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==Special Rules== *'''Grim Resolve''' - Dark Angels' Chapter Tactics part 1. Grants Stubborn, and Overwatch at BS2 unless they jinked. *'''[[Deathwing]]''' - Dark Angels' Chapter Tactics part 2. Renamed from Inner Circle. Grants Fearless and Hatred (Chaos Space Marines). **'''STOP THE PRESS:''' The recently published Dark Angels FAQ says [[Awesome|all non-daemon infantry units (with Possessed and Daemon Princes being the exception) and all vehicles from Khorne Daemonkin also qualify as Chaos Space Marines for Deathwing]]. Can give you a slight advantage in Close Combat, which is where KDK love to be. *'''[[Ravenwing]]''' - Dark Angels' Chapter Tactics part 3. [[Awesome|Re-roll failed Cover Saves when jinking.]] *'''Deathwing Assault''' (Deathwing Redemption Force) - All models in the formation must start in Reserve or Deep Strike Reserve, the FAQ now allows Land Raider transports. Your whole formation chooses to arrive on either turn two, three, or four. You decide before the game begins. Since this is now a formation special rule, rather than a squad rule, ALL units in the formation have to arrive at the same time, including Venerable Dreadnoughts in drop pods. *'''Summoned to War''' (Deathwing Strike Force) - All units in this formation start in Deep Strike Reserve, but if there is a Ravenwing Attack Squadron, or a Ravenwing Strike Force detachment in your army then they can choose to pass/fail their reserve rolls. Unlike Deathwing Assault this doesn't overrule Drop Pod Assault, since the first Drop Pods don't take reserve rolls and show up automatically. **In you have no Ravenwing at all, then this rule doesn't do anything other than force you to Deep Strike, where normal rules apply. *'''Fortress of Shields''' - Any model in this unit that is equipped with a Storm Shield, including independent character models with a shield, and is in base-to-base contact with at least two other models from this unit, gains a +1 increase to their toughness. The new wording prevents you from bunching up regular termie squads to increase the benefit of the rule, and also means that unless your independent character has a shield himself, he cannot benefit either. This also has the side effect of keeping you from spacing your terminator knights effectively, but this isn't actually as much of a problem as it might at first appear. If you expect plasma cannons, meltas, and other high-strength low AP shooting, a 3+ invulnerable will mean you tank it, so scratch that. If you're fighting imperial guard lasgun hordes, bunch up and watch their pathetic S3 guns fail to wound five times out of six and then bounce off another five out of six times off your 2+ save meaning only one in thirty six (or rather, one in seventy two given the Imperial Guard's average ballistic skill) shots will actually take down an assault terminator, and watch Tau Fire Warriors hit and wound on 4s. If you manage to get feel no pain on them, they are now essentially immune to small arms fire. ===Warlord Traits=== #'''The Hunt:''' Warlord has Precision Shots and Ignores Cover. Belial and Asmodai get this. #'''Courage of the First Legion:''' The Warlord and all Dark Angel units within 12" of the Warlord gain Fearless. Ezekiel gets this. Better than most people realize as you can do a neat little trick with this. Since the HQ projects a 12" Fearless bubble with some clever positioning you can Go To Ground with multiple units and then move your HQ within range with at least one model and volia, they can act normally that turn. Anyone without ignore cover is going to rage hard. #'''For the Lion:''' Warlord and unit has Furious Charge. #'''Brilliant Planning:''' While Warlord is on battlefield his force may modify Reserve Rolls by 1. Perfect if you roll this when having lots of Ravenwing and/or Deathwing. #'''Rapid Maneuver:''' Warlord and unit add 3" to Flat-Out, Turbo-boost, Run and [[Awesome|Charge Moves]]. Sammael in both forms gets this. #'''Hold At All Costs:''' Warlord and unit has Feel No Pain within 3" of an Objective. [[Star Phantoms|Zhrukal Androcles]] has this, funnily enough. Command and Personal Traits also work well if you have a Terminator equipped character as they'll be in close range most of the time with other squads or stuck in the thick of it. ===Psychic Powers=== ====Interromancy==== In a strike of curiosity (but not an unexpected one considering the [[Harlequins]]' Phantasmancy), the Dark Angels got an entire discipline based upon a previously-exclusive power (Mind Worm in this case). It works heavily upon messing with leadership and stat lines. *Primaris - '''Mind Worm''' - WC1 focussed witch fire, 12" S6 AP2 Assault 1, Ignores Cover; if a model takes an unsaved wound then it takes -3 to BS, WS, I AND Ld for the rest of the game. With even just 1 wound, that special snowflake or Monstrous creature just became an expensive paperweight