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====Deathwing==== Your Deathwing Characters have the Command Squad rule as well, meaning they don't take up a Battlefield Role (Force Organisation) Slot if you have at least one unit of Deathwing Command Squad. *'''Bladeguard Ancient:''' Gains the Deathwing keyword. *'''Bladeguard Veteran Squad:''' Gains the Deathwing Keyword. Anti-MEQ and below only, as their lack of upgrade options and Sx2 makes them inferior to other Deathwing. Decent space filler if you need to complete a Vanguard Detachment but that's about it. *'''Terminator Ancient:''' Gains the Deathwing keyword. He has unique wargear options; He comes standard with a storm bolter and powerfist, but the powerfist can be swapped for a chainfist or both weapons can be swapped for two lightning claws or a thunder hammer and storm shield so he can pull his weight in a fight. *'''Terminator Squad:''' Gains the Deathwing Keyword. Though they lack the flexible loadout of the exclusive Deathwing Termies, you keep the Teleport Homer, allowing you to suddenly-grab objectives if you run a mono-DW detachment. Though they lack plasma cannons, you can still park them somewhere for a sudden snag. *'''Terminator Assault Squad:''' Gains the Deathwing Keyword. Though they lack the flexible loadout of the exclusive Deathwing Termies, you keep the Teleport Homer, allowing you to suddenly-grab objectives if you run a mono-DW detachment. Unless you really need the Homer, just use the Deathwing Knights instead to be honest. *'''Relic Terminator Squad:''' Gains the Deathwing Keyword. Grim Resolve, Inner Circle, and Objective Secured makes them competitive to the DW termies, with the addition of holding equipment that you can't replicate elsewhere. *'''[[Deathwing]] Terminators:''' Elite Terminators with Inner Circle and the ability to customize their loadout to suit your needs, all while being as expensive as assaults. Starts off with the standard Terminator wargear (Storm Bolter and sword for the Sergeant, fists for the Terminators). Any Powerfist can be replaced with a Chainfist (Sx2, AP-4, Dd3, becomes D3 against Vehicles), and 1 in 5 Terminators can swap their storm bolter for an Assault Cannon, Heavy Flamer, or Plasma Cannon, or take a cyclone missile launcher. Where they differ from the regular Terminator Squad is the ability for ANY number of models to swap their Bolter and melee weapon for two Lightning Claws or a Thunder Hammer and Storm Shield. Finally, they can take a Watcher in the Dark to gain a once-per-battle Deny the Witch chance as if they were a Psyker. They do not have the Teleporter Homer available to vanilla Terminators, but their cost makes them an ideal competitor for troops. ** Starting with a ten-man squad, you can then combat squad them into a five-man Assault Squad and a Five-man Terminator Squad with two heavy weapons. **Assault Cannon vs Plasma Cannon vs Cyclone Missile Launcher: Both Cannons now cost the same for Deathwing Termis. While Cyclones are the most expensive option, their versatility makes them the better choice. Assault Cannons will always have the same damage output regardless of how many targets their shooting at. While Plasma Cannons get their full amount of shots if they're used against squads of 6 or more. Frankly, Plasma Cannons are better used elsewhere in the army when you needn't spend CP to make them hit at full BS. Cyclones with their two profiles get the best of both. Krak Missiles are close enough to overcharged Plasma Cannons that you will hardly miss them. Nor do you lose out on Bolter Discipline as they get to keep their Storm Bolters. *'''Deathwing Command Squad:''' Those same dudes written above, but with three main differences; unit size of one Sergeant and 1-4 Terminators, one squad can be taken without using an Elite slot if the detachment also has a Dark Angels Captain, and Dark Angel Characters with nine or less wounds (i.e. all of them) within 3" cannot be targeted by ranged attacks. **This is a quite interesting unit, that with the new way of how Look Out, Sir! and Bodyguard work, they can help you characters to survive longer, even just one single model of this squad can protect them in any possible case. And if you do not use Characters near them, it is still a possibility to add a small number of Terminators (they cost a little more, but obviously even a 4 men squad is cheaper than a 5 man squad, with a difference