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The recent release of Fallout 3 and the new SMs have made me want to do a brotherhood of steel themed army (1000pts or less). But since I don't know much about SM chapters I'll need some help on that. I will also need assistance on unit selection (I still want a as playable army as possible even with the themed restrictions). I'd want a chapter that is focused on shooting and good with heavy weapons. Since Ill be converting most models I don't want to include any vehicles, drop pods and speeders, bikes is ok atm... but I'm not sure, I know it's dumb for game play but once again this is a themed army. Close combat weapons is restricted to thunder hammer and power fist.
So simply put I want an infantry army with lots of special/heavy weapons. I need to find a chapter that suits that style of play. I'm aware of that I can make my own chapter but I'd rather not as the official rules will be more balanced.
If you feel like grey knights or sisters (or any other army) have more suited rules please do tell.
Basic marines work just fine. You have a wide variety of options, can take PFs and THs everywhere and they work quite well.
Dear Game Designer,
Rock is Cheese. Paper is fine.
DAMN! I Just finished painting and I shouldhave done the BoS....
**** it ill redo them as the enclave
sorry for my ignorance. I just came up with the idea. See I don't own the SM codex just yet (I'm going to get it soon). Before when I asked some other SM players in the last edition they said that you could make your own chapter but your opponent have to agree with the rules, or something like that. But I guess that's not valid anymore.
Question: is the Dark Angels codes stand alone or add on to the SM codex? If it's an add on can they take traits from the new SM codex?
also (I've just read the marine newbie thread) how do traits work? can each army buy one trait? I need to decide if I by the DA codex or regular marines codex?
are special characters allowed in tournaments? (I think not but wouldn't hurt to ask)
The DA Codex is standalone and crap, tbh. Unless you want to use Deathwing or Ravenwing (all terminators and bikes, respectively) stick with the Marine Codex.
Traits are no more, any variant builds are tied to your HQ selection. Special characters (and some generic) alter your army either by swapping up FOC slots or conferring new abilities. The Codex has a ton of flexibility before variants even come into play, so you'll have lots of options.
DA is a separate stand alone codex
Traits are gone.
Special Characters no longer need your opponents permission to use, but may not be tournament legal, depends on the tournament.
I would simply start off with 2 tactical squads and a captain, build up the force slowly from there.
Unless you want a terminator force, there is little in the Dark Angel Codex that cannot be done in the Space Marine Codex.
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff