not a full codex release.

Fluff Changes
* The new fluff will emphasize the BA’s progressing descent into madness and the degenerative effects of their gene flaw. This is mentioned but not emphasized.

Army Special Rule Changes
* BA infantry will no longer automatically receive the Furious Charge special rule.
* The Black Rage will no longer force mandatory movement, i.e. the 1/6 chance of running D6” forward.
* BA infantry units will receive the Combat Squads special rule.
* BA infantry will retain ATSKNF.

Death Company Changes
* DC are no longer mandatory for all BA armies (if you call it that)
* Max DC squad size is 10 models.
* 1 DC marine can be added to the squad for every Honour Guard, Vet Assault, Assault, Terminator, Tactical and Devastator squad in the army (either 5 or 10 man strong, doesn’t matter).
* Point costs of DC models are tied to the contributing infantry squads:
- 30 pts base (i.e. w/o an infantry squad affiliation)
- 25 pts from tactical squads
- 15 pts from assault squads
- 0 pts from terminator squads (i.e. 1 free DC model per squad), VAS and HG
* The infantry unit that contributes a marine to the Death Company will not have to “lose a model” to do so.
* DC marines will retain furious charge, and feel no pain.
* DC marines will not be able to have power weapons but all will gain rending attacks in close combat. This represents the myriad of cc weapons that may be included in the DC squad. You may continue to use DC models that include power weapons and fists but they count as normal cc weapons (w/rending) instead.
* For an additional point cost, the DC squad can be given jump packs, a Rhino or a Drop Pod.
* DC will be forced to move towards and assault the nearest enemy unit unless a Chaplain or Corbulo is within 6”, this rule is aka the “Black Rage.”

Overcharged Engines
* Will be included on Rhinos and Baal Predators
* When employed on a 4+ the engines will make these tanks count as Fast vehicles, moving up to 18”.
* Rolling a 2-3 will allow them to move normally.
* Rolling a 1 will mean that the tank cannot move at all.

Changes to Special Characters and Units
* Dante has an Inspiring Presence that grants Preferred Enemy vs. their current opponent to all BA’s within 12”.

* Corbuolo will grant Furious Charge to all infantry models that start their move within 12” (this is actually the power of the Red Grail).
- Is for some reason still not equipped with a power weapon and cannot take mobility upgrades (like bikes or jet packs).

* BA Librarians will gain new psychic powers
“Wings of Sanguinius”
- If footslogging, the Lib will be able to move like jump infantry.
- If equipped with a Space Marine Bike, will gain a turbo boost.
“Quickening”.
- Adds +D3 attacks in cc

* Mephiston will be able to use all (3) of his Psychic Powers in the same turn.
- “Wings of Sanginius,” “Quickening” “Transfixing Gaze” & employ his force weapon.
- “Transfixing Gaze” will force all models in b-2-b to make a Ld check. If failed, those models will not be able to attack that turn and will be automatically hit by Mephiston.
- Gains Feel No Pain
- Does not have an INV save.
- Has a very impressive stat line.

* Tycho retains Preferred Enemies: Orks
- No longer has digi-lasers
- Is also not equipped with a power weapon

* Lemartes employs a Death Mask that reduces enemy leadership by -1 within 6”
- Comes with a jet pack and an improved stat line over generic Chaplains.

* Moriar the Chosen has been dropped.
(See the rumors concerning Death Company Dreads below)

Army List Changes
*HQ choices are limited to Captains, Chaplains and Librarians – there is no longer a Snguinary High Priest HQ option (other than Corbulo).

* Honour Guard with same stats as Veterans (2 Attacks base)
- 5-man squad
- Can be given jump packs for 25 pts (+5 per model)
- Will include several character upgrades
- Upgrades include a “tech adept” character along with the other choices.

* Vet Assault units can employ Jump Packs or Rhinos.
- They have 2 attacks on their stat line.
- The can take up to 3 powered cc weapons: power weapons, lightning claws or power fists.
- 5 models base and can be increased up-to 10 strong (and thereby gaining Combat Squads).

