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DA in Shadow Wars?


bozo69pd

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got the book here, hang on.  won't take pic 'cos after product release, just tell you the info textually.

 

Dark Angels and Successors belong to Sub-Faction "Angels of Redemption", a huge catch-all like how Ultramarines and Successors are "Sons of Guilliman".  Skills:

 

 

Trooper: Combat, Shooting, Stealth

 

Specialist: Combat, Shooting, Stealth and Ferocity

 

Leader: Combat, Shooting, Stealth, and Ferocity, Guerrilla (similar to Techno tree of Necromunda), Agility

 

 

To compare with other Chapters, the stand-out as correctly mentioned above is their access to Stealth across the board.  It was always a top tier skill tree and usually only available to other Chapters' Specialist and Leaders, not to the basic Trooper, so this is a competitive advantage for you guys, great stuff.

 

I won't post the full Stealth skill list, but it includes some things like how Infiltrate works in this game (you don't just place Infiltrators like in 40k and Scouts in this game don't have it as a default ability) by doing 2 full run moves (i.e. 20 inches) but not within 8 inches of an enemy.  However, most of the Stealth skills greatly enhance your survivability by better use of cover, etc.

 

Because there was confusion on how Advancements work in other threads and lots of misunderstandings, I'll clarify something here.  Win, lose, or draw, you may nominate one non-New Recruit from the battle for an Advancement; you do NOT have to win, just take part, and it's not the guy who has the most kills or whatever, just whom you choose.  You roll 2D6, then there's a table.  Most things give you a stat bonus, but on rolls of 5-9, you CHOOSE a skill table to roll under.  Then you look up, say, the Stealth skill table and roll another 1D6 to see which of those you get.  Usually it'll probably be Stealth as that's the best skills, but for your Scout Gunner you might choose the Shooting table.

Edited by Not 1 Step Backwards
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Do you have to use Scouts?  I'd really like to use Company Veterans.

 

If you follow the rules to the letter, you will only be able to field a specialist once a game (if you pay for it). But you can always use the rules for Grey Knights or (if you're truly desperate) Chaos and tweak it a bit to DA. Chances are that they will release more factions, including PA-marines.

 

Personally, I like the idea of using scouts. It's their time to shine for a while. They're all camouflaged with dust at the moment.

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At least you guys could dust off the scouts ever since the Lion Blade Detachment was released. Just two units of scouts and everyone can overwatch at full BS. As it is, my Wolf Scouts became overpriced scouts compared to normal SM scouts with the exact same statline and rules while doing nothing formation wise.

 

One hope I have for Shadow War, is that only Wolf Scouts can carry the special weapons of 40K, flamer, plasma and meltagun. Not sure how powerful those guns are in Shadow War context, but its one of the few unique things Wolf Scouts have for them in Shadow War. that and that they can't use scout novices

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Dark Angels and Successors belong to Sub-Faction "Angels of Redemption", a huge catch-all like how Ultramarines and Successors are "Sons of Guilliman".

To clarify this bit, Games Workshop made skill charts for the Space Marine Scouts faction based on some of the Chapters that actually participated in the Third War for Armageddon campaign. The Space Wolves, White Scars, Salamanders, and Blood Angels just happen to have participated in that campaign. The Dark Angels and Ultramarines did not, otherwise their factions would have been so named; so Games Workshop selected Successors of those Chapters as the names for the sub-factions.

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Dark Angels and Successors belong to Sub-Faction "Angels of Redemption", a huge catch-all like how Ultramarines and Successors are "Sons of Guilliman".

To clarify this bit, Games Workshop made skill charts for the Space Marine Scouts faction based on some of the Chapters that actually participated in the Third War for Armageddon campaign. The Space Wolves, White Scars, Salamanders, and Blood Angels just happen to have participated in that campaign. The Dark Angels and Ultramarines did not, otherwise their factions would have been so named; so Games Workshop selected Successors of those Chapters as the names for the sub-factions.
This...

UM and DA first founding chapters were not on Armageddon but their successors Sobs of Guilliman and Angels if Redemption were this is Why the Smurfs and Unforgiven skill trees are named according the Chapters that were actually on Armageddon...

 

I think that locating a generic skirmish ruleset on a certain Warzone is Always the same silly move by GW but i am glad that Necromunda rules are back... ;)

 

I am putting together a AoV scout force for SWA Using the models in SWA (along a :heresy: Harlequin kill team Too)...

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I wonder how some of these chapters get shoe horned into the Armageddon War. Frankly I was surprised when they stated the Space Wolves did have some participating forces there, unless I missed earlier fluff which stated that Space Wolves as well as other factions like White Scars, Ultramarine and Dark Angel successors were involved.

 

Guess its an excuse to have the other first founding chapters participate.

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=][= That said, let's keep this on the topic of DA/Unforgiven in Shadow Wars. I believe that other factions have their own forum areas here where their game/campaign participation can be discussed. =][= Edited by Bryan Blaire
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got the book here, hang on. won't take pic 'cos after product release, just tell you the info textually.

