BA look suuuuper strong, I think it might fair to say that (along with probably Sisters) this is the first sign of 10th edition starting to show power creep. Everything is just a little bit better than equivalents from other armies. Also I still maintain that 4+ FNP just shouldn't be a thing, it skews the math so hard that it makes things impossible to balance
Dark Angels army rules revolve around being battle shocked, Blood Angels get the ability to battle shock themselves... BA codex seems like it will be good fun!
At least the writers of good codexes for sure. A bit too many auto enhancements and always good strats/rules, but ppl like Power (and forget they always eventually hate creep 😂)
@@andybandyb it's only power creep if points are too cheap. Sisters aren't overpowered because they got hit by points nerfs hard. But I think most people would agree, more expensive, more powerful is more fun in most cases.
Although I see the merit, I think rapid ingress is a better use for them. Descent of the Angels means you are outside 3" so no melta, but rapid ingress and moving 12" means they should be able to get within 3" of whatever they intend to blow up.
Overall I like the video. I think you've got only one big miss, which is around DC Dreads. I've been running them heavily (took 2 to the Tacoma Open and did quite well with them) and I think you missed some key nuances. The old one has an extra attack in melee, which was crucial for making sure you completely killed things and could consolidate into something else. Yes, you do get S14 instead of S10, but frankly S10 gets you all the key breakpoints you need, especially with twin-linked. More important, however, are the two abilities that you've lost. It's lost +2 to charge v Vehicles and Monsters, which came up in nearly every game for me, especially because it allows free rerollable 7" charges out of reserves. The biggest weakness of the DC Dread was how slow it was, and it got slower. "Driven by Fury" is a fake rule. It looks meaningful on paper because it's good on other units, but with Frenzied Reprisal good opponents were already avoiding shooting it, so now you've basically just lost an ability. People already weren't firing stray shots into my DC Dreads. They were only killing them in melee or relying on overkill shooting activations (TSons Dev Wounds, Scourges, Railheads, etc). Frenzied Reprisal was *huge* in getting anything killed. The DC dread kills far less in a single activation than you'd expect for its points. 5 JPDC did significantly more damage, for less points, against most targets and were way faster. You were relying on it getting multiple fights, and now it won't hit nearly hard enough to justify the points. In exchange you get some durability (+1T +4W is nothing to sneeze at, admittedly) and a multi-melta (cute, but now that you lost re-roll shooting hits probably pretty forgettable). I would hands down take the old DC dread over the new one, especially if the new version costs more points. Again, overall, great video. Just as someone whose pet unit is the DC Dread, I'm very disappointed with the changes and I think you're both underestimating how good it was before and overestimating how good it will be (points pending of course).
Exactly, the Brutalis DC is a big downgrade from the original and I'm probably not going to take it, while I ALWAYS had 1 or 2 DC Dreads in my list, and they will be very missed.
@@wojciechprzewozniak597 not sure why'd you want to be 3 away and get charged but that's besides the point. I'm not sure of the timing of the 3" deepstrike but I doubt you can pay for ingress and then also pay for 3" deepstrike. May be locked to your own turn
@@JohnnymarzoHmm a lot better to be charged by trash behind a losblocker, wipe it in enemy turn AND score smth, instead get zoned 9' out to the open (and shot to pieces by whole army)... But timing is important, if you can actually even try that...
Great run through guys. Super interested to see the pro/con maths of Astorath v Lemartes in a 10 man DC whenever somebody a lot smarter than myself works it out 😂
After playing a few games with Lost Brethren, I have found that the more Death Company you have the better. I appreciate it so much, and I already know that people will say that the other two detachments are better. I hope people actually play it, and go full ham on the Death Company. Right now my list is 3x5 DC on foot, 1x5 DC with jump packs, 2x10 DC with jump packs, and 2 DC Dreads. My only concessions for non-DC marines were 1x5 scouts and 2 impulsors
The Terminators that are priced at 37 also have an extra wound, and going up to 4 wounds is a fairly big difference. As much as I love the Lightning Claws, they are overcosted for competitive play. I don't think we should come in expecting Sanguinary Guard to also be overcosted.
