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==Stratagems== ===Codex Space Marine copy-pastes=== GW is still tip-toeing around "Primaris aren't gonna replace the first-gens." Some of stratagems that used to work for them [[rage|no longer do so]], but some ''only'' work on pre-Primaris units, so there's technically something for everyone. <tabs> <tab name="Battle Tactics"> *'''Death to the Traitors! (1 CP):''' When one unit is attacking a {{W40Kkeyword|Heretic Astartes}} unit in the fight phase, re-roll any hit roll. *'''Honour the Chapter (2 CP):''' An assault intercessor squad can fight again in the fight phase. What a load of shit that it's been ripped away from all the other units. *'''Fury of the First (1 CP):''' Select a {{W40Kkeyword|Terminator}} unit during either the shooting or fight phase. This unit adds +1 to their hit rolls. Now your termies won't need a chaplain to babysit them. *'''Transhuman Physiology (1/2 CP):''' Costs 1 CP for a unit with less than 5 models, 2 for units above 5 models. Select something with the {{W40Kkeyword|Primaris}} keyword, until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll below a 4+ always fails, regardless of the abilities the weapon or model may have. Use this on your Outriders and ATV's for an extra bit of protection from S6+ attacks. *'''Gene Wrought Might (1 CP):''' When a {{W40Kkeyword|Primaris}} unit from your army has chosen to fight, until the end of the phase, when resolving an attack made with a melee weapon a hit roll of 6+ automatically hits and wounds. *'''Rapid Fire (2 CP):''' At the end of the shooting phase, pick a squad of standard or veteran {{W40kKeyword|Intercessors}}. They can shoot again. While a bit of a shame that it won't work for heavies, now it's a guarantee that their guns will fire again. *'''Unyielding in the Face of Death (1 CP):''' Whenever a {{W40kKeyword|Mk X Gravis}} unit is hit by a weapon with a Damage trait of 1, then they can add 1 to their saves. This won't totally blunt the high AP stuff, but it can diminish heavy bolters and plasma guns. </tab> <tab name="Epic Deed"> *'''Only in Death Does Duty End (2 CP):''' When one of your {{W40Kkeyword|Character}}s dies during the Combat Phase,it can fight if it hasn't done it yet. Doesn't combo with the Banner abilities on Ancients. ''Makes your characters too dangerous to deal with in melee, as not even killing them prevents them from hitting back, and most of them have melee boosts on top of being already good fighters.''. *'''Armour of Contempt (1 CP):''' When one of your {{W40Kkeyword|vehicle}}s takes a mortal wound, for the rest of the phase, you get a 5+ to ignore mortal wounds, and can use it on the one you just took. ''Doesn't work on regular wounds''. *'''Power of the Machine Spirit (2 CP):''' Select a {{W40Kkeyword|vehicle}} unit during command phase. Until the start of your next command phase, that unit acts as it has full wounds. ''Worried that your tank's about to go up in smoke? Now you can extend the middle finger to them and blast them to bits.'' *'''Wisdom of the Ancients (1 CP):''' At the start of any phase, pick a Dreadnought to turn into a 1-phase Captain or Lieutenant. Any {{W40kKeyword|<Chapter> Core}} units within 6" can reroll either hits or wounds of 1 that phase. *'''Commanding Oratory (2 CP):''' Your chaplain can automatically inspire with their litany, though you can't double dip with a litany that's already been used. *'''Combat Revival (1 CP):''' Your apothecary can automatically resurrect a single model in a {{W40kKeyword|<Chapter> Core}} or {{W40kKeyword|<Chapter> Biker}} unit at full wounds. Expect to use this a LOT more with a chief apothecary. </tab> <tab name="Requisition"> *'''Hero of the Chapter (1 CP):''' One use only for '''Incursion''' sized games, Two use only for '''Strike Force''' games, Three use only for '''Onslaught''' sized games. Select a {{W40Kkeyword|Character}} from