Excellent stuff Ulf, really feels like it's coming together now. It's amazing how much difference it makes to putting an army together when having to consider 'hmm shall i lead the invasion with the stalwart brother Kohl, or go for glory with the Azarel himself?' (that is of course assuming i play people over 36 years old...

- and if i don't my artificer is going to have to work pretty hard to explain to 'Luther' why he's wearing Lion breasted armour...)
Anyway - cut to the chase of this post. I've been digesting the pack for a few days and have some questions / point i'd like to raise. NOt because i want to be pedantic, but because this whole campaign is a two way thing and i suspect Stuart likes to get these details right. It's also way cool to see 'our' suggestions made flesh - the Demi-Astartes are a case in point.
All the points relate only to the DA pack, some of them are probably obvious but i thought i'd ask:
1. Battle stance
Really,
really like the idea that your battle stance can change the 'seizing the initiative' rolls, but how does this apply to the double games?
- Perhaps each doubles team agrees on one stance between them and make one attempt to steal the initiative?
2. Feint
Again, how does this work in the doubles game?
3. City Fight doubles
Assume all of the stratagems only benefit your own force, not your allies?
4. Lord of the Dark Angels
First i'd like to say that I think the Lord of the DAs not giving any army specific special rules (E.g. Stubborn) is very in keeping. Guilliman's tactical acumen is displayed by the Combat Tactics rule, and I think both Lionel and Luther equally don't like to waste troops in pointless fights against dreadnoughts that they can't win...
Also a few people have asked for the Lord to have a +1 armour save as per the other primarchs. But the main difference between our DA lords and theirs is the
lack of the Majestic rule. Meaning they can't be singled out by enemy shooting if in a unit.
Combined with the fact that they both give out a 4+ inv save to any unit they join means that it could take an awful lot of plasma fire before the shot even gets through the troops to them. Especially if you stick them in a 20 man tactical unit..
However - given on the City Fight doubles game we could potentially see four Lords on the table at once how does that work with the Surprise attack rule: if your team has two lords do you gain two re-rolls on the intiative?
Does Rites of Battle work on allies? or just your own force?
5. The Cypher
Love the idea of him playing both sides, but just felt for such a central character to the descent of the DAs he's lacking a bit in the old fluff.
Perhaps his role as keeper of the dark angel's traditions could give him a chapter banner presence?
Or alternatively, i definitely get the sense that out of all the character's he's the one playing his own game the most, coming and going as he pleases (especially to switch sides!) - perhaps he could work similiarly to Marbo from the Guard codex - being a loner who can pop up anywhere?
But definitely good to see him promoted from a sternguard vet as per the last pack to a fully fledged hero.
6. Zahariel: Elite
- How come he is an Elite choice? Surely he should be an HQ to rival his opposite number/friend Nemiel?
I also like the fact he can switch sides, i don't think he's given up on the Lion at all, but who knows what all that dabbling with demons at the end does to one?
7. Terrorsight and Redemptor
A tiny point, but they both refer to the "next Dark Angels turn" . Probably worth clarifing upon the duration of both these affects as both sides are Dark Angels!
8. Battle Sergeant and Techmarine upgrade
Can the techmarine purchase extra upgrades as per the Codex: SM? E.g. a servo harness and power weapon?(guess who just bought a tech marine...)
Ok, that's it from me - I hope no-one takes any of this as criticism, but instead as a bit of humble feedback in an attempt to make this already great weekend brilliant.
cheers!