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====Forgeworld Heavy Support==== * '''Land Raider Helios''' - It thinks it's a Whirlwind on steroids, which comes stock with twin-linked lascannon sponsons. More survivable and versatile than the Whirlwind, but is definitely not worth the points cost unless you go for the anti-air version, since the Ordnance rules on the Launcher cause every other weapon on the tank to snap-fire at BS1, even if you PotMS with them. Also carries six models for some insane reason. If you ask us, it'd probably be better off not being able to transport infantry in exchange for two more gun mounts, probably autocannons. ''Mais c'est la vie''. **ALTERNATE TAKE: If you prefer, you can swap the ordnance whirlwind for the AA version, which works very well as an enemy vehicle hunter, <strike>the twin-linked</strike> "heat seeking" krak missile launcher can used PotMS to shoot a flyer separately from the lascannons (don't forget it has interceptor too!) though skyfire/interceptor weapons is of little use against ground targets unless they are skimmers. Not bad if you're only transporting six models anyways (i.e. HQ + command squad), not that a command squad needs a LR, but this could be an awesome choice for them if you do it anyways. Can also be given a Multi-Melta if you want to go nuts for a premier tank hunter which can even outperform the Achilles (below) for LESS points. * '''Land Raider Achilles''' - Oh hell yes, this beast sports a Thunderfire Cannon and twin-linked multi-melta sponsons, has immunity to the Melta and Lance special rules, puts a -1 penalty on most other attacks, can carry six models, and doesn't go 'splodey. Put a scout squad and a techmarine in it, plonk it down on an objective, and watch your opponent throw a shit fit. Eldar and Dark Eldar will really [[Rage]] at it since that don't have much anti-tank outside of meltas and lances. Though, they have haywire/D-weapon, and you really should beware them, as hawks, wraithguards, witches and scourges would blow your "expensive but invincible" tank in eye blink, once they came in threat range. Just try and destroy that platform of death, I dare you... OH NO KEEP THAT 7th EDITION WRAITKNIGHT AWAY! *Wraithknight touches Achilles and it explodes* FUCK! Who gave them S:D Weapons?) *'''Spartan Assault Tank''' - Forgeworld takes the old schizophrenic Land Raider, and pumps it up with steroids. Fucking '''five''' hull points, two twin-linked two-shot lascannons (it almost gets off as many lascannon shots as a terminus ultra while still being able to carry troops, doesn't go boom when you roll badly, and gets way more goodies), TL heavy bolters, transport capacity of '''25''', in-built extra armor, good-old 14/14/14, PotMS and Assault Vehicle. You even can take frag launchers (which got far more awesome with the new grenade rules) and ceramite shielding (fuck you, meltaguns) for a marginal increase in points. Meaning it can do the roles of the Terminus Ultra, the Achilles, and the Ares all at the same time, all it really needs are some burny weapons. But what are the drawbacks you ask? This uber metal box can not be taken as a dedicated transport at all. Also, as a Forgeworld model, it will cost you a unicorn's soul. **At only 45 points more, there is no reason to take the Godhammer landraider over this beast ever again. **Your opponent might hate your guts if you field this. *'''Relic Sicaran''' - A high speed assault tank that is a halfway between a Land Raider and a Predator. For 135 points you get 13/12/12, fast and the Herakles pattern Accelerator Autocannon, which is R48", S7, AP4, Heavy 6, Rending, and Twin-linked....and no jink saves allowed. This tank makes the Eldar, Harlequins, and Dark Eldar cry. Even Wave Serpents will fall before this (sadly you can only have one while the Eldar player will spam Wave Serpents.) The Sicaran can also take ceramite plating, making it very durable. Being a Relic of the Armory, you need to take an Interrogator-Chaplain if you want more than 1 Sicaran or a Fire Raptor as well. * '''Relic Predator Executioner''' - Do you remember Leman Russ Executioner? Well, space marines look at it, and say "we need something like that". With 3-shot plasma cannon this thing would blast MEQ and TEQ from table next turn they come in range. Additionally, you can swap main gun for heavy conversion beamer - this would only work better at long distances, and forces you to move OR shoot, but 48-72" S10 