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Post by kungfury on Jun 28, 2015 12:52:43 GMT
So i have been haveing a good look through the new codex and what do i i think.
Well first off i think its a rather solid codex through and through. There is off course a few problems but it made alot of changes in the right places.
The standard rules
Grim resolve - stubborn and bs2 overwatch(unless jinking) not bad at all.
Ravenwing - re-roll jink saves. This is fantastic! And some very dirty combos with this.
Deathwing - fearless and hatred (chaos marines). Rather nice mainly for the hatred. Look out Richard!
So over all these rules are not to bad. Next ill look at detachments and formations
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Post by kungfury on Jun 28, 2015 13:29:03 GMT
Detachments and Formations
Deathwing Strike Force So this allows you to auto pass or fail your reserve rolls. and allows you to shoot and run or run and shoot after deepstriking. However all units have to start in reserve and have the Deathwing rule. So if you want a pure deathwing force you need at least 1 dreadnaught in a drop pod to stop you auto loosing turn one. Now while this isnt as good as past deathwing options. Turn 1 deep strike will be missed. But this does open alog more options for mixed dark angel force. Plus you no longer have to have belial in your force.
Ravenwing Strike Force This give you the ability to turno boost 1st turn and count as jinking(remember they get to re-roll as well). It also allows you if they start in reserve to all arrive 2nd turn automatically. However they all have to either start on board or in reserve(if in reserve the turbo boosting bonus is on there first turn on the board.) and they all have to have the Ravenwing rule. Now this is rather nice as with first turn turbo boosting you can redeploy your force nicely and getting a re-rollable jink save. With the addition of a darkshroud you get a 3+ jink save and if noght fighting is on you get a 2+ re-rollable jink save! Now while you miss a turn of shooting this does mean its really good at exploiting the board. Avoiding stuff you dont wanna fight yet or positioning for a Deathwing strike force to jump in. However there is a major flaw. The raven wing rule is only on 1 hero(in both his forms) sammael. Now it looks like gw ment for other jqs to have this rule as you can take 3 hq choices. But there is no way to gove the ravenwing rule to other character. I can see lots of houseruleing to count characters that get bikes are also getting ravenwing rule. But otherwise a good detachment
Lions Blade strike force. Now this is the big 'demacurion' style detachment. So this is a collection of formations. The core bonus's for the lions blade are that you dp full bs overwatch and you get to have free rhinos, razorbacks and drop pods(if you have 2 demi companys one with company master and one with chaplin) The core formation is the demi company. Now this is a collection of 3 tactical squads, a assault squad, a devastaor squad and a chaplin/company master. With then option to take a dreadnaught, command squad and a veteran squad. Now this gives you bs3 overwatch(as you can have this as a stand alone formation) and objective secured. Obviously you only really benefit from objective secured while in the detachment. there is a choice of command options as extras in the detachment and a good selection of Auxillia options. Remeber you need minimum 1 demi company and 1 auxilia choice(per core/demi company) for thos detachment however you can have up to 12 auxilia per core (demi companys you have)
Next will be the other formations
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Post by maine on Jun 28, 2015 13:43:21 GMT
Really dissapointed so far with the new DA Codex, its a step above the last in terms of options and power but I think they've lost a bit of their identity. Massive buffs to Ravenwing means they are a step above White Scars, the whole demi company looks like a universal simplification of all Marines - maybe GW found force org not being used to it's proper potential or people were finding it too difficult to organize their detachments but demi has now become a very generic standard much like decurions. (These detachments are basically 1000-1500 pt chunks of your army and not really 'detachments', I imagine GW are gearing towards higher 3000+ pt games for these to be used critically)
Deathwing will be missed, coming in on Turn 1 was a huge shock and awe tactic, I assume shooting and running has replaced their twin linked rule (?) but even so shooting and running doesn't have that relentless feel of the inner circle, deep striking within 24" trying to skirt enemy fire won't be viable unless you're really lucky.
Glad they're buffing Dark Angels, they were already in a awful place and their sole purpose of killing chaos made them uncompetitive in other areas but would of liked to have seen more :/ Instead looks like their focus was all on the bikes.
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Post by kungfury on Jun 29, 2015 19:41:51 GMT
Formations
Battle Demi-company So this is the stock formation of the book and yes its very similar to the space marine codex. You need a company master or chaplin, 3 tactical squads, a assault squad and a devastator squad. Now thats around 450pts without upgrades. it is quite alot as a minimum you do get the option to take a command squad, company vetern squad and a dreadnaught. So thats a nice amount you have access to. And the flexability is there if you fit the squads appropriately. The bonus's are very nice. You get BS 3 overwatch and objective secured! This is rather good. As you get bs3 overwatch instead of re-roll warlord trait (you know that thing we all forget/dont care about).
Deathwing Redemption Force This formation is a nice addition you need 2 death wing terminator squads and either Belial, Company Master, Interrogator-Chaplin or Librarian(of course they have to be in terminator armour). The options you get are 3more terminator squads, a deathwing command squad, a deathwing knights squad and a venerable dreadnaught(who has to have a drop pod). Now the bonus's are interesting. You have to start in reserve and you pick either turn 2, 3 or 4 to arrive. And all this formation arrive at the start of that turn. oh and Preferred Enemy Chaos space marines. Also they get to run and shoot or shoot and run the turn they come in. This cormation is built to be the killing blow is how i see it. You drop them where you want stuff dead. And these guys get it done.
Ravenwing Attack Squadron This contains 1 bike squad or attack bike squad and 1 landspeeder or landspeeder vengance. This works really well with the deathwing formation as you get to boost the range of your locator beacon to 12". Also they get a rule where the bike squad get plus 1 BS against the target the land speeder shot at. Making it better at finishing off one squad/target at a time
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Post by kungfury on Jun 29, 2015 20:10:17 GMT
Formations Part 2
Ravenwing Support Squadron This consists of a squad of 3 landspeeders and a vengance or darkshroud. And these have to form a single squad. They gain Grim resolve(Stubborn and bs2 overwatch),interceptor and strafing run. Now i hear you say bs2 overwatch is pointless as they dont overwatch as they are not infantry. Well they get more rule. If a favenwing squad gets assaulted within 24" of this squad they get to fire overwatch at them as well. Thats nasty. (Wall of death Ie. Flamers have to be in 6") this formation does what it says on the tin. It supports your ravenwing units fantasticly.
Racenwing Silence Squadren This is made up of 2 Nephiljm Jetfighter and 1 Dark Talon. Its bonus's are when rolling reserves you roll a single dice for them that you get to re-roll. And the dark talon when doing a bimbing run auto hits also if wounded you roll 2 dice on the Initiative test and take the highest. Also if you have slay the warlord in the mission and this kills him tou get a additio al D3 victory points of he dies as a result of this rule. So i think this formation is very nice. But is a rather large points cost but with reroll reserve roll is very nice.
The Hammer Of Caliban This is the last formation in book. It consists of 1 Techmarine, 1 Land Raider of any pattern and 1 squad of 3 Predators, Whirlwinds or Vindicators. They gain Tank and Monster Hunter, and the techmarine has to be wothin the land raider at start but while in there he gives it Bs5. They also have to be 1 squadron. This is the downside. As thats alot of fire power that will destory your target But thats it... yes you can hide behind the Av14 of the raider with no downside. But im not taken by this fornation its to much in one squad. Mabye in bigger games to hunt titans or big monsters bit in small games you will struggle i think.
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