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Changes to Blood Angels Wargear Is Coming


There are some changes coming to the Blood Angels with the new codex, and the first information on some of these are coming in. This has to do with there wargear. Lets take a look at Blood Talons and Magna-Grapples.


This is early information and must be considered rumors. The source is very solid.

via an anonymous source on Faeit 212
two changes on wargear that might interest you.........
blood talons are Sx2 AP2 with melee, shred, and specialist weapon
magna grapples give you move through cover, and you can re-roll failed charges when assaulting a vehicle.

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115 Comments

  1. Good to see they made the furiosos very eh. Murderfang came along, stole our idea, then we got nerfed just to add insult to injury :(

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    1. Silver linings though, the new magna grapple seems pretty good

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    2. I'd say reserve judgment until we actually know. If it does turn out that furiosos are nerfed and SW do melee dreads better than BA, eff murderfang.

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    3. I'm afraid we do know because this is what is written in the white dwarf preview of Deathstorm.

      Strike force death storm's special rules are: Against all Odds: All units in formation gain fearless (if they already have fearless add counter-attack) and Bloody (...): formation reroll failed to wound rolls in one phase in the game.

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    4. How did you get nerfed? Furiosos used to be AP3...

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    5. Because they used to be able to get another attack for each wound they got

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    6. Aaron - furioso for AP2 can have a bloodfist, meltagun and magna grapple.
      But claws ad a nice rule that gave you potentialy infinite numbers of attack in assault phase and was a total shred for invulnerabless infantry.

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    7. @Ucheny the fact you just described a dreadnought having "Potentially Infinite" attacks was probably a good indication that rule wasn't going to stay

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    8. Ecvept . .you know...statistixs meant that no not going ti happen

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    9. @Charax
      I actually won't miss the talons, but a grapple for they were an intresting concept. And made furioso a viable anti-tech option

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    10. Hi Salamanders Player hear, this what you get for stealing our ideas about heavy flamers in tactical squads. Deal with it.

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    11. LOL Rob, excellent.

      But yeah, I won't miss those insane attackattackattackattackattackattackattackattackattackattack Bloodclaws. About damn time.

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    12. To be honest is yall expected to keep blood talons as they were you were doing nothing but wishful thinking. They are rolling back some of the codex creep (we wolves lost our amazing anti payker abilities). I wouldn't be surprised if yalls death company didn't get more tame rules to compensate.

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  2. yeah, I'm going to call BS on this, and not just because of wishful thinking
    making the claws better than fists in every way is strange, and that rule for the magna grapple is TERRIBLE

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    1. It's not strange if they want to keep some of the specialness. SW dreads can take a wolf claw for cheap that is similar.

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    2. It's more that BA have had melee dreads for a very long time - well before SW did. If they make SW dreads better in melee than BA dreads, it's like gifting the stormraven and sanguinary priests to everyone again.

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    3. I can't picture how a manga grapple can give move through cover? You use it to swing through the trees?

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    4. That is quite possibly the greatest image to ever grace my mind. Thank you bob

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    5. I'm fairly sure this was literally my exact thought for what they did to the Wulfen, Logan Grimnar, Nemesis Force Weapons, Blood Angels and Grey Knights psychic powers, Asdrubael Vect, and all the other special characters from DE and GK, and the total lack of options compared to other codices. GW has decided that "fairness" means "less uniqueness". Prepare to have a not-as-good Relic version of proper blood claws and maybe a psychic power that lets you do the same thing magna grapples could, if you're lucky, and no stare for mephiston, etc.

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    6. Mephiston will still have his stare. I don't know about 2nd edition, but he's had it since third. They'd probably make him S1 A1 before they got rid of his stare.

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    7. He had it in the 2nd Edition Angels of Death Codex too. And he used to have to take a leadership test for each close combat kill he made. If he failed he would stop to drink their blood. If he was attacked in that turn he charged the nearest enemy.

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    8. It's not BS. It's in the latest WD.

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    9. World Eaters called and would like a word.......atleast you still are better than what was once slated as the greatest close combat army of space marines. they once were the top pinnacle of assault phase.......now there are everything including the kitchen sink is better.....pft!.....

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    10. SW had Björn and CC dreads in 2nd just like BAs. Furios came in 3rd.
      Its not like they dont have 2 other CC dreads in the dex that you can pick.
      Change is part of what GW does!

