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Coming from a complete know-nothing, I really dig the Inquisition. Especially Tyrus and the Ordo Hereticus:
Yeah they never really leave Fenris behind, their weird tribal culture just moves up with them when they become Marines. I suppose it's why they never bothered giving Roboute Guilliman's Codex Astartes a second glance and have just done their own thing for thousands of years.
Coming from a complete know-nothing, I really dig the Inquisition. Especially Tyrus and the Ordo Hereticus:
The Black Templars ignore the shit out of the numbers part of the Codex Astartes as well.
They have like approximately 6000 SM.
Templars are a bit weird though because they never come together and are just out crusading across the galaxy in separate companies 24/7. If they ever took a day off and all sat down together in one place the Imperium would throw a fit lol
You should read the Eisenhorn/Ravenor Inquisition novels. They give you a brilliant look at the Imperium's culture as well, not just the big battles you get with the regular fluff.
Yeah they never really leave Fenris behind, their weird tribal culture just moves up with them when they become Marines. I suppose it's why they never bothered giving Roboute Guilliman's Codex Astartes a second glance and have just done their own thing for thousands of years.
The Black Templars ignore the shit out of the numbers part of the Codex Astartes as well.
They have like approximately 6000 SM.
How embarrassing must it be for the Imperial Fists to be the only first founding legion that's objectively uncool in comparison to its second founding successors? A Crimson Fist Land Raider is cooler than their entire chapter.
10ft?
I thought SM were around 7-8? Still fucking massive but still....
You'll want to read them, just to see how shit goes down. I'm on the 3rd one right now (I've read it before) and well.....some real shit goes down.
You won't want to miss Fulgrim (5th) by the guy who did the 2nd, because it's fantastic. Flight of the Eisentein was also pretty cool.
Basically you have to forgive the prose to get to read the "cool" bits.
Well. I dunno, you might dislike it so intensely, but I personally think that reading all the information just feels better. Knowing how stuff went down.
I don't think I'm going to make it through Horus Heresy, bros. The third book's writer is really, really, really bad. Loved the first book, by Dan Abnett. Second book was meh. Think I'm going to wiki the rest of the history and move into more of Dan's books. Like him a bit.
I don't think I'm going to make it through Horus Heresy, bros. The third book's writer is really, really, really bad. Loved the first book, by Dan Abnett. Second book was meh. Think I'm going to wiki the rest of the history and move into more of Dan's books. Like him a bit.
I don't think I'm going to make it through Horus Heresy, bros. The third book's writer is really, really, really bad. Loved the first book, by Dan Abnett. Second book was meh. Think I'm going to wiki the rest of the history and move into more of Dan's books. Like him a bit.
I quite like the Imperial Fists, very under-represented really in terms of random fluff I've read. Also a well painted swath of yellow SM looks surprisingly great as well.
I don't think I'm going to make it through Horus Heresy, bros. The third book's writer is really, really, really bad. Loved the first book, by Dan Abnett. Second book was meh. Think I'm going to wiki the rest of the history and move into more of Dan's books. Like him a bit.
ALSO you have to forgive the second book a bit because it's a transitional book in terms of what is happening to Horus and how everything is being set up.
Don't treat the books like a high-brow piece of work as though it were written by Gene Wolfe or Kafka. They have a very "fuck yea!" feeling to them that helps you ride out the work and enjoy yourself.
Too many responses to quote on phone, but trust me, my problem isn't the low-brow nature. I love the essence of 40k for the grimdark, sci-fi, metal song come to life thing. It's tempered with a healthy dose of some pretty awesome sci-fi. The ancient technology, the fairly unique warp tech, the religious trappings...gold.
I'll take two pieces of advice and try to press on to the second half of the book. If it still sucks, I'll take the other piece of advice and just jump to Xenos.
I don't think I'm going to make it through Horus Heresy, bros. The third book's writer is really, really, really bad. Loved the first book, by Dan Abnett. Second book was meh. Think I'm going to wiki the rest of the history and move into more of Dan's books. Like him a bit.
Rules of whom? It's not like the Emperor wrote the Codex Astartes, Robote Dickface did. It'd be like your co-worker rewriting the rules of the office after the manager gets fired and expecting you to follow them. He has no real authority over you.Well Rogal Dork resisted it too before caving, I guess that cultivated persona of wild animals paid off for them when it came to being exempt from the rules.
Rules of whom? It's not like the Emperor wrote the Codex Astartes, Robote Dickface did. It'd be like your co-worker rewriting the rules of the office after the manager gets fired and expecting you to follow them. He has no real authority over you.
Just ordered the Ravenor Omnibus. Good place to start?
Well it's the quasi-sequel to the Eisenhorn stories, so Thorn Wishes Talon and the beginning of Ravenor Rogue will be a little awkward for you but I think you can wing it without having read Eisenhorn first.
Space Marines ordinarily live a cloistered existence in their Fortress-Monasteries. Their contact with the outside world is normally limited to fighting wars in it and their interactions with humans only come in chance encounters on the battlefield. By contrast a Kill-marine has to interact frequently with the existing authorities and power structures of the Imperium, often acting as a direct representative of the Deathwatch before Planetary Governors, war councils and ruling bodies of Adepts.