* BA Terminators will be limited to 5-man squads, w/one heavy weapon
- Will not gain any other veteran skills.
- Note that there are no teleport homers in the BA army list.
- Can still be deployed via Drop Pods

* All Dreadnoughts will be Elite choices.
- BA dreads will have the option to take Plasmacannons and Autocannons.

* Furioso Dreads
- No longer have the Tear Attack special rule.
- Can be deployed via Drop Pod
* Can be upgraded Death Company Dreadnoughts (+20 points)
- +D3 attacks per turn
- They lose the “ignore shaken & stunned results” special rule
- Must move and attack the nearest enemy.

* Scouts will be an Elite choice with no special cc limitation, i.e. they can all be equipped with the full assortment of scout options.
- Gain S4 Shotguns

* Assault Marines will be a Troop only choice for all BA armies
- A special character not required.
- May not be equipped with Flamers
- Will alternately be able to take Rhinos or Drop Pods (like their DA equivalents).

* Landspeeders will cost the same as in the Dark Angel Codex
- They may have up two 2 tornadoes per squadron.

* BA Whirlwinds will include incendiary rounds.

Other Interesting(?) Changes
* No teleport homers
* No auspex (oh well)
* No Scout Bikes
* Librarians come with Rights of Battle – though still only Ld 9
* Mephiston does not come with Rights of Battle

New Models?
* Some character models will be re-released.
* There will not be any new models or plastic sprues.

Gruebot
05-21-2007, 11:25 PM
These are just Rumors so keep that in mind (From ROW)
Corbuolo will grant Furious Charge to all infantry models that start their move within 12” (this is actually the power of the Red Grail).
- Is for some reason still not equipped with a power weapon and cannot take mobility upgrades (like bikes or jet packs).

Now Models?
* Some character models will be re-released.
* There will not be any new models or plastic sprues.

I wonder if its because the model doesn't come with a power weapon or a bike and kind of has to sport the apothecarion backpack. Either way I don't really care. Just came to mind when I was reading this.
http://i82.photobucket.com/albums/j247/gruebot/corbulo.jpg
:)

USMC2USAF
05-22-2007, 12:49 AM
Being a die-hard Blood Angels player and enthusiast, I won't pass judgment on the rumors regarding the WD rules update, however, I am disappointed by the unexplained disappearance of the Sanguinary High Priest HQ choice (albeit, now that EVERY Space Marine Chaplain now has the equivalent of Sanguinius Chosen "re-roll missed hits in first round of the assault phase in which you charge") I was hoping they would give the SHP something different and unique to make up for this slight. Instead of dealing with it, GW decided to make the SHP disappear? I hope I am wrong... afterall, how can there only be ONE SHP in all the chapter? (Corbulo) and no others? How is GW going to explain past SHP characters away?

Needless to say, I am anxious to get my hands on this month's WD and get a taste of what is to come rather than get too upset over changes that haven't even been made official yet.

Respectfully,
KEVIN

MyMyst8k
05-22-2007, 04:30 PM
I hope I am wrong... afterall, how can there only be ONE SHP in all the chapter? (Corbulo) and no others? How is GW going to explain past SHP characters away?

GW slowly waves their hand in front of your face and utters, "These are not the Sanguinary High Priests you are looking for . . . "

:D

SgtBrowncoat
05-26-2007, 12:52 AM
Looked the first part over tonight, Interesting stuff! Didn't get as much fluff update as I was hoping for, though.
Although it is part one, it does confirm many of the above rumors.

Asandiril
06-01-2007, 04:39 PM
No real update to the fluff, just the same as had been in "Codex: Angels of Death", "Codex: Blood Angels" and past and recent WD fluff articles. Matter of fact, the quote they use about "inquisitors" and their Flaw has been around since 2nd Edition ...

But I too am curious about their "get us by" list and can't wait for July's issue. I'd love to see Kevin and Sanger back out playing their Boys in Red, and maybe some new players!

USMC2USAF
06-01-2007, 11:10 PM
Jason:

So far, I'm about 90% pleased with the new Blood Angels update part 1. It would have been great to retain Furious Charge for all infantry units and eliminated over-charged engines altogether (I guess the "specail training" that Blood Angels had in dismounting and assaulting from fast moving Rhinos in 3rd edition was inexplicably lost in this edition!). But, I think GW did a much better job of putting character back into the central Blood Angel characters which is always a pleasure to see and even better when items like Dante's Axe Mortalis is actually named and defined as a master-crafted power weapon and the previously known fusion pistol is now the Perdition Pistol but fires with the profile of a meltagun (range 12" +2D6 for AP but still counts as a pistol for close combat purposes).

