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Post  Administratum Sat Apr 03, 2010 12:43 am

Hey, looking for another clarification on something that has probably been covered elsewhere. If a unit is subject to rage (ie. death company) what happens when an independent character that does not have the rage rule joins it? Does the unit loose the rage rule, or does the independent character gain it?

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Post  Paz Sat Apr 03, 2010 12:45 am

IC gains it. That's why joining, say, Astorath to a DC squad doesn't make them immune to rage.
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Post  Administratum Sat Apr 03, 2010 12:55 am

Yea, that makes total sense, but i cant find the rule anywhere. And i was thinking about putting Dante in there. I really really like astorath, but i think that taking sanguinary priests and astorath are kind of redundant with the priests being the better option. Putting Dante in the death company is ugly. With tactical precision they wont scatter, but what i really like is the hit and run rules combined with the death mask. The death company will be able to break from combat on the enemy turn, and then re-assault on their turn, with the possibility of the death mask making the enemy ws1 each time as well as all the bonus for furious charge. I would love to add a chaplain to the unit as well, but that starts to get a little stupid.

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Post  Guest Sat Apr 03, 2010 1:38 am

The way that I interpret IC's plus Rage unit is that the unit runs towards the closest enemy as they are raged. If the IC remains within 2" of the unit in HIS movement, then he remains with the unit. If the IC leaves the unit in the movement phase, then he's left the unit and moves as he wills.

So, Raged units are raged, and IC's can join them as long as they maintain tag-along distance, but can leave whenever they will (given that they dont have rage, like Mad-Dok or something)

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Post  Paz Sat Apr 03, 2010 1:45 am

Astorath doesn't give FNP to units, whereas the sang. priest does.

Remember though, that with Assy, you get a 50% chance of units getting red thirst, instead of a 16.6 chance.

Canadin= An IC can only leave a unit in the movement phase anyway.
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Post  Administratum Sat Apr 03, 2010 2:19 am

I guess my point is that with astaroth you have a 50% chance of getting furious charge and fearless. With a priest you automatically get the furious charge AND feel no pain. I dont know if you follow my reasoning, but there is overlap of furious charge with astorath and the priests, with the difference being fearless vs feel no pain. Astorath gives you furious charge and fearless 50% of the time (via red rage) whereas the priest gives you furious charge and fnp 100% of the time, and you still have a 1 in 6 chance of getting fearless for free.

I dont know, that is my thought process. three priests with jump packs come out to 5 points more than him, and can be put into 3 assault units, but are independent.

I have also decided that the death company are way over cost compared to regular assault marines with a priest attached. I diddnt think they were too bad until i noticed that you still had to pay for their jump packs.. combined with the sucky rules for rage, and i think ill stick with my regular assault marines.

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Post  Veyure Sat Apr 03, 2010 11:45 am

Take em without jump packs, throw a big unit in the new lander and attatch a dc dreadnought to the lander too. It's a pricey setup, but turn 1 assaults with crazy dread and marines is pretty sweet imo.
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Post  Guest Sat Apr 03, 2010 12:28 pm

That new super flyer transport thingy....

If there is no model for it, does that mean that people can or can not use it yet?

Noone knows what its base size, entry points, gun locations, or fire points are..... How would that be ruled?

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Post  Veyure Sat Apr 03, 2010 1:13 pm

It'll likely be like the valkyrie. From the way it's described in the codex, it's a miniature thunderhawk. it will probably have the valkyrie base. It's like a land raider with wings .
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Post  Terran Sat Apr 03, 2010 5:45 pm

I wish I could find the pic of the land raider conversion I saw a while back. It had wings from a Valk, and looked funny as h**l.
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Post  Guest Sat Apr 03, 2010 9:54 pm

*Blinks a little at the mention of death company being overcosted.*

Assault death company sure, but then, I don't think thats how they're intended to be played. Foot death company, or more likely mech death company seems to me that it'll be one of the nastiest combos in the game. Feel no pain, 2 base (3 pistol), Furious charge, Fearless marines? For 3 points more than a friggin tac marine? Admittedly their ranged firepower is essentially non-existant, but when they get in close they can tear the heart out of damn near anything. Worse still, Each squad can take multiple fists or power weapons.