AP1 big blast shot would retake the price of tank the second it shot - think of it like a long range Vindicator. * '''Predator Infernus''' - Predator with turret mounted flamestorm cannon (those AP3 flamethrower from Redeemer). While highly devastating at close range it's just too slow. Slow flamer tanks sucks. If you want one that bad, just take allied Blood Angels with a Baal Pred. '''If''' this thing come close to any non-TEQ infantry, it would ruin their day, and then die to a single melta shot, or hail of krak grenades. But most commonly it would just die, because big scary flamer, approaching your lines attract a LOT of fire. Thank god, this tank is also cheap, so you can use it as [[DISTRACTION CARNIFEX|expendable fire magnet]]. Alternatively Infernus can exchange his super-flamer for MAGNA-MELTA (R18 S8 AP1 Heavy1, Large Blast, Melta), transforming into wannabe-Vindicator. *'''Whirlwind Hyperios''' - This thing is supposed to be your main ground based anti-air, but it sucks. One skyfire/interceptor krak shot per turn, no longer functions against ground targets as of 7th Edition ''(but still heat-seeking against aircraft)'' and you can not squadron this thing like IG player squadron their Hydras. This tank now performs quite poorly so just take Devastators or a Contemptor Mortis or count-it as a normal Whirlwind if you own one. *'''Relic Whirlwind Scorpius''' - Unlike the standard Whirlwind, the Scorpius fires a small blast, but at S8 and AP3 it eats marines and light vehicles for breakfast. And if it stands still it can fire D3+1 templates. It is a relic vehicle so take an Interrogator Chaplain if you use a lot of similar Forgeworld stuff. This is really good with line of sight. *'''Storm Eagle''' (Attack Flyer, Pursuit 3, Agility 2) - Your transport Flyer. ''(IA moved it to Heavy)'' Occupies the middle-ground between the [[Stormraven]] and the [[Thunderhawk]]. Transport capacity of 20, with deathwing terminators and jump infantry counting as 2 models each. Impressive arsenal of weaponry, standard armament: Hull-mounted twin-linked Heavy Bolter, Hull-mounted Vengeance Launcher (Range:48"|Str:5|AP:4|Heavy 2, Large Blast). Optional armament includes: Switching Heavy bolters for Multi-meltas or a Typhoon missile launcher, and adding 4 Hellstrike Missiles or 2 Twin-linked Lascannon under the wings. Also get ceramite shielding, and the 'Power of the Machine Spirit' special rule, along with 12|12|12 armour. Can also deep strike, and disembarking infantry can assault in the same turn. = *WIN* **While passengers on zooming flyers after crashing is always a worry, remember that this flyer is considerably harder than most other flyers barring the Heldrake anyway, at AV12 all round, HP4 and ceramite plating it is pretty much invulnerable to small arms fire, so your opponent will have to dedicate his biggest weapons to take it out; even when it decides to hover. (Therefore NOT shooting at your newly disembarked terminators). Also, don't forget that with all things Dark Angels, you use SYNERGY to get the most out of your units, a hovering flyer gets a jink save that can be boosted by having a Darkshroud nearby, or you attach a techmarine with a power field to the passenger unit and he blankets the vehicle thanks to the 7th Edition FAQ again, hell, the force field can even protect the passengers if it explodes mid air. **Death from the Skies makes this a new "Attack Flyer" which is a ground attack craft, but not a bomber. antages. It cannot enter ''Skyfire'' mode like a "Fighter" can so it cannot deal with aerial targets any more, but thankfully there is no BS penalty when shooting ground targets, which is this things primary purpose; to clear landing zones in advance of disembarking troops. Those launchers weren't worth anything in a dogfight anyway. *'''Fire Raptor Gunship''' (Attack Flyer, Pursuit 3, Agility 3) Official rules in IA2:2nd. Comes naked with a TL Avenger Bolt Cannon ''(being a proper [[Fist of the North Star|manly]] S6 AP3 7 shots instead of the peewee Nephilim's AP4 5 Shots)'', 4 '''Stormtrike Missiles''' ''(S8 Concussive, NOT Ordnance, YAY)'' and two Independent-Turret Quad Heavy Bolters ''(which can be replaced with TL Autocannon for free)''; the latter which aside from firing at their own targets as rumored, don't count towards the number of weapons fired! With all the twin-linked goodness, Strafing Run and PotMS/Independent-turrets; this bastard can dump its entire payload on [[Cheese|FOUR SEPARATE