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Warhammer 40,000/6th Edition Tactics/Dark Angels
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===Troops=== *'''Tactical Squad''' - Now one of two troops choices (unless you took Belial or Sammael or Azrael). No longer outgunned by other marine codices, but they are essentially a shooty army's shooty troops unit: 70 pts. gets you 4 dudes plus a sarge, and 140 pts. gets you the traditional 10 dudes. The dudes are now the same price as vanilla Space Marine Tacs, but that's not a bad thing for either of us. If you take them, take a Rhino, rush an objective, camp and watch your opponent try and dig stubborn spess muhreens out of it. Can now get either a heavy or a special weapon from the beginning, and can take a flakk missile launcher. You are also able to combat squad them, which basically means that you can turn your 10 man squad into two 5 man squads before deployment. *'''Scout Squad''' - Scouts used to be Fast Attack, then they were Elites and now they are troops like all others (sort of). Not much to say here, other than that they have the statline of a regular Scout. Long story short: you get what you pay for, and you don't pay much for these guys. If you decide to use them, I'd take them in a Sniper Scout squad with a Missile Launcher and just camp a home objective. This layout means they're a threat to pretty much everything they can see that's in range, including Monstrous Creatures. Unforgivably, they cost MORE than their codex counterparts and they don't even have Chapter Tactics / Grim Resolve, though the cost for those sniper rifles is built-in so you might as well take as many as you can. Also, the Ravenwing stole all their Teleport Homers and modded their transport Storm speeders into pimp-mobile Darkshrouds.
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