Canadin, I doubt anyone would argue with you if you played the valk. Moreover, it does state where the weapons and disembarks are, more or less. One exit on each facing and you disembark from the vehicles base (As valk.) Further, its got the missiles spread out on the wings and the two nosemounted weapons (I belive they're forward mounted anyways.)

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Post  Administratum Sun Apr 04, 2010 1:11 am

yea, i guess my view of the death company is skewed by the fact that i want an all jump infantry army. No mech of footsloggers for this guy. In those terms a regular assault squad with a sanguinary priest seems like a better deal. And they score.

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Post  Guest Sun Apr 04, 2010 5:46 am

Very true! I do appologize if the above came off as sorta know it all. Death Guard are just kinda my dream unit for the way I play. If you're going for all Jump assaulty are definately the way to go. =)

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Post  Administratum Sun Apr 04, 2010 10:01 am

Yea, your right though, if you put them in a rhino that moves 18" yikes. Or a unit of 15 in a deepsrtiking landraider... The unit could be very ugly.

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Post  Administratum Sun Apr 04, 2010 10:16 am

anyone have ideas on how you would deal with fast armor in a blood angels list that was made up of only jump infantry. The thunder hammers and infernus pistols are good, but what would you do against an eldar skimmer list, or anything else that moves fast and wants to avoid getting close to you? Would i be forced to take some speeders if i dont want to use footsolggers or tanks?

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Post  Paz Sun Apr 04, 2010 11:35 am

Canadin= I'm sure for now the valk will be fine. THe BA codex does state that the only other marines who use the stormraven are the Grey Knights, and the GK are rumored to be out next...

Lexxymechs= I dunno, I would love to have jump death company, but its gunna be hard to steer those truckers. "ill prolly put them in a stormraven anyhow.
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Post  Veyure Sun Apr 04, 2010 12:12 pm

I think with infernus pistols and thunder hammers, or even melta bombs will be enough to take on any armour you come across.

Paz, 5 DC jumpers with power weapons plus lemartes (he's awesome) is 400 points. pricey, but i think if you mount em in a lander, they're gonna kill a lot of dudes. add a DC dreadnought too and that works out to 625 points including the lander. point sink, but imo worth it.
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Post  Administratum Sun Apr 04, 2010 8:40 pm

Yea, that is another problem with jump death company. I really think that taking them as jump troops is a bad idea. However, if i throw sanguinary priests in with normal jump assault units then i believe they lose the descent of angels rule which is kinda sucky.

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Post  Matthew G Sun Apr 04, 2010 9:26 pm

After reading through the rules I am probably going to go with a death company in rhino as opposed to jump packs. It's just hard to justify 35pt jump marines (with no upgrades). 65pts for a thunderhammer, 60pts for powerfist.
Back in the old rules I loooved the jumping deathcompany but right now the points seem to agree more with the rhino versions.
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Post  Guest Sun Apr 04, 2010 9:41 pm

LexMechanic wrote:Yea, that is another problem with jump death company. I really think that taking them as jump troops is a bad idea. However, if i throw sanguinary priests in with normal jump assault units then i believe they lose the descent of angels rule which is kinda sucky.

Nope. If you have a jump pack in the blood angels book you gain Descent of Angels. Its covered under the jump pack in the wargear section (Page 62). Which makes it way more viable.

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Post  Guest Sun Apr 04, 2010 10:30 pm

yeah, the jump pack deep strike rules for BA look rly good.

Now I just gotta wait for my Iron Warriors codex so I can get nifty special rules like all the loyalists

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Post  Administratum Sun Apr 04, 2010 11:07 pm

wow, im glad you mentioned that, it makes a big difference in the way an all jump army would work. Thanks Caros! Smile

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Post  Guardian Angel Wed Apr 14, 2010 5:25 pm

Hey guys....kinda along the same lines.

Lets say you have your DC in a Rhino (or a Landraider), they jump out, kick the &^%$ outta something. After that, can they get back into their transport or do they have to foot-slog it over to their next victim?
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Post  Guest Wed Apr 14, 2010 5:31 pm

I beleive they cannot get back into the landraider

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Post  smackman Wed Apr 14, 2010 7:10 pm

It all depends, GW's ork faq allows mad dok to get into a transport if it will get him to his next victim quicker, if there is something they could assault this turn and getting into a rhino prevents you from doing it (can't get in and out in the same turn) then it would be against the spirit of the rule.
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