Editing
Warhammer 40,000/9th Edition Tactics/Dark Angels
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information