Results 1 to 11 of 11

Thread: Rewrite; Codex: Dark Angels

  1. #1
    Commander Leth Shyish'phak's Avatar
    Join Date
    Jan 2008
    Location
    The Chaos Wastes
    Posts
    696

    Rewrite; Codex: Dark Angels

    So, having given up on my Orcs & Goblins army book, and my Codex: Chaos Space Marines after both were swallowed by my exploding hard drive, I've finally gotten around to writing something new. This time, since I've just decided to start Dark Angels, and because the official codex is so awful, I decided to have a god at writing my own Dark Angels codex. If you've read any of my fantasy army books; don't worry, my 40k books are intended to be balanced for use with the official ones, (hopefully ) no overpowered silliness here! What I've done is taken the current Dark Angels and Space Marines rules, put them together and added some new units, rules and a few special characters to hopefully do a decent job of representing how the Dark Angels should fight. Oh, and its supposed to be written sort-of-in-the-style of a more recent codex.

    Please take a look at it, and then tell me how bad it is! Any advice for improvements will be much appreciated. If anything I've done is horrendously un-fluffy, please tell me.

    EDIT: New version is available! Here's a list of changes:

    * Hunt the Fallen now awards a Victory Point to the opponent if their Warlord survives (it seemed unfair that there was no downside to this rule).
    * Deathwing Stormbolters have been removed, instead the Deathwing rule now grants re-rolls to hit and to wound with Storm Bolters (as well as what it previously did).
    * Asmodean has been renamed to Sapphon, seeing as how there is apparently already a Grand Master of Chaplains.
    * Asmodai, Interrogator Chaplain has been added as an HQ choice.
    * Company Veteran squads have been removed completely, and the Strategist rule has been renamed to Company Veterans. Azrael no longer has this rule, and is therefore 20 points cheaper. Belial can no longer use this rule to have Infiltrating Terminators.
    * Chaplains are no longer 1-3 per Elites choice.
    * Chaplain Dreadnoughts have had the range of their Fiery Oratory reduced to 6".
    Attached Thumbnails Attached Thumbnails Dark Angels 6th.pdf  
    Last edited by Leth Shyish'phak; 06-09-2012 at 14:25.
    I've just finished a rewrite of Codex: Dark Angels for 6th edition! Find it here:

    http://www.warseer.com/forums/showth...ex-Dark-Angels

  2. #2
    Chapter Master Haravikk's Avatar
    Join Date
    Oct 2009
    Location
    Scotland
    Posts
    2,420

    Re: Rewrite; Codex: Dark Angels

    Looks good! Quite a lot to process in one go, but I've a few initial thoughts:

    • Deathwing Storm Bolters - I'm not sure about these, as I don't think Dark Angels are really known for specialist equipment; more rare options sure but they're very much a Codex Astartes force. Making Heavy 4 also doesn't really make much of a difference, as they can fire them as if they were basically Assault weapons anyway, so it seems like they're effectively getting twice as many shots which doesn't seem right. I think Deathwing are better as experienced rather than loaded with custom equipment. It might be better just to stick to regular Storm Bolters and perhaps boost them in another way. That said the basic Deathwing terminators should already be pretty good thanks to Stubborn.
    • Asmodai - Did he ever have Terminator armour before? I think it's probably best just to stick with the traditional setup of him being an extra scary power armour chaplain, with his skull mask (Fear?), blades of reason (every wound caused counts double for combat res?) and sword + crozius combo.
    • Chaplain Dreadnought - I love chaplain dreadnoguths, but bubble Fearless is pretty powerful now, especially on an army that doesn't really need to Go to Ground, bubble Zealot is probably way too strong as a result. Maybe he should confer Zealot only to Dark Angels squads in the same combat; potentially still very powerful but requires more active use.


    One thing that I'd personally like to see in a Dark Angels list is less specific veteran squads, but instead the ability to upgrade a squad to be company veterans, granting a bonus appropriate to each squad type. For example, Tactical Marine veterans might get Preferred Enemy as a good all-round rule. This could also give a good way to differentiate Deathwing further if, for example, they had such an upgrade included in their cost and could choose from several, to fit various roles. Kind of as a way to represent the experience/tactics of the Dark Angels compared to other chapters that form their veterans into specialised squads. I also can't get enough of the robed models into an army but that's another matter

    Another idea I heard a while ago that sounded interesting was making regular chaplains a unit upgrade; not as powerful, but still a decent character in a pinch, and conferring Hatred.


