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====Dreadnoughts==== *'''[[Dreadnought]]:''' You know them, you love them, but Dreadnoughts sure do love the changes! Being at 8 Wounds and Toughness 7 makes them bulkier than what they were the last edition and they still pack a punch. [[Awesome|4 S12 ATTACKS WITH NO -1 TO HIT MODIFIER!]] They also enjoy the changes to Twin-Linked Weapons, now being able to fire possibly up to 8 Autocannon shots, 2 lascannon shots or 3D6 Heavy Flamer shots. Now the classic dreadnought may see more light on the table as it will enjoy kicking ass. One of the few downsides of them is now you can't deep strike them in normal drop pods now, only in the Lucius pattern FW drop pod, but I'll take the buffs he got. ** Download the Warhammer Legends datasheet to get its old-school weapon options back. The Multi Melta and the Plasma Cannon are basically budget Twin Lascannons as the Lascannons are generally better, the Twin Heavy Bolter is usually inferior to the Assault Cannon, the Twin Heavy Flamer isn't so useful since you have to get down and dirty and could have 1 Heavy flamer underneath your fist and the Autocannons are again, budget Lascannons. So, take Lascannon or Assault Cannon for the main weapon if you have the points. Heavy Flamer under Power Fist is useful as well, assuming you have the points (you could keep the Storm Bolter is you wished). And finally, Missile? Cheaper than the Fist, but depends whether you want to go full-ranged, or hybrid. *'''Venerable Dreadnought:''' Similar to a classic dreadnought but with WS2+ and BS2+ and a new rule where it can ignore unsaved wounds on a 6+. Not too shabby. Apparently, something went wrong in the Codex where the Ven Dreadnoughts got demoted and [[Fail|they're only Deathwing and Inner Circle if we spend a CP.]] <s>Unless you use the Index Venerable dread which comes with the Deathwing keyword allowing it to benefit from Belial's rerolls, the Deathwing Ancients bonus attack and a bunch of other stratagems.</s> Not anymore since the legendary data sheets which is basically the index. Sigh. But otherwise, you get all this for only a slightly higher price tag. Oh, Yeah. Weapon options for the regular Dreadnought apply here too. *'''[[Redemptor Dreadnought]]:''' See GW Redemptor dreadnought store page, DA can take the primaris redemptor dreadnought. DA have plenty of solid dakka options, but this bad boy could actually be more effective for a few reasons. The Macro Plasma Incinerator is actually pretty awesome as you only take a Mortal Wound on failed Supercharged attempts and you have high Strength and AP. On the other hand, you have the Heavy Onslaught Gatling Cannon which is essentially 4 Heavy Bolters strapped together to form a weapon. Great for shredding Infantry. Also has [[Awesome|13 motherfuckin' wounds]] so he's a pretty sturdy Dreadnought. Nice One. *'''Contemptor Dreadnought:''' As per the new Codex, Contemptors are also an option for DA. They are an overall better regular dreadnought with a 5+ Invulnerable save, a stat line of 2+ WS and BS, more wounds, an extra point of strength and are overall faster until it takes damage, which will cause it to have the stats of a regular Dreadnought. By the time it reaches its lowest profile, the regular Dread would be dead so its stats get an increase no matter what. The only downside is that it has fewer weapon options (Multi Melta and +1 Strength assault cannon as its only shooting weapons) and no option for a Missile Launcher or Autocannon on other arm. *'''[[Invictor Tactical Warsuit]]:''' Dreadnought Lite—all the bulk, half the calories points. T6 and W13 help keep it on the board, and it doesn’t degrade until it’s down to 6 wounds. For firepower, it can take either an Incendium Cannon that’s basically a souped-up Heavy Flamer (12” Heavy 2d6 auto-hit S5 AP-1 D1), or a Twin Ironhail Autocannon (48” Heavy 6 S7 AP-1 D2) for shooting up heavy infantry. Backup weapons are a standard Fragstorm Grenade Launcher, a pair of Heavy Stubbers, and a Heavy Bolter that switches to Pistol 3 when enemies are within 1”. The only real way to take on vehicles (or, say, the occasional Bloodthirster) is with its Power Fist, which does 4 attacks at S14, AP-3, and D3. Finally, to get in position, it has the same Concealed Positions ability as Infiltrators and Incursors. **Best use of this is probably to give it the flamer option and use Concealed Positions to start it within 12” of some enemy infantry. Further, this unit packs 5 S14 Ap-3 D3 hits on the charge or when charged, and careful positioning will hamper monsters and vehicles running towards your infantry, which is just another reason to get it as close to the enemy as possible. **You could also give it the Autocannons and either leave it in your backfield for long-range fire support or use Concealed Positions to put it where it can pop shots off at targets who tried to hide and block line of sight. However, the rest of its weapons are oriented towards close-range infantry mulching, leading to the same issues as with the laser version of the Repulsor Executioner.
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