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===Dedicated Transport=== *'''[[Rhino]]:''' Your standard transport. As vehicles now take some dedicated effort to get rid of them it is now viable to park it in front of the enemy loaded with assault troops and weather a turn of shooting before charging out. Just don't forget to fire those smoke launchers! It repairs itself every turn, which is nice. A good CC unit to troll enemy shooting units once it is empty as they will need to spend a turn falling back instead of shooting or stay in combat and put effort into destroying it. If you can, take the Razorback since it has much more firepower for a little extra cost. A side note on characters, since transports can now have multiple units inside them it may seem like a nice idea to put Azrael in the same rhino as his company veterans, but if a transport is destroyed you roll a dice for every model inside and on a 1 that model is [[FATAL|SLAIN]], no saves, so be very careful of putting characters in transports. (This is not quite correct, you roll a dice for each model in the transport but you are free to assign wounds to whichever model you want. As long as Azrael isn't in there on his own then everything should be ok.) Be careful about getting your transport mobbed. The disembarking unit has to be placed before the transport is removed so if the Rhino is destroyed whilst completely surrounded then everyone dies. You also can't just drive out of trouble anymore. *'''[[Razorback]]:''' Your transport for small units, but mostly just fire support as it is a cheap platform for a twin heavy bolter. As any unit can now use any transport you can use this to 'save' a depleted assault unit or ferry a unit to an objective. 10 assault Marines without jump packs down to 3 guys? Rush the Razorback in and fall back inside the transport to keep them safe from destruction. And rush out the next turn! The same warning about characters applies here also. **What you really want a Razorbacks for are its guns. Replace the twin Heavy Bolters to support the squad you put in it. Plasma Company Veteran squad? Pick the Twin Plasma gun+LC for a total of fourteen plasma bursts and one extra S9 shot. Need to support your Plasma Cannon/Las/Grav Devastators? Twin Lascannons/Twin Assault Cannons can lay down the fury. Add a Storm Bolter and a Hunter Killer missile to aid in your alpha strike. Give the sixth spot to a Techmarine for a Conversion Beamer or a Servo Harness to make sure your Razorback lasts more than one turn. If [[That_guy|anyone]] complains, remind them that GW said that transports can hold more than one unit each. *'''[[Drop Pod]]:''' It grants a unit deep strike. That's it basically. No longer allows you to air-drop dreadnoughts, so you'll have to use the FW Lucius Pattern pod for that. It does allow mixing of units in 1 drop pod, so you can put 5 assault marines, 4 company veterans and a chaplain inside a single drop pod. You disembark immediately, so no risk of dying when the drop pod is destroyed. You can add a deathwind launcher for some added short-range firepower but as you deploy 9" from the enemy with a 12" range weapon you may have a hard time finding targets after the first shot. Also, the Storm Bolter gives you 4 shots at 12" so D6 shots at +1 Strength is probably not worth it. You cannot embark again, unfortunately. It seems a little expensive at 85 points (for Storm Bolter, 87 for Deathwind Missile Launcher), and with Tactical Reserves nerfed by the Big FAQ 2 2018 so that they can no longer arrive on turn 1[https://whc-cdn.games-workshop.com/wp-content/uploads/2018/11/warhammer_40000_the_big_faq_2_en-2.pdf], Drop Pods are primarily a question of taste rather than efficiency. **You can also just deploy the drop pod in your deploy zone in this edition. Deep striking is optional. They still can't move, but it's pretty easy to cover an objective with a drop pod and they are really cheap for how durable they are. *'''Land Speeder Storm:''' Now you can taxi your Scouts and get them out of hot zones, reposition to more tactical places or just support an Alpha Strike with Scouts and Bikes. It doesn't have the Jink rule like your other Land Speeders. However, you are not taking it for that. The Land Speeder Storm's purpose is supporting your Scouts. Such as carting them to the objective or driving Shotgunners into range for maximum damage. *'''[[Repulsor Tank]]:''' Holds 10 Primaris Marines (models with Gravis armor count as 2) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. While it can be built to be a veritable battle tank in its own right, it is a heavy point sink and requires support to get the most out of its statline. As most of its anti-tank damage comes from having the potential to equip the equivalent of four lascannons, it might be best to aim for a mixed build to capitalize on its potential to melt hordes and severely damage vehicles. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you're probably better off taking a Land Raider variant. Though it does come in cheaper than even the basic Land Raider. It also has the FLY keyword with all of it's dis-/advantages (Advantages. Let's not kid ourselves. Next to no one invests in anti-air. It's really not worth it in 8th Edition.) Using the "Weapons from the Dark Age" stratagem, the Repulsor can transport (10) Hellblasters, and easily drop them off within rapid-fire range, dealing absurd amounts of damage, especially if supercharged. That's (20) S8 -4AP 3D shots at 15". Also consider substituting a couple of Hellblasters for the Gravis Captain and/or a Stalker Boltgun Primaris Lieutenant for rerolls of 1 for hits, wounds, or both. Scary. *'''[[Impulsor]]:''' The inbred spawn of a Razorback and a Repulsor. Has 1 more wound than a Rhino and can be upgraded with a 4++, but lacks Self-Repair and Smoke Launchers. Comes stock with two Storm Bolters with the option of taking Ironhail Heavy Stubber and swapping the storm bolters for fragstorm grenade launchers. 14" movement and FLY, combined with the ability to disembark a unit after moving and the penalty to enemy charges that the Repulsor also inflicts makes the Impulsor one of the better transports... in theory. In practice: **It has a transport capacity of 6 but can't carry JUMP PACK or GRAVIS models, so it's only good for moving MSU squads. **Passengers can't charge after it's special disembark, so it's no help for assault armies. **So, what is it good for? ''Hellblasters.'' Whack 5 of them and a Captain into this Primaris pick up and enjoy your 38" rapid-fire threat range. **It can take the following upgrades: ***'''Shield Dome:''' A 4++ invulnerable save. Generally, this is the one you want. ***'''Ironhail Skytalon Array''': The cheapest way to field it. Two more heavy stubbers that get +1 to hit and to wound if they target a flyer, and -1 if they target anything else. Only use if you expect to be up to your armpits in flying enemies or to skimp out. ***'''Bellicatus Missile Launcher:''' Yep, it's a missile launcher. Could technically work as a knockoff Whirlwind, but an actual Whirlwind would probably be better. ***'''Orbital Comms Array''': The orbital bombardment you know and love from the Damocles Rhino and the Stratagem. One use only, but being able to crap out mortal wounds wherever you like is still nice. As long as you can keep it alive to use it, of course. ====Forge World==== *'''Lucius Pattern Dreadnought Drop Pod:''' It's a drop pod...for dreadnoughts. Stats are a little better, but it lacks weapons entirely. Good for delivering dreads right into multi-melta range or putting Leviathans into a good position for a charge. Noteworthy that this transport doesn't restrict against the primaris dreadnoughts, so your redemptors are allowed in too. **Can also use this to deep strike Dreads with Auras to get their auras where you need them, like the Chappy Dread (+1 strength aura) or the Atomantic Pavise on the Deredeo Dreadnought (5++ aura). **You can also just deploy the drop pod in your deploy zone in this edition. Deep striking is optional. They still can't move, but it's pretty easy to cover an objective with a drop pod and they are really cheap for how durable they are. *''' Infernum Pattern Razorback:''' A Razorback with a Multi-Melta. Don't forget it gets -1 to hit when it moves.
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