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===Deathwing Knights=== [[File:Deathwing Knight.jpg|right|220px|thumbnail|Fucking Deathwing Knights...]] You thought normal Deathwings were bad. Oh boy, you do NOT want to meet this badass bro-force in battle, ''ESPECIALLY'' if you are part of the [[Fallen Angels|Heretic Astartes]]. Deathwing Knights are fierce warriors with ridiculously over-the-top armor that it loops all the way back to [[Awesome]]. These are the elites of the elites who are part of the fighting organization of the Dark Angels and their successors' Deathwing units. It is said that in them lives on some semblance of [[Lion El'Jonson]] himself and they embody his silent strength. These veterans are the most trusted and experienced warriors of the Deathwing and make up the Company's own exclusive Inner Circle, learning the some of the hidden truths of the Unforgiven. Deathwing Knights are garbed in long robes, hold huge storm shields, and are most commonly armed with [[Power weapon#Mace of Absolution|Maces of Absolution]]. The squads are themselves led by a Knight Master, who wields the Flail of the Unforgiven. Deathwing Knights are also frequently accompanied by [[Watchers in the Dark]]. Deathwing Knights are considered as the Dark Angels answer to close combat superiority. As most Dark Angel players should tell you, it is essential to have at least a couple of Deathwing Knights to cover the rear as the rest of your forces spray a unholy amount of [[Dakka]] and plasma from far away. In previous editions, Deathwing Knights were the monsters of Dark Angels' CQC specialists. However by 8th edition, they got hit with a [[Nerf]] bat to some decree. On one hand, they lost a whole bunch of special rules including the Fortress of Shields ability. On the other hand, they are still extremely beefy and ''scary'' close combat monsters. Their Maces of Absolution are still terrifying, striking at S8 AP-2 and doing THREE damage each, basically losing out to Thunder Hammers by a point of armor penetration but with no drawbacks to accuracy. Plus they have an extra wound for being Terminators. [[Awesome|This means a squad of these guys can theoretically take out any high value target in one turn of combat.]] Unfortunately, their number of attacks are rather lacking and since damage does not carry over from dead models, it makes these Knights exceptionally vulnerable to being [[Tarpit|Tarpitted]] by a horde of cheap GEQs. [[Derp|Which is odd,]] since in previous editions, these guys ate GEQs like a [[Mawloc]] chowing down on some [[Meatbread|squishy Guardsmen.]] As such, the Knights require far more assistance from other Dark Angels troops rather than being a one-squad army all by themselves. In a nutshell, the Deathwing Knights are still the elite choice for the Dark Angels. They are just far more effective being synergised with other Dark Angels troops that deal with hordes like the [[Mortis Dreadnought]] for example. While only okay in 8th edition 9th edition makes these guys ''Insane''. While their offensive potential isn't that much greater (all they got was an upgrade from 3+ Ws to 2+ Ws) They're (along with regular Deathwing terminators) ridiculously durable due to their rule that prevents anything from wounding on better than a 4+ (and an extra wound like all terminators this edition. That means they essentially treat everything from Assault cannons to Volcano lances as plain old boltguns. They additionally have access to a special ancient banner that can subtract 1 from damage. All these buffs combine with the 1+/4++/6+++ granted via their storm shields and a nearby apothecary make for a squad that's nigh impossible to kill.
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