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==Why Play Dark Angels== :{{Blam|+++INNER CIRCLE ACCESS GRANTED+++}} You like: 1. [[Lion El'Jonson|Recognising that Loyalty is its own reward]].<br> 2. Secrets,shady organizations, and [[rage|hate]] [[Inquisition|outsider curiosity]]<br> 3. [[Awesome|Cool looking models and rules]].<br> 4. Seven choices to play: [[Space Marines|Greenwing]], [[Ravenwing]], [[Deathwing]], all three at once, or a combination of any two of them.<br> 5. Colors green, black, bone white, all in perfect coordination.<br> 6. Hunting the [[Fallen Angels]]<br> 7. [[Plasma]]. A lot.<br> 8. [[Horus_Heresy|Some of the best fluff of any Adeptus Astartes chapter]].<br> 9. Full [[Dakka|shooting]] and [[Rip and tear|little to no weakness in melee]].<br> 10. [[Awesome|Exclusive army models with unique wargear, like Company Veterans, Plasma bikes, Plasma Land Speeders, Plasma JETBIKE, flyers, Deathwing Knights and Terminators with unique wargear]].<br> 11. Probably the fanciest helmets in the whole Imperium. <br> 12. Like other chapters of Adeptus Astartes - Angels of Death, they will be Jack-of-all-trades-Master-at-none. 13. Playing space marines on 'Hard mode'. <br> Don't mess with the [[Lion El'Jonson|first]]. ===Pros=== *You essentially have three different Chapter Tactics in your force, so if you like combined arms, Dark Angels are your kind of marines. **Deathwing Terminators that can mix-match gear, never need to take morale checks and gain bonuses against the '''Fallen'''. **Ravenwing bikes and Lands Speeders with cool gear, and can provide blanket buffs. **"Greenwing" benefit from Grim Resolve meaning your units rarely suffer at all from Morale, and can form gun-lines without requiring Company Masters. *As Grim Resolve implies, Dark Angels are slightly more geared towards standing still and shooting, but there are enough options for assaulting your enemies after you're through putting holes in them. *Plasma! Plasma Bikers, plasma Land Speeder, plasma Dreadnoughts, with +1 damage to that plasma too for 1 CP, which for a 10 man squad of Hellblasters is one of the better Vehicle busters in the game. *You get a number of cool special units that nobody else gets, like Black Knights, Talonmasters, Deathwing knights, Deathwing Ancients, Darkshroud and Land speeder Vengeance and two unique planes which are both pretty good. *Primaris Dark Angels are great, as they combine well with either Grim Resolve or the 'Weapons from the Dark Age' stratagem. *'''Lots''' of different overlapping bubbles that buff your units and debuff your enemy. *Mathhammer wise, Deathwing Knights are still the best duelists during the Assault phase. Just remember to let everyone else take on infantry blobs. *Everything still looks awesome. Dark Angels have some of the best looking models. *Ravenwing Black Knights are the baddest bikegang in 40k. They look cool AND their rules are good. *Interromancy is quite good, with psychic powers that let you mess with your opponents minds, handing out de-buffs and mortal wounds. *Decent Relics, decent warlord traits, a few good stratagems and very good named characters that are quite different from the other Space Marine chapters. ===Cons=== *Deathwing/Ravenwing buffs have little to no benefit for Primaris/Greenwing units, meaning your force will have to synergise based on their own merits rather than relying on stackable buffs. *Your Terminators may have twice as many wounds, but most anti-terminator weapons now do twice as much damage. As cool as all-terminator Deathwing armies sound, they are not very effective at the moment. Primaris Aggressors and Inceptors getting +1W (because of course ''they'' did) is not helping their status either. *Lots of [[Neckbeard|people]] still think implying the Dark Angels are traitors is the [[Fail|height]] of comedy, and they will be sure to remind you every other turn. Using the Photoshopped picture of Gav Thorpe as evidence. *You still get [[Troll|trolled]] by the [[Fallen]]. And [[Fail|they still haven't caught Cypher]]. *Speaking of [[Fallen]], while Dark Angels have cool bonuses against them and hunt them relentlessly, actually finding an opponent who's going to field [[Fallen]] against Dark Angels will be harder than capturing [[Cypher]]. *Speaking of fluff, seems like the 2nd company employs no Chaplains/Librarians/Techmarines within their ranks, as none of the bike-equipped versions of these HQs are in the codex. While from a fluff point of view, this is ok for techmarines because of the whole mars thing, and crunch wise it's ok for Librarians, (as otherwise they'd get both Ravenwing and Deathwing keywords) but neither makes sense for the Chaplain. The Legends rules have helped them a bit by giving them the jink rule (And even this doesn't help the chaplain with a natural 4++), but they'll never get any further support. *While you do get most of the toys normal marines have, Dark Angels miss out on some units like centurions, vanguard veterans, the thunderfire cannon, and most notably an interceptor aircraft. The Xiphon is an option, but get a second job as it's a Forge World model. *Everything that troubles codex marines applies here. Namely, detachments are hard to fill cheaply so CP will lower and marines are the most popular flavor of army, so every opponent will have some tools to deal with what you bring. *Prepare to be the abused eldest child of the Space Marine chapters especially in regards to updates, such as fewer psychic disciplines, less unit choices (as mentioned above), Weird rules that swap widely between being fluff friendly and not, and an unchanged unique doctrine with a very specific role which is now fairly pointless after a significant nerf to them.
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