Friday, July 20, 2012

Turn 8 Podcast: The Aquila Has Landed

Here's the new podcast from Turn 8.   This week we talk about the new 6th edition;  what we like and what we don't like.  Also, we go over the movement rules.

"It’s 6th Edition baby!  Everything old is new again, including podcast episode titles, hooray!  Anyway, as I’m sure you’ve guessed, this is our first episode officially covering 6th edition of Warhammer 40000.  We’ve got a full crew this go ’round with Andy, Mike and Dave joining us to give first impressions on the new rules.  Plus our signature Battle Report this episode covers a lot of new features, including allies!  Not to mention the triumphant return of the Rules of Engagement.  We’re going back to basics with this one and starting simple, with movement.  P.S.  I apologize if it sounds like some of us are standing in a wind tunnel during this episode.  It’s been well over 90 degrees here (33 for you Celsius folks) and the A/C’s are on overdrive.

Plus don’t forget the usual great content including This Random Time Period in 40k …"

  • 00:00:00  Episode 23 Intro and Contents
  • 00:02:00  The Round-up: What Have We Done Since Last Episode?
  • 00:21:12  This Random Time Period In 40k! – Finecast and Chaos rumors, new Forgeworld and Black Library
  • 00:34:29  First Impressions: 6th Edition
  • 01:23:05  Battle Report Info
  • 01:34:39  Battle Report – Tyranids vs. Space Marines with Blood Angel allies
  • 01:53:35  Stratagem and Post Battle Discussion
  • 02:11:00  Rules of Engagement: Movement
  • 02:17:49  Thanks for Listening!

Monday, July 9, 2012

Impressions of How 6th Edition Effects Blood Angels

After reading the new 6th edition rulebook and Blood Angels FAQs a few times I've made a list of relevant buffs, changes and nerfs to the Blood Angels codex.   I've put the location of the change in parenthesis after each list item. 

I haven't addressed Allies or Fortifications in this list because I'll be talking about them in future posts.   Also keep in mind, these conclusions come only from READING the new rules and not PLAYING with them with Blood Angels yet (I have played a few Dark Eldar games, but thats it).  As usual, let me know if I missed anything relevent, its a big book and I'm sure I missed a few things.  Also, let me know if you agree or disagree with some of my conclusions down in the comments.


1. Jump packs & dreadnoughts get hammer of wrath which gives an Initiative 10 attack at regular strength in a charge. (rules)
2. Jump packs can reroll assault rolls which are 2d6" now. (rules)
3. Snipers can Precision Shot on 6s, Sniper scouts may seem some use now. (rules)
4. Tactical Marines can Rapid Fire and still move. (rules)
5. Death company Rage is +2 attacks in charge, no more compulsory moves! (rules)
6. 2 Combat Squads split from the same unit can embark the same transport. (FAQ)
7. Fearless doesn't lose wounds in combat anymore. (rules)
8. Techmarines can repair hull points (except rhinos), immobilization and weapon destroyed results. (FAQ)
9. Power weapons (except Axes) are only AP3 now.  Less AP2 means Terminators & Sanguinary Guard are more resilient (rules)
10. "And They Shall Know No Fear..." is immune to Fear. (rules)
11. Deep strike mishap only kills unit on a roll of a 1. (rules)
12. Reserves come in on 3+ and auto arrive on turn 4. (rules)
13. Stormraven/land speeders get 5+ jink save (4+ when moving flat out)
14. Look out sir can save Sargeants and Independent Characterss (4+ and 2+)
15. Heroic morale - Independent Characters with units let them roll to regroup as normal, even if below 25%. (rules)
16. Potential Night Fighting in every mission can help close combat armies. (rules)
17. Assault frag/krak grenades can be used in the Shooting Phase - 8" range, Strength 3, blast template (rules)
18. Sargeants/ICs get Precision shots/strikes and can allocate wounds on a To Hit roll of 6. (rules)
19. Fast vehicles can move 12" then flat out 12" for total of 24" movement in one turn.  Question: Can you still pop smoke now when moving Flat Out? (rules)
20. Fast vehicles at cruising speed can fire 2 weapons at regular BS, Baal Predators can be very mobile gun platform. (rules)
21. Warlord traits can help.  Here are a few that can help Blood Angels:
Command Traits: Coordinated Assault (+1" to charge)
Personal Traits: Master of Defense (gives Counter Attack to nearby units), Legendary Fighter (1 Victory Point for each enemy character slain by your warlord), Immovable Object (warlord is scoring unit)
Strategic Traits: Night Attacker (Night Fighting is automatic in Turn 1), Divide to Conquer (-1 enemy reserve rolls), Princeps of Deceit (You can do a limited redeployment with this trait)
22.  Stormraven can only be hit on 6s if in Flyer mode (unless enemy is using Skyfire) and is more resilient now.

Neutral changes:

1. Assault range is 2d6" now... this can be good or bad. (rules)
2. Power swords are now power weapons and can be swords, axes, staves or mauls.  I may have to change my Sanguinary Guard swords to Axes so they can deal with Terminators.  Also I may run 100% Thunderhammer/Stormshields with my Assault Terminators now. (rules)
3. Rending adds further D3 to vehicle pen rolls of 6. (rules)
4. Feel no pain is 5+ save but only negated by Instant Death.  It is now resistant to power weapons and plasma weapons. (rules)


1. ICs that have red thirst can only join other red thirst units or Death Company (FAQs)
2. Furious charge now only boosts strength by 1+ with no more Initiative bonus (rules)
3. Disordered Charge - no charge bonus for multi assault, including Rage attacks.  (rules)
4. Preferred Enemy is reroll any rolls of 1 To Hit and To Wound now.  I run a Terminator Librarian with my Assault Terminators and let him use Unleash Rage (gives Preferred Enemy) and this is another reason to go all Thunderhammer/Stormshields from now on. (rules)
5. Psychic hood range only units within 6" of Librarian now.  (rules)
6. Overwatch shooting can hurt assaulters in general especially against twinlinked units or Tesla Necron units. (rules)
7. Cannot assault the turn you disembark unless you have assault transpor.  You can't even assault if the transport didn't move now!  Weak.  (rules)

So, what do you think?  Did I miss anything that effects Blood Angels?  Was I wrong with any of my conclusions?   Let me know in the comments below.