Friday, August 3, 2012

Dark Angels Playtest rumors

The Buzz around town is that Chaos is next, followed closely by a Dark Angels release!

The darkest of Angles!

From over on Dakka:

Faeit 212 "A must remain anonymous source wrote:
Here's a compilation of the most recent Dark Angels playtest.
Anything not included is because it's the same, or I didn't notice a difference.
The universal DA rules are ATSKNF, Combat Squad and Stubborn. HQs are all fearless.

Check out the meaty details and some of my thoughts after the break

Azrael - up to WS6, his gun is now a master crafted assault 2 12" 1 shot plasma, on top of a bolter. (basically assault instead of rapid fire, but can't fire at long range) and is fearless.
Belial - Also WS6, but is now 170 points and still unlocks DW as troops.
Interrogator Chaplains - 140 points, all units within 12" are fearless, not just his own squad
Rerolls misses and wounds in challenges. Interrogator chaplains that win challenges against Independent Characters give you +1 victory point in a mission that uses victory points.

I really hope that's not all. They have an opportunity to redefine these characters for 6th edition. If all that's happening is a bump in weapon skill and fearless... Then I don't have much hope for this book.  The Interrogator Chaplain is kind of interesting. Too bad crozius' are AP4. They aren't going to be winning too many challenges against IC's like that. 
Chaplains - are now elites and cost 100 points, but you can buy 1-3 of them as a single choice. They can be upgraded to take specific banners. At the start of the game they nominate a model in the squad they're attached to to be their "banner bearer" who must be modeled appropriately with the specific banner. If the chaplain later leaves the squad, the banner remains.

Furious charge USR, reroll armor saves against overwatch wounds when charging a unit within 6" of an objective
Counter attack USR, reroll misses with overwatch when within 6" of an objective
Reroll wounds against models within 6" of an objective with shooting, reroll wounds in a close combat that takes place within 6" of an objective
[Note: These are playtest rules, hence why these all seem very similar. Either they are intended to have a theme, or they're intended to be playtested and the most popular is kept]

Unless DA get something to take specific advantage of this, I don't see anyone playing elite chaplains. I've only ever seen anyone play them in BA once. And that was me in a 2000 point game with Death company. Maybe DA will get some death company like units?

Deathwing Terminator Squads - 215 points base, can swap to lightning claws for free, pay 5 points for thunder hammer / storm shield, and only models with storm bolter / powerfist or chainfist can take the cyclone missile launcher upgrade, which is now 30 points.
Deathwing assault works a little bit differently. All Deathwing units and models in terminator armour attached to Deathwing units now come down on the first turn via deep strike without a roll if you wish you make a "Deathwing assault."
It specifically notes, however, the limitations of no more than 50% of your army being allowed in reserve, and that independent characters whether attached to a squad or not, count as a unit.

[Note: This would mean if you want 2 deathwing units + a character to deathwing assault turn 1, you'd need 3 units on the table. But if you somehow had 5 units on the table, and 3 units of Deathwing + 2 HQs on the table, all 5 would Deathwing assault turn 1.]

A slight nerf to Deathwing making them cost more and making someone in the unit take a stormbolter. That would've mattered if this was 5th edition. It really seems like a lot of this stuff was written with 5th in mind. Hopefully that doesn't prove to be a trend in codexes.

Dreadnoughts - are a bit cheaper on points base, can be upgraded to venerable, and can upgrade their dreadnought close combat weapon to any ranged weapon (not just missile launcher or autocannon)
No mention of Mortis dreads. Sad Face.

Sternguard are in, but can swap their bolter for a close-combat weapon if they want. Any model can upgrade their close combat weapon to a power weapon, lightning claw, power fist or thunder hammer. Any model with a close combat weapon can swap their bolt pistol for a Storm Shield (20 pts) or take a Combat Shield (5 pts).
I'm not sure who is gonna need sternguard in DA. Maybe they will have a neat Special Character to make this matter?

Scouts are still elite
Meh, hopefully they get a buff then ala wolf scouts. Otherwise these will remain unplayed.

Tactical Squad - starts with 5 models and can take a special weapon [flamer (free), meltagun (1o points), or plasma gun (15 points)], can buy up to 5 more models at 15 points each. At 10 models they can take a heavy weapon [Heavy Bolter, Multi-Melta, Missile Launcher (free), Plasma Cannon (5 points), Lascannon (10 points)]
Cool, a slight buff to DA troops is always welcome. They were super lackluster before. This at least brings them into line with their Ultramarine counterparts. Kinda disappointing though. All the other Marine variants have a unique troop option. Why not DA?

Fast Attack
Assault squads can remove jump pack, and get a 35 point discount on transport vehicle instead of a rhino/drop pod for free, but are otherwise unchanged.
Again, bringing them in line with Codex:SM. If you want to play assault marines, play BA. 

Vanguard are in
At least they get robes in this book? 

Heavy Support
Predators can take a heavy 2 Plasma Cannon turret option
This is pretty much the first different and/or unique thing I have seen out of these rumors. Hopefully it doesn't get hot. Otherwise this could be trouble. Two plasma shots is situationly better than two autocannon shots, so I am a fan of this. Hopefully they knock the points cost down a bit from it's forgeworld cousin 
Whirlwind - can switch their Vengeance/Castellan missiles for Hyperios missiles for 15 points. Heavy 2, Twin-Linked krak missiles, with skyfire/interceptor.
This is also pretty interesting. Makes a whirlwind worth taking! That's exciting for people that still have these laying around. Whirlwinds are still pretty fragile though so you better hope these make it until the flyers come on the board!
Devastators - cannot take skyfire flak missiles.
Kinda disappointing as well. Why put them in the rulebook if no one can use them? oh well, maybe next time? 

Somewhat interesting rumors, but mostly kinda meh. I really hope there's more to the DA codex than some slightly bumped SC's and a plasma tank! Give me Cypher!!! 

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