and now that it has been buffed to Strength 6 it is a much more credible threat against those tougher models where the debuff will ''really'' sting. Even though our Librarius is shit compared to the new Vanilla Librarius, this power goes up to 24" with it. Yeah. You're still thinking about taking it. #'''Seed of Fear''' WC1. All enemy units within 9" make all Fear, Pinning, and Morale tests on 3D6. Remember this codex got a fear overload so this is good against even moderately high Ld armies with every Terminator squad being able to get Perfidious Relic of the Unforgiven and Interrogator Chaplain. Note that this does not force those checks, you still have to do that normally. #'''Righteous Repugnance''' - WC1. Blessing that grants one unit within 24" Rage. Cast on those Deathwing Knights or Assault Marines and enjoy the maximum carnage. Drop it on Black Knights and watch them redefine massacre. #'''Aversion''' - WC1. Malediction affecting one enemy unit within 24". They may only fire Snap Shots. Perfect for negating a high threat unit to your army such as a antiarmor squad or anti-TEQ. *cough* Tau *cough* #'''Maelstrom of Misery''' - WC2. Witchfire, 24": S1 AP2, Assault 1, Blast, Neural Shock (Always wounds on 4+). Good for high toughness squads and such. #'''Trephination''' - WC2. Focused Witchfire with 18" range: the affected model rolls 2d6+2 then subtracts the leadership value, taking the difference in wounds with no armour or cover saves allowed. Psychic Shriek, Fuck ''that'' guy edition. Combo'd with Mind Worm wounding first, it'll absolutely destroy characters. #'''Mind Wipe''' - WC3. Malediction with 24" range. The target unit is reduced to WS/BS 1 until end of their next turn. THEN they have to take a Ld test, which if failed makes the debuff permanent. Cast on a Deathstar unit. Just 1 turn of WS/BS1 can mean so much for you and throw That Guy's carefully thought plan off balance, even better if he fails the Ld test. Not to mention that (without factoring in modifiers), on average, an opponent needs 18 Warp Charge dice to deny it should you successfully get it off with only the required 3 Warp Charges. That having been said, you need 7+ dice to cast it reliably (which any daemon will tell you is an investment) and DA are not a strong psychic army. All armies will have a better-than-half chance of passing their check (unless you've messed with thier leadership else), AND the unit is still alive and holding their objective in the best of cases. ====Angels of Death Supplement==== In Angels of Death, Space Marines got 4 new psychic disciplines, possibly to ensure that your Librarians have more variety. According to product description and the Quick Reference Card that comes with the new Psychic Card deck, all Spehss muhreen armies (meaning BAngles, Dangles, GKs, and Wuufs) can take these powers if they want. =====Fulmination===== Primaris '''Electrosurge''' - WC1 S5 AP5 Assault 6 witchfire. Point at hordes and explode them. #'''Electroshield''' - WC1. The Psyker gains a 3++. An almost free Storm Shield for a turn. Actually useful for our Codex, [[Derp|since we don't get Storm Shields on our Librarians.]] #'''Electropulse''' - WC2. A witchfire Nova with radius of 9", which gives enemies S1 AP- Haywire hits. #'''Lightning Arc''' - WC2. Witchfire, S5AP4 assault D6. Jumps to enemy units at 6" of the primary target on a 4+. Same effect. #'''Fists of Lightning''' - WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5AP- hits. #'''Magnetokinesis''' - WC2 blessing, 18". Move target unit by 18". #'''Electrodisplacement''' - WC2 blessing or malediction, 24". Swap target unit with the psyker's unit. Can work on allies and enemies alike. This will allow for epic trolling. Oh, that enemy unit's sitting out of charge range from your Deathwing Knights? Oh look, now they're right next to your entire army. Have fun blowing them up and charging the remains. Just make sure the Librarian's unit can survive the same thing, though. =====Librarius===== AKA we jacked a bunch of powers from the Eldar and Grey Knights. Enjoy creating cheap as fuck death stars, and if you roll a 5 or 6 you will be stand an even better Eldar and Grey Knights as well. Primaris '''The Emperor's Wrath''' - S5 AP3 witchfire blast. #'''Veil of Time''' - WC2. The Psyker and his entire unit re-roll all failed saving throws. You Ravenwing with re-rolling Jink saves won't notice this as much, but now your Deathwing Knights truly are unstoppable with T5 and rerollable 2+/3++. #'''Fury of the Ancients''' - WC1. A 20" S6 AP4 beam with Pinning. #'''Psychic Fortress''' - WC1. Blessing that gives the Psyker Fearless and Adamantium Will, as well as a 4++ bubble of 12" against Witchfire Powers only. Given the shit ton of Adamantium Will from Perfidious Relics you should be spamming, only the 4++ against them should you fail to deny is worth it. #'''Might of Heroes''' - WC1. Gives +2 