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Favorite (and least favorite) GW IAs


Octavulg

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I'm curious - which IAs do you like and find good resources for writing IAs? Which do you dislike, and think people should steer clear of imitating?

 

Note: Not which do you like best. Which do you find the best examples of an IA. Important distinction.

 

Myself, I rank GW's IAs more or less as follows.

 

Weak Ones

World Eaters - The World Eaters IA is flawed more for its missed opportunities than for its actual quality. It's one of the shortest IAs - and in this case, that's not actually a good thing. As we follow Angron across his life and betrayal of the Emperor, we are left asking 'why?' all too often: Why did the Emperor kidnap him? Why did Angron accept this? Why did he turn to Khorne? Why did he insist on using the aggression implants? The World Eaters IA leaves the impression that the author didn't really think all that hard about what he was writing about - for all that what he wrote is decent enough.

 

Space Wolves - The Space Wolves IA is an example of How Not To Do It. It's excruciatingly long (twice as long as six other IAs), excruciatingly dull (introducing Russ and meeting the Emperor takes almost as long as the entire White Scars IA) and applies its themes of Vikings and Werewolves with a shovel. More nuanced aspects of the Space Wolf character aren't even hinted to - Russ has been previously portrayed as an advanced tactical thinker, and the Space Wolves have fought wars with the Dark Angels and lend their support to a Navigator House. These things are passed over in favor of more Vikingness and more Wolfiness, and the end result is awful.

 

Iron Hands - I am not entirely comfortable putting the Iron Hands here, because I find it difficult to point to one specific thing as wrong about their IA. On the other hand they serve as a warning - the Iron Hands IA's flaw is that it takes too damn long for what it is. There is not five thousand words of character in this IA. The Iron Hands hate weakness, like technology, and maintain independent Clan-Companies. There isn't enough in the pillars of their character to support the load that is created by the IA's size. All the individual pieces are decent, but the whole thing feels stretched and hammers its points home too thoroughly to remain interesting all the way to the end.

 

Luna Wolves - The Luna Wolves IA suffers from a number of problems. One of the most notable is that at the end of the IA it's all pointless - Horus is dead (and they've rejected him), their home world is gone, and they don't even call themselves the Luna Wolves or Sons of Horus any more. The IA basicaly ends up not telling us anything - which is good, because what the IA really is is the story of Horus. While that story needed to be told, the end consequence is that we're left with relatively little insight into the Legion he created. There is not as much character exploration as the Black Legion or Luna Wolves deserve. Even if Horus' story is important, the IA's focus on it still makes this a poor exploration of the Chapter.

 

Word Bearers - The Word Bearers IA is entirely the story of Lorgar - the actual Legion seems an afterthought. Added to this, Lorgar's motivation for betraying his father seems weak for a man who had so fervently worshipped. Lorgar's story is not uninteresting, but the Word Bearers are virtually unmentioned in their IA.

 

OK

Ultramarines - Though not badly executed, the IA is basically the story of Roboute Guilliman, and when it's not that it's listing the Ultramarines' improbably long list of achievements with minimal justification for them. The Ultramarines IA explains how the Ultramarines are the greatest and most important Space Marine Legion in the Imperium - and thus it is exactly what a DIY Chapter should never, ever do. That said, it is competently written, and delivers its information well.

 

Blood Angels - The Blood Angels IA is better than the Space Wolves - it spends less time being the story of Sanguinius, and more talking about the actual Chapter. That said, it's still quite long - longer than is necessary. And I cannot get by the fact that Sanguinius is a mutant and his people should have killed him on sight! Seriously.

 

Death Guard - The Death Guard IA is very one-note. It's a well-executed note, and the Death Guard are themselves very one-note, but that doesn't make it any more interesting or laudable.

 

Thousand Sons - The Thousand Sons IA is also quite one-note. Indeed, with the names scrubbed out, their resemblance to the Death Guard is somewhat uncanny.

 

Good

Emperor's Children - the Emperor's Children IA is not perfect. However, it contains neat touches - Fulgrim rises to power through efficiency and trade, rather than through conquest. Equally, the Chapter's pursuit of perfection is explored in dimensions other than battle. The Emperor's Children IA takes a simple concept and executes it well. Indeed, its major flaw is that the concept is too simple, and the IA thus lacks a certain degree of zest.

 

Salamanders - The Salamanders IA is a very good exploration of the Chapter. It shows off a variety of facets to their character, doesn't devote too much time to Vulkan, and does not take more time than it needs. Its one flaw is that it doesn't segue smoothly away from Vulkan - the transition feels quite abrupt.

