Editing
Warhammer 40,000/8th 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!
===Dark Angels Exclusive=== *'''Deathwing Assault (2/3CP):''' Used when a friendly {{W40kKeyword|Deathwing}} unit is set up on the board from Teleport Strike. If the unit contains 5 or less models it costs 2CP, if it contains 6 or more it costs 3CP, so most cost effective on [[skub|10-man deathwing squads]]. This unit can immediately make an out-of-phase shooting attack that does not count toward the Shooting Phase. A bit overpriced considering Deathwing can really only bring stormbolters and one or two assault cannons or cyclone missile launchers, but it can be useful for clearing out some bubblewrap if you get the jump on someone. Strategy: A 5 or 10 man Deathwing teleport in, clearing the bubblewrap, for other units can deepstriking closer to the main targets IN THE SAME TURN. ** Measure its cost against the enemy you want to get rid of. At best you'll get 40 bolter rounds + 2D6 frag hits from a full squad, producing roughly 15 armor saves against T4 opponents and 21 against T3 ones. This can open up enough space for your Inceptors or a smash-captain. ** This thing worth its weight in gold against pesky T'au drones and their savior protocols - clean them off table before your shooting / psychic phase, then your big guns' shot won't be wasted. **Remember that you can use combat squads to split a 10-man into a 5-man, and in doing so, can put all the heavy weapons in a single 5-man unit. So you can get 2x plasmacannons or assault cannons into a single drop at the 2cp level. **You can also take advantage of the Land Raider Prometheus, combat squad up your heavy weapons, and then fire twice for 1 command point. Although, it is annoying keeping your warlord in a transport when he is likely needed buffing and adding to the ensuing combat. *'''Fortress of Shields (1CP):''' Used at the start of the fight phase. If a Deathwing unit contains at least 3 Storm Shields, all attacks suffer a -1 to wound modifier against that unit. This is better than what the Deathwing Knights had as -1 to wound affects more Strengths. Imperial Knight with a Reaper Chainsword? Wounding on 3+. MEQs without Strength boosting melee weapons? Wounding on 5+. With this, you're never wounded on a 2+ (unless the enemy has a way to add a positive wound modifier) and you'd have to throw at least a S8 weapon to be wounding on a 3+. This is [[Awesome]], but becomes pricey if you want to use this for 3 or 4 consecutive combat rounds. Very good considering that the best weapons against storm shield termies are massed attacks like Orks or Gaunts, with S3-4. Generally best used against huge numbers of attacks since the Deathwing Knights usually survive and kill whatever they're against in combat and they have 3+ Invulns to stop less voluminous but more potent attacks.. *'''Hunt the Fallen (1CP):''' Used before the battle starts. Pick an enemy {{W40kKeyword|Character}}; it gains +1 Attack but all Dark Angel units re-roll all failed hits in Close Combat against them. In addition, all {{W40kKeyword|Deathwing}} and {{W40kKeyword|Ravenwing}} units re-roll all failed charge rolls against that character. May wanna be careful who you give to. Someone such as Ghazghkull would love an extra attack, so this is best used on a character that is a pain in the ass to deal with, but isn't so good in combat as the other boosts are [[awesome]]. Tricky, because the characters against which you actually need this bonus are exactly the characters that you don't want to get an extra attack. **Ideal target is on that will be close to the front of their deployment, so you can use it for securing charges via deep strike units. As long the character in question is eligible to get included in your charge, re-rolling charges is awesome. You can combine this with the Inner Circle stratagem below, to allow Dreadnoughts arriving in Lucius Pattern Dreadnought Drop Pods to have a more reliable charge. *'''Inner Circle (1CP):''' Use this before the start of the game; target a {{W40Kkeyword|Dark Angels Master}}, {{W40Kkeyword|Dark Angels Dreadnought}} or {{W40Kkeyword|Dark Angels Land Raider}}. They gain the {{W40kKeyword|Deathwing}} ''(important for interacting with characters and banners)'' and {{W40kKeyword|Inner Circle}} keywords. Ven Dreads do exist, but it could always be used on a Redemptor or a Contemptor. As for Land Raiders, they don't like combat, so ancient abilities don't really affect them, and as for shooting, Belial already gives a re-roll 1s aura, but full re-roll for models with the Deathwing keyword, which is pretty great for Land Raiders, especially the Crusader, and Contemptors. **Also can be used to give a generic or Primaris Master the Deathwing keyword, as