your army that's not your warlord and determine a warlord trait for it, all warlord traits must be different. *'''Relics of the Chapter (1 CP):''' Use before the start of the battle. One use only for '''Incursion''' sized games, Two use only for '''Strike Force''' games, Three use only for '''Onslaught''' sized games. You can have an extra Chapter Relic for 1 CP. You can't take two of the same relic, and all the Relics have to go to different Characters. </tab> <tab name="Strategic Ploy"> *'''Hit-and-Run Warfare (1 CP):''' During movement phase, you can have one {{W40Kkeyword|Biker, Storm Speeder}} or {{W40Kkeyword|Land Speeder}} unit shoot even though they fell back. *'''Hammer of Wrath (1CP):''' {{W40kKeyword|Jump pack}} models within a unit that successfully end a charge move within 1" of an enemy unit cause mortal wounds on a d6 roll that exceeds enemy Toughness. Makes your big units of assault marines/VV punch much harder, but it suffers against tanks and monsters. *'''Skilled Riders (1 CP):''' The return of 7th edition jink rules. Use on a {{W40kKeyword|biker, storm speeder}} or {{W40kKeyword|land speeder}} unit that advanced. Enemies targeting them take a -1 to hit them for this turn. *'''Uncompromising Fire (2 CP):''' An {{W40kKeyword|infantry}} unit can shoot while also accomplishing another action - really only useful with a specific objective. *'''Steady Advance (2 CP):''' An {{W40kKeyword|Infantry}} can make a normal move while acting as if they don't move. Absolutely necessary if you have a heavy gunline or want to max out bolterspam. *'''Adaptive Strategy (2 CP):''' As long as the warlord is alive, a {{W40kKeyword|<chapter> core}} unit can pick which doctrine is active for them without regard to what turn it is. *'''Suppression Fire (2 CP):''' Use in your shooting phase. A {{W40kKeyword|Whirlwind}} that did not move may fire a second time, but it can only shoot with weapons that can target units out of the firer's sight. So basically, their main weapon; nothing says it can ONLY fire at targets out of sight. *'''Terror Troops (2 CP):''' One Reiver unit has their aura now deny enemies from capping an objective at all. In addition, if an enemy unit move within and they end up 3" of the enemy, they need to roll a 2d6; if the roll is below their Leadership score, then the enemy can't move. *'''Guerilla Tactics (2 CP):''' A {{W40kKeyword|Phobos}} unit that's more than 6" away from any enemies can jump right back into strategic reserves. Expect to use this a lot more with Reivers. *'''Orbital Bombardment (3 CP, Single Use):''' If your warlord is a Space Marine (this could be your secondary detachment) and didn't move, you can use this stratagem in the shooting phase instead of having him shoot any weapons. Pick any spot on the battlefield that the warlord can see, and roll a D6 for every unit within D6" of it (subtract 1 if it's rolling for a {{W40Kkeyword|Character}}, +1 if the unit's within 3" of the point). On a 4+, it takes D3 mortal wounds. ''RIP Linebreaker''. </tab> <tab name="Wargear"> *'''Auspex Scan (2 CP):''' When an enemy unit comes in from reserves within 12" of one of your {{W40Kkeyword|Infantry}} units, your unit can shoot at it but with a -1BS penalty. ''It might pay off to keep Devastators/Hellblasters around, as deepstriking Termies can survive hurried bolter fire, and this "emergency" strat can be an unforeseen expense for your relatively-small army''. *'''Tremor Shells (1 CP):''' At the start of your shooting phase, when a Thunderfire cannon shoots, subtract 1 from the wound rolls, but as long as it hits, the target unit gets half move, advance, and charge distances their next turn. Doesn't affect {{W40Kkeyword|Fly}} or {{W40Kkeyword|Titanic}} units. *'''Shock and Awe (1 CP):''' When a Land Speeder Storm or a unit with shock grenades shoots, you either force an enemy within 6" to take a -1 to any attacks that turn