Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Angels(8E)

From 2d4chan
Jump to navigation Jump to search

Dark Angels remain a force divided among three fronts in HoR. Between the basic marines and Primaris (All in their own Opus), the Deathwing, and the Ravenwing, a unit will most likely have to match up with similar keywords in order to best synergize.

Your common keywords are Imperium, Adeptus Astartes, dark angels, with a number of models also using Deathwing, Ravenwing

Rules[edit | edit source]

  • Experienced Leader: Your leader allows you to take any Special models that share the all same keywords as they do as Core models. If the leader has models that are already core and share all the same keywords, then you can take twice as many. This is incredibly important for your -Wing armies.
  • Teleport Homer: If you have a model in your team that can take a teleport homer (Read: Termies), they can take one, with extras costing 5 points a pop. They also give you the ability to make an emergency teleport if you want to bail out models that are in danger of getting killed.
  • Grim Resolve: Your Chapter Tactic remains as it was, with the morale checks never taking penalties, meaning you'll always have a good chance to pass Nerve and Rout checks.

Armoury[edit | edit source]

Honoured Relics of the Chapter[edit | edit source]

  • Sword of Corswain: An S+1 Power Sword won't sound like much, but one that always lets you hit on a 3+ is a big deal.
  • Naaman's Silence: Twice the firing rate and AP-2 makes this rifle a whole lot deadlier. Even if you don't score the MW on a marine, they're gonna be pressed to survive on a 5+.
  • Heavenfall Blade: AP-4 and D2 on a Power Sword? By shit, you're making MEQs into paste.
  • Traitor's Doom: This plasma pistol only has a bonus shot over the basic, but it does let you shoot up characters from any distance, even during Heroic Intervention.
  • Executioner's Voice: This is pretty much a flat upgrade to a bolter, with a re-roll on one to-wound roll as extra topping.

Additional Wargear[edit | edit source]

  • Armourium Cherub: Co-opted from the Vanilla Codex. Allows your gunners to re-roll a bad hit.
  • Auspex: If you find reinforcements, you bring one of these and make the team shoot the crap outta them.
  • Auxiliary Grenade Launcher: If you really need to use your grenades, this will give you a hefty boost to the range.
  • Marksman's L:aurel: Leader only. This lets your boss re-roll a 1 to hit on shooting if they didn't move, with no issues about plasma. However, this is only one die - unless you use a bolt weapon, were all 1s to wound are re-rolled.
  • Signum: Leader only. Sacrifice one round of shooting to boost an ally's BS by +1.
  • Master-Crafted Weapon: Adds +1 to one weapon's damage. This won't stack on anything already master-crafted, and won't stack on a relic.
  • Infravisor: Lets your model remove any cover benefits from shooting if they stand still, which adds nicely to Grim Resolve.
  • Watcher in the Dark: Your lil' hoodie pal allows for a single rejection of any power manifested around him. Take him if you lack a Librarian.
  • Teleporter: Terminator only. Lets your termies shunt forward 2d6", replacing their jank advance and ignoring anything in the way.
  • Stasis Grenade: Surprisingly lacking single-use despite being a 'nade. It's a nasty debuff, slapping -2 to hit as well as halving the target's M and A by half for the turn.
  • Refractor Field: Enjoy a 5++ save if you didn't already.
  • Stasis Shell: Only usable with Ravenwing Grenade Launchers (meaning only Black Knights), these add a single dangerous shot to your inventory. Key for removing the really annoying threats since it bypasses Toughness.
  • Power Field Generator: Leader only. This thing gives quite a lot to protect from shooting, with a 4++ invuln and the ability to re-roll the hit die for auto-hit weapons.
  • Oath of the Crusader: Damn cheap for such a major effect. Do yourself a favor and grab these babies.
  • Sacred Standard: This gives you either a second source of IP or doubles the range of an existing one, both of which can be vital. If the bearer kicks it, anyone who was within its range gains a bonus attack, and the enemy gains a VP if your leader was the one who carried it.
  • Smoke Grenade: It's a bit shorter range than a basic grenade, but it gives a 3" bubble that you can hide in to avoid gunfire for the turn. Do note that grenade launchers cannot work with this, so it won't matter who you give it to, and this isn't cover.
  • Turbo Maximus: Bike or Jump Pack only. This is costly, but it'll pretty much guarantee you one vital charge.
  • Hypercharger: You exchange 1 BS for 1 damage, which can make this an auto-buy for flamers and can give you the shot you need to wipe off an enemy if you can game the odds enough.