    Any it's just some thoughts, I've only given the list a couple of quick skims so far, but it's very promising

  3. #3
    Commander Leth Shyish'phak's Avatar
    Join Date
    Jan 2008
    Location
    The Chaos Wastes
    Posts
    696

    Re: Rewrite; Codex: Dark Angels

    Quote Originally Posted by Haravikk View Post

    Deathwing Storm Bolters - I'm not sure about these, as I don't think Dark Angels are really known for specialist equipment; more rare options sure but they're very much a Codex Astartes force. Making Heavy 4 also doesn't really make much of a difference, as they can fire them as if they were basically Assault weapons anyway, so it seems like they're effectively getting twice as many shots which doesn't seem right. I think Deathwing are better as experienced rather than loaded with custom equipment. It might be better just to stick to regular Storm Bolters and perhaps boost them in another way. That said the basic Deathwing terminators should already be pretty good thanks to Stubborn.
    I was really just looking for a way to make their shooting more effective, extra shots for the storm bolters was what came to mind. Maybe Preferred Enemy or something like Lysander's Bolter Drill?

    Quote Originally Posted by Haravikk View Post
    Asmodai - Did he ever have Terminator armour before? I think it's probably best just to stick with the traditional setup of him being an extra scary power armour chaplain, with his skull mask (Fear?), blades of reason (every wound caused counts double for combat res?) and sword + crozius combo.
    Um, I'd actually completely forgotten about Asmodai! I made up my own boss chaplain man, because I thought there should be one. Was Asmodai in the 3rd edition codex? I'll have a look for him, then stick him in instead.

    Quote Originally Posted by Haravikk View Post
    Chaplain Dreadnought - I love chaplain dreadnoguths, but bubble Fearless is pretty powerful now, especially on an army that doesn't really need to Go to Ground, bubble Zealot is probably way too strong as a result. Maybe he should confer Zealot only to Dark Angels squads in the same combat; potentially still very powerful but requires more active use.
    Hmm, I'd imagine that applying it only to units in the same combat would really limit its usefulness, unless you get a super-combat in the middle of the board, it won't do much. How about reducing the range to 6", in line with the buffs from Sanguinary Priests?

    Quote Originally Posted by Haravikk View Post
    One thing that I'd personally like to see in a Dark Angels list is less specific veteran squads, but instead the ability to upgrade a squad to be company veterans, granting a bonus appropriate to each squad type. For example, Tactical Marine veterans might get Preferred Enemy as a good all-round rule. This could also give a good way to differentiate Deathwing further if, for example, they had such an upgrade included in their cost and could choose from several, to fit various roles. Kind of as a way to represent the experience/tactics of the Dark Angels compared to other chapters that form their veterans into specialised squads. I also can't get enough of the robed models into an army but that's another matter
    That sounds like an interesting idea, it does take away the benefit of bringing a Company Master over another HQ choice though. I'd have to come up with something else for him. Amusingly, I've just noticed that Belial can give Infiltrate to a unit of Terminators; that'll have to go... There's always a few mistakes.

    Quote Originally Posted by Haravikk View Post
    Another idea I heard a while ago that sounded interesting was making regular chaplains a unit upgrade; not as powerful, but still a decent character in a pinch, and conferring Hatred.
    I'm not really convinced on that idea, I prefer the way that I've done it with Chaplains staying as decent combat characters that can go where they're needed, but you still have the option of taking a poop-load of them if you want.


    Quote Originally Posted by Haravikk View Post
    Any it's just some thoughts, I've only given the list a couple of quick skims so far, but it's very promising
    Thanks for reading it, much appreciated.
    I've just finished a rewrite of Codex: Dark Angels for 6th edition! Find it here:

    http://www.warseer.com/forums/showth...ex-Dark-Angels

  4. #4

    Re: Rewrite; Codex: Dark Angels

    Quote Originally Posted by Leth Shyish'phak View Post
    That sounds like an interesting idea, it does take away the benefit of bringing a Company Master over another HQ choice though. I'd have to come up with something else for him.
    it is true though, Dark Angels do not need a unit of gussied up PA vets like wolf guard, sword bretheren, etc. It is their angle, and they can have a tactical squad that is startlingly good at using its normal tactical squad equipment or just gobs of extra veteran sergeants to l ead every combat squad

    in the conflict between company vet bonuses and masters' bonuses, the veterans are more deserving. The template is called battle hardened heroes. It implies that the buffed squad is one of those that Sicarius had taken through that meatgrinder; they are their own little set of special characters. They had to do things that tactical squads normally have support for and they became the Ultramarines' versions of company veterans. Sicarius does not just super charge any old squad he happens to command.