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    11. As long as furiosos keep AV13 and WS5, they're still going to be better combat dreads than the wolves.

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  3. like shoot, contemptors already have fleet, so a contemptor with a magna grapple would be pointless if that was the case
    not buying it

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    1. Move through cover means no -2" as well.

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    2. It certainly does. Even the bonus to difficult terrain tests is extremely valuable to save valuable inches when preparing for a charge. No difficult terrain too, but that's not so handy for a dread.

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  4. Did anyone not see this coming? Continuously hitting over and over again doesn't fit any longer, this and other Wardisms aka Necrons, need to be excised. Other changes that are coming just using logic are, Death Company will lose an attack, and the Sanguinary Priest won't be a 6" bubble but per unit.

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    1. yeah i know tell me about it :P so easy to see coming.

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  5. But there is a thing that bothers me - why would GW do quite odd rule instead of simple giving fleet?

    And even then it should have a price drop to 5pt because who would take that?
    The sad thing is that nowday there is just a few playable dreadnoughts on tables.

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    1. Did the dc dread not already have fleet? If so did they drop its point according if it lost it, if it didn't magna grapples are even more pointless for them.

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  6. Sadly I saw this coming a mile away. BA are going to get even more nerfed with the new codex.

    We're going to get DE'd.

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    1. DE work better than ever now, so I dunno what you're on about! Myself and every other DE player in my area have been having an absolute blast with the new dex!

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    2. DE lost their best HQ (Baron) & their best unit (4++ Beastpack). Wyches lost Haywire. Their main AT vehicle - Ravager got nerfed + more expensive (and Scourge suicide squads don't compensate that). Archons who are the only HQs with 2++ lost AP2 weapons. Void bomber changed it's AV from 11 to 10 (with a points increase too). + No Lord of War.
      I wish Blood Angels better fate than that.

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    3. Me? Nah. I genuinely believe that DE are the best they've ever been, with the baffling exception of Wyches (seriously GW, put me in touch with your dealer because you were on the good shit).

      I win more games than I did in fifth, I find army composition easier and (apart from Wyches once again. Seriously, WHY GW!?!) the internal balance of the book is much, much better.

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    4. DE are way better now. If you say otherwise you either don't play them or haven't played against them.

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    5. I'm 100% with Thomas on this. Sure we lost a bunch of SCs without models but the list itself is great. I haven't lost a game with the new codex, it's absolutely evil. Add in the Haemi Coven supplement and it becomes even more vicious.

      I liked the old DE codex but the new one plays even better in practice.

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    6. Wyches need more punch, but they make a great unit to tie up stuff in melee with their 4++. They tie up Wraithknights etc really well.

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    8. I agree Dark Eldar are very good even the "useless" wyches that make up the mainstay of my force are brilliant.
      And yes I'm serious, 2 units of wyches in raiders are always in my army-and they outperform every other infantry unit Kabalites kill the odd model, Incubi generally kill one unit, my wyches kill everything that they charge.

      Blood Angels will probably have plenty of goodies in their new codex, but lets face it, virtually unlimited attacks on a dreadnought was just plain silly

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    9. DE are much better overall.. have more variety in options for viable competitiveness.. they just have to be fielded and played differently then they had been pigeon holed into previously.. plus they'll have their LoW before 2016. Same situation with Orks.. SW and GK.. can anybody say Purifiers? Possibly one of the best infantry units in the game

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    10. Have you heard about any DE army winning a tournament after the new dex release? I didn't. Before October 2014 beastapacks were widely seen as tournament winners, now it's all gone.

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    11. Yeah, but tournaments don't reflect the majority of players so aren't that important to the majority of players, and thus, GW.

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    12. Beastpack isn't a reflection on how effective DE are, it is just a gimmick someone came up with in 6th that lots of people copied (before Josh Roberts came up with the idea no body ran DE at all). The list is more Eldar than DEldar anyway and losing that gimmick has not hurt the game. It has hurt the DE codex in terms of top tier placing with Eldar allies, but it is still amuch stronger codex now than it was and will get stronger when the Tournament scene finally starts playing 7th ed (thry are slowly moving towards it and away from 6.5).

