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===Battle Brothers=== *'''Black Templar:''' Now part of Vanilla Marines, but don't stop there. Black Templars have gotten better now they have access to the new shiny stuff Vanilla gets. Plus they still kept some of their traditional feats (Land Raider Crusaders are still Dedicated Transports to Crusader Squads). Crusader Squads are the Beatstick, throw in some Neophyte with Shotguns and they can be both a Dakka and chopy unit. Combine this with the Flyers they have, it makes them somewhat a versatile ally choice. Although if you want pure melee punch, Blood Angels can do this better. Still, Black Templars are not a bad choice. *'''Blood Angels:''' Probably the best CQC Allies for the DA. A lot of their units are fast moving and hits foes really hard and they aren't bad at shooting. But in all honesty, we have a lot of options to gun Xenos/Heretics down dead, so you should just focus on stuff that rapes in melee and shit like that. Sadly, sanguinary priests blood chalice works only with BA units, so no FNP and Furious Charge to your Deathwing knights. However Shield of Sanguinius works with all units and Darkshroud gives Stealth to all friendly units, not only DA ones. So you can give all your army a nice +4 cover save. FNP Fearless Marines with 4++ save and maybe pseudo Fleet from Azrael are great also. *'''Imperial Guard:''' A great opportunity of mending the fails of your Codex. Forget flakk missiles, Dark Talons and Nephilim Fighters, just paint black a Vendetta, draw some feathers on the wings and call it Dark Vendetta, for instance. You can even take a squadron of 2 or 3. And,of course, you can take a blob of guards, join Azrael and have 30-50 miniatures with ++4 save, Fearless, and Furious Charge. Weeee! *'''Vanilla Marines:''' They're basically the exact same as Dark Angels: shooty and power armor. Hell, Greenwing are identical in points and near-identical in loadout. The new Codex brought in new units like Centurions and decent anti-aircraft tanks in addition to the units that Dark Angels couldn't get in the first place, like half-decent aircraft, masters of the forge, sternguard & vanguard veterans, ironclad dreadnoughts, scout bikers, thunderfire cannons as well as detachment-wide chapter tactics, all of which allows you to tailor any allies detachment to make up for any deficiencies in your own force. Or vice versa to make things extra interesting. Also, don't miss Chapter Master Smashbane, which is damn good HtH unit in Ravenwing and Greenwing. **'''Siege Assault Vanguard:''' actually a better choice for you than using the vanilla codex since there is less overlap with the things you can already do. As for the special siege objective; Dark Angels already have scoring bikes and terminators covered to secure that objective early so you can use the vanguard list to fill in the gaps with vehicle/dreadnought squadrons or extra Centurions if you were that way inclined. If you feel dirty about having to include an extra chapter just to get access to models you otherwise could not use (such as Stormravens / Ironclad Dreads) then just paint them Green anyway and use the sub-optimal Astral Claws tactic which is practically the same as greenwing anyway, though best use of the vanguard does depend on better tactic selections. **'''RavenGuard:''' Raven Guard deserve a special mention. Imagine taking a Librarius Conclave, giving them bikes and distribute them among your ravenwing squads. They will have a rerollable +2 cover save thanks to shrouded. Even their name combo well: Ravenguardwing! *'''Grey Knights:''' Generally the same as our Deathwing, except they're psychic-aholic rather than Gunzerker. We can bring Terminators as troops like they do, except theirs are basically cheaper unless they go overboard with them. Overall there are better options, but taking them can be fun if you're going against CSM and Daemons, so you can take on the Chaos Marines, and the Grey Knights can rape Daemons REAL hard! *'''Sisters of Battle:''' A surprisingly good choice fluffwise as well as crunchwise. Angry battle nuns fighting with angry battle monks? Looks like sunday school let out early this week. The current Act of Faith system and unit size requirements has made MSU and Immolator-spam viable strategies, both of which are solid choices for an allied detachment. For Dark Angels specifically they bring a lot to the table: strong mobile close combat, ally with sisters and bring Saint Celestine and some seraphim. The Avenger strike fighter is a good choice, as is the Exorcist. And lastly who doesn't want to get the Sisters chocolate flamers all up into our plasma peanut butter? Plus every Imperial ally wants to get their hands on the Dominions cover-ignoring Meltaguns, and now we can stick them in a Drop Pod, if a Scouting Multi-Melta Immoltator isn't good enough for you. *'''Skitarii:''' Early impressions show there's a good deal to like, Troop choices are decent with enough and the Vanguard's Plasma Calivers will make your Angel's giddy. The Elite and Fast Attack choices look like they'll play very nicely with your Ravenwing army being incredibly quick and can keep up with the advance of the army and able to move into a combat just as your bikes have hit and run. The Sydonian Dragoons especially seem like they'll mesh very well with Ravenwing. Heavy Support gives you a boon in the Onager Dunecrawler and its Icarus Array for 125 points gives you a Missile Launcher, a 5-shot Gatling rocket launcher and an Autocannon all with Skyfire, and if you don't have that Mortis Contemptor or Deredeo, this is a good looking budget option. *'''Space Wolves:''' New allies rules make Space Wolves battle brothers, and with the new codex we have some new synergies to consider. Lets see what wolfies offer to us: Jaws of the World Wolf is now Focused Witchfire, so a stasis grenade or five can help pick off those characters. Bjorn gives you +1 on the seize, which with Deathwing Assaults and Scouts moves could be important. Wolves also have cool new fliers, which have the same schitzoid loadout problems as Angels fliers but at least have Assault Vehicle. [[Deathstar Units|Azrael with 15 Blood Claws with 4++ save, Fearless and Furious Charge inside a Stormwolf]] is a thing that exists. They also have cheap servos with the possibility of taking one special weapon on 5 man squads, razorspam, scoring terminators with mixed arms, missile spam, divided fire and giant wolverine steeds. Pretty solid, but Dark Angels can achieve most of those things on their own, and instead of wolves have bikes which look less stupid in the future.
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