    Then, the rule itself implies a master is buffing his units. These are not guardsmen, which need officers' help to perform. Masters tell their marines to get something done, and the marines do it with no hand holding. I think it is more suitable for a captain to choose an enemy unit and give his entire army bonuses when they attack that priority target. It's like farseers' doom, without a psychic test.

    Marine companies each have one captain and one chaplain. Most chapter cults have special senior chaplains beyond that, like the Dark Angels' Interrogator chaplains. Three chaplains per choice are not illustrative much.

    Storm bolters have bad rules. Regular humans can wave them around like large pistols, and there is no bebefit in using them on relentless platforms. You can either tough it out, fix storm bolters universally, or decide the Deathwing use combibolters, which are not so hot either.

  5. #5
    Chapter Master Odin's Avatar
    Join Date
    Mar 2005
    Location
    Greenwich
    Posts
    5,055

    Re: Rewrite; Codex: Dark Angels

    It seems a bit odd to be writing a DA codex now, when the new one is due pretty soon (early next year it seems like).

    Still, that may turn out to be just as rubbish as every other DA codex they've ever made, so why not?!

  6. #6
    Commander Leth Shyish'phak's Avatar
    Join Date
    Jan 2008
    Location
    The Chaos Wastes
    Posts
    696

    Re: Rewrite; Codex: Dark Angels

    Quote Originally Posted by Orthodox View Post

    in the conflict between company vet bonuses and masters' bonuses, the veterans are more deserving. The template is called battle hardened heroes. It implies that the buffed squad is one of those that Sicarius had taken through that meatgrinder; they are their own little set of special characters. They had to do things that tactical squads normally have support for and they became the Ultramarines' versions of company veterans. Sicarius does not just super charge any old squad he happens to command.

    Then, the rule itself implies a master is buffing his units. These are not guardsmen, which need officers' help to perform. Masters tell their marines to get something done, and the marines do it with no hand holding. I think it is more suitable for a captain to choose an enemy unit and give his entire army bonuses when they attack that priority target. It's like farseers' doom, without a psychic test.
    I'm not really sure what you're talking about here, how does Sicarius having the rule represent the fact that he's bringing his best squad along, while a Master having the rule represents that the Master is magically buffing someone nearby? That doesn't make any sense. The idea is that the Master is going to be accompanied by the best warriors in his company. Although, while writing that I think I'm starting to see that this rule itself might be the best way to represent Company Veterans, rather than having an actual unit entry.

    Quote Originally Posted by Orthodox View Post
    Marine companies each have one captain and one chaplain. Most chapter cults have special senior chaplains beyond that, like the Dark Angels' Interrogator chaplains. Three chaplains per choice are not illustrative much.
    You might be right here, I'd keep them as an elites choice, but I'll probably drop the 1-3 per slot thing.

    Quote Originally Posted by Orthodox View Post
    Storm bolters have bad rules. Regular humans can wave them around like large pistols, and there is no bebefit in using them on relentless platforms. You can either tough it out, fix storm bolters universally, or decide the Deathwing use combibolters, which are not so hot either.
    The storm bolter rules aren't too bad by themselves, the problem is when a unit like shooty terminators is using them as their main source of firepower. I'm going to try and come up with some other way of buffing them rather than changing the stormbolter rules though, as I've already said.

    Quote Originally Posted by Odin
    It seems a bit odd to be writing a DA codex now, when the new one is due pretty soon (early next year it seems like).

