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Warhammer 40,000/6th Edition Tactics/Dark Angels
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===Melee Weapons=== Unlike [[Warhammer 40,000/6th Edition Tactics/Chaos Space Marines|some people who obviously do not exist]], your guys can get only one special melee weapon, so no claw/fist combo for you. Also note the lack of Storm Shield - this is why expensive and goofy Displacer Fields are your special wargear. Remember that your named HQs can't take these, and usually have some sort of special melee weapon anyway. *'''Power Weapon''' - Unlike other armies, a power weapon is actually a valid choice - not because its better, but because Dark Angels themselves are worse in assault. With fewer base attacks, the extra swing from a pistol/power sword often overcomes the other options in this category (would you rather have one AP3/shred attack, or two power sword swings?). *'''Lightning Claws''' - Not so useful on sergeants due to only one attack base, and not useful on HQ units, because they need something to pierce through 2+ armour to have a chance of winning in challenge. Carefully consider power swords instead, or an axe if you're expecting Terminator Equivalents. *'''Power Fist''' - Not as much of a must have as they were in 5th ed, and not recommended on non-veteran sergeants. Otherwise either this or power axe are obligatory choices for your warlord, as long as you face marines or orks. They continue to make great surprises for overconfident vehicle commanders... *'''Thunder Hammer''' - You're paying extra 5 points for a stylish power fist. Yes, it has concussive, but with an almighty S8 AP2 hit few things can survive to suffer from concussion. May be good against monstrous creatures, though, but again concussion only starts to kick after the first blow exchange. Most of the time, you'll see these on the special units that have something else going for them (like terminators with storm shields) or not at all.
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