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DarkAngels in EA according to new Codex

 Post subject: DarkAngels in EA according to new Codex
PostPosted: Thu Mar 01, 2007 10:10 pm 
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Soo here a new thread about the DarkAngels in Epic: Armageddon.

I now finished the new Codex Dark Angels an give it a thought to represend the Dark Angels chapter in E:A.

Here is what i have come with:

Use the Codex Space Marines Armylist and Units in the rulebook and make the following changes:

- Remove "Bike Detachment".
- Add "Ravenwing Attack Squadron".
4 Ravenwing Bikes Units/ Upgrades: Master, Ravenwing AttackBike, RavenwingTornado / 200pts
- Rename "LandSpeeder Detachment" to "Ravenwing Support Squadron".
5 Ravenwing LandSpeeders Upgrades: Master, RavenwingTyphoon, RavenwingTornado / 250pts
- Remove "Terminator Detachment"
- Add "Deathwing Terminator Detachment"
4 Deathwing Terminator Units/ Upgrades: Master, DeathwingLandRaiders, Dreadnought, Vindicator / 425pts
- Add "CastellanMissiles" Upgrade to the Whirlwind Detachmend
- Replace "Commander" Upgrade with the "Master" Upgrade.

- Add the "CommandSquad" Upgrade to Assault, Devastator, and Tactical Detachment:
Ony allowed (but not required) if you add a Character to a Detachment add 1 CommandSquad unit and one Razorback to the Detachmend. The Charakter must be added to the CommandSquad unit. / 75pts
- Remove "AttackBike" Upgrade
- Add "Ravenwing AttackBike" Upgrade:
Add 1-2 Ravenwing AttackBikes 50pts each
- Remove "Tornado/Typhoon" Upgrade.
- Add "RavenwingTornado" Upgrade:
Replace 1 RavenwingLandSpeeder with 1 RavenwingLandSpeederTornado +10pts
- Add "RavenwingTyphoon" Upgrade:
Replace 1 RavenwingLand Speeder with 1 RavenwingLandSpeederTyphoon +25pts.
- Add "DeathwingLandRaiders":
Add up to four DeathwingLandRaiders. / 100pts each
- Add "CastellanMissiles"
All Whirlwinds receive IgnoreCover for the WhirwindLauncher. / +50pts
- Remove "Commander" Upgrade.
- Add "Master" Upgrade:
Add one DarkAngels Master character to a unit in the formation, The Master may be a CompanyMaster, Librarian or Chaplain.
One DarkAngels Master in the army may be a GrandMaster. / 55pts each (+50pts if GrandMaster)

New Units

Dark Angels Master
Type Speed Armor CC FF
Chatacter n/a n/a n/a n/a
Power Weapon (base contact) AssaultWeapon MW, EA(+1)
Hellfire (15cm) SmallArms MW, EA(+1)
Notes: Dark Angels Masters can be one of four types: CompanyMasters, Librarians, Chaplains or GrandMasters. All are Characters and have the Fearless, InvulnerableSave and Leader  abilities. CompanyMasters also have the Commander special ability. Librarians have the Hellfire attack (as listed inthe weapons section above). Chaplains are Inspiring. GrandMasters have the SupremeCommander ability.

Command Squad
Type Speed Armor CC FF
Infantry 15cm 4+ 3+ 4+
Bolters (15cm) SmallArmy
Chainswords (Base contact) AssaultWeapon

Deathwing Terminators
Type Speed Armor CC FF
Inantry 15cm 4+ 3+ 3+
Storm Bolters (15cm) SmallArms
AssaultCannon 30cm AP5+/AT5+
PowerWeapons (base contac) AssaultWeapons MW, EA (+1)
Notes: Leader, RreinforcedArmor, Teleport, ThickRearArmor

Ravenwing Bike
Type Speed Armor CC FF
Infantry 35cm 4+ 3+ 4+
Bolters (15cm) SmallArms
Chainswords (base contact) AssaultWeapons
Notes: Leader, Mounted, Scout

Ravenwing Attack Bike
Type Speed Armor CC FF
LightVehicle 30cm 4+ 5+ 4+
HeavyBolter 30cm AP5+
Notes: Leader, Scout

