7th edition and the Dark angels

There are many changes that have occured with the advent of 7th ed. I won't go through all of them here, since there are other sources and sites that can do it far better. But I do have some thoughts on a few topics and how things shake out for the Dark Angels.

No area terrain anymore - Its interesting about the area terrain thing. Its seems that the area terrain that GW produces, twisted copse, battlescape (trees with the ruined rhino) gives you the 5+ no matter what. GW suggests that scratch built terrain may follow the rules of their building models, but doesn't give this distinction to the "woods" terrain peices, eg scratch built. They do say that "in cover behind difficult terrain has a 5+ cover save" so it ends up amounting to the same thing (for the most part). In the case of ruins its a 4+ no matter what. Personally i think the whole "hey look my mostrous creature/dreadnaught/tank has a tiny piece of itself in this ruin's basing ergo i get a cover save" is a disappointment. The 4+ for behind a wall seemed like a good mechanic to me, and encouraged flanking manuvers and barrage weapons. It makes those creatures with high armor save even harder to kill. of course the high number of cover ignoring weapons out there really make this a moot point. Though the buffmander and jinking wave serpents did take a hit so maybe its balanced. Time will tell.

Flying monstrous now have to spend a turn on the ground before charging - As for the Flying FMC that needs to land for a turn then charge, im not sure I agree that was needed. the only precedent i can see is that when you assault from a flyer *(storm eagle/storm raven) you have to land/hover the flyer making the flyer vulnerable. This risk extends to the guys inside when the flyer is destroyed by intercepting skyfire. I don't think that necrons since night scythe is an assault vehicle. (Ha like warriors have ever assaulted! thats what their pretty little wraiths are for!)

I have noticed that in stronghold assault where the prices and attributes of all fortifications are now referenced, has no armor value for the sky shield landing pad. This is unfortunate as it is a building that should be allowed to be targeted and destroyed. I would think ruling it a large building (av 14) would make good practical sense.

The Dark Angels take on the new edition, though some of the stuff is more just imperial armies in general.

Improved
Nephillim (ability to take out flyers on immobilized results)
Deathwing (split fire, always scoring*, reserving up to 50% is gone)
Deathwing vehicles (less likely to explode)
Darkshroud (may always take a 2 +save, doesn't have to turboboost. You'll just snap fire afterwards and you never hit with that heavy bolter anyway!)
Dedicated transports are now scoring
Transports - Any transport in reserve may have embarked units and makes a single roll for entry into the game.
Psykers - (picking all powers from same discipline gives primaris free)
Psychic hoods - 12" radius for Deny the Witch
Dreadnaughts (Hammer of wrath)
Fortifications with units inside (may score)
Flamer weapons vs open topped vehicles (Now wound like flaming into a building or fortification)

Split the difference
Ravenwing (always scoring*, lost jinking all the time)

Lost
Special character FOC extenders (Sammael, Belial, Azreal lose some utility*).
Speeders - no automatic jink
Sergent - cant challenge soak all wounds in challenge there is now overflow.

*even though all infantry and ground/skimmer vehicles may score, only troops get the objective secured rule, ensuring that they cant be denied from scoring except by another model with the same rule.

Overall I think we came out pretty well.

The allies rules are also changed allowing allied battle brothers to embark in each others transports.

Inspite of the guys at frontline gaming showing how you can really break the game with demons (36 +d6 per turn) but still end up losing I think that this will be a very interesting edition. I think IG and grey knights are again going to be a go to combination with the ability to generate lots of warp charge, much like demons, and maybe as a counter to them (as background would suggest). Just having the flexibility of always having two powers will be cool and it will be fun to have some psychic duels.

I think this edition will be cool.


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