 

Night Lords - The Night Lords IA is very long. It focuses extensively on Konrad Curze. But it gets away with this by being awesome. If you're going to do stories, read the Night Lords IA and take a few notes - the story takes a while, but it does not waste space or time about it. That said, it is quite long and is very much the story of Konrad Curze. For all that it is well-executed, it is somewhat lacking as an IA. The reason this is alright for the Night Lords but not the Word Bearers is that the Night Lords IA actually does take the time to explore the Legion as well as the Primarch, and is more cautious about keeping only the important details of the story in the IA.

 

Raven Guard - The Raven Guard IA is very good. It explores the Chapter well, explores Corax well, and manages to be interesting about the great battles that brought Corax dominance of his home world. Indeed, it is held back by one word. Nevermore. And that word is enough to knock the reader out of the IA and right into teeth-grinding. Don't play with overly obvious cultural references, children.

 

Great

Imperial Fists - Accurately and concisely explains the Imperial Fists, where they came from, what they're like, and their quirks. You get a clear, distinct picture of the Imperial Fists, without wasted space or time. Gets bonus points for coupling well with our next IA.

 

Iron Warriors - Much like the Imperial Fists, explores the Legion well and explains its quirks and nature well. Individual components tie together well, and you are left with a good understanding of the Iron Warriors. Also gets bonus points for the whole "Iron Cage" thing - IA: IF and IA: IW relate the same even from opposite perspectives, and comparing the two portrayals is interesting.

 

Dark Angels - The Dark Angels IA simply works. It achieves what it sets out to do, gives us insight into the Chapter and what drives them, and does it all with aplomb. It's simple, effective, and shows us the Dark Angels.

 

White Scars - Concise and effective, this is everything the Iron Hands IA and the Space Wolves IA should have been. Khan is a little underdeveloped, but you get a distinct impression of the Chapter and there are enough interesting quirks to the Chapter to make them something more than just "that Mongol Chapter". Speaking of the theme, in the White Scars IA it's a light touch, rather than the hammerblow of some other IAs - the love of speed is explored with a few examples (like their attitude toward Dreadnoughts), rather than being hammered home at every opportunity. Equally, savagery is touched on, rather than beaten to a pulp.

 

Alpha Legion - IA Alpha Legion is a good example of executing a theme quite well - it makes you question parts of itself, which feels appropriately Alpha Legiony. IA: AL is an ecellent example of how to give the reader information while still remaining appropriately vague and shifty.

Sadly, I don't have access to the IA volumes or WD magazines.

 

For my own part, I wish to emulate a combination of Iron Hands, Space Wolves, and Dark Angels.

 

No, no, no. I am NOT trying to make a monster chapter. Only combine elements of each. Primarily, my chapter is Iron Hands oriented. Rather than wandering clans driving across the face of Medusa, I see my successor chapter residing upon a heavily forested, mountainous world. Their wandering Clan Council is a Chapterhouse, overseeing other Houses (not too disimilar to SW clans - each self reliant to a degree). The only difference is they adhere to a severe sense of order. They are not rivals withjin the same chapter, but all parts of the greater whole. United, they are as Iron! Etcetera. Their hierarchy is more of a medieval Iron Duke and Baron model, rather then Father and clan.

I don't know where mine will eventually fit in but I've always been partial to the Lamenters, Imperial Fists, and the Crimson Fists. Though I need to do some more reading on them all besides what I've picked up in Lexicanum and what I might find inside the Space Marine Codex. Actually (hopefully not to be too off-topic here) but are there any books that cover the Lamenters and the Imperial Fists?

Imperial Armor gives us 'IA:Lites' for each of the Chapters involved. Most are well done, provide good background, and leave plenty of room for player expansion and interpretation. Few are Mary-Sue, and many have interesting positives and drawbacks.

 

 

As for my favorite:

 

Imperial Fists.

 

Least favorite:

 

Black Templars

 

What!?!? I hear you cry. M2C you love all things Templar! Well my friends allow me to explain.

 

See IA: Black Templars does a really, really poor job of telling me who the Black Templars are and why they do things. What it does is make Dorn out to be a jerk, Guilliman out to be a overbearing windbag, and the Chapter itself to be senseless. This IA alone has caused more drama and arguments between UM and IF/BT players than any I know of.

 

First, the articles raises too many questions. The Templars dont have a homeworld, but establish keeps on every world they conquer. So essentially, we build huge fortifications capable of housing 300 marines and attendents on every world we fight over. So we dont like to claim worlds but we do it anyway? It doesn't make sense and breaks my suspension of disbelief. Why do we have our cake and eat it?

