Showing posts with label Rule Book. Show all posts
Showing posts with label Rule Book. Show all posts

Sunday, August 11, 2013

Meaningful Extra Armour

Although there were rumours of a potential Vanguard Veterans dedicated transport, perhaps we could come up with a way to give meaningful extra armour to the Rhino/Razorback kit.

Forge World has two kits out just for this.

Follow with me for this as the first is named the dozer blade upgrade that is called a siege shield that you would see on Vindicators. For Vindicators, this automatically passes dangerous terrain tests (for 10 points). This presumably has nothing to do with their front armour surprisingly then. Turning to the Predator entry, it says that "it completely surrenders transport capacity for much improved frontal armour..." (C:BA, 2009, p. 35). Extra armour as used today goes back to the last century where crew stunned results are turned into crew shaken. After your opponent has actually penetrated your vehicle, there is only a 16% chance they will end up with a die roll of 3 to make this work. The Extra Armour cost is a whopping 15 points for the ability to continue moving the next turn. Surely there is a better way to do this or to add armour to vehicle transport that be a bridge between the regular Rhino and the Land Raider.

Friday, November 16, 2012

Terrain Variety with Mysterious Forests [Tactical Exploration]

Sixth edition has opened up various new ways to explore the game. Let's get into the rule book about terrain and how we can increase the amount of variety and best utilize terrain to help your Blood Angels.

First, play with a lot of varied terrain. Not just ruins, hills and empty craters. As a codex that has a general speed advantage, terrain variability will help out. Isn't terrain going to be equal for both sides is the first question you should ask? Of course, the principle is correct but Blood Angels will be able to avoid, bypass or just plow through it more easily than other armies.The over reliance on ruins gives undue advantage to armies like Space Wolves with maximum Long Fang units blasting from the tops of ruins and hiding Rhinos full of Grey Hunters waiting to counter attack.

Forests, Jungles and Woods (Rule Book p.102)

Dropping a Mysterious Forest onto the board is a good idea. Although it does not actually help your army as  a boost, it probably will have an increased negative effect on the army you are playing against- especially filthy Xenos ones. Blood Angels have their 3+ save but also Feel No Pain. This makes the dangers of forests more acceptable and may gain you additional tactical advantages if the enemy is hesitant to enter it or suffers penalties for passing through it.



Mysterious Forest Effects Summary
1- just difficult terrain
2- 3D6 leadership. If failed, a random squad member inflicts D6 automatic hits with his weapons
3- D3 automatic hits S5 AP- / vehicles use rear armour
4- 3+ cover saves
5- 2+ cover saves on grenades
6- 4+ on the difficult terrain test means D6 S3 AP- hits with Rending / vehicles use rear armour

Jumpers treat difficult terrain as dangerous terrain (Rule Book p.47). You have to roll a 1 to trigger it though  (Rule Book p.90). Then you still get armour saves and a Feel No Pain roll too. Dangerous Terrain is far less risky now. Remember, your jumpers can also land on impassable terrain if they physically fit and they treat it as dangerous terrain (Rule Book p.47). This may come in very handy for Deep Striking and jumping onto buildings, etc.

As the Blood Angels codex continues to age, you will need to become less risk averse in your games to gain tactical superiority. It could also blow up in your face but there is little choice against superior points effectiveness armies at times. This codex was never able to push Imperial Guard or Space Wolves aside for most competitive and now it is getting buried. Stick with your Blood Angels army and know it inside out and how to get the most out of the new rules. Tony Kopach did this with his Space Wolves for 5th Edition and you can become a better player too with a solid list, knowing your opponent's army and knowing what your Blood Angels army can do. Opponents will be seeing Blood Angels' armies with less frequency and will be glad to play you and will be less familiar with all of the changes the 6th Edition has caused to it.