Iuchiban has the Spanish version of the Blood Angels Codex and was doing a Question and Answer thread over on Warseer.
I reformatted everything and posted below for your perusal. I also added it to my Blood Angels Compiled MEGA Post. Here's what we know:
Army Special Rules:
Furious Charge
FOC Changes:
HQ: Librarian Dreadnought
Troops: Tactical Squads, Scout Squads
Elites: Death Company, Dreadnoughts (Death Company and Furioso), Command Squad (Honour Guard are gone)
Heavy Support: Baal Predator
Baal Strike Force Detachment:
Mandatory 1 HQ, 1 Elite, 2 Troops
Optional: as usual, but 3 additional Elite slots (Total 4)
Special Rule: +1 Initiative when charging, all the army, any turn.
More after the break.
Warlord Traits:
1. Red Rampage: Warlord gets Rampage.
2. Speed of the Primarch. Warlord gets +1 Initiative.
3. Artisan of War: One of the warlord's weapons is mastercrafted.
4. Soulwarden: Warlord gets Adamantium will.
5. Descent of Angels. (Dante's trait)
6. Heroic Bearing: Warlord has a 12" Fearless bubble.
Psychic Powers:
Primaris: Blessing. +D3 to Attacks and Initiative to Psyker or target character at 12”.
1. Malediction. Target unit at 12" takes a Moral test with -2 penalty.
2. Blessing. Target unit at 18" gets Rage. If they had already that rule, they get +1 Attack instead.
3. Blessing. Psyker and his unit get 5++.
4. Focussed witch fire. Target makes 2 Toughness tests. Take one Wound for each failed test. If target dies, place 5" blast with S4 and AP5.
5. Beam. 12" S8, AP1 Lance
6. Blessing. Target infantry unit, moves 12" in the psychic phase. No charging after this movement.
Relics:
1. One jump pack that allows the bearer and his unit re-roll when Deepstriking and when other units Intercept must fire Snapshots. Cost: 25 points.
2. Gives Fear, and fear tests are done with -2 Leadership. Cost: 10 points.
3. One item that gives an additional warlord trait strategic table. Cost: 15 points.
4. One physic weapon +2S, AP4, bearer may re-roll 1s in the psychic phase. If rerolled die is a 1, bearer takes one wound. No saves allowed. Cost: 10 points.
5. One Master-crafted plasma pistol, that does not get hot. Cost: 25 points.
6. One AP2 power sword. Cost: 25 points.
Characters:
• Dante: LoW. Eternal Warrior. Axe is +2S, AP2, Mastercraft, and strikes at Initiative. No longer unlocks Sanguinary Guard as Troops.
• Seth: LoW. Lost his special attack, but now does +1 hit for each 6 to wound.
• Mephiston: HQ. WS6 BS5 S5 T5 W3 I5 A4 L10 2+ Special Rules: Furious Charge, Independent Character, Fleet, And They Shall Know No Fear, Hypnotic Trance: Roll 2D6 in a challenge. If you roll equal to or above their Leadership Mephiston hits on a 2+. Warlord trait: Admantium Will. Level 3 Pskyer w/ unique blessing giving him S10. Sword is AP3. Points: 175
• The Sanguinor: Pretty much the same with a 4++. Rerolls to hit and to wound rolls in challenges. Not an Independent Character.
• Sanguinary Priest: HQ. Independent Character. The unit joined gains +1WS and Feel No Pain. Can buy a Bike, but no longer has access to Terminator Armour. Points: 60
• Corbulo: HQ. Grail gives all units within 6” +1 WS and +1 Initiative. Not cumulative with the standard chalice. 3 wounds. Cost: 120 points.
• Lemartes: Can only join Death Company and takes an Elite slot.
• Tycho: No longer ignores armour saves. Combi-melta can no longer use special ammo.
Units:
• No new units. Terminators and Librarian are separate kits.
• No access to Storm Talon or Centurions.
• Tactical Squad: Usual options from Codex: Space Marines plus new options. They do have access to Flakk missiles.
• Furioso. Same cost as before. Blood Talons are +10 points.
• Reclusiarchs and Honour Guard are gone. Honour Guard replaced by Command Squad.
• Vanguard Veterans cannot assault after Deep Strike.
• Death Company: Furious Charge, Fearless, Relentless, Feel No Pain, Rage. Cannot reroll to wound rolls if a Chaplain is in the unit (that is now Astaroth’s ability). No options for Terminator Armour. WS dropped to 4. Jump Packs are +3 points per model.
• Blood Chalice: +1 WS and Feel No Pain. No longer a bubble just affects the unit.
• Rhinos, Razorbacks, and Baal Predators are Fast.
• Predator Annihilator/Destructor can upgrade to Fast for +10 points.
• Land Raider: No longer a Dedicated Transport.
• Tactical/Sternguard Squad: Gain access to Heavy Flamer (max 2 per unit).