    Still, that may turn out to be just as rubbish as every other DA codex they've ever made, so why not?!
    Because I wanted to. Next year isn't now, and it doesn't exactly take an enormous amount of time and effort to make one of these.
    I've just finished a rewrite of Codex: Dark Angels for 6th edition! Find it here:

    http://www.warseer.com/forums/showth...ex-Dark-Angels

  7. #7
    Chapter Master Haravikk's Avatar
    Join Date
    Oct 2009
    Location
    Scotland
    Posts
    2,420

    Re: Rewrite; Codex: Dark Angels

    Quote Originally Posted by Leth Shyish'phak View Post
    Hmm, I'd imagine that applying it only to units in the same combat would really limit its usefulness, unless you get a super-combat in the middle of the board, it won't do much. How about reducing the range to 6", in line with the buffs from Sanguinary Priests?
    Well, my rationale being that the chaplain has to actually lead by example. 6" would certainly do though as 12" would make it a bit too easy for the chaplain to just wander around in relative safety while still buffing everyone.

    Quote Originally Posted by Leth Shyish'phak View Post
    That sounds like an interesting idea, it does take away the benefit of bringing a Company Master over another HQ choice though. I'd have to come up with something else for him. Amusingly, I've just noticed that Belial can give Infiltrate to a unit of Terminators; that'll have to go... There's always a few mistakes.
    Well, it's really dependent on what the upgrades would be.

    For example, if I were doing a Dark Angels list I'd ditch any explicit veteran squads (Sternguard and Vanguard veteran types) in favour of a generic veterans upgrade (+1 Attack) that comes with unit dependent rules. Tactical Marines might gain the ability to choose ammo types for their bolters as per Sternguard, but only get a single choice by default, with the option to buy more; the ideal being that they'd work out roughly the same points for a single choice of ammo (since its a Troop upgrade after all), but you can pay the premium to get more for flexibility, though you're better off choosing depending upon the roles you intend for them. For example, you might take Hellfire only for some anti-infantry specialists.
    Likewise Assault Marine veterans might get the Heroic Intervention rule from Vanguard Veterans.

    All squads would get at least one option that fits their general role (shooting or combat) with more flexible units perhaps getting a choice. Ideally these would all be things the chapter master doesn't grant, though it's not a requirement as even if some units have the same ability as a veteran upgrade, others won't so you can still give that to them instead using the chapter master.

    It's just an interesting way to represent them I think, as instead of getting a handful of veteran squads you could potentially field an army force of veteran squads from each company, if you were willing to spend the points.


    Another interesting, and possibly fluffier, alternative to simple abilities is to make them have strong synergy with other units; all space marines are highly trained, but these would be things like advanced tactics. For example, you might have an upgrade such as "Lethal Crossfire", and if two units with this upgrade fire at the same target, then that target must re-roll successful cover saves; just as an idea, but it represents those two squads signalling each other at exactly the right moment to do maximum damage, which they can do almost instinctively from experience rather than other marines who can manage a crossfire, but not as effectively. Bikes might be able to inflict a penalty onto its target the next time they take a Pinning test due to harassing fire, which you could capitalise upon with scouts, or a whirlwind, or even another veteran squad with appropriate ability. That kind of thing where the upgrade on its own gives a unit veteran stats, but the real value is in how it then interacts with other units.

    Coincidentally that kind of thing could encourage very strong list-building with units designed to work each other even more-so than other lists.


    Anyway, it's all just ideas, but might be a good way to really distinguish Dark Angels; it's exactly the kind of thing I'm hoping for in their update, as they're a codex astartes army so I'm really dreading them anything too silly (like Grey Knights, Space Wolves and Blood Angels have done!)

  8. #8
    Commander Leth Shyish'phak's Avatar
    Join Date
    Jan 2008
    Location
    The Chaos Wastes
    Posts
    696

    Re: Rewrite; Codex: Dark Angels

    New version is available! Here's a list of changes:

    * Hunt the Fallen now awards a Victory Point to the opponent if their Warlord survives (it seemed unfair that there was no downside to this rule).
    * Deathwing Stormbolters have been removed, instead the Deathwing rule now grants re-rolls to hit and to wound with Storm Bolters (as well as what it previously did).
    * Asmodean has been renamed to Sapphon, seeing as how there is apparently already a Grand Master of Chaplains.
    * Asmodai, Interrogator Chaplain has been added as an HQ choice.
    * Company Veteran squads have been removed completely, and the Strategist rule has been renamed to Company Veterans. Azrael no longer has this rule, and is therefore 20 points cheaper. Belial can no longer use this rule to have Infiltrating Terminators.
    * Chaplains are no longer 1-3 per Elites choice.
    * Chaplain Dreadnoughts have had the range of their Fiery Oratory reduced to 6".
    I've just finished a rewrite of Codex: Dark Angels for 6th edition! Find it here:

    http://www.warseer.com/forums/showth...ex-Dark-Angels

  9. #9

    Re: Rewrite; Codex: Dark Angels

    No,no,nononononooooo you have it all wrong.Where is the lionguard, lionmissiles, lionbikes and stormlion?You have faaaiiiiled as a codex writer. You also missed the new ubercool unit that is MUCH too cheap.

  10. #10
    Chapter Master Son of Sanguinius's Avatar
    Join Date
    Jan 2007
    Location
    Chatsworth, California
    Posts
    2,919

    Re: Rewrite; Codex: Dark Angels

    Here are my notes. Hope they help.

    - Font is way too small.
    - I’d abandon the Deathwing rule altogether. Give the army Stubborn, make Deathwing units Fearless.
    - If you absolutely must give storm bolters a boost, how about giving Deathwing terminators a rule similar to Bladestorm from Codex Eldar or Fury of the Legion from Horus Heresy Betrayal? I see the use of a torrent of bolt shells as more a tactical decision rather than being more skilled with the storm bolter.
    - Orbital bombardment is a vanilla Space Marine rule. Wolves, blood angels, and grey knights don’t get it. Keep it out.
    - Special characters and company masters need -1 Attack. Wolves get it partly because they are cc themed and partly because that codex is op’d.
    - Special characters need general stat reductions. Ezekiel makes Tigurius and Njal look like neophytes.
    - Hellfire doesn’t need to exist with pyromancy, and force barrier shouldn’t provide a save after a save.
    - Stormraven probably should stay with Blood Angels. Use the Storm Eagle or a new flyer.
    - I’d also either give the Ravenwing units a free locator beacon or allow them to choose which table edge they show up from when they outflank. Something to show they’re just better at scouting and recon than their counterparts from other chapters.
    The Arena of Death, where I write the duel you imagine.

    The Coming Apocalyse, my blog for 40k and FB rules development.

  11. #11

    Re: Rewrite; Codex: Dark Angels

    oh, statlines: I think all officers are assumed to already be equivalent to terminator honors; if they were good enough to get terminator honors, they probably were good enough to have two attacks, and if they were exceptionally good they probably had three attacks which promoted them to captain.

    Maybe I am making the wrong assumption about those four attack statlines. I suggest though, that characters who are not lord/hero captainy-types like Asmodai get the reclusiarch or traditional captain profile of ws5, bs5, w2, i5, a3. Corbulo is a great person to take cues from.

    Quote Originally Posted by Leth Shyish'phak View Post
    I'm not really sure what you're talking about here, how does Sicarius having the rule represent the fact that he's bringing his best squad along,
    The squad he is bringing are from the Ultramarines' second company during the period it was lead by Sicarius and was ground down by his ruthless command from ten varied squads to forty guys who had to do everything. They are not "his best," they are a weird, self-reliant mutation of a tactical squad that represent one company of one chapter at one period of time. Every chapter has its greatest chaplain or sniper, but they probably do not have t6 and fnp from ridiculous bionics.

    It is very obvious that space marines in power armor can infiltrate. Most of the pa codexes have some way of doing it. Normal tactical squads do not infiltrate though. Probably the marines in tactical squads can infiltrate, but scouts are not armed with all autocannons and deployed in rhinos, even though they are totally capable of carrying guns and sitting on benches.

    Dark Angels' companies just have more veteran marines, and so many of their squads may just be better at getting their normal jobs done. Just let one model per turn get re-rolls on all its rolls to hit and wound/penetrate, so if the veterans' job is to meltagun a tank, that tank gets melta-gunned, and if their job is to kill a champion, they kill the champion.

    I think there are too many units thrown in for any or every eventuality. Think about this: if normal bikers could take a locator beacon and become troops, there is very little need for separate Ravenwing entry. Yeah "scout," whatever. Give the option for a combo of bike squad with beacon and landspeeder to appear as a troops choice, and both ravenwing and assault squad bikers have been covered.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •