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Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

I'm writing my own series of rulebooks for use with a few friends. It's a fun project that arose from playing with more and more house rules (for fun, not necessity), until eventually I decided just to make my own books. I've divided sub-factions into Supplements, using them how they should have been used (not a list of artefacts and warlord traits, but an actual Codex expansion). This includes the Space Marine armies; the Space Wolves, the Blood Angels, the Black Templars and the Dark Angels. However, I have no idea what to do for the Dark Angels. I want to focus more on the standard Marines, or "Greenwing". I want to make Dark Angels unique and fluff-appropriate without relying too heavily on Deathwing or Ravenwing (which both need looked at). I don't know how to match Dark Angel fluff to rules, though. "More bikes" or "More Terminators" doesn't really capture the feel of the Chapter.

I feel that tweaking existing units to be more flavourful (e.g. Dark Angel Tactical Squad should feel more Dark Angel than an Ultramarine Tactical Squad - not better, not worse, but different) is more interesting and exciting than adding special units like Deathwing Knights or whatever. The problem is that I don't know how to do that, or what even to do. Is Stubborn really enough to make them feel and play like they are Dark Angels? I don't know, because I am not all that interested in them. So, the help of anyone who loves the First Legion would be greatly appreciated. It's just unfortunate that I can't get inspiration from 30k Dark Angels yet.

EDIT: "More plasma" is boring as well, and really unsuitable as a "theme".

This message was edited 1 time. Last update was at 2015/12/23 13:21:39


Sieg Zeon!

Selling TGG2! 
   
Made in gb
Battleship Captain




The 'green wing' of the battle companies are always portrayed as a classic 'stubborn firing line' - maybe letting them take additional heavy weapons (so two heavy weapons in a squad rather than a heavy and an assault weapon) would help give them the right feel.

The 'high BS overwatch' is a very tasty ability, but unfortunately it's less useful than it might be because overwatch is tied to how important assault is....and there are relatively few armies these days dependent on assaults that you're realistically going to stop with bolter fire.


Termagants expended for the Hive Mind: ~2835
 
   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

Heavy weapons are an idea, certainly. I'm not too keen on Overwatch augments because of how Overwatch comes into play - it's not an "always-on" ability that makes them more Dark Angel-y, if you know what I mean. Thanks for the input!

Sieg Zeon!

Selling TGG2! 
   
Made in us
Decrepit Dakkanaut




How about 35 points for their Terminators too?

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

I would try to emphasize their stubborn nature like Locarno suggested. 2 heavy weapons sounds about right, maybe give them a force of pseudo relentless so they aren't forced to stand perfectly still to use any of their heavy weapons?

TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
 
   
Made in ax
Perfect Shot Dark Angels Predator Pilot





Drop pods with hurricane bolters


Dark angel flavoured Centurions

Heavy Bolt = Avenger mega bolter
Grav cann = Plasma Storm Battery
Las cann = 2x Cyclone launchers +Flakk for free
Hurr Bolt = Plasma talons

A Dark Angel fell on a watcher in the Dark Shroud silently chanted Vengance on the Fallen Angels to never be Unforgiven 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

Access to volkite weapons for the vets and devs, in Codex contemptors and Mortis dreads, Spartan land Raider, basically give them limited access to the heresy tech.

Remember dark angels are not plasma fanboys, they are relic tech specialists, having more old tech than any other chapter, so actually give them the old tech.

Hell, they still operate at a Legion, so just give them the Legion units but with a 40k feel, so tac squads are max 10 man, but just bolters and fury of the Legion, support squads too, Dev squads all take heavies, basically show the fluff on the tabletop.
   
Made in us
Longtime Dakkanaut




I don't see what putting forge world units in the actual books does to give them flavor. All marines can already take those options including dark angels.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

HoundsofDemos wrote:
I don't see what putting forge world units in the actual books does to give them flavor. All marines can already take those options including dark angels.


It sets a tone, it also makes them different from the other books, yes any marine army can take forge world options, but what about "Relics of the armoury", that limits them, take this limit away from dark angels and presto! You have an army that has lots of "Relics" just as intended, also no marine army in 40k can take Legion weaponry, so paragon blades (sword of secrets and other heavenfall blades), charnabal sabres, volkites, conversion Beamers on dreads, havoc launchers etc.

Dark angels are supposed to be holders of old tech, show it, "derp plasma derp" is just lazy game design, I'd even go so far as to allow 0-1 javelin jetbikes as a command squad, would require a slight retcon but I'd be alright with that.

And last, but not least, forge world isn't allowed everywhere, so it would add even more flavour to actually have them in Book, no one can say no then.
   
Made in us
Dakka Veteran





Dark Angels are notorious for being grim/stubborn/tenacious about leaving combat.

In 3rd edition (?) there was a rule that said something along the lines that: Dark Angels had to make a die roll to move when they were within a specific distance of enemy (12"?).

It was actually funny being an orc player to watch my opponent's DA misbehaving.

I think this may have been 3rd edition's Grim Resolve rule.




 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

 Phydox wrote:
Dark Angels are notorious for being grim/stubborn/tenacious about leaving combat.

In 3rd edition (?) there was a rule that said something along the lines that: Dark Angels had to make a die roll to move when they were within a specific distance of enemy (12"?).

It was actually funny being an orc player to watch my opponent's DA misbehaving.

I think this may have been 3rd edition's Grim Resolve rule.


Intractable, if they failed a ld test they became fearless and couldn't move next turn, it was both excellent and irritating at the same time, good rule.
   
Made in ru
Graham McNeil




Kaliningrad, Russia

DA doesn't need a thing. OP as it is.
Spam bikes/terminators? OP and actually is fluffy,

Want to go traditional space marine stuff?
Take lion's blade. It got all the rules.

"It's called treachery, Roboute. It works very well." - Lorgar Aurelian. 
   
Made in us
Longtime Dakkanaut




I wouldn't call dark angels OP. run as a pure list they are weaker than what normal marines, Necron and Eldar can put on the table.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

 cabal_therapy wrote:
DA doesn't need a thing. OP as it is.
Spam bikes/terminators? OP and actually is fluffy,

Want to go traditional space marine stuff?
Take lion's blade. It got all the rules.


Ravenwing "can" be op, termies are absolutely not, pure greenwing isn't either, so as a whole, dark angels are not op
   
Made in us
Regular Dakkanaut




Atlanta

I want first round deep strike, and 2 wounds on both Deathwing Knights and Ravenwing Black Knights.
   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

This isn't about how powerful they are, it's about setting a theme. I want rules that feel fluff-appropriate to the people who love that fluff, because fluff is what drives my passion for this game. I also want balance, but that isn't what I'm asking about at all - I don't know the Dark Angels well enough to say what a Dark Angel lover would want ("an OP Codex" being out of the question, of course).

I very much like the idea of making their Tactical Squad more like a Legion Tactical Squad, and other little tweaks that might make them play somewhere between a real 30k Legion and Codex: Space Marines. I also like some kind of half-Relentless (perhaps they have some mechanic of giving themselves SnP).

Sieg Zeon!

Selling TGG2! 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

That could actually work, bring back Intractable with a tweak.

Intractable: during the enemy shooting phase, if a dark angels unit fails a morale check for 25% casualties, it does not fall back, instead it gains the slow and purposeful usr until the end of its next shooting phase, in addition it may not run or assault in its next turn.

This does not confer to ravenwing or deathwing.
   
 
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