GK and Tyranid FAQs dropped. Grey Knights is very basic with just a slight change to Psychic Channelling while the Tyranid FAQ has a few more tidbits. Most importantly, they did not answer the Overrun / Adrenaline Surge question. Otherwise, a few clarifications such as adding Hive Fleet to Spores and confirming multiple movements in a phase. Oddly, they say Onslaught does not overrule Metabolic Overdrive but also do not mention Opportunistic Advance. Frustrating. Lictor Pheromone Trail ends up being obsolete as they clarify that wherever you set up the unit that is where the unit must come in. Likely an oversight (particularly given to actually put anything in as reinforcements, they have to be put in a locale!?) but standard rules looping conundrums for GW. If this remains that way, Lictors are largely useless though the Deathleaper still has interesting qualities…
Category: Dark Angels
Taken from Facebook by The Inner Circle.
As usual, take with a grain of salt. There are some unusual things in here but may be translation or communication errors.
I am also back from a 6 week holiday now so expect some posts that are not just about release information. Will be looking to finish the GK codex review, finally drop that GK weapons post, 8 battle reports and start some chit chat about Eldar and Tyranids as I get them on the table.
So the Codex is finally announced and a good friend of mine has given me some juicy tidbits.
Preorder on the 2nd of December
Available on the 9th of December
A few changes in a couple of units. Points moving to match the vanilla codex.
Okay, finally catching up on some battle reports. This one is very important – we have a Dark Angels mech list which uses two main Aura sources, Azrael for his 4++ and re-rolls and Stormshrouds for their -1 to hit up against an Imperial Guard list with lots of Conscripts and a lot of Heavy Flamers on Chimeras. On paper, the firepower weighs heavily for the Dark Angels so theoretically this should be a relatively straight forward game. Let’s see what happens. Learning below.
We played what was the fourth ITC mission – my hate for Maelstrom became strong. Essentially there are six objectives, two in your deployment zone, two in the middle of the board and two in your enemy’s deployment zone using Hammer and Anvil. Maelstrom was about holding Objectives 1, 2 or 3 (your backfield, midfield and farfield) or killing units (4, 5 and 6) with the option to replace two of the same to go for all three. I really wish they varied up the deployment zones for their missions as well. You could have easily 36 options rather than the six they put out… Digressing.
As much as I would like to have all my Tyranids ready, I know I will not be able to paint that much in that timeframe (early September). So while I am going to be practicing with Tyranids my next tournament preparation will be for Space Marines since very little painting will be required (while I am keen to continue giving Tau a go, that also requires painting and / or borrowing minis again).
With Grey Knight vehicles getting Sanctuary (+1 to invulnerable saves) I thought it was high time to play some ally fun and see what sort of silly lists we could make with this when adding in the Power Field Generator (PFG) from Dark Angels.
Here’s a draft (get prepared for ew):
Ya…I should finish this before we really get our teeth into the Space Marines review – particularly given the similarities for this option across both books. Basic Space Marine Chapter Troops have always been pretty similar – there’s the Tactical Marine and the Scout and the extra chapters generally modify these slightly to get a different core (i.e. Grey Hunters are ‘super Tacticals’; Assault Marines are, well Assault Marines, Crusader Squads are both, etc.). Now both Space Marines and Dark Angels can get different Troops but we’re going to be focusing on the core here which means…Tacticals & Scouts!
We’re back to the DA review and we’ll start working our way through the actual FoCs now. We’ll still be looking at the general unit reviews for now and then looking at concepts throughout the posts but with a greater focus towards the end (so the opposite of what Puppy is doing currently with Tau). Elites for Dark Angels aren’t exactly special – they’re very similar to what many consider the old (or new) Chaos Elites to be like. There’s nothing wrong with them but they’re not the first thing you’re going to be reaching for either. Let’s start with your bog basic…
I knew there was a reason I held off posting this! With the recent FAQs there are some important changes for the lovely Dark Angels Command Squads… The extra three ‘HQ’ choices for Dark Angels are the Command Squad variants – there’s three; Ravenwing, Deathwing and bog standard. Each is unlocked via an actual HQ choice with only HQs on a Bike or in Terminator armor unlocking their respective Command Squads (Ravenwing and Deathwing). The main reason these squads are so viable are the lovely banners – without them they are essentially just the special versions of their respective unit which can be had elsewhere in the army. The banners will be reviewed first…
I could sum this part up really easily. But you shall need to scroll to the bottom! Hur hur. There are plenty of generic HQ choices here for Dark Angels – an effective four which use up HQ slots and a further five options beyond this including the Command Squads and Techmarine. We’ll cover the Command Squads later but the Techmarine and Servitors will be discussed here as well. We’ll also take a brief look at the special wargear items Dark Angels HQs have access to (prepare to be mostly unimpressed, sorry). Let’s get to it…