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===Other Detachments=== ====Inquisition (Battle Brothers)==== Why haven't you taken it yet? Seriously, you get 3 Elites Choices (Read: 3 units of Inquisitorial Henchmen) and each of them can take a transport like a Rhino, or a Chimera or a Land Raider or a Valkyrie. That makes it worth it right up front, but with the right load out, they can fill holes in your army, so this should be your first choice right here, but their biggest draw is that they allow you to take an additional allied detachment as well. Consider taking a Inquisitor in a Valkyrie and a tarpit or two of Acolytes, while still having a full Guard artillery battery and doing some screening with large blocks of bolter brothers; or a four lascannon Devastator squad buffed by a psyker Inquisitor while Space Wolves take care of the melee combat. If you want to be a douche, attach an Inquisitor to Dev Centurions w/ Grav Cannons and roll for Perfect Timing. If there's something your current army is lacking, the Inquisition has something that can compensate for it. ====Imperial Knights (Battle Brothers)==== An Errant Knight titan is probably a good bet for players looking for some reliable long range anti-tank/anti-TEQ killer. The Paladin Knight brings some long range high strength high AP shooting (Double shot battle cannon? Hell yeah) to an army that can really use some for only two termies more than two Leman Russ Tanks. And these things score (well, maybe, the Facebook post wasn't clear with whether the allied ones score), so charge him at the enemy lines faster than you can say DISTRACTION CARNIFEX. Thanks to their Str. D CC arm, they can reliably deal with with most monstrous creatures with ease, barring Skarbrand and maybe a Wraithknight. Also, Seer/Screamer-Star or any other re-rollable 2+ bullshit? Meet D-Weapon. If you fight a Riptide heavy list, <s>these might become your best friend</s> <s>you still cannot catch the fuckers.</s> Bitch please, you have a 12'' movement and a 2D6 charge. The Riptide has a 6'' move and a 2D6 jump, and limited space to escape with given how they'll be hiding at the back like sissies. Plus, they're shit at killing the Knight. ====Legion of the Damned (Battle Brothers)==== Because it is now a Codex in its own right, Dark Angels can troll themselves by taking [[Fallen Angels|mysterious Astartes who appear of no-where and disappear just as quickly]]. You couldn't take them before, so now this is a treat. Like the Inquisition codex, the LotD can be taken as an additional detachment separate from the Allied detachment which does not interfere with your other allies selections. You only have one unit, but you can bring up to 4 of them. You get Fear, Fearless, Slow and Purposeful, 3++, and all shooting Ignores Cover. Yes, all of it, including any special or heavy weapons. They are also one of the 2 units that can take Heavy Flamers. As a Dark Angel you will be used to things Deep Striking, meaning you can one-two punch a combination following a Deathwing Assault. On the downside they can't be joined by Independent Characters (not that you'd need to) and you don't care about chapter tactics, since that is a vanilla thing. Unfortunately everything these guys do, your [[Deathwing]] can also do and in some cases do better, and in many cases your terminators can score while 3++ is just as vulnerable to high volumes of high AP fire (lasguns/bolters) as greenwing are. The big draw here is Ignores Cover, which when coupled with the flexible armament of a tactical squad essentially makes them just that: A very good (non-scoring) alternative to a Tactical Squad. *'''Animus Malorum''': Sergeant Centurius' soul-eating skull gives the bearer and his unit FnP, and any unit which fails a Fear, Morale, or Pinning check within 12" of the bearer has a randomly chosen model immediately removed as a casualty with no saves allowed (although LoS! can still be used). Every model that is removed this way grants a +1 modifier to the FnP roll (up to a 2+) for the remainder of that turn. At only 35 points for a sergeant to use it, it's a steal. *With the increasing amount of low AP weaponry and cover ignoring that is 6th these guys have some merit. They can contest and mow things down. Strike them near things with low AP weapons (Give them a Plasma Cannon to see S7 AP 2 Ignores Cover Blast) or the backfield and watch them turn firefights around. They will die to massed fire (But then again, what in this game doesn't?) but can tank low volume high power hits. Sure, you can minmax a list and leave them at home but how many of you are playing in world class tournaments and need 1d4chan tactics? They are good, but not uber. Most of all, they are fun. *Pro-Tip: You can use them as mobile cover for any troops and/or assault screens, especially if they have the Animus and/or rolled Spectral Bulwark.
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