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Warhammer 40,000/7th Edition Tactics/Dark Angels
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===Troops=== *'''Tactical Squad:''' One of two troops choices. These men will be your main force for the most part and are versatile at the cost of excelling at nothing. Being durable and with stubborn, they won't run most of the time and can tie up enemy units in melee forever even with a few models left. Also make use of that rapid fire as if the enemy tries to assault you get another round of bolt shots at BS2-4 depending on the detachment. Use them to capture objectives and hold the line while Deathwing/Ravenwing take the fight to the enemy. **They are also equipped with bolt pistols if you need to assault. Recommended to assault units that main strength is shooting but is weak in melee(Tau, Guardsmen, Guardians, etc.) or low Str units as their T4 will keep them there. Take a Veteran SGT if you go for a melee weapon and going to be aggressive or close proximity to enemy units. **Loadout depends on what you want and need; anti-horde, anti-tank, or anti-TEQ/MC. Remember to forgo a heavy weapon if you want them mobile and generally keep your combi-weapon the same as your special weapon. Or combat squad to keep the heavy weapon on the objective and while the rest file in a transport. However a 6 man Tactical Squad with a Grav-Cannon in a rhino for extra cheese against most armies is a good build as well. ***With Grim Resolve, Grav-Cannons and Grav-Guns become devastating during overwatch, pumping out their full salvo since Overwatch counts as being stationary, and at full BS in a Lion's Blade. This also means the iconic Plasma Cannon is less effective since blast weapons cannot fire snap shots, even when being allowed to fire at full BS. Similarly, taking meltaguns and multi-meltas will make enemy walkers (and Imperial Knights) think twice before charging into melee. *'''Scout Squad:''' Buffed to WS4/BS4 now without a cost increase. Scouts are good medium infantry but the main selling point is to save points for more Deathwing and/or Ravenwing. However, our Scouts lack teleport homers which the Ravenwing have so the main use is to defend objectives which they can do nice for cheap. Camo cloaks are good if you want them to stay on the field, especially with Techmarine that can increase a piece of terrain for a great 2+ cover save. Sniper rifles can be decent as they can reach out and still do something but you really want to throw in a missile launcher to launch a missile here and there given the range. Poster below also has a more aggressive role they can do. **'''Alternative Opinion:''' Scouts have an excellent combination of mobility, survivability, and firepower. Bolters are your go to weapon here, with the option to take combi-weapons on your sergeants. Infiltrate and scout move forward, and open up with 6 bolter shots, 3 Heavy Bolter Shots and 3 grav or 2 plasma shots on turn one and watch them punch way above their weight. Now your opponent has to devote firepower into killing scouts that could have been shot at your bikes or try and charge BS2 overwatch rapid fire in the face. Oversaturate your opponent with 4-5 scout squads and they can do quite a bit of damage. Scout into exposed flanks and fire into the rear of enemy vehicles to glance a hull point. Snipers can do some good work just because of distance, but don't expect to drop more than 1-2 enemy models in 5-6 rounds of shooting. Throw a missile launcher in there to reach out and touch things if you have the points to spare.
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