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====Regular==== *'''[[Aggressor]] Squad:''' You get access to these and can stand in for the Centurions you don't get. They come stock with auto boltstorm gauntlets and a frag grenade launcher, or you can trade all that in for [[Starcraft|Firebat]] pattern flamestorm gauntlets, which is a pair of flamers. Combine either with the ''Fire Storm'' special rule which lets you shoot twice, re-rolling ones, if you don't move ''(including in Overwatch, which is just plain scary when combined with the flamestorm gauntlets)'' and put out a <u>lot</u> of short-ranged firepower; a '''minimum''' sized three man squad throws out 36+6D6 S4 bullets or 12D6 S4 flame autohits in a single round of shooting if they don't move. They've got Gravis armor, which makes them T5, move 5", take up two spaces in a Repulsor and come with Power Fists for when they get close. Then there's ''Relentless Advance'' which lets you advance and fire assault weapons without penalty ''(this has no effect on the flamers, as they autohit anyway).'' This means when you do decide to move them you might as well run as far as you can since all of their guns are assault. Run and gun for the Lion! **Aggressors are also strong at the front of your army for discouraging/punishing Deep Strikers. If you go 2nd, and someone deep strikes nearby, the Aggressors will count as having not moved. Pop the Auspex Scan so you can shoot the deep strikers, and shoot them twice due to Fire Storm special rule. **The default bolter/frag loadout receives the most benefits from the built-in rules, especially ''Grim Resolve''. As mentioned earlier, flamers hit automatically so there is no gain from advancing; but conversely, with such a short range you are likely to be moving most turns so there are fewer opportunities to double your shooting output. ** Run a squad or two of these bad boys, supported by Azzy for rerolls to hit and a 4++. Add a Chaplain rap battling Stoic Prosecution so they can move and still fire twice with the effects of the Chaplain. Not to mention the extra 3" of range for being in the Heavy Doctrine. *'''[[Apothecary]]:''' Now a Character running on his own. Doesn't give out Feel No Pain, but if he's within 3" of a same chapter Infantry/Bike at the end of the Movement phase, he can heal D3 wounds on a model. If no-one's wounded, he gets a 4+ chance to [[Awesome|bring 1 dead model back to life with a single wound,]] but if he fails, he can't do anything else that turn. Can't swap out his weapons, so he's stuck with a bolt pistol and chainsword, but that means they can hit his melee opponent about five times across several phases if you need him to. **'''[[Primaris Apothecary]]:''' 13 points for +1W and improved pistols: the reductor pistol, which is a 3" S4 AP-3 D2 pistol, and the Absolvor Pistol, which is 16" S5 AP-1 D1. He's meaner than the Deathwing Apothecary because he can use those pistols in combat in addition to his attacks though he still has no business being in combat. He'll do just fine popping off shots with his pistol and keeping nearby units alive. ***Probably the least useful Apothecary to Dark Angels, due to his limited deployment options: he can’t fit in any transport other than a Repulsor. He also can’t Deep Strike ''(either as a Terminator or in a Drop Pod)'' or move quickly ''(with a Bike)'' all meaning that if you take him, he’s probably going to be clinging to your other Primaris Marines, potentially far away from your Deathwing/Ravenwing or your special characters and veteran squads who would benefit from him more. *'''Company Ancient:''' The old banner bearer, now an independent Character. The banner adds +1Ld to any Dark Angels Infantry units in 6". If a model from the Chapter dies in 6", you get a 4+ chance for them to get off one more round of shooting or close combat right there and then, before your opponent can move on to something else. Note that this only affects models in the bubble, not units, so be mindful when picking who dies. It also sadly doesn't affect bikes. Note that this is a similar ability to what Ezekiel has, although the Chief Librarian's one works automatically but only in the Fight Phase, whereas this works half the time, but in either phase. The Ancient comes with a bolt pistol that you can swap for a different pistol, combi, or melee weapon. Out of phase shooting is great, especially if it lets you put two fingers up to the guy that killed you. ML/Grav/Las/Multi Melta Devastators can still earn back their points with a lucky shot, also vets with combi-plasma that killed themselves due to overcharge can fire again; combined with weapons of old age, bye bye [[Fallen]]. **'''Chapter