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post #11 of 43 (permalink) Old 01-20-07, 02:20 PM Thread Starter
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If both halves count as scoring units, it might not be such a bad thing...but it;s still going to fuck with a lot of lists

It'll also end up cutting into Blood Angels death companies since instead of, say, one unit of assault scouts and two small shooty tac squads, we'll have one unit of scouts and a 10 man tact squad. One less DC roll.

I suppose we'll have to make black rage rolls seperately for each half. That'll probably balance out either way.

From the sound of the DA rules, ICs won't be shackled to their retinues anymore...that might be a side-effect of the combat squad rule. I wonder how that'll impact tactics?

Won't do much for BA since our retinues are overpriced and almost never used, and takign the chaplain out of the DC is silly, but I could see, say giving a librarian an infiltrating retinue and then infiltrate them into different positions sot he heavy weapons in the command squad can line up on the tank and the librarian can get in on that pesky daemon prince with his jump pack...

<sniffles> BA don;t get special skills

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post #12 of 43 (permalink) Old 01-20-07, 08:55 PM
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I love this rule, its realistic to real military tactics, splitting the squad in half and leapfrogging to advance, one moves one covers etc.

Personally the 6man lascannon+Plasma gun thing sucks, I like 10 man squads with 1 or 2 Plasma guns or Meltaguns, heavy weapons be damned, you have enough on Dreads and Tanks and Devvie squads, especially now I can finally use the Mortis class dreadnoughts yay.

all in all rule sounds great to me.

and BA don't get special rules because they suck ok LOL

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post #13 of 43 (permalink) Old 01-21-07, 12:09 AM Thread Starter
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We don;t get special skills because every model gets Furious charge for free. I;ve had enemies shit their pants at the sight of eight charging scouts ripping tanks apart with bare hands and a powerist ;-)

I;d rather have tw special weapons in a squad sometimes too, but you can only ever do that if you take the right traits. So I go wiht one heavy and one special because I don;t like wasting slots.

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post #14 of 43 (permalink) Old 01-27-07, 05:09 PM
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Well i heard from my regional manager of games workshop that space marines might be getting a new rule book and i heard also that assault cannons are going to get 1 less shot and maybe strength 5 instead of 4 strength 6 shots but enough of that i also heard that in the new book you will be able to choose with 2 heavy or 2 special weapons in the combat squads but thats what my gw regional manager told me so you never know he may just be trying to lead us off

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post #15 of 43 (permalink) Old 01-27-07, 11:08 PM
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Don't trust Redshirts.

The Space Marine Codex just recently got revamped.

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post #16 of 43 (permalink) Old 01-28-07, 04:28 PM
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This rule is only for the Dark Angels as far as we know.

There have been no creditable rumours about the marine re-vamp and I dont think there is any real ground swell of opinion wanting one.

IMO the marine codex is fine as it is, the AC may be slightly over powered but if you think that will make GW roll over and re-write a two year old book to please power gamers who are being out powergamed I believe you are mistaken.

The rule in the Dark Angel codex will just make the chapter nice and charachterfull not nerf all the other chapters not mentioned.
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post #17 of 43 (permalink) Old 01-28-07, 09:32 PM
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Why shouldn't we think they'll roll over? They rolled over and changed an FAQ to please the Tyranid players, directly contrdicting the Tyranid codex. All it would take is an FAQ statement saying that the Combat squad rules in the DA codex now apply to all Marine armies across the board.

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post #18 of 43 (permalink) Old 01-28-07, 11:12 PM
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There are enough jackasses out there who rely on the five-strong squad with a plasma rifle and a heavy weapon in their Space Marine army to outwhine the whining about combat squads, since Combat Squads can't have both things in them.

On a more practical note though... the Combat Squads aren't as tactically flexible as the standard Space Marine Tactical Squad, since you have either five or ten models, and can't really make good use of a more middle-ground squad with six or eight like some Space Marine armies do.

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post #19 of 43 (permalink) Old 01-30-07, 11:34 AM
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Quote:
Originally Posted by don_mondo
Why shouldn't we think they'll roll over? They rolled over and changed an FAQ to please the Tyranid players, directly contrdicting the Tyranid codex. All it would take is an FAQ statement saying that the Combat squad rules in the DA codex now apply to all Marine armies across the board.
In my opinion, it will happen when my arse heals. :lol:
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post #20 of 43 (permalink) Old 02-01-07, 07:46 PM
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Quote:
Originally Posted by the cabbage
Quote:
Originally Posted by don_mondo
Why shouldn't we think they'll roll over? They rolled over and changed an FAQ to please the Tyranid players, directly contrdicting the Tyranid codex. All it would take is an FAQ statement saying that the Combat squad rules in the DA codex now apply to all Marine armies across the board.
In my opinion, it will happen when my arse heals. :lol:
Where should we send the band-aids?? And what size should we send??

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