Monday, July 2, 2012

My Blood Angels And 6th: Initial Impressions

by Sandwyrm


I've been asked about what I think of my Blood Angels in 6th. Here's the answer...

Nelsonus Said:

"As a blood angel player, how do you feel about the changes that affect them? I'll list the ones I can think of off hand...
Jump pack rules
Furious charge no longer giving +1 init
Sanguinary guard's weapons are only ap3
and the most important... Everyone with the Rage USR just became so much better."
Sandwyrm's Reply:

I've been playing Flames of War all weekend at a tourney instead of studying the new rules in detail. So take this with a grain of salt. But from what Farmpunk and I have skimmed through so far, things look pretty good for my Sanguinary Guard army. Though not, maybe, for anyone that has to fight them.

If my Sang Priests don't give me +1 Init anymore on the charge, then there's absolutely no reason to take them. The FNP boost only adds a couple of percent to their overall durability. I only ever had them in the list to let me strike first against I4 power weapons. Because those are my bane.

But since all power weapons are AP3 in 6th, I'm actually much better off now. I'll get 2+ saves against them and with the new Assault system, I should be able to force Power Weapon saves on enemy models with Fists or Force Weapons and kill them before I have to worry about not getting saves. Only Terminators will give me fits, but that's no different than now. Except that I can use my mobility advantage to control who gets wounds allocated to them in close combat. Ok!

So I can save 165 points (and 2 KP) by not taking Priests and, with some list modifications... take another unit of Sanguinary Guard! Or bring some Tau allies and still have some Speeders in my list for contesting objectives. Or just bring more Speeders. It's all good.

I hear Space Wolves are doing well in the new rules, but I think that Blood Angel DOA lists may end up getting the biggest boost in effectiveness from them. We'll see. :)

20 comments:

  1. I don't think any of the armies got truly bad or worse. Everybody kind of just took a step to the left.

    I'm having trouble putting together an Eldar list that doesn't make me gag. The objective rules make me get out of my wave serpents, and I DON'T want to have to get my stuff out of wave serpents.

    Tau are better off, but I don't think I can build an acceptable list without some type of ally.

    ReplyDelete
    Replies
    1. If Guard are available, there's no reason on earth to take Kroot. So take your two units of Fire Warriors for scoring/shooting and then line the board with Imperial cannon fodder to shoot behind. :)

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    2. I was thinking Orks, since I have a 40 from the Black Reach starter just sitting around.

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    3. That might actually make Close-Combat Tau viable again. :)

      Delete
  2. And vehicles can't contest anymore so your speeders aren't as effective. Might be better to take assault marines with jump packs. Just saying.

    ReplyDelete
    Replies
    1. Could be. But I think I still need the mobile Multi-Meltas and Heavy Flamers. Jink makes them more durable for that.

      I'm playing with adding some IG flamer vets as objective holders, and a couple of Hydras to help shoot down the Fateweaver Flying Circus that you had to fight this weekend. Good thing I kept those models!

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  3. actually, The Sang Guard and other DoA lists will have to adjust. 50% of your stuff has to start on the board, and fliers can't start on board. Messes with Drop pod armies too.

    something to think about.

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    Replies
    1. My normal deployment is 2 units + all Speeders. So it shouldn't impact me much. :)

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  4. Interesting. But did you know that FNP is now a 5+, but works on every wound except ones which cause ID? So plasma gets FNP, so does a lot of "no armor save allowed" wargear. Fists still negate it though.

    Also, I remember reading a rule about only have your army can come in from reserve. There was some specification though that said something about units that must deep strike aren't considered part of it. Does that effect how you would run this army? No more all deep strike to avoid first turn shots.

    ReplyDelete
    Replies
    1. I normally only deep strike Dante's unit and 2 others anyhow. You have to force your opponent into a corner before you can drop behind his line and do the bad touch. :)

      We'll see if that still works in 6th.

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  5. Also Dante isn't as good as he used to be... with his Axe he now has his Initiative reduced to 1, the same goes for Astaroth :(. And since both have a toughness of 4 and not eternal warrior, guess what's happening... Nothing good.

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    Replies
    1. Yup, just found out today myself, GW just destroyed two named chars with making swords and axes an extra entry. on the +side, it's now ap2 ...*facepalm*. But you strike as the same time as the hammer men :7

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    2. On the other +side, normal power weapons really can't do him any harm of his 2+ armor, while he can crack skull in return...

      However Trygons now eat him as a snack... if you don't shoot them down, while deep-striking.

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    3. Quite a few of the sanguinary guard carry axes too, which will make them AP2 +1 S I1 as well...

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    4. (facepalm)

      And of course the kit comes with a few swords and a few axes. You can't go all-in on one or the other without buying multiple kits. So now I actually have to treat them differently because axes are retconned?

      Dur.

      Looks like I have to buy new crap too now. Not looking good for my likelihood of actually playing 6th. I will not throw any more money at this game when it's in a state of chaos.

      At least I bought the book at the GW store, so I can return it. :)

      Delete
  6. Well, the Glaive Encarmine isn't even in the updated FAQ, nor in the rulebook... this is why I don't go to tourneys and instead play after lists with my friends - I don't have to get shit or update my army, because GW felt the need to differntiate between power weapons... However they really fucked this up... Instead of having fun, you ae now all confused. I guess I'm shooting an e-mail to Games-Workshop... Please tell the store, when you are returning it, that you are confused and the FAQ didn't help, maybe with a nice finger...

    Also I don't understand how to use codex psychic powers, since it doesn't have the warp energy. I agreed with my friends, we're payin' 5th as long as GW isn't clearing up it's own created mess!

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  7. Other than the fact that SG and a few chars def need a FAQ update, the new rules for SG look awesome. Played a game and suddenly the higher I power sword wielding nightmares of the past could not defeat SG! which is awesome news! ....

    ...only issue I am having is that I was planning on an all out SG DoA army with Dante, 6 troops with 2+ saves dropping out the sky to pop tanks with infernus' just seemed too good to be true. Which, sadly, turned out to be the case. Apart from the limit of Units that can be in reserve (50% of units that use it as an option, so chaos deamons are still fine) the other main issue that most people seem to overlook, is that at the end of any turn where you don't field any more units, you lose the game.

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  8. Oh, I'm looking forward to playing my Sang Guard when this Sword/Axe nonsense finally gets sorted out. The fact that Purifiers and Termies wouldn't automatically kill me in combat will be very nice.

    The deployment thing sucks a little, but I usually went with 5 of my 8 units deployed on the table in 5th anyhow. So it'll hardly affect me at all.

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  9. I don't understand about people being annoyed over SG weapons. Their codex entry states they are armed with a Glaive Encarmine, which under the codex wargear section plainly says that the Glaive Encarmine is a master-crafted two-handed power weapon. So as far as I'm concerned, even though the model may have an axe, it is still a Glaive Encarmine which is a power weapon and I will use it as such.

    ReplyDelete

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