@@BrysonLeigh going from 3 to 4 wounds is not as big as you think it is. They are exactly as hard to kill vs 2 damage weapons, and the +7" of movement (with the addition of +1 adv, +1 charge) and advance and charge makes them so much more reliable. It opens up t1 Charging with an average threat range of 26"
That you think they can balance this properly with points bodes really well. Suggests nothing is insanely broken (good or bad, and notwithstanding DC with bolt rifles because why…)
Does the Furious Onslaught Strat in the DCo detachment allow you to charge a screen with two units, destroy it with one, then pile into the juicy meat up 7" behind it (6"+1")?
Everyone is crapping on the Sanguinary Priest + Sternguard Veterans. But hear me out The SGV have a Sgt with a Powerfist along with 4/9 CCW at 4atks, WS3+, S4, AP-0, damage 1. But now less say you put a SP & Captain in their unit (optional for the Captain) coming out of a Repulsor (less just say for the sake of argument, you had the Repulsor in reserve and Rapid ingress it). SGV coming out of the Repulsors have pretty good shooting. But more importantly you make your charge and the Repulsor is also close enough so that all your guys are also within 3" (if that means you also have to charge with the Repulsor sure, just in case your opponent wants to counter charge, but again the Repulsor is 100% optional). I personally ran a lot of DC Marines so whatever I charged with SGV would more than likely also be my OOM target. SGV special rule is that they reroll Wounds of 1 vs the OOM target. In Sons of Sanguinias detachment (Aka Liberators) the CCW are going to be 5atks, WS3+ (full rerolls to Hit OOM), S6 (Lance from Red Rampage), AP-1, Damage 1. Now here is the question ... Is your opponent going to use AoC on the unit that just got charged by 5 SGV+SP, or are they going to use AoC against Dante+6 Sanguinary Guard? So now with Lance on the SGV going into T5 < models they are going to wound on 2+ with Re-rolls of 1. Combined that with OOM you should be looking at +90% conversion rate from Hit & Wounds. Which comes out to (assuming everything hit) 20/45, AP-1, Damage 1 CCW 5, AP-3, Damage 2 Powerfist (Sgt) 6, AP-2, Damage 1 Chainsword (SP) 6, AP+3, Damage 2 Powerfist (Capt) Is a 5 man Terminator equivalent surviving that (putting theory to practice I averaged it out after rolling x3 killing 3 Terminator Equivalents and 2 wounds to a fourth). TLDR I think SGV + SP are 100% slept on (you put a Capt in there as well, and now you're killing the whole Terminator Equivalent unit...)
Sanguinor is good if a little basic. The other character models are great. Death company is pretty basic (just assault intercessors painted black) but the sanguinary guard are trash, absolutely zero flavor other than the masks, at this point they just look like low-res Dante, the wings are completely missing.
Because they didn't bother to mention all of them. Pour one out for Brothers we lost: Sanguinary Priest with Jump Pack Librarian Dreadnought Furioso Dreadnought Both variations of Captain Tycho (he can finally rest) Gabriel Seth (he was right) Brother Corbulo
Multiple Terminator Chaplains Deepstriking anywhere just giving 12" aura of being Chaplain is going to be a good strategy to keep the Death Company fully active to do things
at 13:05 you say you get the +2STR +1 attack benefit after using heroic intervention. However, heroic intervention says you don't get the benefit of charging when you use it? I know most of the time that the heroic unit does not gain fights first, but it seems counter intuitive that you'd get your detachments charge bonus anyway?
@@Xander101 You get the additional strength and attack as part of the charge move when performing a heroic intervention. The charge bonus in question is strictly the fights first effect upon completing a charge in the charge phase.
Curious as to your reasoning that blood angels will be balanced. From my perspective blood angels are already S tier, and they just got nothing but buffs.
I would have rather skipped a new codex if we could have gotten good looking Sanguinary Guard and kept the Sanguinary Priest with Jump Pack and Librarian Dreadnought. Can't believe they're just making every faction Ultramarines in different colors.
So much negativity around this release, thank you for not falling into that. Yes the models weren’t quite what people wanted, but they’re still good and the codex is awesome
I hate this toxic optimism crap that avoids the idea that paying consumers shouldn't rightfully voice their ire or irks or dissatisfaction with a product. If GW makes a blunder with a design decision, and it's unanimously disliked it should be known. What good comes out of defending a billion dollar company?