unfluffy as that may be right now. Or a Chaplain Dreadnought. *'''Intractable (2CP):''' Used when a {{W40Kkeyword|Dark Angels}} unit has fallen back. They can still shoot this turn. One thing: ''never'' use this with units that can fly (Sammael, Talonmasters, Land Speeders, or the Repulsor) since they can already shoot after falling back. Black Knights still get Plasma shooting after falling back and if your Predators or Land Raiders stuck in combat, move them out and get some Lascannon shots off. In short, it is overpriced for basic units, but letting a valuable ranged unit fire after falling back can well be worth 2CP. *'''Never Forgive, Never Forget (1CP):''' Whenever a {{W40kKeyword|Dark Angels}} unit is chosen to attack in the Fight phase you can activated this ability. Whenever that unit rolls a 6+ to hit against {{W40kKeyword|Heretic Astartes}} they make an additional attack against the same target using the same weapon. If you use this stratagem on a {{W40kKeyword|Deathwing}} unit, then the extra attacks are generated on a 4+ when targeting {{W40kKeyword|Fallen}} unit. Essentially the Dark Angels version of the vanilla SM Stratagem ''Death to the Traitors''. *'''Relics of the Rock (1/3CP):''' That typical "take 1 extra relic for 1CP or 2 extra relics for 3CP" stratagem that all armies with Codices get. Dark Angel relics are alright so using multiples of them isn't that bad. With the Shroud of Heroes, the Heavenfall Blade and maybe the Foe-Smiter? Then a CP is certainly worth it. *'''Secret Agenda (1CP):''' When playing Maelstrom of War missions, before the game begins you can spend one command point to make your tactical objectives secret, and you only reveal them when scoring victory points. In Maelstrom of War, this is amazing as your opponents will never know what you're trying to achieve and therefore be less able to interfere with your ability to complete those objectives. Pretty [[awesome]], if a bit situational as if you're not playing Maelstrom of War, then it does absolutely nothing. *'''Speed of the Raven (1CP):''' Used when a {{W40kKeyword|Ravenwing}} unit has advanced this turn. That unit may still shoot and charge this turn. The recent FAQ on the Warhammer Community site also says that the unit does not suffer the -1 to hit penalty for firing assault weapons. Combine that with the 4+ Invulnerable and some Black Knight Plasma Talons? Darktalon with -1 hard-to-hit and 4+ Invulnerable save? YES!!!. This also works on Land Speeders, so a pack of three or more speeders can hit a unit 29" to 34" from where they started with heavy flamers. IF you use it on speeders, it works well with the Master of Maneuver warlord trait. ** Since the Jink save lasts until your next turn, you'll get the 4++ even if the enemy you charged retreats from close combat in its own turn to shoot your bikes. Corner case: you'll get the 4++ against the pistol shots, if they stay engaged with you. *'''Stasis Shells (1CP):''' Used when a {{W40kKeyword|Ravenwing}} model fires its Grenade Launcher at an enemy {{W40kKeyword|Character}}. Make a single hit roll with +1 to hit, and if it scores a hit the target takes d3 Mortal Wounds. OK, does anyone use Ravenwing Grenade Launchers? No? Yeah. Plasma Talons are so much better, but this stratagem makes them somewhat viable - provided you have the CP. It might help you to finish off low-wound high-invu targets like Smash Captains, but it still won't exempt you from the character targeting restriction. *'''Weapons From the Dark Age (1CP):''' Used when a unit's weapons fire. Increase the damage characteristic of all Plasma weapons (plasma pistol, plasma gun, plasma cannon, plasma incinerator, and plasma talon) by 1. Super-charged plasma that can 1-shot 3-wound thickies like Paladins, Custodes, and Warriors? Yes please. Hellblasters in particular will be able to erase entire TEQ squads and wreck vehicles. Don't forget black knights or the Land Speeder Vengeance either. Damage 4 Plasma? (And possible blowing yourself up?) Yes PLEASE!!! **Sadly you can use it only in your own shooting phase, so you must skip it in Overwatch, or when you want to shoot back at the enemy via the Ancient's banner. **Though there's a limited number of units that can take lots of plasma weaponry, Hellblasters, Ravenwing Black Knights, and Inceptors are still great units for this. If looking for higher damage per shot plasma, the LS Vengeance, the Deredeo Dreadnought and the Sicaran Omega Tank Destroyer is also an option. **If you want to give a Plasma Repulsor Exicutionor Cawl's wrath (albeit with half the shots if you move above half movement and 12" less range but made up for by having ALL THE GUNS), then look no further!
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