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Thread: Dark Angels rumours

  1. #1

    Dark Angels rumours

    via Faeit 212 "A must remain anonymous source"
    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.


    HQ

    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 more expensive and still unlocks DW as troops.


    Interrogator Chaplains
    more expensive, 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.


    Elites

    Chaplains are now elites and cost as much as their BA counterparts, 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]


    Deathwing Terminator Squads slightly more points than their SM counterparts base, can swap to lightning claws for free, pay as much as BA for thunder hammer / storm shield, and only models with storm bolter / powerfist or chainfist can take the cyclone missile launcher upgrade, which is now as much as the BA one.
    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.]


    Dreadnoughtsare 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)


    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 (as much as a sergeant would pay) or take a Combat Shield (as much as a sergeant would pay).


    Scouts are still elite


    Troops

    Tactical Squad starts with 5 models and can take a special weapon [flamer , meltagun , or plasma gun ], can buy up to 5 more models at standard points each. At 10 models they can take a heavy weapon [Heavy Bolter, Multi-Melta, Missile Launcher , Plasma Cannon, Lascannon ] point costs like BA tact squad, but melta and plasma gun slightly more expensive


    Fast Attack
    Assault squads can remove jump pack, and get a price of a Rhino point discount on transport vehicle instead of a rhino/drop pod for free, but are otherwise unchanged.


    Vanguard are in


    Heavy Support

    Predators can take a heavy 2 Plasma Cannon turret option


    Whirlwind can switch their Vengeance/Castellan missiles for Hyperios missiles for the price of a Space Marine. Heavy 2, Twin-Linked krak missiles, with skyfire/interceptor.


    No upgrade for Devastators to take skyfire flak missiles.
    The rules are allegedly 2 month old. I have formatted the text to enhance the readability and edited point costs out.

    There is this snippet in the comments of the blog entry from user Source1:
    Technically this set of rumours has some truth in it, but not much. I dare say that the correct parts are only coincidence.

    How can someone who has read a playtest codex spend so much time on the little irrelevant details like point costs and completely fails to mention the big elephants in the house ... like new units. Playtest codices are by no means complete, but they are not stripped to a degree where every new toy is missing. Nobody needs a group of testers to test small alterations of the generic space marine stuff that already was the backbone of a handful of codices.

    To name a few false asumptions:
    - Devastators get indeed flakk missiles .. and much more.
    - Belial does not make Deathwing unit troops. There is no need for that.
    - Regular dreadnoughts (those that can be upgraded to venerable ones) do not get a two weapon set up.

    There is other nonesense, but I have already talked too much. Maybe his playtest version was totally different but in this case either the rumours do not matter because the Codex is not based on this version or the new Dark Angels codex will be a very very bland affair. Or Naftka is holding something back.
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  2. #2
    Librarian Silvertongue's Avatar
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    Re: Dark Angels rules from Faeit 212

    Man, this Faeit212 is surely pumping out a lot of rumours as of late. I guess we'll be able to judge their credibility soon enough.

  3. #3
    Commander jspyd3rx's Avatar
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    Re: Dark Angels rules from Faeit 212

    They are not his rumors. He actually doesn't have rumors. Though it seems he is easily trolled with fake rumors.
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  4. #4
    Chapter Master Starchild's Avatar
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    This had me up until I read "Sternguard" and "Vanguard". Those are units that make the Codex chapters unique. Dark Angels have Company Veterans.

    I smell vile rubbish in this particular rumour bin.


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  5. #5

    Re: Dark Angels rules from Faeit 212

    I don't see any reason why Company Veterans couldn't (or wouldn't) be split into seperate stern and vanguard entries or left as an additional entry.
    I, for one would actually be glad to see that particular rumour pan out as it's the prime reason I currently use the regular Marine Codex for my Dark Angels.

  6. #6
    Chapter Master Starchild's Avatar
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    Right but what about the existing Company Veterans kit?
    It has to be used for more than just the occasional Command Squad (which I've never seen any SM player use, to this day).


    "Repent today, for tomorrow you die."
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  7. #7

    Re: Dark Angels rules from Faeit 212

    Existing kit still serves its purpose. It can make either option (I certainly managed it for non-jp van and basic stern with the addition of only a spare Commander combi-plas). If you want jump packs or combi-weapons.. the stern/vanguard kits will meet those needs.

  8. #8

    Re: Dark Angels rules from Faeit 212

    I'm really hoping that source1 is correct and that these rumors are either massively out of date or someone trolling. The point cost changes alone take deathwing from being the only viable army out of the dex and making them near unplayable. Nothing else that was mentioned makes the codex any better. As those rumors sit the codex becomes even worse than its current state.

