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Warhammer 40,000/8th Edition Tactics/Dark Angels
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===Cons=== *Deathwing/Ravenwing buffs have little to no benefit for Primaris/Greenwing units, meaning your force will have to synergise based on their own merits rather than relying on stackable buffs. *Your Terminators may have twice as many wounds, but most anti-terminator weapons now do twice as much damage. As cool as all-terminator Deathwing armies sound, they are not very effective at the moment. Primaris Aggressors and Inceptors getting +1W (because of course ''they'' did) is not helping their status either. *Lots of [[Neckbeard|people]] still think implying the Dark Angels are traitors is the [[Fail|height]] of comedy, and they will be sure to remind you every other turn. Using the Photoshopped picture of Gav Thorpe as evidence. *You still get [[Troll|trolled]] by the [[Fallen]]. And [[Fail|they still haven't caught Cypher]]. *Speaking of [[Fallen]], while Dark Angels have cool bonuses against them and hunt them relentlessly, actually finding an opponent who's going to field [[Fallen]] against Dark Angels will be harder than capturing [[Cypher]]. *Speaking of fluff, seems like the 2nd company employs no Chaplains/Librarians/Techmarines within their ranks, as none of the bike-equipped versions of these HQs are in the codex. While from a fluff point of view, this is ok for techmarines because of the whole mars thing, and crunch wise it's ok for Librarians, (as otherwise they'd get both Ravenwing and Deathwing keywords) but neither makes sense for the Chaplain. The Legends rules have helped them a bit by giving them the jink rule (And even this doesn't help the chaplain with a natural 4++), but they'll never get any further support. *While you do get most of the toys normal marines have, Dark Angels miss out on some units like centurions, vanguard veterans, the thunderfire cannon, and most notably an interceptor aircraft. The Xiphon is an option, but get a second job as it's a Forge World model. *Everything that troubles codex marines applies here. Namely, detachments are hard to fill cheaply so CP will lower and marines are the most popular flavor of army, so every opponent will have some tools to deal with what you bring. *Prepare to be the abused eldest child of the Space Marine chapters especially in regards to updates, such as fewer psychic disciplines, less unit choices (as mentioned above), Weird rules that swap widely between being fluff friendly and not, and an unchanged unique doctrine with a very specific role which is now fairly pointless after a significant nerf to them.
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