Strength, Toughness, Initiative, and attacks. It essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package. #'''Psychic Scourge''' - WC1. Focused Witchfire. Roll 2D6+ level against enemy psyker 1D6+level. On a draw or better, enemy lose 1W (no save), if you rolled way more than him he loses a power. #'''Null Zone''' - WC2. Targets an enemy unit, drops its invulnerable save by ''2'' (to a minimum of 6+). This thing is essentially [[Grey Knights|Banishment]], but it's much more versatile. This is what you use to counter fucks with Storm Shields, Smash Fucker's 2++ bullshit, Riptide's Shield Generator buff, Malefic Cursed Earth and Grimoire bullshit, as well as stuff like Draigo with his 3++. =====Geokinesis===== Primaris '''Chasm''' - WC2 Forces a dangerous terrain test without armor saves on a single unit. #'''Earth Blood''' - WC1. Targets a model in 18" of the Psyker. That guy immediately regains D3 '''''wounds''''' (which excludes vehicles), and the target plus his entire unit gain IWND (which does not exclude vehicles). The latter effect won't come into play too often unless you're hanging out with Centurions, but the ability to replenish an HQ's wounds, or restore wounds lost to Perils, is great. #'''Scorched Earth''' - WC1 malediction, 24". Choose a point, it deals a single S5AP4 hit to each ''unit'' within 6". This 6" area is dangerous terrain. Utter crap due to targeting units rather than models, but ignores scatter, cover, and the target being in melee due to being a malediction. #'''Land Quake''' - WC1 malediction that affects enemy units within 18" of caster. They are considered to be in dangerous terrain, and cannot run, turbo-boost, or flat out. #'''Phase Form''' - WC1 blessing, 24". Single unit. Grants Move Through Cover, and Ignores Cover to all weapons. [[Awesome|The unit is also able to shoot WITHOUT LINE OF SIGHT, only the range matters.]] #'''Warp Quake''' - WC1 WC, 24". Target building or ruin. Building gets a glancing or penetrating hit, ruins: units in it get D6 S6AP- hits. #'''Shifting Worldscape''' - WC3 24". [[What|Move a piece of terrain by 24"]], including models in it, forces dangerous terrain tests on the unit inside. If a unit isn't entirely inside the terrain, then all units disembark treating it as an open-topped vehicle while taking dangerous terrain tests. ''''Lots'''' of ways to use this - yanking a hiding enemy and [[Rape|plopping it next to your Death Company]], teleporting a deathstar onto your enemy's doorstep, re-establishing line of sight/range for a squad of lascannons or grav-cannons so they can shoot those [[Tau|JSJ'ing]] [[Eldar|assholes]], etc. =====Technomancy===== The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies. Heck, a Librarius Conclave and a CAD of tank-heavy Guard makes this all kinds of epicness. Question is, do the blessings affect the whole squadron if a target vehicle is part of said squadron? If you got enough Librarians this could also work against unexpected Flyers - seriously, with our anti-air Codex options anything goes at this point. Primaris '''Subvert Machine''' - 18" Malediction. <s>You Select</s> (would've been way better) a weapon on an enemy vehicle is randomly selected. You and your opponent roll a die. If he rolls higher, nothing happens. If you draw, he can only fire snap shots. If you roll higher, you [[Awesome|take control of said vehicle's weapon for a turn.]] This power relies on luck, even after you blew some dice to cast it. May be worth it if you have lady luck on your side. #'''Blessing of the Machine''' - WC1. Blessing you give to 1 vehicle in 24". It now ignores Crew Shaken, Crew Stunned, and either gives Power of the Machine Spirit, or +1 BS if the target vehicle that already has PotMS (So basically every vehicle Space Marines have except vanilla Rhino-Chassis vehicles) #'''Machine Curse''' - WC1. Focused Witchfire. Smacks a vehicle with 3 S1 AP- Haywire hits. #'''Reforge''' - WC1. Blessing that either restores 1 hull point, or repairs either an immobilized or destroyed weapon result, as well as giving the vehicle IWND. #'''Warpmetal Armour''' - WC1. Blessing that grants plus 1 AV to all sides for a turn. Or, if put at a non-vehicle unit, gives +1T. Welcome to T6 Black Knights and Terminators, welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders (and [[Necrons|Gauss Weaponry]] still doesn't give a shit). #'''Fury of Mars''' - WC1. A S1 Haywire Beam. #'''Machine Flense''' - WC2. Focused Witchfire, 18". Target loses D3 HP. For each HP lost, inflicts D6 S4AP6 rending hits to a nearby enemy unit. ===Flyer Rules=== ====Fighter Aces==== In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer. These are basically just a re-hash of the Fighter Ace rules from the Crusade of Fire supplement released a few years earlier. The real issue is that the only dedicated flyers the Dark Angels get are...well, not that great. Generally they are redundant due to the new Death from