• Sanguinary Guard: 33 points per model. Glaive Encarmines are still mastercrafted. Max unit size is 10.
• Terminators: Access to a banner which allows reroll of failed morale and pinning tests within a 12” bubble.
• Bike squads have access to grav-guns.
So a lot has changed. With the new detachment this harkens back to the 5th Edition Blood Angels Codex where we truly were a strong assault army. Now we can buff Weapon Skill and Initiative to strike first against other marines and at a higher Strength due to army wide Furious Charge. The nerfs to Mephiston's stats bum me out a bit as does no reliable AA. Overall, we are much better off then we were and it'll be interesting learning the nuances of the Codex.
Till next time,
–The Harrower
I hope alot of this is false. Why get rid of Honor Guards (there is really no difference, so why the need to change it) and even more so WHY REMOVE ASSAULT SQUADS AS TROOPS. This is what made BA Different. Now you have "Red Marines"...
ReplyDeleteHonestly Assault Squads shouldn't be Troops. Blood Angels follow the Codex Astartes. The only reason why they never run out of Assault Squads is because everyone is always eager to join their ranks. Truthfully, we are lot different from Space Marines now. What Space Marines get +1 Initiative on the charge, Feel to Pain, and +1 WS? With Space Marines you get units of Centurions and Bikes. With Blood Angels we don't even have Centurions and Bikes are that viable.
DeleteI agree. In all the Blood Angels books and fluff I've read, Tactical Marines are the main bread and butter of the army. Assault marines and Death Company have always been the supporting role. The new codex matches the fluff more. We still have fast tanks and I'm really excited about an army wide furious charge and +1 to initiative on the charge. Plus Dante now sounds like he can actually be the combat monster he should have been previously. I too was slightly bummed about Mephiston but then I thought more about his stats and rules. He will be getting Furious charge, +1 to initiative etc which will bump those baseline stats up when he's charging into combat. He will be a lot more useful being able to attach to squads too and with a lower point cost he will be a lot more value. The more I read about these new rules, the more excited I am. Ok, we are stuck with Tactical Marines if we want a bound list, but those Rhinos will zoom across the board quicker than any other marine tank transport. Exciting times ahead :-)
DeleteAww...grap...why does GW changes the dex that much...I don't want to buy a new army...I hope there is any HQ which Assault Marines changes to troops...
DeleteIf my Death Co. cant use a Landraider anymore I replace them with Assault Terminators but I think I need 2 more Elite slots to play my old army...
Maybe now it's the time to stop playing 40k...and wait if the dex changes back...
@c3r34l Nothing in the Codex that does this, but Shield of Baal: Exterminatus has 18 formations. We'll possibly get something in there for it.
DeleteDo we know if sanguinary priests are like techmarines & don't use up HQ slots, not to fussed on the assault marines issue tbh.
ReplyDeleteAt least with Meph being HQ I can now paint my Fellblade red, Dante was the logical choice for the slot I guess.
I see me running pure Blood Angel lists & even considering allying in my Sentinals of Terra, they have centurions as fast & heavy.
Oh yeah did we drop pods in fast like SW? If not I'll rethink the ally idea!
From what was posted Sanguinary Priests are an HQ choice. I'm still holding out hope that it's 1-3 per slot, but I doubt it.
Deletewhat about cost for different units? Any chnages?
ReplyDeleteIn my opinion BA were overpriced compared to newer codecies.
Costs are pretty much inline with Codex: Space Marines from what I've seen. Captain, Librarian, and Terminators are exactly the same and Death Company get jump packs for 3 points each.
DeleteThe loss of Assault as Troops 1) removes fluff theme 2) makes many existing armies unplayable (unless "Unbound" which is an issue for many). The +1I, FNP & +1WS is not so great for shooters (Troops) as it would be for cc fighters (Assault). IMO it would be akin to taking everything "wolf" related from Space Wolves (ie: Fenrisian Wolves, Cyber Wolves & Wolf Claws) away from their traditional use & making them more Generic Marines compliant.
ReplyDelete1) I don't think it removes the fluff theme at all. This is from the current Codex: "Whilst Assault Marines are incredibly common in a Blood Angels strike force, this should not be taken to indicate that Assault Squads are more prevalent here than in other Chapters.” 2) I agree that it does mess up peoples collections, but you can still take 2 CADs and get 6 Fast slots and use them there and I doubt most people ran more than 4 units of Assault Marines. I agree that +1 Initiative, +1 WS, and FNP isn't great for Troops, but you have cheaper Sanguinary Guard which can be taken in units of 10 now and Death Company that pay only 3 points for Jump Packs. You can throw in Terminators or an Assault squad, but really that's all the close combat you should need.
