Volcatus

Volcatus

31p

23 comments posted · 0 followers · following 0

12 years ago @ 3++ is the new black - New FAQ\'s! · 0 replies · +1 points

At least Dante gets to use his I6 for H&H this edition, rather than unit majority. Still, I'm terribly disappointed with this ruling.

12 years ago @ 3++ is the new black - 6e: Wound allocation a... · 0 replies · +1 points

I think you need to re-read those rules. Add the word "independent" before the word "crahacters" in the first sentence, and then change the "4+" in the second bullet point to "2+".

12 years ago @ 3++ is the new black - Back to Basics: How Rh... · 0 replies · +2 points

All weapons of the Template type. i.e. Flamers, Frag Cannons, Heavy Flamers, etc.

Wall of Death rule, pg. 52.

12 years ago @ 3++ is the new black - Discussion: Fixing one... · 1 reply · +2 points

Well, how about this. The first hit is a Weapon: Damaged result, which allows the gun to fire on a 4+ each turn. The second hit would then destroy the gun. The rule could be rolled into the special rules for each one gun chassis.

Other than that, it's a +1 to Zjoekov's solution.

12 years ago @ 3++ is the new black - Email in: Blood Angels... · 0 replies · +1 points

I like the first list as well, and agree that the Las/Plas turrets are the way to go. Power Fists in 5 man RAS squads are also problematic, as the squad is so small, it is very easily wiped out by anything scary enough to warrant punching.

By removing all of the fists (both RAS and SG) and replacing them with power weapons, running a single Priest in a Razor (no PW), and removing the Dread's Searchlights, you can shoehorn in 2 units of 2 MM Attack Bikes. Flexible anti-tank firepower that can also make some impressive last turn contesting moves.

12 years ago @ 3++ is the new black - Battle Report: Blood A... · 0 replies · +1 points

One unit of Sang Guard would still be beneficial, I believe. Dropping the 2nd unit for an HG makes a lot of sense, although I would take 4 meltaguns over the plasmaguns. Blood Hammer lives and dies by it's anti-tank, not anti-infantry.

12 years ago @ 3++ is the new black - Email in: Blood Hammer... · 0 replies · +1 points

The back-field Tac Squad is marginal in my book as well. Dropping them for the Scout squad, as Kirby suggests, would allow for another use of those extra points: Another missile Dev squad. The leftover points could go towards melta bombs and/or a combi-melta for the Libby.

Also, I'd be inclined to get rid of both fists in the Sang Guard unit. If only a single unit of SG is taken, I feel they work best as a scalpel, and as such, are too fragile to be waiting for I1 to swing fists.

12 years ago @ 3++ is the new black - Winning Doesn\'t Mean ... · 0 replies · +4 points

Decent post AP. Some players, especially new ones, tend to value their win/loss record too highly.

The first thing I try to pass on to new players is the old saying, "You learn more in defeat, than in victory." My intent is twofold; one, to help a new player feel more comfortable with the sometimes steep learning curve of generalship, and two, planting the seed of reasoning that will lead to helpful self-review post-game.

On a personal level, I tend to view each choice I make during the game as an individual win/loss decision. So even in victory, I can review individual losses (bad choices) with the viewpoint of defeat. It tends to help me focus on list choices versus tactical choices, and find the best solution for each. Then again, the process also makes me rather intense, even in friendly games. Luckily my friends and opponents know it's nothing personal. :)

12 years ago @ 3++ is the new black - Blood Angels - More sh... · 0 replies · +2 points

I agree with timff8, Sang Guard are what they are. Extremely effective in CC when used properly, maddeningly fragile, and fantastic at grabbing attention when you need your opponent to be overlooking something else.

BA does CC in an almost Eldar way, i.e. specialists. VV for tar-pitting real CC units, RAS for average-to-below-average units, and Sang Guard to be the scalpel that cuts the other two out of protracted fights.

I, for one, am glad that Sang Guard don't have an invulnerable save. If they did, we'd see very little but Dantewing lists. As it stands, the SG add a very interesting unit to the BA arsenal.

12 years ago @ 3++ is the new black - Blood Angels - More sh... · 0 replies · +2 points

Same here. That was the point I was hinting at. ;)