Weapons of the Armoury[edit | edit source]

  • Photon Beam: Tech-Adept only. This is a debuffing weapon, with one mode giving the debuff on top of a pretty nice gun (S5 AP-2 D1) while the other one just deals the debuff at a long range.
  • Purification Vials: Apothecary only. You can grab multiples of this special poisoned grenade. It'll wound anyone it hits on a 2+, though it's useless on vehicles.
  • Teeth of the Legion: Leader only. This chainsword's nicer than the basic build and it can deal a lot of damage if you score a 6 to hit. It's also quite cheap if you have a need to go to town.

Oaths of the Unforgiven[edit | edit source]

These act like the Rites for vanilla marines, with an overall similar availability among Leaders and Special choices.

  • By mine blade shalt thou perish: Lets your model re-roll 1s to hit with any sort of sword weapon.
  • Only in death does duty end: This kinda lets your model cheat death on a d6 roll of 5+, but doing so also costs your model their accuracy. Definitely save it for the costliest assets, not on some rando bike.
  • My armour is contempt: Lets your model deny one power each turn, which lets them skirt by if they lack a librarian.
  • By the fires of vengeance shall I remain untouched: Replaces the instadeath plasma guns have with just dealing a mortal wound. Again, more valuable on the costly ones than on a basic lineman.
  • Repent! For tomorrow you die!: Re-roll to charge leaders, which would be fine if you don't designate them for The Hunt Begins.
  • Heresy begets retribution: Lets your model shoot Leader and Special models regardless of range. Pretty much there for if you don't want Traitor's Doom or a sniper.

Philosophies[edit | edit source]

  • The Emperor Protects: +1 TP for never using Tactical Re-Roll.
  • Unwavering Zeal: +2 TP, but you really need to avoid losing a morale check before the enemy does or else lose those TP.
  • Redemption Force: +1 TP for a purely Deathwing army.
  • Wings of the Angel: +2 TP for making a balanced force of wings. One Deathwing model, one ravenwing model, and 5 Scout/Tac/Assault models are your minimum.
  • The Blessed Founding: +1 TP for a purely Primaris force.
  • Ravenwing Attack Squadron: +1 TP for a purely ravenwing force.

Tactical Actions[edit | edit source]

  • Repentance by Death (1 TP): Like the vanilla tactic that gives a WT for killing your leader killing, though this restricts your leader to killing another leader for that trait.
  • Never Forgive, Never Forget (1 TP): Feed them Chaos Boys their own medicine. Every 4+ to hit dealt during the fight phase against CSM gives an extra attack.
  • Weapons from the Dark Age (1 TP): Add +1 to the damage of any plasma weapons. Unfortunately, this also forgets to mention if named weapons count too.
  • Concentrated Fire Discipline (1 TP): Improves your overwatch game for one model. Normally, this lets Overwatch shots hit on a 5+, but if his model didn't move hat turn, it gets upped to a 4+.
  • Stubborn Tenacity (1 TP): This makes sure that you hold onto an objective when confronted with opposition with a save-after-save of 5+.
  • Deathwing Assault (1/2 TP): 1 TP for most Deathwing models, 2 TP for one with a heavy gun. As soon as you set them up from reserves, you can then shoot with them without issue, and without giving up the shooting phase. You know how important it is that these guys fire as quickly as possible, because that might be their only shot.
  • Shieldmaster (1 TP): Requires a Deathwing model next to another with a storm shield . If anyone tries to hit Termie number one, they have to take -2 to all wound rolls on account of model number 2. This might save your hide against some really dangerous challenges.
  • The Hunt Begins (1 TP): Before the game begins, pick one Special or Leader Infantry model. They gain an extra attack, but now all your Deathwing and Ravenwing (Discounting any other Inner Circle models) can re-roll to charge this one.
  • Speed of the Raven (2 TP): Lets a Ravenwing model advance and shoot/charge without any penalty whatsoever, not even with assault weapons!
  • Teleport Homer (2 TP): Rather than be a basic rule, this allows for Deathwing models to drop in within 6" of a Ravenwing model.
  • Intractable (1 TP): Lets a Ravenwing model fall back and shoot, which will be critical if you bring Black Knights.