@@tastefulavenger the problem is people acting like the Sanguinary Guard losing their winged packs and 4 datasheets going away is enough to make them completely give up the army. The Sanguinary Guard should’ve had wings, yes. Acting like it’s the end of the world when we live in an era with 3D printing is the most absurd thing ever. It is not that fucking hard to print the wings yourself, OR JUST USE THE OLD MODELS. And the datasheets going away is such a non-issue. The Furioso Dreadnought was literally just a boxnaught Brutalis with flamers instead of meltas. There is no difference. The Librarian dreadnought was unfortunate, I won’t deny, but the army still has a plethora of cool shit and no one can tell me they think the Libby dread was a cornerstone of the faction. I saw someone claim that they’re giving up Blood Angels completely because Gabriel Seth is gone, which is frankly ridiculous. He can still be used as a regular captain if you want, and in casual games you can probably still bring him if your opponent is okay with it. And I don’t even remember the fourth datasheet that got removed lol Voicing complaints is valid. But people on the internet like to blow things out of proportion and act like it’s the end of the fucking world. It’s not about defending GW, it’s about having a reasonable and measured response. This is a hobby first and foremost, acting like you can’t do shit with your models unless GW explicitly tells you it’s okay is fucking hilarious.
I am not going to have enough Death Company or Jump Pack units to run anything by Liberator. The other two are cool, they really are, but I have a balanced collection of Space Marines.
I love the positivity. I think it feels like a blood angel book. I’m just excited I’m sad I’m losing a TON of models but hey I’d rather a fun core book at the end of the day
I'm taking 2x6 SG every time., 1 with Dante, 1 with Jump Pack Captain, with fights fist. and they gonna melt faces. I will never use Spear with them. It seems terrible
Thank you all for verifying what I've been trying to tell the BA sub reddit. They hated this codex and I tried to tell them how good it is. It's not overly powerful so it won't get nerfed and it's not even close to being as bad as the Custodes and codexes like that.
The rules are good, but people are frustrated at having 3 captains, at the price of nuking more unique units. I’m coping for a future proper DC release, but I don’t see why we didn’t get that or something else. Oh yeah, and we have “DC Marines with Bolt Rifles” I mean y tho lmao
@@Andonios88 dude the DC marines with bolt rifles should just go some place to die, I mean to live on a farm lol. That and no sang priest with Jump pack or BGV is outrageous. The datasheet deletion and unit "refreshes" were bad, but I think a good chunk of the community can't separate that from the codex which is an objectively great codex. While it's important to critique GW on all their shortcomings, I still wanna applaud the rules writings nailing the codex so that they can do the same later down the road.
Those DC captains should have been DC Chaplains to make the DC detachment a bit more viable. Or maybe the DC dread could have been a DC Chaplain dread…
Sang Guard should be pointed 45-50. This is my co Army with Custodes in HH and 40K. No way they should be pointed below 45 with the Dets, Enhancements and Strats. Drop my real Golden Boys 20% and it might be a fight, right now the Emperors Guards are mopping up the floors.
@@DreadQuinn Ppl have 10 man infantry units for 50 pts. Sometimes these trash can even have inv5++ or teleport around ffs. 1 Sang unit for 300pts will not kill 6 separate units of infantry in 4 turns before being deleted... Even if they get 100 attacks at -4ap. Still losing the game on primary AND secondary... 50pts way too expensive. Now should be BA turn to win GTs for 2 years straight (like eldar, chaos and necrons was having there time in the sun). That will give back the time BA was suffering from the hands of chaos and alien oppressors..
are the death company captains the only characters that can take the enhancements from the DC detachment, or can you put those on regular chaplains as well?
Thoughts on adding both the first first enhancement and the sustained hits 3 enhancement to a unit of 10 assault Intercessors with a captain and sanguinary priest in a land raider redeemer? It would be very durable and hard to move with shooting and with firsts first it would be impossible to remove in combat. Plus overwatch support with the land raider seems pretty good
I think that 6" pile-in could be really usefull for the double charge a screen, first unit kills it, and then now have 6" to go touch something behind the screen.
