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Warhammer 40,000/6th Edition Tactics/Dark Angels
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===Battle Brothers=== *'''Black Templar:''' Now part of Vanilla Marines, but don't stop there. Black Templars have gotten better now they have access to the new shiny stuff Vanilla gets. Plus they still kept some of their traditional feats (Land Raider Crusaders are still Dedicated Transports to Crusader Squads). Crusader Squads are the Beatstick, throw in some Neophyte with Shotguns and they can be both a Dakka and chopy unit. Combine this with the Flyers they have, it makes them somewhat a versitile ally choice. Although if you want pure melee punch, Blood Angels can do this better. Still, Black Templars are not a bad choice. *'''Blood Angels:''' Probably the best CQC Allies for the DA. A lot of their units are fast moving and hits foes really hard and they aren't bad at shooting. But in all honesty, we have a lot of options to gun Xenos/Heretics down dead, so you should just focus on stuff that rapes in melee and shit like that. Sadly, sanguinary priests blood chalice works only with BA units, so no FNP and Furious Charge to your Deathwing knights. However Shield of Sanguinius works with all units and Darkshroud gives Stealth to all friendly units, not only DA ones. So you can give all your army a nice +4 cover save. FNP Fearless Marines with 4++ save and maybe pseudo Fleet from Azrael are great also. *'''Imperial Guard:''' A great opportunity of mending the fails of your Codex. Forget flakk missiles, Dark Talons and Nephilim Fighters, just paint black a Vendetta, draw some feathers on the wings and call it Dark vendetta, for instance. You can even take a squadron of 2 or 3. And,of course, you can take a blob of guards, join Azrael and have 30-50 miniatures with ++4 save, Fearless, and Furious Charge. Weeee! *'''Vanilla Marines:''' They're basically the exact same as Dark Angels: shooty and power armour. Hell, Greenwing are identical in points and near-identical in loadout. The new Codex brought in new units like Centurions and decent anti-aircraft tanks in addition to the units that Dark Angels couldn't get in the first place, like half-decent aircraft, masters of the forge, sternguard & vanguard veterans, ironclad dreadnoughts, scout bikers, thunderfire cannons as well as detachment-wide chapter tactics, all of which allows you to tailor any allies detachment to make up for any deficiencies in your own force. Or vice versa to make things extra interesting. Also, don't miss Chapter Master Smashbane, which is damn good HtH unit in Ravenwing and Greenwing.
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