the Skies supplement (see below) making Wing Leaders get similar bonuses for free, but these remain legit rules anyway, particularly if you only want to bring a single flyer, rather than a wing of them. #'''Hunter of Heretics''' - +1 BS. The problem is that the Dark Angels (and Forgeworld) flyers have mostly twin-linked weapons and/or ''Strafing Run'' already, so this doesn't really add much. Yeah, you might get BS6 but you're still limited by the usefulness of the weapons themselves. #'''Expert Redeployment''' - Fighter Ace can move in from any edge when coming from Ongoing Reserves. Pretty good way to sneak around and strike them from behind. #'''Homing Beacon''' - It's a Homing Beacon for flyers. DA within 12" of it can't scatter when they Deep-Strike. Erm... most flyers start the game in reserve without a skyshield landing pad. Since Deathwing can no longer just choose to come on turn 1-2 (although reserve Flyers still come on turn 2 or later), this one could now potentially be useful. It is however just another teleport homer in an army that can get them cheaper on virtually ever Ravenwing unit, and the most expensive and unreliable one there is to boot. Give it a pass. ====Wing Leaders==== If you take more than one of the same Ravenwing flyer in the same slot they become a Wing and can gain additional bonuses if they fly in formation. Furthermore, one of them becomes a Wing leader for free and gets a roll on the Ravenwing traits table. *'''1-2: Son of the Lion:''' The Wing Leader gains +1 to their pursuit stat, making them faster on the battlefield and during the dogfight phase. They gain +2 if the opposing army contains anything from the Chaos Space Marine faction, giving them a pursuit score of five, comparable to Eldar flyers. *'''3-4: Sweep the Skies:''' The Wing Leader and his entire wing can come on from any table edge when coming from Ongoing Reserves. Obviously better than "Expert Redeployment" (see above) because it applies to multiple aircraft for free. Perfect trolling tool if you're lucky enough to roll it. *'''5-6: Seeker of the Foe:''' GW keeps insisting that Dark Angels players need Teleport Homers on flyers... So Deep Strikers don't scatter within 12" of the Wing Leader. ''(Note that this applies to ALL Deep Strike units, including Landspeeders, Jump Infantry, and Drop Pods)'' Generally this may end up being useless as flyers may not be in the table or even in the right position around about the same time your deep strike reserves start arriving. Unlike Teleport Homers, this rule does not require the model to be on the table at the start of the player's turn. ===Tactical Objectives=== *'''Secret Agenda''' - A curious rule the Dark Angels get for their Tac-Objectives allows them to conceal their dice rolls/Cards when generating cards that have the Dark Angels type as seen above. While it's useless in most cases, when drawing any of these, you get to conceal both the roll AND the Objective you took until you actually finish it. MIND GAMES! *'''11. Not One Step Backwards:''' When this Tactical Objective is generated, secretly choose either your next turn, next two turns, or next three turns; score 1, D3, or D3+3 Victory Points respectively if this Tactical Objective is still active at the end of the number of turns you choose. This objective is immediately discarded if any friendly unit fails a Morale Check. If the game ends before this Tactical Objective is achieved, no Victory Points are scored. *'''12. No Forgiveness:''' Score 1 Victory Point at the end of your turn if you completely destroyed one or more enemy units that were controlling an Objective Marker at the start of your turn. *'''13. Let None Escape Your Gaze:''' Score 1 Victory Point at the end of your turn if you successfully manifested one or more psychic powers from the Interromancy discipline during your turn. Pretty easy to snag. *'''14. Apprehend and Interrogate:''' Score 1 Victory Point at the end of your turn if at least one enemy character was slain in a challenge during your turn. If your opponent's Warlord was slain in a challenge during your turn, score D3 Victory Points instead. *'''15. Flawless Strategy:''' Score 1 Victory Point at the end of your turn if one or more friendly units with the Deathwing or Ravenwing special rule arrived from Reserve during your turn. If one or more friendly units with the Deathwing special rule used a teleport home to arrive by Deep Strike within 6" of a friendly unit with the Ravenwing special rule during your turn, score D3 Victory Points instead. If you run a DW Strike Force and a Ravenwing army, this is as good as done. *'''16. The Path of Redemption:''' Score 1 Victory Point at the end of your turn if, during your turn, a friendly unit with the Dark Angels Faction charged an enemy unit that, at the start if the Charge sub-phase, included more models than their own unit.
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