Deathwing knights are 235 for 5 guys, hit on 2s, and have a similar melee profile. Why should sang guard be 50% more expensive for having a jump pack and still being T4?
@@austinschumacher9288 it's super easy to fix, just give the other non-ultra chapter masters the same ability to generate an additional cp like calgar.
0:00 Sponsors
0:36 Intro
3:28 Army Rule
4:59 Liberator Assault Group Detachment Rule
6:36 Liberator Assault Group Enhancements
13:38 Liberator Assault Group Stratagems
24:30 Liberator Assault Group Overview
26:37 Lost Brethren Detachment Rule
27:55 Lost Brethren Enhancements
32:33 Lost Brethren Stratagems
41:25 Lost Brethren Overview
42:35 The Angelic Host Detachment Rule
44:17 The Angelic Host Enhancements
47:51 The Angelic Host Stratagems
53:43 The Angelic Host Overview
56:40 Datasheets
1:39:50 Closing thoughts
BA look suuuuper strong, I think it might fair to say that (along with probably Sisters) this is the first sign of 10th edition starting to show power creep. Everything is just a little bit better than equivalents from other armies. Also I still maintain that 4+ FNP just shouldn't be a thing, it skews the math so hard that it makes things impossible to balance
Dark Angels army rules revolve around being battle shocked, Blood Angels get the ability to battle shock themselves...
BA codex seems like it will be good fun!
The codex sounds like fun. I can't wait to run it.
Good codex writer came through
At least the writers of good codexes for sure. A bit too many auto enhancements and always good strats/rules, but ppl like Power (and forget they always eventually hate creep 😂)
@@andybandyb it's only power creep if points are too cheap. Sisters aren't overpowered because they got hit by points nerfs hard. But I think most people would agree, more expensive, more powerful is more fun in most cases.
“Sisters aren’t overpowered” on what planet lmfao every week they have some of the most players and wins in tournaments lol
@@doofus151 they're strong, they're not overpowered. Double wraithknights spamming dev wounds was overpowered.
You’re coping they’re blatantly overstatted atm and will be nerfed, same as wraithknights
Not sure if you picked up on this. Vanguard Vets can still take 10 Inferno Pistols, could they be useful for Descent of the Angels?
Although I see the merit, I think rapid ingress is a better use for them. Descent of the Angels means you are outside 3" so no melta, but rapid ingress and moving 12" means they should be able to get within 3" of whatever they intend to blow up.
Niche usage, could still want those meltas in range to shoot, even if not in melta range.
So the codex was written to explain why Khorne wanted Sanguinius and settled for Angron❤
Harsh but true
ouch
Thanks Jack and Seigs
Overall I like the video.
I think you've got only one big miss, which is around DC Dreads. I've been running them heavily (took 2 to the Tacoma Open and did quite well with them) and I think you missed some key nuances.
The old one has an extra attack in melee, which was crucial for making sure you completely killed things and could consolidate into something else. Yes, you do get S14 instead of S10, but frankly S10 gets you all the key breakpoints you need, especially with twin-linked.
More important, however, are the two abilities that you've lost. It's lost +2 to charge v Vehicles and Monsters, which came up in nearly every game for me, especially because it allows free rerollable 7" charges out of reserves. The biggest weakness of the DC Dread was how slow it was, and it got slower.
"Driven by Fury" is a fake rule. It looks meaningful on paper because it's good on other units, but with Frenzied Reprisal good opponents were already avoiding shooting it, so now you've basically just lost an ability. People already weren't firing stray shots into my DC Dreads. They were only killing them in melee or relying on overkill shooting activations (TSons Dev Wounds, Scourges, Railheads, etc).
Frenzied Reprisal was *huge* in getting anything killed. The DC dread kills far less in a single activation than you'd expect for its points. 5 JPDC did significantly more damage, for less points, against most targets and were way faster. You were relying on it getting multiple fights, and now it won't hit nearly hard enough to justify the points.
In exchange you get some durability (+1T +4W is nothing to sneeze at, admittedly) and a multi-melta (cute, but now that you lost re-roll shooting hits probably pretty forgettable).
