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DA concrete-ish..from stickmonkey warseer

News and rumours

DA concrete-ish..from stickmonkey warseer

Postby killmaimburn » Wed Sep 26, 2012 12:32 pm

http://www.warseer.com/forums/showthrea ... -DA-rumors
Hello boys and girls,
I've rested and recovered from the insanity of GDUK, really enjoyed meeting lots of people. If I met you there, cheers.

Down to business.

Right now info I have is we will see DA in November, and we can play with them before Christmas.

From the rules rumor dept I have a few bits, please bear in mind these are only rumors:

HQ:
Azrael
Belial - not needed for deathwing
Sammael - not needed for ravenwing
Azmodai
Ezekiel
Barakiel - named Techmarine/master of the forge! Note: barakiel is known as Angel of Lightning in references
Sabrael - guardian of the inner circle, gives bonus to inner circle unit
Librarian
Company Master TA option
Interrogator chaplain
Command squad ( option to take TA or bikes with Belial or Sammael respectively, and apothecary, standard bearer, 1 heavy weapon)

Elite:
Techmarine
Chaplains (x3 can function independently like sanguinary priests in BA, or form a unit w special rules). Only characters if independent.
Inner circle unit ( name is not known) tasked with hunting down one enemy unit, special rules for doing so. Can death wing assault, can assault on deep strike. But glass cannon, great in assault, but standard PA so will be easily shot up.
Brother-interrogators - this unit wears chaplain style death masks, but are not chaplains, they are a specialist unit adept at near range combat, standard armament is dual bolt pistols and power maul. Can upgrade pistols.
Veterans
Dreadnought
Scouts

Troops:
Terminators
Tactical squad
Ravenwing Bike squad not sure how it differs from ravenwing assault squad.

FA:
Ravenwing assault squad
Ravenwing support squad
Assault marines
Ravenclaw air superiority fighter

Hvy
Predator
Whirlwind w flakk options
Land raider
Devastator w flakk options
Dreadnought
Vindicator

Rumor is there is something else for the heavy slot too, but no info specific to it.

Fortifications:
Siege cannon ( this is supposedly the Techmarine cannon described earlier)
Battle bunker

That's enough to chew on for now....might be a few more surprises...and this is still just RUMOR folks...names and all.

Cheers


people dispute the fortifications , apparently loads of xenos forts are waiting for production and any codex stuff will only see light of day next year in a summer of fortifications (possibly a joke, post was lighthearted)
People have generally chatted about new gen codexs taking something more like wolf sagas to unlock characters rather than everyone must take vulcan.. 6th ed will be everyone takes "the grand saga of must have terminators as troops or I will suxxors".

> What happened to sergeant Namaan? You mentioned him earierl Stickmonkey.
preemptive answer yed I know that he died, but he died at least dozen of times (which is clearly stated in Battle for Kadillus).
>>>>>>>
From what I have heard there is a death wing upgrade character, a tactical upgrade character, a ravenwing upgrade character, and a scout upgrade character, namaan being one of these.
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Re: DA concrete-ish..from stickmonkey warseer

Postby Cain Tiberius » Wed Sep 26, 2012 3:15 pm

Well DA was to be expected. But it seems to basically be almost a copy of C:BA with some name changes.

Chaplains - Sang Priests
Brother Interigators - Death Co.
Ravenclaw - Stormraven (fast instead of heavy though)

Deathwing and Ravenwing Bikes I can understand as troops with or without Character unlock. But to me is still to counter BA.

Deathwing - DC Dreds
Ravenwing - BA Assault Squads.

I'm surprised they didn't add a Libby Dred or at least a Chaplain.

Still I guess I'll be getting the dex for my omnidexual BA's.

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Re: DA concrete-ish..from stickmonkey warseer

Postby killmaimburn » Thu Sep 27, 2012 7:46 am

That has always been the way, even LH a pretty much die hard DA player. Is now on board with the idea that DA,BA should just be sublists for a space marine codex.. BA gain jump troops vet and command squads have jump universal vampire rule of not having ATSHNF..DA have termies and bikes (which they pretty much did overwrite with the last smurf codex)..Wolves are slightly different in their ICs who join other squads,guard connections and heavy stuff but still pour on special rule of acute senses and counter attack..
You could pretty much have
> codex astrates marines and slightly divergant (BA Smurf, DA)
> codex radically really pushing it (Templars, wolves.)
>and the I don't give a fudge about the codex astrates..we serve a higher power codex- grey knights, chaos and all the other shiskebobs.
Marines sell.. and so are overrepresented book wise.. meh. :D People hate on big juicy full of rules all encompassing codexs like chaos 3.5- when the crowd is split and one way makes money the path to the dark side, easy it becomes..
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Re: DA concrete-ish..from stickmonkey warseer

Postby markb » Mon Oct 22, 2012 6:06 pm

I would just like to add this I found on BoLS, apparently Matt Ward is writing the DA Codex. Add your own wailing and gnashing of teeth about this!

http://www.belloflostsouls.net/2012/10/ ... or-is.html
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Re: DA concrete-ish..from stickmonkey warseer

Postby Baragash » Mon Oct 22, 2012 6:28 pm

Matt Ward writing it = fluff will get mashed, book will be highly playable with a variety of builds and rules that look slightly over the top.
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Re: DA concrete-ish..from stickmonkey warseer

Postby markb » Mon Oct 22, 2012 6:34 pm

Well to be fair he's already mangled the fluff in the 6th ed rulebook by allowing DA to have allies.
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