  9. #9
    Commander Carlosophy's Avatar
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    Re: Dark Angels rules from Faeit 212

    Quote Originally Posted by Starchild View Post
    Right but what about the existing Company Veterans kit?
    It has to be used for more than just the occasional Command Squad (which I've never seen any SM player use, to this day).
    I field mine instead of company vets for the single reason that for 5pts more I get Fearless.

    I buy the idea of Deathwing as a troops choice base. Scouts staying as Elites is a bit wtf? Unless they stay WS/BS4 and they write in how the Dark Angels have better, stricter training regimes for n00bs.

    Van/Sternguard? Blech, VSM can keep them. I still find the idea of Veterans in the DA a daft idea as there should *only* be Deathwing. I hope Company Vets get rolled into the Command Squad and written out.

    No flavour? Dark Angels should have more 'Lost Imperium'; Jetbike honour guard for Sammael, Plasma Landspeeders, Predator Executioner, Chaplains as a unit upgrade, Plasma Deathwing etc.

    And there is no way Asmodai isn't coming back. Hopefully he'll bring Naaman and Bethor with him.

  10. #10
    Librarian Guyver 3's Avatar
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    Re: Dark Angels rules from Faeit 212

    I don't believe these rumours they are just garbage, no mention of ravenwing!!

  11. #11
    Chaplain viv714r's Avatar
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    Re: Dark Angels rules from Faeit 212

    I will pretend I never read this and go back to dreaming of the codex that we deserve.
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  12. #12

    Re: Dark Angels rules from Faeit 212

    I'm starting to think GW hired at least one full time BSer that his only job is to spread false rumors. Watch the next full codex to be Daemons followed by Orks...

  13. #13
    Chapter Master Odin's Avatar
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    Re: Dark Angels rules from Faeit 212

    Quote Originally Posted by Starchild View Post
    This had me up until I read "Sternguard" and "Vanguard". Those are units that make the Codex chapters unique. Dark Angels have Company Veterans.

    I smell vile rubbish in this particular rumour bin.
    Yup, likewise. If that's true, GW have made a very odd decision, but frankly I don't buy it.

    Nevertheless, cheers to the OP for posting - rumours is rumours (though like animals, some are more equal than others).

  14. #14
    Chapter Master TheConverter15's Avatar
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    Re: Dark Angels rules from Faeit 212

    I'm not really sure on these rumours tbh. The points discount for the assault marine rhino is particularly iffy. If GW don't have discounts why should their army's have them
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  15. #15
    Chapter Master Odin's Avatar
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    Re: Dark Angels rules from Faeit 212

    Quote Originally Posted by TheConverter15 View Post
    I'm not really sure on these rumours tbh. The points discount for the assault marine rhino is particularly iffy. If GW don't have discounts why should their army's have them
    Ah, that's easy. In the 41st milennium, the Imperium do not have to keep New Line Cinema happy.

  16. #16
    Chapter Master Archibald_TK's Avatar
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    Re: Dark Angels rules from Faeit 212

    Whether it is fake or not, that batch of rumours left me totally unexcited. And not in a "the army doesn't interest me" way, but more in the "why won't you make me dream?" way. I sincerely there is more to it and that the Codex will be as rich as the BA one, and not just a slight improvement of the previous DA Codex.
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  17. #17

    Re: Dark Angels rules from Faeit 212

    Quote Originally Posted by TheConverter15 View Post
    I'm not really sure on these rumours tbh. The points discount for the assault marine rhino is particularly iffy. If GW don't have discounts why should their army's have them
    I get the impression you're not familiar with the Space Marines or Blood Angels codex, where this exact thing already happens.

  18. #18
    Chapter Master samiens's Avatar
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    I also think its odd how specific this is when, frankly, the only real news would be DA having the stubborn USR. Somewhat unconvinced...
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  19. #19
    Modstralian The Dude's Avatar
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    Re: Dark Angels rules from Faeit 212

    These do seem dubious to me, but then again, many rumours do in the early stages. Will wait and see.
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  20. #20

    Re: Dark Angels rules from Faeit 212

    Quote Originally Posted by jspyd3rx View Post
    They are not his rumors. He actually doesn't have rumors. Though it seems he is easily trolled with fake rumors.
    But they're as good as anything we get here for the most part. In my mind, there are two kinds of rumors: Actionable Rumor, meaning I trust them enough to take some action, or NOT take some action (paint/buy/convert/play test), and rumors for pure entertainment purposes. These fall into the latter category, but then so does every other rumor on Warseer these days, with very rare exceptions. So they are still appreciated.

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