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Everything posted by afterimagedan

  1. peterstepon said: I justify this by saying that increasing profits for FFG will increase GDP and help the economic recovery. I do the same thing. Holy crap, I am excited for this. I love Space Hulk; I love Deathwatch. Perfect blend.
  2. I am thinking that you would do this, like stated before me, like a called shot but I would also mention that I think the firer should not get the shooting at horde bonus as well.
  3. Yeah, your Jonson, Manus, and Konrad Curze are great. I personally don't resonate with the older actors all that much. I never thought of Christian Bale as Jonson but I think you are really onto something there.
  4. Ioan Gruffudd (http://www.imdb.com/name/nm0344435/) = Corax, Brock Lesnar (http://en.wikipedia.org/wiki/Brock_Lesnar) = Horus.
  5. Rourke = Russ, Dolph Lundgren (Rocky era) = Rogal Dorn, Jean Claude Van Damme (early 90s) = Lion El'Jonson, Iain Glen = Roboutte Guilliman (http://www.imdb.com/name/nm0322513/), Jason Mamoa (http://www.imdb.com/name/nm0597388/) = Jaghatai Khan, Liam Cunningham (http://www.imdb.com/name/nm0192377/) = Ferrus Manus
  6. Decessor, I do it that way, personally. I have an end game of how I would like to have the character "look" and I go about it that way. I guess, when I posted this question, I was mainly thinking of which is more powerful. I personally still have this question. I can see both sides of the coin: an Iron Hands Techmarine woul dbe very specialized, as you put it, but a Blood Angels Techmarine would be less tanky and more offensive. In a way, they balance out quite nicely in this occasion. In the game I currently GM with some close friends and relatives, everyone is pretty much a power gamer and we have a great time. We use a grid and miniatures and just love it. Each person was trying to make their character as powerful as possible. My brother plays a Blood Angel Assault Marine (Blood Angels have always been his favorite and they are just asking to be an assault marine), a friend plays a Dark Angels Devastator, there's a Raptors Tactical marine (sniping), and a Black Templar Techmarine (which is pretty much the only non-redundant player in the group). As far as GMing with power gamers, most of my work goes into making combat interesting and difficult. Also, a decent chunk of their exp comes from their roleplaying during the night.
  7. With Techmarines, I would go for durability. You should be one of the "tanks" of the party in that you can take tons of damage and tie up bad guys from attacking other people. I would either pick Iron Hands as a chapter (because they make a handful of your techmarine advances much cheaper, some of which benefit you in combat) or combat chapter like Blood Angels, Black Templar, Howling Griffons, Carcharodons, Storm Wardens, Space Wolves (using the Errata). Also, since you won't probably have extra shooting talents for bolters, I would grab a specialty weapon like a flamer, melta, or plasma; this will be a good compliment to what your party will most likely have (bolt weapons mostly). Also, get the Servo-Harness asap and the Omnissian axe. Those are awesome Techmarine items and totally worth getting when you can.
  8. Here has been a question of mine for a while… When you make a character, do you find it to be better to choose a chapter that is redundant with your specialty or complimentary? For example: Iron Hands Techmarine. The chapter and specialty clearly overlap in many areas. One might say that one of the benefits of choosing Iron Hands as a chapter for a different specialty is the benefits they get in having Tech-Use available and for cheap. Also, The Flesh is Weak is a really great talent to get and is relatively cheap for Iron Hands. Assault marines can really benefit from The Flesh is Weak. On the other hand, The Flesh is Weak is cheaper for Iron Hands than it is for the Techmarine so and Iron Hands Techmarine would be able to get many talents for cheaper and be able to spend more on other upgrades. For Iron Hands, The Flesh is Weak is 500 for levels 1, 2, and 3. That's much cheaper than the Techmarine specialty offers it and you cannot get that high in that talent until you are Rank 5. Techmarines have to spend 2,600xp and need to be Rank5 to have it that high and Iron Hands, Techmarine or not, can have it at Rank 1 for 1,500xp. So, which side do you fall upon?
  9. We have decided to use the squad and solo modes on pg. 32-33 in Rites of Battle for the codex chapters. We just pick from the lists.
  10. Being someone who likes to have each individual character power balanced (which I think DW needs a whole bunch of help in), I have a hard time with this question. Our game group has house rules for each of the chapters that were left behind power-wise. Yes, i know, I am supposed to play this game for the roleplaying factor like all the elite players, but we have found that there are chapters that people will just not play, and cool chapters with great back-story. Answering this question out of lore only, I am a big fan of Raven Guard, Raptors, and Carcharodons (find a theme there?), also Red Scorpions, . Overall, I like each of the chapters for their own reasons. There isn't one chapter I just do not like, though I have a sour taste in my mouth about how weak Space Wolves were until they Errataed them.
  11. Agreed. Either way, your idea fits perfectly. I'll go with it!
  12. I am confused about this. Do Codex Chapters (from Honour the Chapter) not have squad mode abilities? They get "The Eyes of Fate" as a solo mode ability but there aren't squad modes listed for them.
  13. Are the Librarians less overpowered that Wizards in D&D? Depends on the version of D&D. I am thinking of 4th ed which I found was quite balanced, power-wise. Yes, as consumers, we are pretty impatient. But that impatience is usually for expansion and supplement books and erratas AFTER the game is released. My point is, before we knew Deathwatch was a game being made, customer patient is much less of a problem.