Army List[edit | edit source]

Your FOC is as follows

  • 1 Leader
  • 1-20 Core
  • 0-3 Special

Leaders[edit | edit source]

  • Tactical Sergeant: Your utility HQ with options for almost anything he desires. In most cases, you'll end up settling with this guy unless you're kitting around a specific tactic since he's the middle of the road guy. Make use of the Look out Sir! rules and keep a couple of meatshields with him to dramatically increase his survivability (given the small amount of low AP weapons you should almost always have an Armor save even for your bullet-catchers).
    • Veteran Sergeant: Your basic sergeant, now slightly better and able to make Company Veterans Core. He has an additional use in adding towards any requirements for Tactical and Assault marines, which rocks.
    • Assault Sergeant: He's the Tac Sarge with a chainsword instead of a bolter. He's about as expensive this way, but you'll more than likely grab the jump pack and a better weapon if you really want to go rip and tear.
  • Ravenwing Sergeant: Your first biker sarge. While he lacks the fancy gear, he's easier to include in a list.
    • Ravenwing Huntsmaster: Leader for Core Black Knights. You get the more powerful Plasma Talons and Corvus Hammer, but 55 points is a bit steep if you plan on making a large force.
  • Deathwing Sergeant: Your basic leader for Deathwing Teams. He's big, hard, and he's a force to be reckoned with in close combat. He's not really able to do much else outside of that, however, so you'll need to cover that.
    • Deathwing Cataphractii Sergeant: Now in Cataphractii flavor! While he lacks the ability to go full melee, he does possess the Cataphractii's protection and an optional grenade harness to make up for it.
    • Deathwing Tartaros Sergeant: In Tartaros flavor! This one gets to carry guns of the not-combi variety, so you can actually include a plasma blaster/volkite charger if you're so inclined. Also has options for a grenade harness.
    • Deathwing Knight Master: Leads Deathwing Knights. He's got no options for weapons instead of the Flail, and in HoR, weapons like that have kinda fallen by the wayside without some reworking. In all honesty, you can do just as much with a base DW sarge.
  • Company Champion: Your CQC-focused leader, he comes with the boss-ass Blade of Caliban. Make sure he keeps on killing and making use out of this sword.
    • Deathwing Champion: See that issue with the Knight Master? This guy suffers from a similar issue, which might need some rewording to make use of it.
    • Ravenwing Champion: Stack that champion on a Black Knight bike. You lose nothing, but are now the most expensive leader out there.
  • Codicier: A Librarian with Smite and one other Interromancy power. The Force weapon means he can gib enemy leaders or multi-wound gribblies with relative ease. Unfortunately he can't take Terminator Armor or Bike, but he can grab a jump pack for some added mobility.
    • Primaris Codicier: +13 points for a slightly beefier statline and less choices.
  • Excoriator-Chaplain: A Veteran aspirant to the Confessor-Chaplain. These guys are the ones you grab to push into melee with Litanies of Hate.
    • Primaris Warden: More expensive, but provides a more durable Chaplain.
  • Intercessor Sergeant: Basic Primaris leader. He's still pricey, but he's only at 29 points with the option for melee weapons
  • Hellblaster Sergeant: Unlike the Intercessor, this guy is pure range. He's also pure plasma boy, which is perfectly fine for the Sons of the Lion. In fact, it's better.
  • Aggressor Sergeant: Bigger, beefier, and very much a bastion of mass destruction for any force.
  • Inceptor Sergeant: Flyboys with the most powerful pistol-sized guns out there. You want these guys to rush in, rush out, and keep shooting.
  • Gravis Sergeant: A weaker Gravis captain. You exchange the firepower for the ability to actually hit in melee.
  • Reiver Sergeant: Your CQC Spook-boss.
  • Scout Sergeant: About the same as the basic Sergeant, but as a Scout. He can grab a CCW or Shotty if he needs to make a stand, a sniper to pair with the Camo Cloak for proper snipery, and basic special-issue gear.
    • Scout Biker Sergeant: If he grabs a bike, then he can take more than 3 Scout Bikes.
  • Second Lieutenant: Another veteran, this one with the re-rolls to wound of a Lieutenant. He's not as dependent on hitting as the normal sergeant is, so he can be useful for a gunline. He also adds to prerequisites for Tacs and Assault marines.
    • Primaris Second Lieutenant: The Chad equivalent, with a fancier bolt rifle.


