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===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>
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