Ravenwing Land Speeder
Type Speed Armor CC FF
LightVehicle 35cm 4+ 6+ 5+
Multi-melta 15cm MW5+ AND SmallArms MW
Notes: Leader, Skimmer, Scout The Multi-melta canshoot and be used to confer the macro-weapon ability totheunit's firefight value

Ravenwing Land Speeder Tornado
Type Speed Armor CC FF
LightVehicle 35cm 4+ 6+ 5+
AssaultCannon 30cm AP5+/AT5+
HeavyBolter 30cm AP5+
Notes: Leader, Skimmer, Scout

Ravenwing Land Speeder Typhoon
Type Speed Armor CC FF
LightVehicle 35cm 4+ 6+ 5+
TwinTyphoonMissle 45cm AP3+AT5+
HeavyBolter 30cm AP5+
Notes: Leader,Skimmer, Scout

Deathwing Land Raider
Type Speed Armor CC FF
ArmoredVehicle 25cm 4+ 6+ 5+
2 x TwinLascannon 45cm AT4+
TwinHeavyBolter 30cm AP4+
Notes. Leader, ReinforcedArmor, ThickRearArmor, Transport (may carry one Deathwing Terminator unit OR two of the following units: CommandSquad, Tactical, Devastator & Scout units)

Special Rules
Add following Special Rule to the Army (not in the codex but i like it for fluff reasons):

Intractable
With the exception of the Deathwing and the Ravenwing, the Dark Angels follow standard Space Marine combat doctrine and their dogged resistance against overwhelming odds is legendary. In situations where even other Space Marines would fall back, the Dark Angels will fight to the bitter end rather than give ground to their foes. This is also reflected in their stubborn refusal to move in the face of the enemy, even in situations where it would sometimes be tactically beneficial for them to do so.
Because of this, all units of a Dark Angels formation, which carry out a Hold action, aren't allowed to move, even if some units of the formation are out of formation (and thus are destroyed, see 1.7.4 in the Epic: Armageddon Rulebook) or in the enemys ZoC. Also all units in this formation gain Fearless for the remainder of the turn.
Units of the Ravenwing are excluded from this rule.





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 Post subject: DarkAngels in EA according to new Codex
PostPosted: Thu Mar 01, 2007 10:26 pm 
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Looks intretesting.  One thought- why the proliferation of teh leader charateristic?  THis could get really overpowered (particularly if proposed changes to leader go ahead..)

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 Post subject: DarkAngels in EA according to new Codex
PostPosted: Thu Mar 01, 2007 10:28 pm 
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Some explanaitions from the Codex:

In the fluff it says that each DarkAngels Company comes with its own CommandSquad with its own Razorback.
So i allowed to add the CommandSquad unit to a Detachmend if it has already added the Character upgrade. The Character will then be added to the CommandScquad rather than to the standard units of the Detachmend.

Ravenwing Squadrons are now splittet in the two Squadrons mentioned above:
Ravenwing Attack Squdrons can consist of 3 OR 6 Ravenwing Bikes. If only 3 you can add a Ravenwing Attack Bike, if 6 you can add a Ravenwing Land Speeder Tornado, too.
Ravenwing Support Squadrons now conists of 1 to 5 Land Speeders. One can be upgrade to a Tornado and another one to a Typhoon.

Deathwing Terminators are only 5 Terminators strong (vanilla can have 5-10 in a suqad) and only allowed one heavy weapon (vanilla can have 2).


And now something different:
The new CombatSquad rule in the codx allows TacticalSquads to consist of 5 OR 10 marines (vanilla Sm can have 5-10). If 5 they can only have a Meltagun, Flamer or Plasmagun. Only if they are upgraded to 10 marines they can have a Heavy Weapon, too.

This contradicts with the FAQ in the EA rulebook why TacticalDetachmends have 6 5-man units all with MissileLaunchers (reason was most WH40k players use only 5men squads with a heavy weapon).
But DarkAngels can't have 5-men squads with heavy weapons. They are forced to upgrade to 10 men to be allowed to have one.

Sugestion to solve this matter:
a) Count the number of Tacticalunits which are able to shoot and halve this number rounding up(same procedure as ImperialGuard)

b) Replace TacticalUnits with the following:

Light Tactical Unit:
Type Speed Armror CC FF
Infantry 15cm 4+ 4+ 5+
Meltagun (15cm) SmallArms

Heavy Tactical Unit:
Type Speed Armror CC FF
Infantry 15cm 4+ 5+ 4+
Bolters (15cm) SmallArms
MissileLauncher 45 cm AP5+/AT6+

Tactical Detachmends would now consist of 3 Light Tactical Units and 3 heavy Tactical Units. Instead of 6 Tactical Units.
Cost would be dropped to 200pts.





