Editing
Warhammer 40,000/7th Edition Tactics/Dark Angels
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Tactics== Greenwing is now so much more attractive thanks to the Lion's Blade Strike Force and the benefits a Demi-Company gives you (BS3/4 overwatch? Well, shoot my monkey!). Ravenwing are awesome, with Relentless Grav-Guns and re-rollable Jinking. Shares the spot with White Scars for the most badass bikers in the Imperium, and they still have all their old tricks from the last Codex (Teleport Homers everywhere, a Land Speeder granting your units mobile Stealth). As a standard ravenwing boilerplate start with an Interrogator Chaplain on a bike with a shroud and mace of redemption. Then add a Ravenwing command squad at 6 men strong. Boom. A nice unit for moving around the board making plasma vapor and looking for a fight while your troops move into position. Deathwing are the only part of this equation that probably lost more than was given with the current Codex, no more Turn 1 Deepstriking, nor the ability to choose when you Deepstrike without rolling for it. You now have to take the Deathwing Strike Force detachment and the Ravenwing Attack Squadron formation or the Ravenwing Strike Force detachment for the latter ability. Still, the old stratagems work. ====Psychic==== The Dark Angels have access to almost all rulebook powers, their unique Interromancy discipline, and the 4 new disciplines from the Angels of Death Supplement. The final 4 are overpowered bullshit to get sales for GW, hm...that sounds familiar... Good choices are: *Interromancy: '''''WHY AREN'T YOU TAKING THIS?!''''' Seriously, the ability to permanently drop your opponent to WS/BS1? Turn rape machines like Marneus Calgar and Abaddon the Despoiler into wimpering, expensive paper weights that can do sweet fuck all? Want to punish armies with low leadership? Dark Angels are the masters of Psychic trolling, baby! If you really want to destroy your opponents special snow flake then use this and librarius and hope you get null zone to just ruin that HQ's day, good bye Calgar, its harder to do against someone like Draigo though so be warned. *Geokinesis: You can fucking move any piece of terrain around. This allows you to juggle objectives over to you. Thanks GW. *Technomancy: Get to take control of an enemy vehicles weapon for a turn (Funny as hell when you turn that Imperial Knight's Rapid Fire Battle Cannon on the enemy), and pull all kinds of buffs like restoring hull points, and increasing AV to make an AV15 Land Raider. Thanks GW. *Fulmination: Can give your Psyker a temporary storm shield, and allows you to literally trade places with any unit (friend or foe) within 24". Great for either springing a trap or pulling your guys out of one with another unit that can take the heat. An example of trading places to have a unit assault would be a Librarian and a Chaplain (optional) in one for example an Assault Squad, then if you have a Ravenwing Squad and scout the bikes first turn and move up really into the enemies face hope the Librarian using is both using Fulmination and rolled a 6 for one of his powers then switch the 2 units and watch your opponents face as they have a new Assault Squad to deal with, extra hilarious if you have a 10 man blob with 2 Eviscerators. You could even just have a 5 man squad with the Librarian and Chaplain (optional) along with the squad Sergeant take metla bombs and move the bikers near that land raider over yonder switch the squads...and show it your fun new toys... plus it does not matter which variant you use as long as the Chaplain (optional) is in their you are rerolling all failed to hits on the first turn of close combat. Speaking of the first turn of close combat did I forget to mention that you can still charge after doing this psychic power so yes your squad can now charge first turn into that land raider over yonder with your new toys and rerolls that should be interesting. *Librarius: It has a power that lets an entire unit re-roll saving throws. [[Deathwing|A T5, 2+, 3++ unit]] with that power on it will not go away and will kill everything in its path. Thanks GW. *Telepathy: Also an amazing choice, with the infamous Invisibility Power which you cast on your most important unit that the enemy cannot ignore, and Psychic Shriek also being a pretty damn good Primaris Power. *Divination: Equally tied with Telepathy for the second-choice discipline. BS2 Overwatch is fucking A already, and the Lion's Blade full BS overwatch is top notch. Adding re-rolls to hit from Prescience? Goodbye Genestealers, goodbye Ork boyz, goodbye Khorne units. Forewarning, Perfect Timing, and Misfortune are also awesome powers. Foreboding's full BS overwatch is literally useless if using Lion's Blade, but if you're using CAD or Unbound, then it's worth something. *Sanctic Daemonology: If you luck out and roll Sanctuary, you just may be able to get a 3++ with a Conversion Field, or [[Deathstar Units|cast with a unit of Deathwing Knights for a T5, 2++ unit.]] Hammerhand is good too. However, beware of rolling Perils on any doubles when trying to manifest powers!!! ====Army Variants==== *'''Land, Sea, and Air:''' A classic set-up from the 6th Edition Codex. 2+ squads of Ravenwing Bikes (1 Scouting up the field, the other Outflanking), some Deathwing Terminators, and Tactical Marines and Devastators lining up for long ranged support. This approach gives you speed and resilient units, precision deepstriking from Ravenwing Teleport Homers while your Devastators back you up with Missile Launchers, and your Tactical Marines take the objectives and dare the enemy to dig out BS2 Overwatching, Stubborn SPEHS MUHREENS. Hit them from the land (Greenwing), Sea (Ravenwing), and Air (Deathwing). A really good optional thing to do is to give 2 Bikers Grav-guns, and your sarge a Combi-Grave in each of your Ravenwing Squads since Bikers have Relentless. For 8 Melta bombs extra per squad, 9 shots that hit on 3s wounding on 3+ or 2+ and Concussing a Monstrous Creature before charging is damn well worth it. Even better if you concussed the MC as it was charging thanks to BS2 Overwatch. *'''FUCK YOU AND YOUR LOGIC:''' Literally take 1 Librarian on Interromancy on a bike, give him Shroud of Heroes and a Conversion Field, an on-foot Techmarine, and fill up the rest of your point allotment with Dark Talons and an Imperial Bastion with Comms Relay to hide behind. Pray your Librarian survives while staying out of LoS with a 2+ Cover Save. Keep the Techmarine on the Comm's Relay. Hopefully once you've survived to turn 2, roll some dice, look up, and smirk. Watch as fucktons of flying Vindicators that can potentially dish out the big "D" fly on and pulverize the shit out of the enemy. This is by no means tactically sound, and any enemy with decent AA (Tau) or Gunships (Vendetta Squadrons, Storm Talons) will smash your face in. Remember to play [https://www.youtube.com/watch?v=dWhtPByViJU this] if it works. *'''INVINCIBLE BAWKSES:''' Classic Dark Angle tactic, but now requires a character which costs almost as much as the Land Raider itself due to the loss of the Power Field Generator...simply grab Azrael, 2 Techmarines with 4 Servo-Arm servitors, and a Land Raider of your choice. Stick Azrael and the Techmarine in the Servitors and put them in the Land Raider. Watch the enemy struggle to put down a 4++ AV14 all around monstrosity that will repair any Hull Points and immobilizations/destroyed weapons and keep on rolling. For bonus points, grab a relic Spartan with Armored Ceramite and Flared Shield so the enemy will rage extra hard. Be mindful that this is expensive both IRL and on the table top so your enemy could also just subvert the INVINCIBLE BAWKS and go after the squishier stuff anyway. With the release of the new Space Marine psychic powers, add a Librarian with Technomancy and hope for Warpmetal Armour, so on top of everything else, you could turn this beast into an AV15, 4++, regenerating juggernaut that even Demolisher Cannons will have a hard time putting down. *'''Speeder Spear:''' 6th Edition tactic, made surprisingly delicious with the Ravenwing Support Squadron formation. **Fucktons of Ravenwing Support Suqadrons, with Darkshrouds. **For supporting Dakka, split some squadrons with Land Speeder Vengeances to coat your foes in steaming plasma. **CAD of Tactical Squads with Rhinos/razors to hold down any objectives, led by a cheap Librarian on Bike giving Prescience to your Land Speeders. **Considering the sheer amount of Typhoon Missile speeders you should be fielding (and if you're not then you're an idiot) you should have no problem glancing AV14 vehicles to death from the other side of the board. [[Category:Warhammer 40000 Tactics(7E)]] [[Category:Dark Angels]] {{Warhammer_40k_Tactics}}
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information