DeleteThe Dante changes are good. The Honor Guard is questionable as no mention if the Command Squad can use Jump Packs. Sanguinary Priests are an issue for me because having 6 attached to 6 Assault Squads was magnificent. Now that is gone. Mephiston still can't kill a Terminator with his sword. The loss of LEs as transport hurts too (especially if you own 3+ of them).
ReplyDeleteHonestly, I feel the Blood Angels have been turned into red Ultramarines overall. They're no-longer the Marines people chose to play. Now they are lacking the spice they had which kept people on an outdated codex.
Love the Dante changes. Not sure on losing the Honor Guard. We'll see what happens with the new Command Squad. I agree losing Jump Packs there sucks. Not crazy about not having as many priests as I used to, but the +1 Initiative from the Baal Formation will make sure you survive a lot longer in close combat.
DeleteVanilla marines use either Bikes or Centurions. You won't see that in the Blood Angels at all. What you'll get is good shooting and brutal close combat. Honestly, that's all I could ask for.
The Command Squad not having Jump Packs was a gripe for players until Blood Angels got it. They were the Chapter to have a generic Captain with JP to have his Guards. After that the rest evolved. Also, the fluff for the past few years to current, from GW/BL/FW, has often made mention of how AMs were more common than Tacs as BAs specialised in Jump Troops. It was a minor variance to the Codex that filled a gap and gave BAs something unique. It was the same for White Scars and their bikes. Without these bits of fluff each Chapter becomes more of an Ultramarines successor than a unique Chapter.
DeleteThis could have been avoided by making Tacticals "Fast" but also making them take either a Rhino or Razorback with each squad. The vehicles kept them fast & safe as well as put bodies in the "Fast" slot.
And, I'be been a player since RT. Most of my Marines & accessories are from that period (including 2 "Mr. Peanut" Dreads, 2 1/2 LRs & smooth topped Predators - Annihilator & Baal). I've seen the wrongs done to armies. This is bad but FAR from the worst. Sure, I can play this codex.....but at a disadvantage and minus the themes that made it the Chapter I wanted to play..
I can understand it not being the Codex you want to play. My thoughts are this is the way the army should be played. I always thought it was weird that no one used Tactical Squads. My biggest gripe is the boring Troops slot now, but I bet they retain the all jumpers list somehow in an upcoming formation. Shield of Baal: Exterminatus has 18 of them from what I understand with half of them for Necrons.
DeleteIt's funny people go i and on about how it's in the background that Blood Angels should have more Tac squads, when 1st it's in the fluff that right after graduating from scouts they join the assault squads and 2nd only in one edition of this game has Blood Angel Assault squads been fast attack and not troops, 2nd edition just had a general category of character/squads/vehicles so many Blood Angel armis were all assault marines
ReplyDelete3rd edition saw the switch to our modern day force org chart and Assault Marines went to fast attack
4th edition Blood Angels got a white dwarf codex update and moved Assault Marines to troops
5th-6th editions and early 7th Assault Marines are now fast attack, it has nothing to do with background or fluff that GW changed it's position on the chart but to sell a new tac box and simple, I know GW is out to make money but that's a lame reason to piss on fluff and over 15+ years of tradition
Not just sell Tac squad but the expansions/suppliments that bring some limited bit of what was removed.
DeleteI miss the days of 3 Rhinos or 2 Land Raiders for $25-$30...
This is an age old argument and pointless to get into it on here when you can talk about it pretty much everywhere else. I understand why people are upset I just don't see it that way. I just hope people give the Codex a fair shake before they jump ship.
DeleteNot jumping ship over a puddle in the hold. Still I am disappointed in this much like I was when Orks (which I don't play) lost their characteristic fluff (Bad Moons, Evil Suns,etc... becoming Goffs +) including their piling onto vehicles & the figs that fell off were lost. It made them fun. The trend with Marines feels the same. Now it is (IMHO) like playing a specific Company of Ultramarines instead of a unique Chapter. I don't want to play generic "grey marines" - I want the unique character that made me enjoy playing.
DeleteThats what happens when Jervis Johnson is at the helm and Matt Ward is no longer with the company. Jarvis is a bland rules guy. Wait until the Necrons get released. People are going to lose it.
Deletemy first thought when i saw the change about assault marines i was really frustrated but the more i think of it i like it for 2 reasons. 1st despite having assault marines as troops people would benefit from the discount by removing jp and buy tons of razorbacks w/ 5man squads and then spam those baals and preds and people would end up with mech lists more often than not and really this is not blood angels and 2nd all other options felt like standar marines and a bit worse and a bit overcosted. 35pts for a DC model in jp!!! c'mon really!!! so with the new codex,at least in my mind,units are almost equal in terms of cost efficiency and that means i can have fun with those bad ass sanguinary guard models finally and not hurting so much plus make all new cool combinations and tactics according to my style of play which is the real fun behind this game! all in all the more i study the new codex the more i like it even though i know i ll have to pay some money to keep up! gw is the devil and its no surpise there!
ReplyDelete