or be unable to shoot overwatch or set up defense. *'''Assault Launchers (1 CP):''' When a unit with assault launchers charges, an enemy within 9" either suffers d3 MWs or takes -1 to hit for the turn and be unable to fire overwatch or set to defend. *'''Melta Bomb (1 CP):''' During the fight phase against a {{W40Kkeyword|Vehicle}}, one model with a melta bomb can sacrifice their attacks to make one hit roll. If it hits, that vehicle takes 2d3 MWs. *'''Grav Pulse (1 CP):''' Only usable to units with a Repulsor Field with one of two options: If your unit fell back, they can still shoot. If the unit is charged by an enemy, they suffer a -2 to their charge roll. *'''Hellfire Shells (1 CP):''' Instead of shooting normally, a Space Marine Infantry model (with a heavy bolter) rolls only once to hit. If it hits, it does D3 mortal wounds, maxing out against a {{W40Kkeyword|monster}}. Try to get +BS or rerolls and stand still so that you don't miss the shot. *'''Flakk Missile (1 CP):''' When an {{W40Kkeyword|Infantry}} '''model''' shoots a missile launcher at a unit with {{W40Kkeyword|Aircraft}}, make a single hit roll with +1 to hit. If you hit, do D3 mortal wounds instead of rolling to wound. Like Hellfire Shells, {{W40Kkeyword|Salamanders}} can get some extra mileage from this with the free re-roll, though it no longer seems to have a use against tau battlesuits or jump packs. *'''Smokescreen (1 CP):''' If a unit with a smokescreen is shot, they can pop their smoke and force the enemy targeting them to take a -1 to hit them. </tab> </tabs> ===Dark Angels Exclusive=== With the incoming Supplement, Dark Angels now have new stratagems for 9th Edition. <tabs> <tab name="Battle Tactics"> *'''Wrath of the Lion (2CP):''' Used in the Command Phase if a combat doctrine's active in your army. Until your next Command Phase, each time a Dark Angels unit in your army makes an attack with a weapon specified by the active doctrine, unmodified wound rolls of 6 improve the AP characteristic of that weapon by 1 (for example, a 6 to wound makes a Bolt Rifle AP-3 in the Tactical Doctrine). Bit pricy, a bit situational and a bit unreliable for consistent use, unfortunately. *'''Intractable (2CP):''' Use this Stratagem in the Movement Phase when a Dark Angels unit is selected to fall back. Until the end of the turn, that unit is eligible to shoot. In addition, if they're Inner Circle they automatically pass the Ld test to fall back. Good for big stuff that has no place in combat, such as a Land Raider. *'''Deathwing Assault (1CP):''' Used in the Shooting Phase. If a Deathwing Unit was set up on the Battlefield that turn, add 1 to wound rolls with attacks made with ranged weapons. Well, RIP shooting twice, although now your standard Storm Bolters are now wounding other T4 Infantry on 3s and anything less that T8 on 4s. Pretty solid overall. *'''Full Throttle (1/2CP):''' Used in the Movement phase when a Ravenwing unit advances. It make a Normal Move of up to 12" but cannot shoot or declare a charge that turn. Costs 1CP with a unit of 5 models or fewer, 2CP with 6+ models. Useful to grab last minute objectives if there's nothing good to shoot at. *'''Line Unbreakable (1CP):''' Use this Stratagem at the start of the Fight Phase. Select one Dark Angels Infantry unit from your army. Until the end of that phase, that unit can only be selected as a target for melee attacks if the attacking model is within Engagement Range of the unit. This one's interesting. It forces only models in base contact to attack, can't get attacks from the second line of an assault. Use this to stymie hordes of Tyranids, Daemons, and Orks. </tab> <tab name="Epic Deed"> *'''High-Speed Focus (1CP):''' Use this Stratagem in your opponent's Shooting phase when you allocate a ranged attack to a Ravenwing Vehicle model in your army. Until the start of your next turn, that model has a 4+ invuln against ranged