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    13. Dark Eldar are much more competitive now with the WWP and Coven supplement. Wyches and Hellions are pretty bad but the rest of the codex got stronger and cheaper. There are just not enough DE tournament players to reflect this in the standings. When the Craftworld Eldar get their justified nerf you will see.....You will all see....!!!

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  7. Sx2???
    Must be mistake. That would make Blood Fists useless...

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    1. They'll probably make the claws an expensive upgrade.

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    2. think of the blood claws like the great wolf claw upgrade

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    3. Happened before- check Tau Vehicle Smart missile option compared to their burst cannons, superior range, ignores cover and not needing line of sight, same strength and Ap same number of shots.
      Same price in points

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    4. yeah but burst cannons look cooler

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  8. Sorry, but if you thought you'd get away with infinite attack dreadnoughts and a 15pt upgrade that effectively nullified an enemy vehicle's movement phase, you really haven't been paying much attention to *every other recent codex*. Those rules were way too goofy and OP to stick around.

    But hey, complain all you want, if it makes you happy. I'll be taking my shiny new Death Company dread and using its claws to turn Terminator squads into mulch.

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    1. Must be nice to play in a meta where terminators without storm shields are common.

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    2. Get away?!
      Like paying 70pt for basic scouts? Like paying 150pt for basic librarian lvl2 mastery (125 in Faq)? Like paying the whole from 5 to 20% increased price tag for regular things (or things you don't need) seems to you like "get away"?
      Nerfing one of a two playable dreadnought in a game?
      Should I mention what eldars get for 125pt? Should I mention the famous SM magician for 165pt?

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    3. Well, considering the old claws were AP3, I don't see how that invalidates my point that the new ones are better at TEQ-killing? Or do you just want a Dreadnought that amounts to "play this and win against everything EVAR!?!"

      I swear to god, most of the complaining is just BA players bitching that they're no longer super-special snowflakes with incredibly cheesy dreads and the like.

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    4. Umm, I was talking about the dreads. Not any of that other stuff you randomly brought up. And all those points costs will be reduced in the new dex so I really don't know what you're getting at.

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    5. Could not give a hoot about the claws tbh.
      Though the magna grapple change is bullshit.

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    6. But it's a simple thing we have some power units (not so actually) and we pay for this having more than a half uncompetetive army list.

      And yeah there was a year and a half of glorious 5 ed when BA just came out and pwnd everything. But it's almost 2015.
      And in 2015 BA is a crippled old man.
      Now almost everyone has a stormraven, contemptor dread, AV13 dread - things that gave BA distinctive flavour on par with death company (which also outrun by many other common units)

      So what i'am saying is that BA already crippled but it also going to receive a harsh 7ed update like GK and so on.

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    8. Are you mentally challenged Thomas? Or just seems so because the DC dreads have never been OP as you say, even in their hayday, so the fact that you think they are OP and should be nerfed at all tells me you have some form of disability. I mean let's face it DC dreads encompass 2 aspects of 40k that have been under powered for a while now, and that's melee combat and dreads.....

      Take it down a notch, your not quite at mcdoogles level of stupidity, but your fast approaching it.....

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    9. space marine players complaining they don't have things good enough..... /first world issues.

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    10. Kevin, you're coming across as a bit of a dick mate, you may want to check that.

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    11. People moaning, do they not realise things will get nerfed, things will get cheaper, things will get better and overall the codex will still work. Seriously looking at one thing is mental. As ever wait for the codex to drop!

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    12. I really don't get people saying Blood Talons were OP. You went from str 10 to 6 and AP 2 to 3. Your dread was free victory points for anything with a 2+ save. It was a good set-up to cover a niche in your list and if your opponent lets you use niche units to maximum effect, they should seem op. Frankly I always got much more mileage out of a frag cannon/blood fist with heavy flamer. The Blood Fists was just a nice flavorful unit that occasionally I would get into a squad of cultists or boys and go ape-shit.

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  9. The additional attacks were a bullshit rule anyway

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  10. Not saying its fully BS but 2xS with shred? Who would take fists anymore if true?

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    1. You're assuming fists stay as they are. If they're smart (yeah, I know, lol) then they'll change the fists too so that's it a real choice to be made between them.

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    2. If the claws are like 45 points or something.... then yea fists will still be relevant.