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 Post subject: DarkAngels in EA according to new Codex
PostPosted: Thu Mar 01, 2007 10:31 pm 
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The shedding of alle BM is intentional. Alternative would be to add Fearless to all Deathwing and Reavenwing units (they have this in the new codex) but in combination with ATSKNF it would be too powerful.
With Leader They are still vulnerable to hackdown hits in assaults and can be broken, but would remove all BM if the rally or regroup.
The Unbstoppable rule from the Tyranids would be an option too, but i think to powerful.

Discussion on the SG-board too:
http://www.specialist-games.com/forum....hpage=3





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 Post subject: DarkAngels in EA according to new Codex
PostPosted: Fri Mar 02, 2007 1:43 am 
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I think you are using a lot of changes to capture a feel that you had a fair hack at before. Lots of stuff like command squads and stuff aren't needed. All chapters i think have them - we have an upgrade for characters which you can assume replaces the squad in a detachment or whatever. lots of differences aren't needed to capture what you are after. Try a mission statement about the DA and their differences. Epic is about capturing a feel and making it big, not direct translations.

Tacs are a case in point. I assumed that was 3 squads with 3 hve weapons and 3 special between them - that was reflected in thier high FF and number of shots in comparison to Guard - I think its fair to say 30 marines put out twice the firepower of 30 guardsmen. Epic abstracts that. We model the 'reality' but play with different stats.

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 Post subject: DarkAngels in EA according to new Codex
PostPosted: Fri Mar 02, 2007 1:44 am 
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i'm liking the Dark Angels Master and the diffrent types and that much Leader look scary but i'ed like to see the list playtested.

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 Post subject: DarkAngels in EA according to new Codex
PostPosted: Fri Mar 02, 2007 9:51 am 
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(The_Real_Chris @ Mar. 02 2007,00:43)
QUOTE
I think you are using a lot of changes to capture a feel that you had a fair hack at before. Lots of stuff like command squads and stuff aren't needed. All chapters i think have them - we have an upgrade for characters which you can assume replaces the squad in a detachment or whatever. lots of differences aren't needed to capture what you are after. Try a mission statement about the DA and their differences. Epic is about capturing a feel and making it big, not direct translations.

Tacs are a case in point. I assumed that was 3 squads with 3 hve weapons and 3 special between them - that was reflected in thier high FF and number of shots in comparison to Guard - I think its fair to say 30 marines put out twice the firepower of 30 guardsmen. Epic abstracts that. We model the 'reality' but play with different stats.

Tacticals should stay tacticals. but we already spoke about that, BL   :D

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 Post subject: DarkAngels in EA according to new Codex
PostPosted: Fri Mar 02, 2007 4:20 pm 
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@hena: have you any other suggestions then how to representate the determination and complete ignorance of fear of the Deathwing and Ravenwing?

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 Post subject: DarkAngels in EA according to new Codex
PostPosted: Fri Mar 02, 2007 4:22 pm 
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BL:  I posted comments on the SG boards, but I had an idea I didn't want to post there.

==

What do you think about doing something like a campaign pack involving Dark Angels and the Alpha Legion?  I was thinking something along the lines of:

DA army list
AL army list
A scenario series involving a race between DA and AL to locate some Fallen

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 Post subject: DarkAngels in EA according to new Codex
PostPosted: Fri Mar 02, 2007 4:31 pm 
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Interesting idea. But i don't think my english and writing skill are up to the task. :(

And you  have answer on SG board :)





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 Post subject: DarkAngels in EA according to new Codex
PostPosted: Sat Mar 03, 2007 10:02 am 
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Dark Angels V2.1

The Dark Angels Space Marine Chapter


THE UNFORGIVEN

Since the founding of their Legion at the birth of the Imperium, the Space Marines of Dark Angels have been feared by their enemies and held in awe by those they protect. Stubborn and relentless in battle, ever vigilant and zealous in pursuit of their duties, the Dark Angels are among the Emperor's most faithful servants. Yet it was not always so. For ten millennia, the Dark Angels have harboured a sinister secret, an act so terrible and shameful it threatens everything the Dark Angels hold most dear - and may yet bring them eternal damnation.
Dark Angel Chapter, Progenitor Legion M.31