Ancient:''' Dark Angels have now been given access to the Sacred Standards again, which is basically an upgraded version of the regular company standard, doing everything that a Company Ancient can do but granting those marines WS 2+ or BS 2+ when they get their free attacks before they die. This is still a power armoured marine, so he is allowed to swap his bolt pistol from a weapon from the regular lists. **'''[[Primaris Ancient]]:''' Same as a Company Ancient, but with +1W 1+A. Comes with a bolt rifle in addition to the pistol, and can't ride anything other than a Repulsor or swap his wargear. *'''Company Champion:''' Like the champions of vanilla Marine chapters, you can buy a combat shield to have access to a terminator-level invulnerable save, and unlike them, you get the superior Blade of Caliban. His price is a mere 44 points ''(the Blade of Caliban is free, the only extra cost is the Combat Shield)''. Compared to the other DA champions, you can have multiple of them in your army, and you can ride in most of the transports, taking up only a single space. The other choices might beat you in mobility (teleport strike, or the bike's sheer speed), and the Ravenwing champion is also superior at ranged combat, but he is the most cost effective way of including a character mulcher in your army. In fact, for 44 points, this is point-for-point the most effective model in the codex. A real bargain. **In an example of GW [[Fail|fail]]ure, the Codex does include points values for a "Chapter Champion", although the datasheet doesn't exist... but clearly someone in the design team uses a lot of CTRL-C, CTRL-V without paying attention. This is FAQed; you can ignore the chapter champion. **A good and fluffy model to use for this guy, if you're willing to snort resin, is the [https://www.forgeworld.co.uk/en-US/Dark-Angels-Legion-Praetor-2019 Forge World Dark Angels Praetor] *'''Company Veterans:''' Your most flexible unit, as they can be configured any way you want. Besides that, the squad can be equipped pretty much any way you want, just bear in mind that Storm Shields won't help against mortal wounds. Every veteran has access to the ''Melee, Pistols, Combi-weapons'' and ''Special'' weapons list if they swap their standard Bolt Pistol or Chainsword and one can take a heavy weapon (FAQ). Though with the changes to Combi weapons firing infinitely for only 2 points more than the base weapon, there will never be any need to choose a regular special weapon anymore, ''EVER''. These guys can do the old "Look out, Sir!" rule which lets them intercept a wound from a character within 3" on a roll of 2+ in exchange for taking a mortal wound. However they kinda suck for protecting anything that isn't Green Wing. As they lack options for Bikes and Artificer Armor that their equivalents from other chapters get. **What's interesting about the Dark Angels version of Company Veterans is that they may also take Combat Shields ''(for only 1 points each!)'' granting them a 5+ invulnerable save <u>on top</u> of their regular gear, rather than having to swap out their chainsword or bolt pistol. So it can be a good and cheap way of granting them a modicum of additional protection without sacrificing any combat effectiveness so go for it. **In a nice touch from the FAQ, one Dark Angels Veteran may take a weapon from the Heavy Weapons list, something other chapters can't. Note they can still take other options, so stick a flak board on that that Grav Cannon and get an invulnerable save. **If you found the Black Templars' las-plas Crusader spam tempting, go nuts with 2-men Veteran squads, toting both a heavy AND a special weapon. **Dark Angels never had access to Sternguard/Vanguard, and now there is practically no loss. The individual veteran costs exactly the same in all cases, but if a Sternguard swaps his Special Issue Bolter he loses the benefit of his ammunition. Where the Vanguard just get access to Jump Packs and one Relic Blade. But with access to more options for yourself, Dark Angels no longer have to feel like they missed out on something. ***Don't bother using them to protect your Warlord if not Green Wing. Combat Shields are nowhere as good as actual Storm Shields. They are best used as a scalpel to table units that you want removed from the table. So kit them out, load them up in a Rhino or Razorback. Add an HQ or an Elite independent character or two for some shooting, melee or vehicle repair buffs, and have them hunt down the most dangerous targets instead.