TARGETS]] in a single turn and hit almost every time and it's only 45 points more than the Nephilim = BARGAIN ''(except for FW prices)''. It is a relic vehicle, so if you want to take more than one ''(or any other relic vehicle)'' remember to grab an Interrogator Chaplain as one of your HQ choices. **Like the Storm Eagle, the Fire Raptor is now a ground attack "Attack Flyer", however, it's weapon loadout is almost entirely twin-linked unless you go for missiles. And having side mounted guns with a hefty amount of bullets means it can have a reliable chance in a dogfight even if it gets outmanoeuvred. This thing still swamps battlefield in dakka though. *'''Rapier Battery''' - 1-3 Rapier Quad Linked Heavy Bolters (like on the Prometheus). Two of them are essentially a devastator squad. Though can be upgraded to Laser Destroyers, which is like a lascannon devastator squad with a shorter range but are twin-linked and give the ordnance ability of an extra chance of penetration against vehicles. The drawback to this is that they don’t have the mobility that a tank or Heavy Support Squad would give you. You’ll want to set them up in terrain somewhere in the backfield and not move them after they are deployed. Points for points the Rapier will be cheaper than many of the Heavy Support choices and will probably be just as lethal. *'''Rapier Quad Mortar Battery''' - Unlike the other Rapier battery, you cannot mix and match gun types, but why would you want to? A single one if these is ''almost'' the same as a squad of missile Devastators, each with four shots analogous to frag/krak missiles. What's different is the frag version is S5, barrage and causes pinning at -1 Ld. And the Shatter (Krak) is only AP4 but rerolls penetration against vehicles. That's not bad at all for only 60 points, so against light infantry like Guard or Orks, this should be your go-to option over a missile squad. Because you can take multiples, having twelve S8 rerollable shots against vehicles for 180 points is an absolute bargain. Against TEQs, you've got plasma elsewhere for dealing with them, but with so much firepower, the Quad Mortars will always wound something. *'''Deathstorm Drop Pod''' - Expecting the drop pod that just landed to contain troops or a heavy weapons platform you don't have to worry about until next turn? SURPRISE! Whirlwind missiles! For you! In the face! There are two different versions though since GW [[RAGE|cannot co-ordinate]] with Forgeworld: Though Imperial Armour 2 is more recent than Warzone: Damnos by a margin of a couple of months, Damnos is a valid core GW product (if your opponent argues with you over Forgeworld) and uses much the same rules as the Horus Heresy version which is even more recent than them both. **'''Warzone Damnos:''' It is considerably more reliable simply by dropping most of the old special rules and just saying "Hey, I've got FIVE whirlwind launchers!!" Each with independent machine spirits that can shoot in a different direction. While those that read the small print will find that it fires only the SMALL (3") blast markers, that downside is traded off with the fact that it forces re-rolls for pinning and morale checks. **'''IA2:2nd''' changed it AGAIN because of FW schizophrenia. It's gone back to what it used to be, meaning it spams proper whirlwind missiles on EVERYTHING on the turn it arrives, then reverts to a stationary whirlwind launcher for the rest of the game. The launchers may also be upgraded to assault cannons for an extra 20 points, but this should only be done if you expect it to survive more than one turn (and you really shouldn't). ''Very'' situational, but if your opponent fields lots of small units relatively close together, dropping this in the middle of them is almost guaranteed to ruin his day. Can't take a locator beacon, though and does not come with the Drop Pod Assault rule as standard, that has to be bought. *'''Space Marine Sentry Gun Battery''' - From IA:12 you get a battery of up to three immobile twin-linked Heavy Bolters for the bargain cost of 15 points each and swap them for a Multi-melta for five or pay ten for TL Lascannons. Being automated, you have very little control over what they actually do in the battle, they select their own targets based on pre-set criteria, you basically just get to choose at deployment what their arcs are: 360 degrees but at 18" range, or 90 degrees at 36" range, so you're rarely going to be blasting things across the table