 

Dark Angels and Successors belong to Sub-Faction "Angels of Redemption", a huge catch-all like how Ultramarines and Successors are "Sons of Guilliman". Skills:

 

 

Trooper: Combat, Shooting, Stealth

 

Specialist: Combat, Shooting, Stealth and Ferocity

 

Leader: Combat, Shooting, Stealth, and Ferocity, Guerrilla (similar to Techno tree of Necromunda), Agility

 

 

To compare with other Chapters, the stand-out as correctly mentioned above is their access to Stealth across the board. It was always a top tier skill tree and usually only available to other Chapters' Specialist and Leaders, not to the basic Trooper, so this is a competitive advantage for you guys, great stuff.

 

I won't post the full Stealth skill list, but it includes some things like how Infiltrate works in this game (you don't just place Infiltrators like in 40k and Scouts in this game don't have it as a default ability) by doing 2 full run moves (i.e. 20 inches) but not within 8 inches of an enemy. However, most of the Stealth skills greatly enhance your survivability by better use of cover, etc.

 

Because there was confusion on how Advancements work in other threads and lots of misunderstandings, I'll clarify something here. Win, lose, or draw, you may nominate one non-New Recruit from the battle for an Advancement; you do NOT have to win, just take part, and it's not the guy who has the most kills or whatever, just whom you choose. You roll 2D6, then there's a table. Most things give you a stat bonus, but on rolls of 5-9, you CHOOSE a skill table to roll under. Then you look up, say, the Stealth skill table and roll another 1D6 to see which of those you get. Usually it'll probably be Stealth as that's the best skills, but for your Scout Gunner you might choose the Shooting table.

One small correction. After choosing a skill chart you roll TWO d6 and choose one result. You can reroll any results that fighter already has.

 

Sorry for the big quote. Editing on my mobile phone is hard.

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I have a squad of Space Wolf sniper scouts that I was considering using then I realized that replacing a dead guy would definitely cost me a promethium cache (unless I just wanted a Scout with a knife).

 

Then someone else pointed out to me that you can get a Novitiate with a Bolt Pistol for an even 100 points - the perfect new recruit.  So I am going to paint up a Dark Angels squad to use.  Now I just need to find someone who'll take my Orks and give me Scouts in return...

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I'd rather not use scouts when chaos and GK get power armor. Not sure why. Also, you can still use DA. It's highly likely that a small number would be present to hunt potential fallen among the chaos forces. There is no reason to believe they couldn't be there. Just use the Angel of Redemption rules.or even GK and consider them company veterans.
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If I could afford them, I'd not only allow the MkIV Recon squad, I'd use it myself.  Clearly they are power armor but as long as your opponent knows that it only has a 4+ and counts as Scout Armor, there's no reason why you couldn't.  Those guys look great.

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At least you guys could dust off the scouts ever since the Lion Blade Detachment was released. Just two units of scouts and everyone can overwatch at full BS. As it is, my Wolf Scouts became overpriced scouts compared to normal SM scouts with the exact same statline and rules while doing nothing formation wise.

 

One hope I have for Shadow War, is that only Wolf Scouts can carry the special weapons of 40K, flamer, plasma and meltagun. Not sure how powerful those guns are in Shadow War context, but its one of the few unique things Wolf Scouts have for them in Shadow War. that and that they can't use scout novices

 

One unit of Scouts is all that's needed for the Lion's Blade.

 

 

If I could afford them, I'd not only allow the MkIV Recon squad, I'd use it myself.  Clearly they are power armor but as long as your opponent knows that it only has a 4+ and counts as Scout Armor, there's no reason why you couldn't.  Those guys look great.

Thought the rules for SW:A stated models are to be WYSIWYG?

Really only an issue for tourney/organized play.

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Yes, they are WYSIWYG, so they wouldn't necessarily be accepted in tournaments.  But I'm not a tournament player, precisely because of rules lawyers who use phrases like "basing for advantage" etc.

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Has anyone bothered magnetizing their scouts?  

They fit together like crap anyways.

Back to DA.

 

My plan was to pick up the boxset and Sgt Telion to convert over to Scout Sgt Naaman  and make it:

Shadow Wars: Piscina 4 / Purging of Kadillus

The terrain would make a great teleporter and over all think it fits in well with Gav's story.  

edit:  Which reminds me I still have the old campaign saved somewhere and if I remember correctly it was 2ed.

 

 

Unfortunately Telion sold out a week before the release and well  I didn't get my hands on the box set either.

Telion is back in stock, the book is going up for preorder today or tomorrow, and I'm trying to get my hands on a bunch of cheap scouts off  ebay.

Trying to keep the dream alive!

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I've been working on rules for a [power armoured] Space Marines faction in Shadow War: Armageddon and have taken an initial stab at things. These rules include rules for the Dark Angels.

 

You can see Playtest V1.0 here.

 

I'd appreciate any feedback that you can provide to make this a better (and balanced) product.

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