attacks. Makes your Ravenwing like Knights. Great use on something such as the Darkshroud to help keep it alive and doing its whack stuff. *'''No Foe Too Great to Subdue (2CP):''' Use this Stratagem in the Fight phase, when a Deathwing Knight unit is chosen to fight. Add 1 to the attack's wound roll and improve the AP by 1 when targeting enemy vehicles or Monsters. </tab> <tab name="Requisition"> *'''Marked for Command (1CP):''' Use this Stratagem before the Battle. Select one Ravenwing Huntmaster or Knight Master model or a Dark Angels model in your army that has the word Sergeant in their profile. That model can have the Master-crafted Weapon, Digital Weapons, Atonement or Bolts of Judgement relic. Each relic must be unique, and you cannot use this stratagem to give a model two relics. You can only use this Stratagem once. Give a Sergeant with a Power Fist Master-crafted Weapon for a "budget" Thunderhammer. Or, give a Knight Master's Flail of the Unforgiven flat 3 damage that can overspill. *'''Paragon of the chapter (1CP):''' Obligatory extra Warlord Trait stratagem for a single non-named character in your army. This stratagem can only be used once. *'''Honoured by the Rock (1CP):''' Obligatory "give a Successor Chapter access to a Dark Angels relic" stratagem. Can only be used once. </tab> <tab name="Strategic Ploy"> *'''Tactical Appraisal (1CP):''' Used in the Command Phase. Pick a single Dark Angels unit within 6" of your warlord. Change that unit's combat doctrine to any one of your choice for that turn. *'''The Hunt (2/3CP):''' Use this Stratagem at the start of the first battle round, but before the first turn begins. Select one Ravenwing unit from your army. That unit can make a Normal move as if it were your Movement phase, but cannot end that move within 9" of an enemy unit. 2CP if the unit contains 5 or fewer models, 3CP for a unit of 6+ models. *'''Targeting Guidance (2CP):''' Used in the shooting phase. Select a single enemy unit within 18" of a Ravenwing Land Speeder or Ravenwing Storm Speeder unit in your army. Until the end of the phase, friendly Dark Angels units in your army get +1 to hit rolls when targeting that unit. Strictly weaker than its past incarnation which let you re-roll hit rolls period against it. *'''Swift Strike (2/3CP):''' Use this Stratagem in the Fight Phase after a Ravenwing unit from your army has fought. If that unit is within Engagement range of an enemy unit, it may immediately make a Fall Back move as if they were in the movement phase. Otherwise they make make a normal move as if it were the Movement phase. 2CP for a unit of 5 or fewer models, 3CP for a unit of 6+ models. Really milking the speed of the Ravenwing here, and just like ther other ones, it certainly has its usefulness. *'''Secret Agenda (1CP):''' Use this Stratagem after selecting Secondary Objectives or Agendas. Do not reveal one of your selections to your opponent. The first time you score VP or experience points for it, reveal it to your opponent. Note that you must still have a record of YOUR objectives. </tab> <tab name="Wargear"> *'''Stasis Shell (2CP):''' Use this stratagem in the Shooting Phase when a Ravenwing model in your army shoots with its Ravenwing Grenade Launcher. You can only make 1 attack with that weapon. If it hits, the target is caught in stasis and until the start of your next turn. While a unit (excluding vehicle and Monster units) is caught in stasis, it ''cannot fall back''. This is critical for locking units in with your Deathwing. *'''Weapons From The Dark Age (2CP):''' Use this stratagem in the shooting phase. Add 1 to the damage characteristic of a unit's plasma weapons. Bit more expensive that its previous incarnation but still as useful as ever. Black Knights, Hellblasters, even the Vengeance, juts be careful of its CP cost if you overuse it. </tab> </tabs>
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