I would hands down take the old DC dread over the new one, especially if the new version costs more points.
Again, overall, great video. Just as someone whose pet unit is the DC Dread, I'm very disappointed with the changes and I think you're both underestimating how good it was before and overestimating how good it will be (points pending of course).
Exactly, the Brutalis DC is a big downgrade from the original and I'm probably not going to take it, while I ALWAYS had 1 or 2 DC Dreads in my list, and they will be very missed.
6 sang guard + Dante can fit in a redeemer. Get out 3 move and advance 12 + 1 + d6. Then charge 1 + 2d6. What's your thoughts on that?
1:31:19 Fun noise from Jack
for angelic host couldn't you take vanguard vets with inferno pistols rather than shields since they can still take 10 to abuse the 3.1 strat
Won't get melta 2 but still slap
If the deep strike 3,01" strat can be used with ingress, thats suddenly unscreenable ingress..
@@wojciechprzewozniak597 not sure why'd you want to be 3 away and get charged but that's besides the point. I'm not sure of the timing of the 3" deepstrike but I doubt you can pay for ingress and then also pay for 3" deepstrike. May be locked to your own turn
@@JohnnymarzoHmm a lot better to be charged by trash behind a losblocker, wipe it in enemy turn AND score smth, instead get zoned 9' out to the open (and shot to pieces by whole army)... But timing is important, if you can actually even try that...
@@wojciechprzewozniak597 the Strat is your own movement phase so u can't do it with ingress
Great run through guys.
Super interested to see the pro/con maths of Astorath v Lemartes in a 10 man DC whenever somebody a lot smarter than myself works it out 😂
SO Looking forward to this
After playing a few games with Lost Brethren, I have found that the more Death Company you have the better. I appreciate it so much, and I already know that people will say that the other two detachments are better. I hope people actually play it, and go full ham on the Death Company. Right now my list is 3x5 DC on foot, 1x5 DC with jump packs, 2x10 DC with jump packs, and 2 DC Dreads. My only concessions for non-DC marines were 1x5 scouts and 2 impulsors
Find it funny a space marine Intercessor on the charge is stronger than the GUO 🎉 :-p
No way they'll be 40.
A melee terminator is 37. 3 points for -1 to hit, -1 to wound in combat and +7" movement? Yeah, not happening.
Okay but terminators are bad. Why are you using terminators as a bar for balance?
@@cruelmole It's the comparable unit. And it might blow your mind to learn that giving terminators fly and a bucket of movement solves their problems.
The Terminators that are priced at 37 also have an extra wound, and going up to 4 wounds is a fairly big difference. As much as I love the Lightning Claws, they are overcosted for competitive play. I don't think we should come in expecting Sanguinary Guard to also be overcosted.
How about calling them flying, stronger, tougher sword bros?
@@BrysonLeigh going from 3 to 4 wounds is not as big as you think it is. They are exactly as hard to kill vs 2 damage weapons, and the +7" of movement (with the addition of +1 adv, +1 charge) and advance and charge makes them so much more reliable. It opens up t1 Charging with an average threat range of 26"
I’ve wanted a BA army ever since I got the 2nd edition box for Christmas many many years ago. I’ve decided now is the time.
Welcome to the 9th recruit:)
@@akutch564 so many opportunities, and now it's gonna be more expensive than ever before
Always a fan of eviscerators. Need to be able to take more!
That you think they can balance this properly with points bodes really well. Suggests nothing is insanely broken (good or bad, and notwithstanding DC with bolt rifles because why…)
Great review of the Blood Angels Codex
Does the Furious Onslaught Strat in the DCo detachment allow you to charge a screen with two units, destroy it with one, then pile into the juicy meat up 7" behind it (6"+1")?