Kill-marines spend time living alongside those they must ultimately defend, sharing their trials and seeing the world through their eyes. In their missions a Kill-marine will make allies and enemies of many that they meet, and hear tales that would never reach a Watch Fortress. He might become involved in events that ultimately have little to do with the Deathwatch directly but rebound to the greater security of the Imperium. In this way the remote Deathwatch maintains a limited connection to the great masses it is charged to protect even as it stands vigil in the darkest gulfs surrounding mankind.
In practical terms the greatest step a Kill-marine must take is to secure travel between the stars as Deathwatch vessels can rarely be spared for their direct deployment. Interstellar ships are such rare and precious things that even the word of a Space Marine will not turn one from its course. More militant Battle-Brothers have sometimes opted for the expedient of capturing a pirate vessel and forcing its crew to do their will, exterminating their unwilling hosts once they reach journeys end. However many less drastic opportunities exist for a Kill-marine that is prepared to think more broadly. He might travel aboard Imperial Navy warships and Rogue Trader vessels for example, or join the retinue of an Inquisitor for a time if it will serve his purposes. To do this the Kill-marine may have to use his natural humility to ask, and not demand, his passage by offering his assistance in trade for reaching his destination.
Imperial authorities will usually welcome the opportunity to gain access the knowledge and experience of a Space Marine for their own purposes in some vexing matter. The singular skills a Kill-marine can bring to bear are liable to open whole realms of possibility that were previously out of reach to a Rogue Trader Captain or an Inquisitor. A previously unknown and potent player entering the great game of Imperial politics can be invaluable for their schemes. The guarantees of transportation to an undisclosed location that a Kill-marine may ask for are a small price to pay to secure his help.
I mean, just look at these guys' job description, it's like Kill-marines were designed to be the main character in an RPG:
Why isin Prospero Burns, lol. ABNETT!!!!Enuncia
Are there any good balance/remaster/fix/etc. mods out there for Soulstorm? I'm jonesing for another playthrough, but haven't paid attention to the DoW (1) modding scene for nearly four years.
What makes Abbnett better than all the other hacks that write this stuff? Also is Gaunt's Ghosts more of a special forces type of thing or does it cover the absolute insanity of life in the Imperial Guard? I read Fifteen Hours at one point and that was pretty hilarious. The title refers to the average lifespan of a conscripted IG soldier.
A monstrous backlog and a relatively weak PC precluded me from playing 2. The first one is a relatively 'by the numbers' RTS, but the Risk-style campaign of its two latter expansions is nice (though they were pretty much phoning it in in Soulstorm, and it shows).Did you like DOW1 more than 2? I have both and haven't played 1 for a long time, but I remember it being more fun than 2. You could build up more of an army if I remember correctly.
A monstrous backlog and a relatively weak PC precluded me from playing 2. The first one is a relatively 'by the numbers' RTS, but the Risk-style campaign of its two latter expansions is nice (though they were pretty much phoning it in in Soulstorm, and it shows).
What makes Abbnett better than all the other hacks that write this stuff? Also is Gaunt's Ghosts more of a special forces type of thing or does it cover the absolute insanity of life in the Imperial Guard? I read Fifteen Hours at one point and that was pretty hilarious. The title refers to the average lifespan of a conscripted IG soldier.
Also like to add on that their home world was destroyed and so they cannot really afford to lose members, and thus why they specialise in stealth warfareThe main unit that the Ghosts book follow is specialized for stealth and recon ops so you don't quite get the "toss em in the grinder" approach that often. But there are still plenty of battles where they're on the front lines and you get to see how bad things can go for IG troops.
I also really liked Abnett's book Double Eagle that was about Imperial Guard/Navy pilots.
DoW 1 was the better game, but had far less of a polished look. The campaign was actually interesting, rather than a semi-connected string of similar battles. Building an army and slowly decimating the forces of evil, while managing resources and making unit choices was far more interesting that picking 4 of 6 units and walking forward, stopping to only shoot some dudes before moving forward.
That's not to say DoW2 was bad. It's also important to note that DoW1 fell into a shitty Risk style game with one of the expansions. It turned a very exciting game into a dull, plodding and entirely frustrating experience. The only thing saving the expansions was that one let you play as the various factions, including the Sisters of Battle.
DoW2's expansions added more unit choices and some semblance of what they stripped out of the first game.
DoW1 vanilla > DoW2 expansions >DoW 2 vanilla > DoW1 expansions.
Also like to add on that their home world was destroyed and so they cannot really afford to lose members, and thus why they specialise in stealth warfare
Changed a bit in the later books, when they get an influx of recruits from Vervunhive, Belladon and a company band. The mixed composition makes for a lot more interesting reading as well.
Are there any 40k games that aren't RTS? I only played Space Marine and it was average.
I.. I really liked the Risk -style gameplay on DoW1 expansions. It gave the game a feel of persistent warfare, when bases you'd previously built on maps were still there when an enemy invaded that map, instead of vanishing to thin air.
I.. I really liked the Risk -style gameplay on DoW1 expansions. It gave the game a feel of persistent warfare, when bases you'd previously built on maps were still there when an enemy invaded that map, instead of vanishing to thin air.