DARK ANGELS SPECIAL RULES:
Intractable

With the exception of the Deathwing and the Ravenwing, the Dark Angels follow standard Space Marine combat doctrine and their dogged resistance against overwhelming odds is legendary. In situations where even other Space Marines would fall back, the Dark Angels will fight to the bitter end rather than give ground to their foes. This is also reflected in their stubborn refusal to move in the face of the enemy, even in situations where it would sometimes be tactically beneficial for them to do so.
Because of this, all units of a Dark Angels formation, which carry out a Hold action, aren't allowed to move, even if some units of the formation are out of formation (and thus are destroyed, see 1.7.4 in the Epic: Armageddon Rulebook) or within the Zone of Control of enemy units. Also all units in this formation gain Fearless for the remainder of the turn.
Units of the Ravenwing are excluded from this rule.

Deathwing
The 1st Company and all Captains (called Companymasters), Chaplains (called Interrogator Chaplains) and Librarians of the Dark Angels are members of the Deathwing. A group in the chapter who knows the dark secrets of the chapters past always on the hunt for the Fallen.
- all Characters gain the Fearless special ability.
- Terminator and DeathwingLandRaider units gain the Leader special ability.
- Terminator units have only 1 AssaultCannon shot.

Ravenwing
The 2nd Company of the Dark Angels is known as the Ravenwing and consists only of Bikes, Attack Bikes and Land Speeders and thus form a highly mobile force of fast attack specialists.
- Ravenwing Bikes and Ravenwing Attack Bikes gain the Leader and Scout special ability.
- all Ravenwing Land Speeder variants gain the Leader special ability.
-  Ravenwing Attack Bikes replace their Heavy Bolters with Multi-meltas (which can shoot and confer its MW ability to the units FF value) and gain FF5+.
- Raven Wing Land Speeders replace their Multi-meltas with Heavy Bolters.

Using The Army List
The following army list allows you to field an army based on the Dark Angels Chapter which loosely follows the teachings of the Codex Astartes. It can also be used as a ?stand in? army list for other successor Space Marine Chapters of the Dark Angels such as the Angels of Absolution, the Angels of Redemption and Angels of Vengeance.
Space Marines are organised into small formations called detachments. Each detachment is made up of three or more units, and may also include a number of extra units called upgrades.
The detachments that may be taken in a Dark Angels army are shown on the chart that follows. The chart also shows what units comprise the detachment, what upgrades are allowed, and its points cost. For example, an Assault detachment consists of four Space Marine Assault units for 175 points, and may include the Master and Vindicator upgrades at an additional cost in points.
Each upgrade that is taken adds to the cost of the detachment, as shown on the upgrade chart. The upgrade chart also lists the units that make up the upgrade. Note that these will sometimes replace units in the detachment they are taken for, and sometimes takes the form of additional units for the detachment. Each upgrade may be taken once per formation. For example, an Assault detachment could include one Master and one Vindicator. If both were taken it would cost 175 + 56 +75 = 305 points.
Dark Angels Space Marine armies may be supported by Imperial Navy aircraft and Titan Legion battle groups. A maximum of up to a fourth of the points available to the army may be spent on these formations.

SPECIAL RULE
6.3.1 Space Marine Transports


The Space Marines are a highly mobile army.
Because of this, the points cost of a detachment usually includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. The number of Rhinos will always be the minimum needed to carry the formation, you can?t take extras along to cover any losses!
Note that many formations don?t receive Rhinos, usually because they can?t fit into them. Detachments that come with Rhinos will be noted as having ?plus transport? in the units section of the army list opposite.
Also note that you don?t have to take Rhinos if you don?t want to. If you?d rather field the formation on foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, then you may do so.
In addition, you may choose to replace a detachment?s Rhinos with Drop Pods. If you do this then the detachment will enter play in a Drop Pod using the rules for planetfall (see section 4.4). Note that if you choose to do this you will also require at least one Space Marine Strike Cruiser or Battle Barge to deploy the drop pods from.

DARK ANGELS ARMY LIST
Dark Angels Space Marine armies have a strategy rating of 5. All Dark Angels and Titan Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an initiative rating of 2+. The ?They Shall Know No Fear? rule applies to all Dark Angels formations (see 5.1.1).