Everyone is crapping on the Sanguinary Priest + Sternguard Veterans. But hear me out
The SGV have a Sgt with a Powerfist along with 4/9 CCW at 4atks, WS3+, S4, AP-0, damage 1. But now less say you put a SP & Captain in their unit (optional for the Captain) coming out of a Repulsor (less just say for the sake of argument, you had the Repulsor in reserve and Rapid ingress it). SGV coming out of the Repulsors have pretty good shooting. But more importantly you make your charge and the Repulsor is also close enough so that all your guys are also within 3" (if that means you also have to charge with the Repulsor sure, just in case your opponent wants to counter charge, but again the Repulsor is 100% optional). I personally ran a lot of DC Marines so whatever I charged with SGV would more than likely also be my OOM target. SGV special rule is that they reroll Wounds of 1 vs the OOM target. In Sons of Sanguinias detachment (Aka Liberators) the CCW are going to be 5atks, WS3+ (full rerolls to Hit OOM), S6 (Lance from Red Rampage), AP-1, Damage 1. Now here is the question ... Is your opponent going to use AoC on the unit that just got charged by 5 SGV+SP, or are they going to use AoC against Dante+6 Sanguinary Guard? So now with Lance on the SGV going into T5 < models they are going to wound on 2+ with Re-rolls of 1. Combined that with OOM you should be looking at +90% conversion rate from Hit & Wounds. Which comes out to (assuming everything hit)
20/45, AP-1, Damage 1 CCW
5, AP-3, Damage 2 Powerfist (Sgt)
6, AP-2, Damage 1 Chainsword (SP)
6, AP+3, Damage 2 Powerfist (Capt)
Is a 5 man Terminator equivalent surviving that (putting theory to practice I averaged it out after rolling x3 killing 3 Terminator Equivalents and 2 wounds to a fourth).
TLDR I think SGV + SP are 100% slept on (you put a Capt in there as well, and now you're killing the whole Terminator Equivalent unit...)
Thanks for the review. The 3 wound SG is something I've been looking forward to as well.
Sang guard should be 45ppm
New BA combat patrol has
Capatain 80p
10x Assault Int 150p
6x Sang guard 270p
I did the same math, which is... rough. Basically the maximum amount of points that I'd consider them for. Probably playable?
I think the new models arent that bad. Maybe the sangi. What really drives me up the wall, is the new weapon option for death company.
There are new models other then the sang guard. Only a few characters..bespoke death company got the axe.
@@MattDer-ff2us sry, with sangi I ment the character.
Sanguinor is good if a little basic. The other character models are great. Death company is pretty basic (just assault intercessors painted black) but the sanguinary guard are trash, absolutely zero flavor other than the masks, at this point they just look like low-res Dante, the wings are completely missing.
@@tau-5794 I really would have wished for a more dynamic model. Something that shows him diving down from the heavens or doing a super hero landing.
Really enjoyed the format of this review even though i dont play BA great job AOW
Enjoy jack cant wait to see your results
30 Hellblasters with attached San.Priests and LT's, seems worth trying.
Because they didn't bother to mention all of them. Pour one out for Brothers we lost:
Sanguinary Priest with Jump Pack
Librarian Dreadnought
Furioso Dreadnought
Both variations of Captain Tycho (he can finally rest)
Gabriel Seth (he was right)
Brother Corbulo
We poured several out! Loved those models!
My main army and I'm so excited for the codex to come out.
Got the box today!! Lets go
1:22:00 Sanguinary guard :)
Multiple Terminator Chaplains Deepstriking anywhere just giving 12" aura of being Chaplain is going to be a good strategy to keep the Death Company fully active to do things
Is the main camera out of focus in this episode?
at 13:05 you say you get the +2STR +1 attack benefit after using heroic intervention. However, heroic intervention says you don't get the benefit of charging when you use it? I know most of the time that the heroic unit does not gain fights first, but it seems counter intuitive that you'd get your detachments charge bonus anyway?
@@Xander101 You get the additional strength and attack as part of the charge move when performing a heroic intervention. The charge bonus in question is strictly the fights first effect upon completing a charge in the charge phase.
Saw the Advance and Charge strat and immediately spat my drink out.
Comments for Richard's machine spirit
Curious as to your reasoning that blood angels will be balanced. From my perspective blood angels are already S tier, and they just got nothing but buffs.
Same guy that wrote Sisters codex?
I would have rather skipped a new codex if we could have gotten good looking Sanguinary Guard and kept the Sanguinary Priest with Jump Pack and Librarian Dreadnought. Can't believe they're just making every faction Ultramarines in different colors.
They look great..I got over missing old models. If you can actually paint these will look amazing!
Fuck it, we Baal
So you can use some bonusses when Heroic Intervening??? So If I Heroic Intervene my Abominant in Biosanctic Broodsurge, it gets the +1 to Attacks?
You get all charging bonuses except fights first
@@McWerp Thank you very much!
So much negativity around this release, thank you for not falling into that.
Yes the models weren’t quite what people wanted, but they’re still good and the codex is awesome
I hate this toxic optimism crap that avoids the idea that paying consumers shouldn't rightfully voice their ire or irks or dissatisfaction with a product. If GW makes a blunder with a design decision, and it's unanimously disliked it should be known. What good comes out of defending a billion dollar company?
@@Youschnoob649 rules are good, models are a let down. There is no other way to describe it.
@@tastefulavenger the problem is people acting like the Sanguinary Guard losing their winged packs and 4 datasheets going away is enough to make them completely give up the army.
The Sanguinary Guard should’ve had wings, yes. Acting like it’s the end of the world when we live in an era with 3D printing is the most absurd thing ever. It is not that fucking hard to print the wings yourself, OR JUST USE THE OLD MODELS.
And the datasheets going away is such a non-issue. The Furioso Dreadnought was literally just a boxnaught Brutalis with flamers instead of meltas. There is no difference. The Librarian dreadnought was unfortunate, I won’t deny, but the army still has a plethora of cool shit and no one can tell me they think the Libby dread was a cornerstone of the faction. I saw someone claim that they’re giving up Blood Angels completely because Gabriel Seth is gone, which is frankly ridiculous. He can still be used as a regular captain if you want, and in casual games you can probably still bring him if your opponent is okay with it. And I don’t even remember the fourth datasheet that got removed lol
Voicing complaints is valid. But people on the internet like to blow things out of proportion and act like it’s the end of the fucking world. It’s not about defending GW, it’s about having a reasonable and measured response. This is a hobby first and foremost, acting like you can’t do shit with your models unless GW explicitly tells you it’s okay is fucking hilarious.
Legends units aren’t played. Legends solely exists from laziness on GW’s part.
Advance, Flame and Tankshock with a Baal Pred sounds juicy
I am not going to have enough Death Company or Jump Pack units to run anything by Liberator. The other two are cool, they really are, but I have a balanced collection of Space Marines.
I love the positivity. I think it feels like a blood angel book. I’m just excited I’m sad I’m losing a TON of models but hey I’d rather a fun core book at the end of the day
I'm taking 2x6 SG every time., 1 with Dante, 1 with Jump Pack Captain, with fights fist. and they gonna melt faces. I will never use Spear with them. It seems terrible
Vanvets with inferno pistols dropping 3.1 away is tasty
Not in melta range, but at least in range to shoot.
Thank you all for verifying what I've been trying to tell the BA sub reddit. They hated this codex and I tried to tell them how good it is. It's not overly powerful so it won't get nerfed and it's not even close to being as bad as the Custodes and codexes like that.
The rules are good, but people are frustrated at having 3 captains, at the price of nuking more unique units. I’m coping for a future proper DC release, but I don’t see why we didn’t get that or something else.
Oh yeah, and we have “DC Marines with Bolt Rifles” I mean y tho lmao
@@Andonios88 dude the DC marines with bolt rifles should just go some place to die, I mean to live on a farm lol. That and no sang priest with Jump pack or BGV is outrageous. The datasheet deletion and unit "refreshes" were bad, but I think a good chunk of the community can't separate that from the codex which is an objectively great codex. While it's important to critique GW on all their shortcomings, I still wanna applaud the rules writings nailing the codex so that they can do the same later down the road.
Those DC captains should have been DC Chaplains to make the DC detachment a bit more viable. Or maybe the DC dread could have been a DC Chaplain dread…
Sang Guard should be pointed 45-50. This is my co Army with Custodes in HH and 40K. No way they should be pointed below 45 with the Dets, Enhancements and Strats. Drop my real Golden Boys 20% and it might be a fight, right now the Emperors Guards are mopping up the floors.
