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New Angels Codexes (Dark, Blood)

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Ghostwheel
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Joined: Dec 31, 1969
Posts: 80

PostPosted: Tue Jun 05, 2007 11:31 pm    Post subject: New Angels Codexes (Dark, Blood)

As a Blood Angels player I was fairly excited when the new Dark Angels codex came out, because it gave me a glimmer of hope in the direction that my new codex was going to go, and with this month's White Dwarf, it appears to have been fulfilled.

What are your thoughts on such key issues as:
Deathwing 1st turn deepstrike
Ravenwing flying land raider
Combat Squads
Free Bolt Pistols
Scouts as elites
Mephiston the Uber-Marine
and Assault Squads as troops for BA.

Discuss

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OneWingRaven
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Joined: Dec 31, 1969
Posts: 8
Location: Spokane

PostPosted: Sun Jun 10, 2007 2:59 pm    Post subject: Re: New Angels Codexes (Dark, Blood)

Zomg I am so out of the loop. i'll have to check this out

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4theEmperor!
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Joined: Dec 31, 1969
Posts: 11

PostPosted: Mon Aug 13, 2007 12:50 pm    Post subject: Re: New Angels Codexes (Dark, Blood)

I like almost all the changes you listed, except I am not thrilled about how the units must be either 5 or 10 men. Personally, I usually run my squads as 10 men, but I like the flexibility of doing only 8 for, say, a devastator squad. I also do not like how weapon options are assigned, instead of just allowing access to the armory. For example, It says a veteran sgt can exchange his pistol for this and his chainsword for that. What I would like to be able to do is give my vet Sgt a power weapon AND a power fist, so he always has a power weapon but can strike on initiative 4 if he wants to (still ignoring armor saves, but losing the STR 8).

In that way it is too restrictive for me. I have not felt that Space Marines overall were too powerful. Some Chapters, like the Blood Angels, I thought were overpowered, but all in general most codex chapters are not. I fear this trend will extend to Codex: Space Marines in the form of a new codex or by FAQs. I am not looking forward to that.
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