[[Derp| Just remember to choose an IC that can actually upgrade their guns and melee weapons to something better.]] Company Veterans however present some of the very few ways for DA to shrug off sniper fire, in particular, the sniper fire of the Vindicare Assassin, whom otherwise ignores invulnerable saves and is -3 ap (and ignores modifiers to hit, like those from the Shroud of Heroes). However a Land Raider (ie. Deathwing) or Jink for Ravenwing character is better for DA. Which begs the question. Why are you wasting points on non-shooty HQ's instead of Dakka boosting (Master, Lieutenant, Azrael, etc.) Greenwing characters? ***TLDR version: Along with Hellblasters and Devastators, Company Veterans carve out a niche as a unit for spamming Plasma. Yes the guns of the other two units have longer range and have higher damage potential. At twelve inches your Plasma guns will keep the heat off troops. Allowing them to defend objectives. Unlike Ravenwing Black Knights and Deathwing Company Vets are a lot more expendable. Though if you don't like Plasma spam why are you playing Dark Angels in the first place? *'''Imperial Space Marine:''' ''(Warhammer Legends)'' Dark Angels finally get access to this newly lone wolf killer that was restricted to us before 8th. Compared to an average Tactical, he's gained 3 extra wounds, 2 more attacks, and one extra Ld point. But it's his disintegrator combi-gun and disintegrator pistol you should watch out for. They're only 18" Rapid Fire 1 and 9" Pistol 1 (respectively), but with S5, AP-3, and D1d6 (basically a higher damage combi-grav and grav pistol), they have the potential to fuck up a lot of units if it manages to wound them. Fun idea: surprise an enemy who thinks being only armed with a CCW will leave you weak in assault with that pistol of yours. *'''[[Reiver]] Squad:''' They have a heavy bolt pistol with -1 AP compared to a normal one and a combat blade that functions identically to a chainsword and can be traded for a bolt carbine, but their main draw is their Shock Grenades. They're Grenade d3 weapons that don't deal direct damage, but instead disable the Overwatch of INFANTRY they hit in addition to penalizing their hit rolls by 1. This added advantage in the Fight phase works well with the Reivers' Terror Troops rule, which reduces the Ld of all enemy units within 3" of any model in the Reiver Squad by 1. As a result, they can debuff the Ld of units they're not actually in combat with, which can lead to a nasty chain reaction if they're stationed near units that are already likely to break in the Morale phase. They're also the cheapest of the Primaris Marines Elites so far by a long shot as well. They can also buy grav chutes which lets them deep strike anywhere more than 9" away from the enemy. Alternatively, you can buy grapnel launchers, which negate vertical movement when calculating how far Reivers can move and allows for them to Outflank. **The batman melee specialists of the Primaris Marines have some steep competition in the Dark Angels slot and are unfortunately beaten in almost every regard due to them not really benefiting from any special rules inherent to Dark Angels and the fact that you will almost certainly be taking something else because you are ''playing'' Dark Angels. Yes, they are a melee unit that can Deepstrike/Outflank, but you have Deathwing for that. Yes, they are kitted out for mobility, but they won't really benefit from ''Grim Resolve'', and you have Ravenwing for outmaneuvering your opponent. However, Reivers ''do'' make excellent shock troops for supporting something else. Their Leadership debuff stacks with the Eye of the Unseen and interrogator chaplains, and will assist with several of your Interromancy psychic powers, while their ability to nerf overwatch will allow consequence free charging of enemies with other heavier units. *'''[[Servitors]]:''' Cheapest model in the game, at 2 points. WS5+ and BS5+, or 4+ on both if a techmarine is nearby. They no longer help you repair stuff and at T3 they will fall over in a stiff breeze. They come standard with a Power fist, so without a techmarine they hit on 6's in melee. Hurray. 2 of them can take a heavy weapon, but since you're paying space marine prices on the weapons this gets expensive fast. A unit of 4 with 2 heavy bolters is still fairly cheap at a little over 50 points, but consider the fact that you need a techmarine close by AND need to stand still to hit anything AND your opponent can now split fire a few guns to take them out quickly that's just 50 wasted points. To bad you can't leave the servo-arms at home as the 2 servo arms cost almost half the points of the unit. With that in mind. You have better things in the Elite Slot if you pine for walking death machines. With that in mind, keep your eyes peeled for the sections below this one.
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