@@DreadQuinn Ppl have 10 man infantry units for 50 pts. Sometimes these trash can even have inv5++ or teleport around ffs.
1 Sang unit for 300pts will not kill 6 separate units of infantry in 4 turns before being deleted...
Even if they get 100 attacks at -4ap. Still losing the game on primary AND secondary... 50pts way too expensive.
Now should be BA turn to win GTs for 2 years straight (like eldar, chaos and necrons was having there time in the sun).
That will give back the time BA was suffering from the hands of chaos and alien oppressors..
I don’t think I can play any other detachment than the Death Company one just for blood shart
I just use the term league of angry gentlemen for liberator assault group
are the death company captains the only characters that can take the enhancements from the DC detachment, or can you put those on regular chaplains as well?
Chaplains are not death company, outside of lemartes, so they cannot take the lost detachment enhancements
@@benbradley9040 thats a bummer, you'd think the DC+chaplain detachment would let you enhance your chaplains :p
@@losipositotally agree. Definitely a miss that will make that detachment less appealing
Based on the model kit (and what GW have said in the article) It looks like you can only take the banner if you take the spears.
😂 Tea parties!!’ 😂
52.30, vanguard vets can still can all inferno pistols
Suitable sacrifices being offered up for points to not be crazy high…
BLOOD ANGELS
For the algorithm!!!
Thoughts on adding both the first first enhancement and the sustained hits 3 enhancement to a unit of 10 assault Intercessors with a captain and sanguinary priest in a land raider redeemer?
It would be very durable and hard to move with shooting and with firsts first it would be impossible to remove in combat. Plus overwatch support with the land raider seems pretty good
BA HYPE!!!!!
Glad to hear some love for the new Sanguinary Guard models; I also think they look really great
Codex Creep is back on the menu boys
gotta sell those ugly models somehow.
now deathwatch have been squatted do they count as a chapter for the purposes of allying them in?
Heroic intervention you do not get your charge bonus
You do, the charge bonus referred to is the fight first in the core rules. This is how its played at the US Open GW events which is standard
I think that 6" pile-in could be really usefull for the double charge a screen, first unit kills it, and then now have 6" to go touch something behind the screen.
Amps need to go to 11...
Im sorry but they have to start sang guard at 150 a unit or this will get ugly. If it can come down later thats fine.
It’s too bad that the way angelic host rule works, sanguinor cannot activate his rule more than once per game
Who else can lead sanguard?
Jump pack captain and Dante. Those are the two options.
I think BA really need to get back to full codex to get a bespoke general army rule. Not having +F and +A in the other detachments is weird.
You would rather have that than oath of moment?
No time stamps is an inconvenience
You’re an inconvenience
Its a little rich that buddy claims to have pioneered hard hitting melee blood angels lists 3 years ago, with out giving specifics. 😅😅😅😅
Jack solved 9e blood angels and performed better than anybody else with them even off meta he's not wrong
I mean he has the credentials at the end of the day to be fair
Yeah jack harpster and Stephen box were the 2 of the best blood angels players back in 8th and 9th edition
World eaters need mobility/fights first toning down and think the game could do without with BA codex. But will see…
SG have to be 60-65 points per model or they are op broken
Deathwing knights are 235 for 5 guys, hit on 2s, and have a similar melee profile. Why should sang guard be 50% more expensive for having a jump pack and still being T4?
@benbradley9040 Yes they should. Jump pack movement plus advance and charge strats.
360 pts that will want a character and won’t kill anything that is close to that points value
I think we're all in agreement that vanilla marines as a faction is dead, yes?
@@BarkytheWonderSeal i mean, ultramarines are still solid, sallys, IH, scars, and ravens are super dead
@@austinschumacher9288 it's super easy to fix, just give the other non-ultra chapter masters the same ability to generate an additional cp like calgar.
Sad but true. 😞
“Pioneered melee blood angels” is one of the wildest things I’ve heard but it’s very cute
Ugh. Autotake enhancements are pretty lame.
Even lamer are enhancements you never Take because they are Just so Bad. (Like Index BA)
That’s such a nothing burger of a complaint. There will always be a “best” enhancement or relic which automatically makes it “auto take”.