Here is another little rumor bit about Dark Angels, and specifically this time not about Deathwing or Ravenwing. Apparently it will also become an option for standard codex Space Marines as well. check out below.


Please remember that these are rumors.

via MarikLaw  on Warseer
Little birdy told me that Dark Angels Tactical Squads will be able to take a Heavy Flamer as a heavy weapon option. Was also told that the Heavy Flamer option would not be unique to Dark Angels and that subsequent Marine book Tactical Squads would get Heavy Flamers as well.

Another word from the same little birdy as before: The plasma re-roll special rule that Azrael gets is also a "Chapter Tactic" that most characters (excluding named ones) can get, albeit for a points increase (not cheap either, apparently).

53 Comments:

  1. Replies
    1. Yeah... They would make Dev-Squads op & everything els Great like Rhinos fireing flamers every Turn + when assaulted o erwatching.

      Could be New go to thing.
      I Wonder what the Point is Without a Model for it in plastic?
      Thats what makes the rumor Fake to me.

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    2. @Anon: Simple, really. GW wants to sell more of those gahdawful Sternguard Upgrade kits they came out with...

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    3. AFAIK, until recently there wasn't even a HF model for PA dudes, yet sternguard had them for years. Converting one isn't really that difficult, just a termie heavy flamer, a sharp knife, and some patience.

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    4. yeah converting or buying the resin upgrade is possible... but not exactly cheap if you plan to field 12 or more..... good luck finding Hflamers in bitz stores or ebay too

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    5. Why do I get the feeling the DA codex will make the new Chaos Codex look like hammered Shiat?

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    6. GK Purgation squad: 100 points for 5 MEQ with 4 incinerators...

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  2. honestly i like that guardsmen should have flamers and space marines get heavy flamers

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  3. If true, my Chaos Marines will rejoin the ranks of counts as armies! Love me some heavy flamers!

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    1. assumeing Chaos marines who have already got their 'dex don't get shafted. still easy eneugh to FAQ

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  4. So many DA rumors.

    Plasma, plasma, plasma!!!

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  5. Hmm...combi-melta, plasmagun, heavy flamer in a rhino.

    Why not just open up the store and make auto cannon, assault cannons, sniper rifles and heavy flamers available for tacticals. If I'm a Chapter Master my Master of the Forge figures a way to mount a las cannon on terminators too.

    Bellumvinco

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  6. All that is left to reveal is that plasma flamer

    Str 7 Ap 2 Assault 1,Template, Gets Hot!

    Then DA would have it all in plasma.

    Oh, and Hurricane Plasma Array <3

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    1. IMO should also have torrent and soul blaze

      FaytedHeartless

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  7. So this means that plasma re-rolls "Chapter Tactics" can replace "Combat Tactics" across the whole army for a points cost, or just the individual character?

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    1. They won't actually have combat tactics - special characters will be able to take an upgrade that applies to every Dark Angels unit in the army. So the cost will just be on the character, and only worth taking if you have a certain ammount of plasma.

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  8. I would not be shocked to see dark angel captains be able to do just that. Or it be a possible Dark Angel Warlord Trait.

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  9. It gets a "meh" from me, I wouldn't run a heavy flamer in a squad anyways.

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    Replies
    1. Salamanders will consider it. I am already.

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    2. Yeah, heavy flamers are pretty amazing, even when not twin-linked, as Salamander ones are. I'm surprised you wouldn't run a heavy flamer, as you would now ignore the armor saves of quite a few races, and wound MEQ on a 3+, which is just disgusting when combined with a combi-flamer, flamer, and bolters. That squad will quite literally melt any unit out there.

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    3. In the guard and sisters codex, a heavy flamer is 20 points, where as a flamer is 5. A lascannon only clocks in at 15 points for the Guard, so against current weapon values Heavy Flamers just don't cut it. I mean, what do you put into your platoon command squad, 1 heavy flamer or 4 normal flamers for the same price?

      The only unit Heavy Flamers works on presently as a points effective weapon is sister of battle retributor squads, because they can take 4 and on a 4+ they have rending each turn. tbh, if they had access to normal flamers, the Heavy Flamer option would again become redundant.

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    4. Hmmmm, I'm still quite a fan of melta, and the good ol' 5 man combat squad combo.If I knew I were going up against something like Orks or 'Nids, then for sure I'd go for it.

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  10. I've got a Heavy Flamer from my Sternguard Weapon kit left over. I'm very tempted to kit out one of my guys with it now. :D

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    Replies
    1. I would like to hear about how it goes :) pics!

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  11. About time Tacticals got Heavy Flamers. What's next? Chainswords all around? Sometimes it seems Rowboat Girlyman forgot the basics when writing the Codex Astartes...

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    1. Chainswords all around is an assault sqaud without jump packs in a drop pod. It's fantastic try it

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    2. I don't see anything wrong with giveing tatical marines the CCW option chaos marine squads have.

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    3. That may well happen. Who knows? I think that would be pretty cool, honestly. Why on earth does a superhuman warrior only have one attack??

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    4. Because he's busy trying to shoot you!