DARK ANGELS DETACHMENTS
DETACHMENT/UNIT/UPGRADES ALLOWED/POINTS COST
- Assault/Four Assault units/Master, Vindicator/175points
- Deathwing Terminator/Four Deathwing Terminator units/Master, Deathwing Land Raiders, Dreadnought, Vindicator/400points
- Devastator/Four Devastator units plus transport/Master, Razorbacks, Dreadnought, Hunter, Land Raider /250points
- Land Raider/Four Land Raiders/Master, Vindicator/400points
- Landing Craft/One LandingCraft/None/350points
- Predators/Four Predators (may choose either Annihilators or Destructors or a combination of the two)/Master, Vindicator/300points
- Ravenwing Attack Squadron/Four Ravenwing Bike units, 2 Ravenwing Attack Bikes and 2 Ravenwing Land Speeder Tornados/Master/400points
- Ravenwing Support Squadron/Three Ravenwing Land Speeders, one Ravenwing Land Speeder Tornado and one Ravenwing Land Speeder Typhoon/Master/275points
- Scout/Four Scout units plus transport/Master, Razorbacks, Sniper/150points
- Strike Cruiser/One StrikeCruiser/BattleBarge/200points
- Tactical/Six Tactical units plus transport/Master, Hunter, Dreadnought, Razorback, Vindicator/300points
- Thunderhawk/One Thunderhawk Gunship/None/200points
- Vindicator/Four Vindicators/Master/300points
- Whirlwind/Four Whirlwinds/Master, Hunter/300 points


DARK ANGELS UPGRADES
UPGRADE/UNITS/COST
- Battle Barge/Replace Strike Cruiser with BattleBarge/150points
- Deathwing Land Raiders/ Add up to four Deathwing Land Raiders/100points each
- Dreadnought/Add one or two Dreadnoughts/50points each
- Hunter/Add one Hunter/75points
- Land Raiders/Add up to four Land Raiders/100points each
- Master/Add one Dark Angel Master character to a unit in the formation. The Dark Angel Master may be a Companymaster, Librarian or Interrogator Chaplain. One Dark Angel Master in the army may be a Grandmaster/55points, +50 points if Grandmaster)
- Razorbacks/Replace any number of Rhinos with 1 or 2 Razorbacks each /+25points per Razorback
- Sniper/One Scout unit may be given the Sniper ability/+25points
- Vindicator/Add one or two Vindicators/75points each

IMPERIAL NAVY AIRCRAFT
FORMATION/COST
- Two Thunderbolt Fighters/150points
- Two Marauder Bombers/30 points

TITAN LEGION BATTLEGROUPS
FORMATION/COST
- One Warlord Class Titan/850points
- One Reaver Class Titan/650points
- One to Two Warhound Titans/250points each

SPECIAL SCENARIO
The Holy Mission


The Dark Angels are always on the task to find the Fallen or individuals who might know something about the whereabouts of one of the Fallen.
Choose randomly one unit with a Character in the opponents army (obviously not if the opponent plays Necrons or Tyranids). This Character is a Fallen or knows something of the whereabouts of a Fallen.
The destruction/survival of the unit with this Character is now an additional goal for Victory Conditions.
If the Dark Angel players manage to destroy the unit with this Characters he achieve this goal.
If the unit with this Character survives its player achieve this goal.





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 Post subject: DarkAngels in EA according to new Codex
PostPosted: Sun Jun 10, 2007 3:13 pm 
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Updated the armylist and made it look pretty :D

EpicDarkAngelsV2.2





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 Post subject: DarkAngels in EA according to new Codex
PostPosted: Sun Jun 10, 2007 7:37 pm 
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the Dark Angels Chapter which loosely follows the teachings of the Codex Astartes.


Here's your problem: The above statement is untrue.


The Dark Angels very closely conform to the teachings of the Codex Astartes... their only deviations are:

- They have enough Terminator suits that the entire First Company can wear Terminator armour (Not really a deviation, more a symptom of being very well equipped).

- Their Second Company is trained in the use of Bikes and Land Speeders instead of acting as Tactical Marines.

- Their HQ differs a bit from the norm.


That's the full extent of their differences from the normal codex structure, sorry if I'm jumping up and down on one little line, but they're hardly Space Wolves... :)

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