of just 2ppm). *'''Deathwing Knights:''' The premiere Terminator Assault Squad. One Master and 4-9 Knights all with storm shields and WS2+. The Master has the unique flail of the unforgiven, striking at S+2, AP-3, D2, and any excess damage is carried over between models in the target unit. So rather than killing three W1 models at most, you can now go up to six. The Knights mace of absolution is also brilliant, Sx2, AP-2, D3. That's it. It's a thunder hammer sacrificing a point of AP in order to avoid the hit roll penalty. The unit can also take a Watcher in the Dark, allowing you to attempt to deny a psychic power once per battle, and re-roll the deny the witch test if the caster is a Chaos model. ** These guys are great but do need some support from Characters. An Interrogator-Chaplain will make them even more deadly with his rerolls and if you don't mind the investment, you could get a Deathwing Ancient to follow them too. All of the above can teleport in together, or you could fit them in a Land Raider Crusader/Redeemer or a Storm Raven for more mobility and firepower support. Once they're in combat, they're almost certain to kill anything in front of them but getting there first can be a tad difficult by themselves. ** Consider running a Librarian with the knights. Righteous Repugnance gives you re-roll to hit AND to wound, which is actually better than the chaplain's aura! Just remember, casting isn't guaranteed to succeed (unlike the aura, which is always on) and even if you pass, your opponent can attempt to deny the power with a psyker of their own. *'''Deathwing Champion:''' The 1st Company Champion is still here, but a wee bit schizophrenic. The typical Martial Superiority (fights first against Characters) and Honour or Death (6" heroic intervention towards Characters) is well and good, but their unique halberd of Caliban wants to fight blobs; S+3, AP-3, D2. The Halberd gives the champ 3 extra attacks as long as an enemy unit with 10+ models is in engagement range- those attacks must target that unit of 10+ models. Still, as a Company Champion, he has WS2+, A4, a 0-1 per-army limit, and he can still have the Chapter Champion upgrade but cannot have the Blade of Triumph. **In terms of close combat damage against lone characters, the three Champions fall pretty close to each other. The Deathwing Champion has one higher AP, but often a character has some form of invulnerable save, that will make AP less of a concern beyond 3+. The deciding factor will be mainly their prices and the rest of the army; you can field almost 2 Company champs for the price of a single RW/DW champion. However, it would be a waste of a Rhino/Razorback trying to keep up with a RW HQ and pairing the Greenwing champion in with guys in Termi-armor would just look ridiculous. **If for some reason you really want his 2+ to wound against MEQs again, pair him with a Chaplain Dreadnought. Be mindful of the cost, though. **Does face a bit of competition from other Deathwing characters (despite being a similar point price) and without actually being an HQ. The lack of any shooty weapon also hurts (admittedly shooting isn't the Deathwing's main job but a Storm Bolter couldn't have hurt to have). *'''Deathwing Apothecary:''' It's an Apothecary in Terminator armour, need more be said? Yes? Fine. Combat Restoratives heals one friendly Dark Angel Infantry or Biker unit up to d3 lost wounds and the Narthecium gives you a 6" ignores-lost-wounds-on-a-6 aura. Reviving one fallen model has been shunted to a stratagem, but he's still an Apothecary model and the Chief Apothecary upgrade is rather excellent. He comes with a storm bolter for four bolter shots at 24" range, but has no melee weapon meaning he really doesn't want to be there. **The challenge to viability is that he doesn't heal anymore than a regular Apothecary, yet costs more, and since the cost of the Apothecary limits your inclusion of other models (because you could buy them instead), he has to heal a lot more to justify himself. That cost does buy him more durability though since the 2+/5++ is way better than what a standard apothecary has in addition to more wounds. **The problem for this chap is that the Ravenwing Apothecary is just better, it's faster, more shooty and is arguably more durable. He also has Inner Circle, so you can take him in a DW Vanguard detachment with no penalty.
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