  14. Dude, there are all sorts of typos in the Core rulebook, blatant overpowering of Librarians (Smite), and a whole truck full of issues that you cannot just "glaze over." I don't think you have the grounds to make the claim that I am in denial; I am not rationalizing anything for any particular motive. Even in the first weeks of gameplay of Deathwatch by our game group, we found massive glaring errors. We have played D&D for years and there were only a select few that came up. Most of these could be easily fixed with a new version of the Errata or house rules. True, the Errata has fixed many things and I do think there are a lot of great clarifications. But having a rule that says that the squad leader's squad mode abilities only affect those of his chapter makes me wonder how play tested this game is. I would venture to say that just about everyone who starts playing this game finds that ridiculous and house rules it right away. Like I said earlier, I do not think that these rules are game breaking (beside a few). But I do wonder if anyone has playtested certain things that come up.
  15. Dude, Tyranid Warriors, stock style with a Deathspitter and Scything Talons, are awesome. Throw 3 with a horde of gaunts at the marines and see how it goes. I send a few Warriors at my killteam with Scything Talons and Rending Claws. Rending Claws+Lightning Attack is nasty. Notice, if you remove the ranged weapon option, you gain lightning attack. The one downside is that they don't have Dodge (which I think is stupid).
  16. It's not if they have errors or not, it is how bad/how many errors are and whether they are FAQed. Having played tons of D&D from 1st edition to 4th edition, I can tell you that the errors in Deathwatch and Rogue Trader have been much more critical and much more plentiful. I am not the type of person to get really angry about stuff but I think an explanation on some of the stuff that needs some fixing could be made really easily in the Errata. It's not just "if you don't like how the rules are then don't buy it." People who buy these books really want to love the game and the rules questions just make it really hard to play smoothly. Personally, we (somewhat) enjoy debating the rules and making house rule clarifications, etc so this isn't much of a problem. I would, however, like to see official rulings on some of the rule questions so that we can just use those and move on.
  17. The current Errata changes some of the guns that are 2D10 damage to a 1D10 plus more instead, which makes the result more consistent and less extreme. Also, it makes things easier, especially with Tearing and a couple other special rules. The Errata also changes some of the Tyranid weapon damages and I believe it is a big improvement and allow for more of the monsters to be a threat towards the players.
  18. This game is made for combat so if you think that combat is taking up too much time, either your players are less interested in the combat phases or you should maybe try Rogue Trader (which is less combat focused and some love it). I think the turn time limit is a good idea. What are you players doing that takes so long? Do they know the rules well enough to know what they can do? Are they new to RPGs and don't know what to roll? Are they surfing the internet on their phones while waiting for their turns? Ideally, you want players plotting as a team what they are doing tactically as a group during the combat and interested in what they and other players are doing. I find that when the squad makes strategies together, things go quickly and everyone loves it.
  19. I would scour these forums for house rules for your group. There is one person who frequently posts on the forums with their house rule list in their signature. I would grab that and adopt it. Also, I would use the Errata from the FFG website because I find it fixes a few important things and makes the weapon damages more consistent. I haven't found my rulebook to be frail at all. Actually, this thing is built like a tank. Sorry to hear yours is falling apart! Overall, Deathwatch, with some rules clarifying and a select few house-rules is an incredible game. P.S. if you use miniatures and a grid system, I would recommend using a scale of 1/2 inch per in game meter. Also, we have been representing horde magnitude with each miniature equaling 2 horde magnitude. It makes it easier to have a Magnitude 60 Hormagaunt brood running around!
  20. Thanks for all the great input! I think I like the idea of the Tactical marine Chaplain or the Assault Marine chaplain. If I were to go with the Tactical Chaplain, do you think one handing a storm bolter and the other hand holding a crozium arcanum would be a good idea?
  21. He's a Rank 2 Raven Guard Librarian.
  22. Certainly, make sure you have Honour the Chapter for the Codex Chapter stuff. I don't know exactly how I would start marines that are below Deathwatch skill level. I would consider bringing the overall stat line down ever so slightly (let's not get too crazy here). Also, the deathwatch stuff you get for being in the deathwatch would be gone. I would take out the DW advancement chart. I would start them off without any benefit from DW Specializations and then have them do a mission or two. Maybe start them with most of their stats the same and make the earn their stat advancements as exp rewards. I would make sure that, by the time you are ready to make them equivalent to Deathwatch Rank 1, I would have their stats be the same as DW starting stats and then have them earn their way into one of the specializations. That way, you hand off your non-veteran marines into veteran marine leveling (advancing through the Deathwatch specializations normally). Having them earn stat boosts would be a tasteful way for them to evolve into the different specializations.
  23. I think something like that would be the way to go. You get a bunch of shooting and leadership talents as a tactical marine and the nice thing is, you can get astartes weapon specialization on all sorts of stuff so tacticals can always get that if they want to use a non-bolter weapon to build out their close combats stuff. I think your approach is a good plan. I assume you made the Lamenter with Blood Angels rules?
  24. Well there is good news at least one one front: "Honour the Chapter" has rules for Exorcists. I would be entirely willing if a player of mine wanted to amke an alternate chapter using some of their successor rules. That's the way I would want to do it as a player.
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