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    3. My money is on them removing fists as a weapon to make this the default. If I'm not mistaken the only difference is shred anyway, so it's more a matter of removing blood talons and buffing blood fists. Personally I was hoping they'd make blood fists something like how Tesla works, I.e. under certain circumstances you can get additional hits but in a finite way. Currently blood talons (and magna grapple tbh) are completely incongruous with the game.

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    4. In all honesty I'm not complaining, I'm excited to see the changes in the codex and wish to see something more balanced, but simply making them shred while keeping everything the same to blood fists only sounds like half of the rumor

      Again, we dont have all of the info and the codex isnt even out yet, so ill have to wait and see.

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    5. ^ This. I wouldn't be at all surprised if furiosos picked up attacks elsewhere to make them closer in function to how they were. It would be nice for them to have armourbane or something though, as a nice throwback to 3rd edition's tear attack. Could easily see furiosos (or at least death company dreads) having rampage or something, and all of a sudden we're having a conversation.

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  11. People will complain about anything. Str10 ap2 shred vs str6 ap3 shred with extra attacks? Ill take str10. And magna grapples are less flavorful but more useful.

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    1. Yep. Stick a Death Company Dread with claws on a Stormraven, assault when you disembark, kill whatever you've assaulted.

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    2. Claws change doesn't bother me but the grapple change is idiotic unless there's other changes we haven't seen yet. Losing a str 8 ap2 shooting attack that could drag an undestroyed vehicle into cc turn 1 was great though still not an auto take at 15 points ( because your getting close to 200 points for a dread in a pod if you take it) now it grants move thrugh cover and fleet. Both are very situational not to mention a Dc dread already had fleet!

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    3. Str 6 Ap 3 with the extra attacks was much more useful overall, actually. I don't see myself using the claws over the Frag Cannon from now on.

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    4. Before 6th the claws were a no-brainer. When they made the claws AP 3 they at least made bloodfists a viable option, but I tended to run claws every time anyway. Its not S6 AP 3 v S10 AP 2 as much as it is 4 attacks v an average of 12 kills. Claws were almost always a better option.

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    5. I personally think if this is the changes that blood claws, then I'm more than happy with the changes. Ap2 claws alone is good enough for me. But I hope it keeps AV F13 though

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  12. the worst nerf i see incoming is BA vv not being able to assault the turn they come from deep strike. it rarely worked, but it was much fun.

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    1. How is it a nerf when the rule already exists like this?

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    2. Ba vanguard vets CAN charge after deep striking with jump packs as long as they don't shoot. Normal space marine VV Can't but any sane ba expected this not to mention I found it fun but not the most useful as vv get expensive quickly and you couldn't join an Ic to them if you wanted to have them charge.

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    3. OK sorry I did not know what vv meant so that is my fault. Since it was lower case I thought it was a typo. Yeah vv is too expensive for the value. I use Sternguard but not the VV.

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    4. @Cronhour just wait for it, and it will change to the current wording on the SM vanguard

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  13. How viable are Dreadnoughts if spammed anyway? It would be fun as hell to center a list around them.

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    1. Think knights would still be more fun! ;)

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    2. I'd prefer the 3 Dreads you could have for each Knight, Those things suck, Dreads are well better point for point.
      Combat Dreads are plenty viable.

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    3. how so? knights rule the new meta, while no one brings dreads to competitive games anymore. can you please explain in which way do you think combat dreads are better than knights, point for point or not?

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    4. I've played against Knights,every time they've killed more when they exploded than with shooting/melee.
      Combat based dreads have the advantage of being able to use LOS blocking terrain, and are still extremely hard to deal with in combat, Krak grenades don't get enough attacks to kill them with any reliability.

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  14. Old claws vs new claws: old claws mulched rank and file infantry by the truck load, but failed vs other walkers, vehicles with rear armor 11 or higher, and terminators. New blood claws will be worse vs standard troops, but significantly better against everything else.

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    1. But you didn't need them to be better against everything else because you had the option of blood fists - you could choose when setting up your army how you wanted the dread to function. Now you're stuck with what are basically fists which fail to wound 1/36 of the time instead of 1/6.

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    2. "Now you're stuck with what are basically fists which fail to wound 1/36 of the time instead of 1/6." I'm not a BA player so don't know all their special gear but surely something which fails 1 time in 36 is better than something which fails 1 time in 6 (ie fails 6 times in 36)??

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    3. It is, but its not needed. Shred is a pretty useful ability to ensure more wounds when you have low-ish strength (stormshard mortars come to mind). When you're wounding on 2s already, shred gives you very diminished returns.

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  15. The death company dread will probably have rampage or something (hopefully) and rage (definitely)

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  16. I wonder what they'll do with death company at the moment they could be amusing with bolters and jump packs (relentless) costly though

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  17. Sadly I had a feeling this nerf was coming, the wound generate more wounds fun that it was before was bound to get removed, hopefully the rest of the book will get some buffs to make up for it (and not the whole booking getting DE'd) though sadly looks like the good old furioso might be a bit pointless now if you cant at least use it to carve up a MEQsquad.

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  18. For the record, anyone who thinks this thing will turn terminators to mush is wrong. You get your okay 4 attacks on the charge, hit 3 if you're lucky, wound the 3, then the terminators get their 5++ which they will make 1 of statistically, or 2 or all 3 in a lot of cases. After which they will pound the furioso back with their fists or thunder hammers. Hardly what I call "mush" and definitely not worthy of what the furioso used to be. Idk why they removed the attacks period. The claws could have just done what old one eye and murderfang. Oh wait but then that would make the furioso redundant because of murderfang, just like murderfang used to be a knock off furioso. I see what's happening hee. Bottom line piss of GW, thanks for the extreme nerf. I'll bet they'll lose WS 6 too

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    1. The problem with combat dreads has always been the number of attacks. I think they went a bit too far to address this with blood talons, but I'm sure there'll be more to new furioso rules than just a dread with two of these underwhelming claws. Gw know how to make a functional CC dread in 7th - murderfang being case in point. Have faith, young padawan.

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    2. I'm trying to be optimistic, but faith is difficult as a blood angel player. Having been indirectly nerfed by just about every rule change in 6th edition and sharing units that used to be our defining strengths with other SM lists, while having each new FAQ nerf the army even more hasn't been a fun ride. Seeing Murderfang's release was discouraging and learning that our furiosos are likely to be doomed to a whole three attacks makes it worse.

      It's as if GW wants blood angels to be worse at what they're supposedly good at than any other chapter. I'm sure that isn't the case, but only because I've convinced myself that they wouldn't do that to the Emperor's vanguard. They love that guy too much.

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    3. What makes you think the furioso will be doomed to 3 attacks? DC dreads have more than their profile worth of attacks because of their special rules, AMD we haven't seen any special rules for furiosos yet. All we know is the broken blood talons are out.

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    4. I guess I'm just having a hard time believing that they'd give a standard dreadnaught enough attacks to be worth fielding compared to Murderfang. I know he's a special character, but it seems unlikely that they'll drop the points on a furioso enough to make them valuable without allowing them to retain insane kill potential.

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    5. if we want to be optimistic, with the new codex we'll be able to use our Blood Angels like regular, red painted, space mareens. They are not so bad after all, and anyway much better than what BA have been in 6th and 7th edition so far.

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    6. Ahem. Your figures are statistically wrong. The 3 termies will make exactly 1 5++ save less than half the time (only 4/9 occasions) and 2 or 3 saves on only 7 of 27 occasions, which isn't really a lot, so your reasoning is flawed. Get your maths right (or sacrifice more virgins to the dice gods, whichever works).

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    7. The thing is that Furiosos with blood talons are already here. They already exist. If they were so irrevocalby broken like a lot of people say they are, they would already be shaping and defining the meta of the game. There's a reason you don't see armies with furiosos, not even as unbound allies. It's because they aren't THAT good. They don't need to be toned down, they were perfectly capable of existing in the game as is.

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  19. It continues the theme in the latest codexes of removing army specific rules, such as the blood talons special rule, and replacing it with a generic rulebook rule such as shred. Whilst it might not be a better rule it's happening across the new codexes and I guess is part of the streamlining process.

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    1. Sounds about right. If I had to choose between balance and streamlining and more flavour, I'd take the first, provided that the game still has problems to solve - flavour and feel comes afterwards.

      You cannot eat a cake and inhale it too :)

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  20. its a shame that the basic walker rules mean that theyll always be mediocre regardless of their gear.
    three hull points on an AV12 platform that moves a max of 6", and which can be immobilised, itsnt very good

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  21. Hmm, now Blood Slaughterers have the "real" magna grapple. Can anything else use "GET OVER HERE" in 40k now?

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