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    5. If you read the rulebook fully, you’ll see that all Marines DO already have chainsword or equivalents;

      I don’t have the book to hand, but in the beginning of the weapon types section where it discusses combat weapons it specifically states ‘Any model not listed as having a DEDICATED CLOSE COMBAT WEAPON is automatically assumed to have a standard melee weapon in addition to their normal equipment’. On the following page under pistols it states ‘…pistols count as a melee weapon DURING THE ASSUALT PHASE’ Ergo, when I select my Tactical Marine, Battle Sister, or any other model with a pistol side arm and no melee weapon, it does not have a dedicated melee combat weapon, and thus count as having a combat blade / knife in addition to its other equipment.

      I have spoken to GW on several occasions about this poor wording, who have only stated they don’t feel the rule was intended to work that way however no-one has any qualms with the logic. Check it out. The WAAC games will love that little nugget! 

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    6. I'm a marine player. I don't have my codex handy cause I'm at work. I'm pretty sure the combat blade doesn't appear in the purchasing each unit section in the back of the book. If it was listed as Wargear the unit has in that section as well as a pistol, you can bet I would be rolling a +1A dice for two hth weapons, but since it doesn't appear there. Nice try.

      Bellumvinco

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    7. Maybe I didn't read correctly... But Rau I think you are too confused. You do not get +1 for two weapons in cc with tac squad. Only Sergeant has the option To wield both. While marine may have one they also have bolt pistols. But not both at once for +1. You can only claim that with an assault squad with or without jump packs.

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    8. Ignore the codex, check the rulebook. Any model not stated as being armed with a dedicated combat weapon is ASSUMED to have one in addition to normal wargear. Pistol is only counts as a combat weapon in the assault phase, but is not a dedicated combat weapon, ergo, regardless of codex entry, models WITHOUT a dedicated combat weapon are assumed to have one. Thus the way this entry and the pistol entry are written, models listed as only having a pistol would be assumed to have a combat weapon too, thus granting +1 attack.

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  12. My opinion: what this would allow a player to do is not feel like he has to combat squad a unit, keeping 5 in a covered static position offering support fire (getting cooked alive by a baleflamer) while the other 5 rides across the table in the rhino to deny objectives. Is it the best squad build? Situationally that is debateable. It would make a tactical squad even more tactical. Or should I say a space marine army more tactical. The idea of one or two units built to stay together like this while a couple more split...

    Combi-plasma, plasmagun, heavy flamer in a rhino.

    Bellumvinco

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  13. Combi-plasma, melta bomb, plasmagun and heavy flamer in a rhino. I like this as a attack squad. Notice I did not use the word assault. I will gladly sit 1" away and rapid fire all game if ya let me. Never have liked giving my opponent dice to roll on my turn, unless I have a initiative advantage or only assault weapons. :l or or or..

    Bellumvinco

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  14. What if they price the heavy flamers at 20 points like SoB? Are they still worth it then?

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    1. probably not cause you could take a flamer and combi flamer for the price of 20 and you can 2 wall of death

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    2. That would have a serious impact on their economic usefullness. Hopefully they wouldn't make something available, then make it so expensive pts wise it is not practical.

      I'm thinking, free for a squad if 10.

      Bellumvinco

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    3. I'm guessing they'll be five points or free. Sternguard get SW's pretty cheap, but they are slightly more expensive than tacticals, so I'm betting it will be cheaper than what it costs Sternguard to get it.

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    4. Nope, sternguard weapon options are cheaper because they replace a better standard weapon than an ordinary bolter. i.e. the cost of the upgrade bolter is deducted from the standard cost of the special upgrade

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  15. it would be interesting and be interesting too if they were a devastator option too

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  16. Perhaps there will be some special magic underpants released as war gear that give an invun save against flamers? They would be called Not Get's Hot Briefs!

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  17. TL plasmaguns and heavy flamers for tac squads making their way to C:SM... Just like plasma cannons in the earlier editions, except this time around the Blod Rahvens can't even wait for our codex to be out before they nick everything not nailed down...

    I can only hope our veterans get some Sternguard options at least... Sternguard are the iconic "shooty marines" for me and DAs's are nothing if shooty.

    Still rumors though...

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  18. Heavy flamers for Tac squads. Hmm. Assaulting with Xenos are SO dead... :( My Nidz are just crying.

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    1. Why would your nids be crying? So u soak 1-3 hits with guants. Major loss there

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  19. being a heavy template weapon the heavy flamer cannot move and snap fire??

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    Replies
    1. Oddly, the heavy flamer is not actually a heavy weapon.

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  20. I wouldn't mind more flamers for my Salamanders or Dark Angels tactical squads. It would make my life easier against those pesky orks which I face quite often.

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  21. all flamer weapons are assault, even heavy flamers.

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  22. Brian templates don't snap fire ('heavy' regardless), check your rulebook.

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  23. This would be nice, but I almost don't believe it, it goes against the ethos of tactical squads: Force them to only take weapons that are only useful when tactical squadded. I mean seriously, none of the heavy weapons comfortably sync with any of the special weapons

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