with these things. You DO get the ability to deep strike them for a laugh or give them camo netting for stealth if you can set them up in a good spot to make them invulnerable to most shooting. (while you can pay the cost for both, just don't because it you deep strike into cover you are waiting for a mishap. Set them up behind an aegis defense line with camo for 2+ cover. **DON'T EVER mix and match guns or targeting criteria, nowhere in the rules do they say they deploy separately or behave any differently from any other artillery battery, meaning they should all be firing at the same target, which is still the one they select for themselves... **As a added bonus though, you can instead swap the guns for Hyperios Missile Launchers, which don't suffer from the firing modes rules, allowing you to direct the shots at your leisure. Basically krak missiles with skyfire and interceptor, this configuration does most jobs you ask it to without complaint, just don't waste the points (or the money) with the command platform, as by swapping one of the guns you've replaced the ability to fire three missiles at the same target with two missiles at different targets... it should have been a free upgrade or the unit needed to be bigger than three launchers... certainly not clever. *'''Relic Deredeo Pattern Dreadnought''' - A Heavy Support alternative to a Mortis-Dreadnought or Mortis-Contemptor. For ''exactly'' the same cost as Contemptor-Mortis with a pair of TL Autocannons you get +1 rear armour, +1 Ballistic Skill, Extra Armour and TL Heavy Bolters built-in and the Deredeo's Anvillus Autocannons have higher strength and the Sunder quality (basically ''Tank Hunters'' USR for that weapon only). You get the same Helical Targeting array and Atomantic Shielding, but you lose a point of strength, one attack and don't have many customisation options (right now), but since this is not a melee dreadnought at all, for that cost it's a bargain and preferable over a Contemptor Mortis for an AA role. The Aiolos Launcher is a bit off-key, since it doesn't really have the strength to rate highly as an anti-vehicle, even though it always hits targets side armour (which is often 11-12) and does better as an MEQ killer due to AP3, which is helped in this role since it can fire independently of the Deredeo's other weapon. The Deredeo also has the option of replacing it's Autocannons with a Twin-linked Hellfire Plasma Cannonade. It reduces range to 36", S7 and loses Sunder. It gains two AP2 firing modes, either Heavy 4 and doesn't Get Hot or Heavy 1 with Large Blast and Gets Hot. This makes it very expensive with the Aiolos but good for killing heavy armor/MCs and dealing with other TEQs so [[Deathwing]] Terminators don't have too fight them. **In a Dark Angels army the Deredeo would be even more invaluable than the vanilla codex due to the DA codex's lack of "core" Heavy Support AA options like Stormravens or Hunters/Stalkers. *'''Relic Leviathan Dreadnought''' - For about double the price of an Ironclad, you get a rounder Dread with S8, AV 13/13/12 with a 4+ Invul that adds d3 to both the range and strength of its death-explosion, two heavy flamers on his body, total immunity to Maledictions powers, and two claws with meltas, Wrecker, and the odds to inflict d3 extra wounds. When this dads to the fact that it adds +1 to its initiative and 2 HoW attacks on the charge as well as a mandatory sweeping advance, you see that the goal of this thing is to touch anything that runs near it. For it's cost, it might have been better off with AV14 or some better tools. The claws can become drills so you get Armourbane for pennies. You could also make it shooty by replacing a claw with a Leviathan Storm Cannon, that is Heavy 6 S7 AP3 hits with Sunder or a Cyclonic melta lance (not really a lance weapon), which is a Heavy 3 S9 AP1 18" Meltagun. You could give it Ceramite to cure it of its fear of Melta and three HKs to help pop tanks, but you've already got so much for that goal. To add to that, this thing counts as a Relic of the Armoury, but can't take a Legacy of Glory, nor can it ever score or benefit from a detachment or formation, not that it really matters since the only formation/detachment that can actually fit the Leviathan is the CAD, which doesn't provide any extra benefits to Heavy Support units. However, with the right loadout it can be an annoyance to any player fielding a Lord of War.
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