 

Second, our combat doctrine. So because Sigismund was capable with a sword and chosen as the Emperor's Champion we dont use Devastators, Whirlwinds, or a number of other assets necessary for a small force to succeed over larger ones? It makes no sense. In essence the only way for the Templars to succeed in battle is to act as highly armed, heavily protected shock troops, but reliant on support from other forces to cover us. Which goes against our dislike of other Imperial branches...

 

The Organization is my favorite part, and one I have no qualms with. You are tested and rewarded based on your ability to succeed. If you fail, then you were unworthy and another will be sought out to replace you. Epic stuff right there. Shows a unique side to the Templars unseen in other Chapters. The way Marshals are selected is also badass. A tournament that encompasses fighting prowess as well as tactical and strategic ability. Ace.

 

Beliefs. Pretty straight forward. Deviancy sucks. If your deviant you die.

 

Things I want answered:

-If we are space borne shouldnt we be more adept at naval warfare?

-Why do we recruit so much, and how do we maintain such high numbers?

-How do we screen for psykers?

-How can we equip so many marines? Do we make all that gear or do we have tons of stockpiles? How do we have so many battlebarges and ships? Did we get the entire Imperial Fists fleet when they broke up the Chapters?

-How does our fleet survive if we cant have offensive weaponry on par with the navy? Our enemies could easily take advantage of that by engaging us with dedicated battleships in space.

 

Overall a poor IA and one I wouldn't let into the Librarium.

I'm quite suprised about your comments for the White Scars IA. It was of the few I can almost speak from memory as I have read it so many times. I found it too focussed on Khan, and too ripped of from Genghis at that. I believe there are about two paragraphs about the chapter after the Heresy really, and a side note that they were there on Terra. Whilst the remaining sections are good, I found the origins section rather disappointing.
-How does our fleet survive if we cant have offensive weaponry on par with the navy? Our enemies could easily take advantage of that by engaging us with dedicated battleships in space.

 

You do what any smart Chapter does when faced with a fleet action - you call the Imperial Navy. Either that or you run, possibly combining the two to create an ambush. Brute force isn't always going to win - every Chapter out there lets the Imperial Guard do the dying in battles of attrition for that reason. This is the same principle applied in space - how to deal with the restrictions of the Codex and the challenges that they throw up.

 

Not many enemy fleets are equipped with battleships though - you should be able to handle medium fleets well enough, and certainly pirate fleets should give you no trouble (if you can catch them). Plus you are much better at boarding actions. Combine that with the toughness of Space Marine ships (you might not be as well armed, but you're certainly as tough) and it's easy to see how you can win. The Space Marine navies are more like the navy of the Roman Republic - not particularly good at naval warfare, but very good on land. In order to remove the Carthaginian advantage at sea, they turned the sea battle into a land battle. The Space Marine navies are based on the same principle.

 

Besides, you Black Templars have probably got illegal weaponry installed on your ships anyway. :)

Personaly the IA article I would promote as a good basis is the IA: Flesh Tearers.

 

Origins introduces us to the guys and the story is continued in the Home world section. Geneseen section hives us an insight into the inner workings of the chapter follwed how that affect the chapter in their Combat Doctrine. All the is rounded with organisation and battle cry.

 

One section overflows into another giving an impression of a combined whole rather than divided segemnts.

  • 2 weeks later...

My definite favourites are the Imperial and Crimson Fists (I know, I'm biased), Alpha Legion and the Dark Angels; these give so much character to the respective chapters and are a cracking good read.

 

My least favourite would be the World Eaters. Just like the rules/models/chapter itself, the article was very one-dimensional and very dull.

Sadly, I don't have access to the IA volumes or WD magazines.

Holy Throne of Terra!

We live in 21th Century. All praise the internet and the wonders it brings to us! B)

 

+++++

I like the Alpha's one. It creates mystery without mystery-hammer.

The IF, IW and FT ones are good too.

-How do we screen for psykers?

That is what I have been wondering about for a long time. The Codex Chapters use Librarians to recognise other potential psykers in the ranks of the Novitiates, so how the BT's do that without Librarians? Do they use other psykers, granted to them by whatever organisation? That would be the most logical answer but mabye it's something else, I would like to know!

 

*grumbles and returns to the shadows*

 

Ludovic

 

Edit: Typo

-How do we screen for psykers?

That is what I have been wondering about for a long time. The Codex Chapters use Librarians to recognise other potential psykers in the ranks of the Novitiates, so how the BT's do that without Librarians? Do they use other psykers, granted to them by whatever organisation? That would be the most logical answer but mabye it's something else, I would like to know!