And I can't tell you how unexpected a S5, T5 Mephiston that can use all three of the Blood Angel psychic powers AND his force weapon each player turn!

Needless to say that I will dutifully follow the assault preference of the chapter and "if" Assault Squads are Troops choices then I will have AT LEAST 4 ten-man TROOPS selections :) Although, this isn't anything divergent for me as my last Blood Angels army had 4 ten-man Tactcial Squads w/a meltagun in each and the benefit of Furious Charge. They foot-slogged their way across the battlefield as makeshift reserve assault units...

Ed (Sgt Browncoat) and Sanger... let me know what your preliminary plans for your particular Blood Angels are... I'd like to for us to form the Triumpherate of Blood Angels... The Bloody Trinity!

For Sanguinius!

Respectfully,
KEVIN
"Black Raging and Red Thirsting at a 40K game near you!"

Cpt_NinjaPants
06-04-2007, 12:44 AM
I have part 2 of the update on a pdf file if anyone want it.

SgtBrowncoat
06-04-2007, 12:49 AM
Where did you get that? I would be interested in getting a copy of it from you.

Cpt_NinjaPants
06-04-2007, 01:34 AM
Well, i would tell you, but if you incorrecly navigated the website, you would see things.. That would disgust anybody..:'(

ColGreeley
06-04-2007, 06:37 AM
June's issue of the WHITE DWARF will have the 2nd part of the Blood Angels Codex rules. It will feature army lists and point costs.

SgtBrowncoat
06-11-2007, 11:53 AM
ATTENTION:
All you "not Blood Angels" players out! no more peeking. Spies and saboteurs will be fed to the death company. ( yeah I am tired enough to think that it will work and/or is funny, sorry all.)

That said, what are my fellow BA players planning on doing with the new list?
I am looking at an overhaul, given that my list is A) scout heavy, and B) vehicle heavy, I probably won't be fielding anything real soon, but the ideas are flying. Mainly I am planning on focusing my attention to infantry, with a couple well chosen support vehicles. Obviously to max out my DC as best as I can.
I am thinking two or three Assault squads with a matching number of tactical squads in rhinos. The mechanized squads provide a screen for the assault squads and short-range fire support.

I picture a couple of neat concepts here: The assault squad advances on a chosen target as the rhino/razorback blocks dangerous lines of sight to the Assault squad, the tac squad disembarks and can fire bolters and plasma/melta, either to whittle potential support for the target squad, or soften the target up. the assaulters do their thing, and if the target unit survives, then the Tac squad can join in the assault the next turn to provide extra hits and numbers, or continue whittling potential support, etc.

Tactically, the DC and veteran assaulters basically fill the same role the assault squads do, and Baal and scouts fill a similar role to the tactical squads. Of course these units will probably cover higher profile targets, but the theory is the same.

For armor I intend to field a devastator squad and equip meltas for most of my tac squads. Maybe combat squad one or two tac squads for some down-range lascannon support.

I am thinking about going completely 3rd company to field Tycho, as I like his fluff, and the Armageddon theme runs well with my steel legion army. Seems like he would fit in well leading one of the tactical squads.

Well, without boring you all to tears anymore, I will open the floor for critique. Is that a sound theory? Oh, and as for you "Not BA players that read this anyways : ) What tactics might you use against this army, what flaws would you exploit, etc?

FormShaper
06-11-2007, 11:30 PM
You know what would make Blood Angels REALLY cool? I man, totally SWEET?

A nice blue paintjob, that's what.

- Mikhail

xelloss
06-12-2007, 07:56 AM
...Ultra Angels?

ColGreeley
06-12-2007, 08:10 AM
The 40K Universe doesn't need anymore Smurf Marines. :D

USMC2USAF
06-12-2007, 05:22 PM
Ed "SgtBrownCoat" :

Well, as a fellow avid Son of Sanguinius, I've had several ideas on my revamp of the assault heavy Blood Angels army.