Core[edit | edit source]

  • Tactical Marine: The basic marine with access to a rather broad set of weapons of any sort for 1 out of 5.
  • Scout: They're Scouts. They'll be needed for the dakka since you would otherwise be taking Neophytes to do combat.
  • 0-5 Assault Marine: These guys are rather confined, hardcapped at 0-5 and only 2 out of the 5 can grab a Flamer or Plasma pistol. Don't even consider the Eviscerator unless you have backup. When you take a Jump Pack sarge, it's still advisable to take some shooty units to keep them distracted while you tie them up. A flying flamer can be decent against some of the most cover-reliant enemies.
  • 0-3 Scout Biker: They're Scouts. On Bikes. Hardcapped at 0-3 without a Scout Sarge on a bike. Only thing of note is that one of them can grab a Grenade Launcher (and another one if you take 3+ models), but that's it.
  • 0-3 Ravenwing Biker: Limited to 0-3 without a RW Sarge. Each 1 out of 3 can grab a new gun for their bike. The special weapons here are particularly vulnerable, since you can't have redshirt bikers catching bullets with their faces for the gravgunner, though having Junk makes them more protected than the classic flavor. Additionally, you can't buy Chainswords without sacrificing your pistols, meaning you need to dedicate each one to a certain task.
    • 0-1 Ravenwing Attack Bike: It's slightly more than your base bike, but you now have a heavy bolter or multi-melta stuck onto it. Never leave this thing alone because you don't want this lost.

Special[edit | edit source]

  • Company Veteran: Good solid shooty units, though they will end up pricy to kit out. With the limits in this category, you need to make sure you're picking the smartest weapons for the job. If your enemy gets too close remember they have 2 attacks base, so they aren't totally harmless against non power weapon wielders. One of them can also take a Heavy or Special weapon, a nice idea if you want a Heavy Flamer.
  • Deathwing Terminator: Your fave super-armored kill-tanks, limited to 0-5 Core slots if you take ANY Deathwing Leader. These guys have a good lot of versatility to them, and can be kitted to fit most of your needs. Even if you grab a Termie Sarge to make them core, make sure you bring other support units to at least keep from draining all the points. In Kill team they are nothing to scoff at, being resistant and with decent weaponry.
    • Deathwing Knight: Unlike the Leaders, the Mace of Absolution lacks any hangup involving massed combat.
    • Deathwing Cataphractii Terminator: Thicker termie.
    • Deathwing Tartaros Terminator: Mobile Termie. The draw on these guys is their possession of the Reaper Autocannon.
  • Ravenwing Black Knight: The bigger bikers. If you need something less likely to kill you, you can give them a grenade launcher, which isn't subject to the single-use rules Grenades are subject to.
  • 0-4 Aggressor: Your big heavy gunners, though they don't benefit from ammo. You bring them for their hail of fire, which makes multi-target firing a good move.
  • Inceptor: Big jumpy marines.
  • Hellblaster: Cheaper than the rest by far, these guys provide safe, reliable anti-whatever fire.
  • Reiver: Your other scouts are a lot more mobile. Though not as sneaky and lacking in the sniping department, you do possess a superior ability to set up as you wish and a better melee game.
  • Apothecary: The standard Apothecary, though he now has the option to grab a Bike. He is a mixed bag: he costs as much as 2 Marines, but if you keep your soldiers close he can act as a good force multiplier. On the flip side if you bunch up you can have difficulties capping Objectives and are more susceptible to flanking manoeuvers. If you happen to run Iron Hands enjoy your 3+/4+++ tacticals. Congratulations, your basic goon is as resilient as a terminator for less than half the price.
    • Primaris Apothecary: Now slightly bigger!
    • Deathwing Apothecary: The Terminator edition.
    • Ravenwing Apothecary: Take a Black Knight and replace his hammer with a Narthecium. That's what you brought here.
  • 'Tech-Adept: Virtually identical to a Techmarine. Unlike the base techie though, this guy has some special effects that can influence the turn (One enemy takes -1 to hit with a weapon, one ally and nearby allies remove penalties for heavy weapon movement, robbing cover from an ally, a save from overheating, or possibly forcing an ally to spend more TP for a Tactic), making him especially handy.

Building Your Army[edit | edit source]