 

*grumbles and returns to the shadows*

 

Ludovic

 

Edit: Typo

 

At random we take an aspirant and tie him to the Rock of Determining. Then he and the Rock of Determining get pushed into deep water. If he and the Rock stays at the bottom, he wasn't a witch. If he and then Rock don't stay at the bottom, we kill him, because he was obviously a witch.

 

That's why it is called the Rock of Determining ~ it accurately determines your witch guilt.

-How do we screen for psykers?

That is what I have been wondering about for a long time. The Codex Chapters use Librarians to recognise other potential psykers in the ranks of the Novitiates, so how the BT's do that without Librarians? Do they use other psykers, granted to them by whatever organisation? That would be the most logical answer but mabye it's something else, I would like to know!

 

*grumbles and returns to the shadows*

 

Ludovic

 

Edit: Typo

 

Now that is a great question ... wish I had an answer. Perhaps you try to sneak up behind the Novitiate to hit him with a stick. If you senses you're coming and stops you ... he's a psyker, if not he's just a Novitiate with a knot on his head.

I'm quite suprised about your comments for the White Scars IA. It was of the few I can almost speak from memory as I have read it so many times. I found it too focussed on Khan, and too ripped of from Genghis at that. I believe there are about two paragraphs about the chapter after the Heresy really, and a side note that they were there on Terra. Whilst the remaining sections are good, I found the origins section rather disappointing.

Hehe, Ferrata and I have had a couple of discussions specifically about the White Scars IA during the development of his Dornian Heresy take on the legion, and I would strongly agree with the description above. The fact that they don't discuss their role in the most pivotal battle in their history is a huge oversight on the part of the author.

 

I would be happy to have them up the word-count on the IA articles if it meant that they were covered properly, as 4-5000, and certainly for a first founder where the primarch's origins and the events of the Heresy are involved is often not enough space to do it justice.

I'd agree that it's an oversight. But you still walk away with a good understanding of the White Scars and how they think - and even of how Khan thinks. Compare this to the Space Wolves, or the Blood Angels, or the Ultramarines, or even the Iron Hands. No more depth, a lot more time, and no subtler.

 

The White Scars IA does not attempt to exceed its grasp. And it doesn't. It is, to borrow a metaphor from a blog I read, an IA that set out to be good and succeeded very well at doing that. Which is still better than the Night Lords, who set out to be amazing and ended up doing that pretty well. A 100% success at being good is better than an 80% success at being great, basically.

 

It should mention the Siege of Terra, though. That's a flaw. There's a bunch of IAs that don't, though. Weird, but not unusual.

-How do we screen for psykers?

That is what I have been wondering about for a long time. The Codex Chapters use Librarians to recognise other potential psykers in the ranks of the Novitiates, so how the BT's do that without Librarians? Do they use other psykers, granted to them by whatever organisation? That would be the most logical answer but mabye it's something else, I would like to know!

 

*grumbles and returns to the shadows*

 

Ludovic

 

Edit: Typo

 

We know there is psychically attuned machinery in the world like aegis circuits, power-stakes, gellar fields, and daemon hammers. There are also blessed or holy items, which could have a mystical, instead of technological way of interacting with the warp. I feel like even on table-top, a regular marine character should take a psycannon or daemon hammer as substitute for librarians.

 

I'd agree that it's an oversight. But you still walk away with a good understanding of the White Scars and how they think - and even of how Khan thinks. Compare this to the Space Wolves, or the Blood Angels, or the Ultramarines, or even the Iron Hands. No more depth, a lot more time, and no subtler.

 

The White Scars IA does not attempt to exceed its grasp. And it doesn't. It is, to borrow a metaphor from a blog I read, an IA that set out to be good and succeeded very well at doing that. Which is still better than the Night Lords, who set out to be amazing and ended up doing that pretty well. A 100% success at being good is better than an 80% success at being great, basically.

 

It should mention the Siege of Terra, though. That's a flaw. There's a bunch of IAs that don't, though. Weird, but not unusual.

 

We know about the siege, we know about Lion's Gate. Color would be nice, but it wouldn't add anything. Even further exploits of whatever invented character could not do better than a Sigismund in white armor, and probably would be as irrelevant as Aajz Solari.

 

I had been meaning, if I were the type to make threads, to make one asking how many people had even read any official IAs, since many new posters seem not to know what they are even about. Even if they are available for diligent and morally flexible individuals, they are not in the public eye. I have all of three. Most of the ones I don't have are terrible.

 

Oh, also, remember ridiculous fanon? http://www.inisfail.com/40k3/ws-hist3.html

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