About 99% of my force will consist of infantry and jump infantry units. Although, I'll have two different variations of my assault force. One based exclusively on jump pack manned combat squads and another based on rhino tranported units (fortunately, I had the foresight to take the time in mounting magnets on my assault troop minis backpacks). In a 1750 point force I can field 6 Troops choices and 2 Elites choices (not including the 8-man Death company) and a power fist/crozius armed chaplain and Dante, Lord of the Blood Angels himself.
Needless to say, deployment should be interesting!

Respectfully,
KEVIN

xelloss
06-13-2007, 08:51 AM
I'll have to get a game setup with you sometime. Aren't you worried about the lack of Rhino rush, or are you hoping the BA's get an exception to that?

SgtBrowncoat
06-13-2007, 09:29 AM
I was hoping some "Assualt vehicle" rules or vehicle options might come up, but I don't think it will happen. Basically I just figure the rhino-mounted tactical squads will get me more infantry (and thus more DC) on the table, and they can provide a support role to the Assault squads. Plus the tactical squads can get me some necissary anti-armor without over-doing the points and jobs for the assault teams. But between the Death company, at least one veteran assault squad, and all of the assault squads I will field, I certainly won't be to reliant upon the rhino squads.

I really was looking forward to some sort of rule that would let me even kinda Rhino rush again ::sigh:: even had conversion ideas for "halftrack" style rhinos with open-topped passenger spaces, or forward opening ramps like land raiders have. I realize why they didn't do it, but it would have been nice.

As for the game sometime, you bet! It may be a while before my Blood Angels are going again, but my Dark Eldar are always up for a fight, and if you don't mind unpainted models, my Steel Legion are fun too.

Rorschach
06-13-2007, 09:31 AM
There seem to be some "givens" for a BA force, at least for me:

Mephisto
Chaplain or Corbulo
Death Company
Some sort of Assault Squad (Vet or HG)
Baal Predator
1 or 2 Dreadnoughts
Tac Squad with a Rhino
Maybe a Whirlwind

That's a lot of 1500 to 2000pts right there. So I can't really decide on the rest until I see the true list. The main choice seem to be whether to go the rest Assault Units, and how to work in more Anti-tank.
And what the heck to do against Genestealers and DE if you go heavy assault.

Units I'm not sure about at all:
Terminators
Scouts
Devastators
Bikes of any sort
I have this Techmarine I want to field, but not sure how he'd be worth the pts.
Drop Pods

But those seem true of almost any Marine Force.

Me need list!

USMC2USAF
06-13-2007, 07:07 PM
I don't necessarily agree that Mephiston is a given in a Blood Angels army.
I think you'll be very surprised how many armies will include Dante instead of Mephiston in their force. However, with psykers like Eldrad out there casting DOOM up to two times a turn, there is always need in a Space Marine army for a Librarian type to put up some kind of defense with the Psychic Hood. A Chaplain or Corbulo is definitely necesary to guide/lead the Death Company in battle rather than allow them to Black Rage against Dreadnoughts and other less desireable targets.

Opinions?

Respectfully,
KEVIN

USMC2USAF
06-13-2007, 07:07 PM
I don't necessarily agree that Mephiston is a given in a Blood Angels army.
I think you'll be very surprised how many armies will include Dante instead of Mephiston in their force. However, with psykers like Eldrad out there casting DOOM up to two times a turn, there is always need in a Space Marine army for a Librarian type to put up some kind of defense with the Psychic Hood. A Chaplain or Corbulo is definitely necesary to guide/lead the Death Company in battle rather than allow them to Black Rage against Dreadnoughts and other less desireable targets.

Opinions?

Respectfully,
KEVIN

SgtBrowncoat
06-13-2007, 10:23 PM
Mephiston is cool. Wether a given or not I am not sure, though I can say I would only take him if I was taking a chaplain as well. (To lead the DC)
I expect to see a lot of him, though.

Scouts are less cool now that A) No furious charge, and B) I can take assault squads as troops. and C) They provide no death company. However they ARE cheaper and can start in a forward position, which could be handy. Most machines seem less appealing to me given the need for DC, so Dreads and WW are probably out for me. Maybe one DC dread, though...