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Let’s Talk Dark Angels

4 Minute Read
Feb 18 2007
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I play Witch Hunters almost exclusively, but my first love (and my first real army) was the Dark Angels. There is something captivating and sinister about their tireless quest for absolution.

Over the years, even while building my other armies (including my well-known WH+IG monstrocity), I’ve added a piece here-and-there to my Dark Angels. As the new Codex: Dark Angel approaches, it seems an appropriate time time to unpack the army and try a few games.

Here’s my first new Dark Angel army list. I’ll go over each of the sections of the army and cover some of the new rules (and tactics).

Belial, Master of the Deathwing
– Twin Lightning Claws
– Rites of Battle, Fearless
(Note: Belial can be upgraded from MC Power Weapon and Storm Bolter to Twin Lightning Claws or Thunder Hammer and Storm Shield for free. Very nice option, but I suspect you’ll only see him with TLCs.)
130pts

Librarian (Terminator Armor)
– Storm Bolter, Force Weapon, Psychic Hood
– Force Barrier, Hellfire
(Note: Only the LD9 Librarian is an option for Dark Angels, besides Ezekial. But he comes with both psychic powers built-in. This makes psychic powers a lot more dangerous and psychic hoods a lot less effective.)
145pts

Deathwing Terminator Squad (5 Terminators)
– 3 Twin Lightning Claws
– Sergeant w/ Thunder Hammer and Storm Shield (Standard Bearer)
– Assault Cannon (Apothecary)
(Note: The Sergeant can be upgraded with Twin Lighting Claws or Thunder Hammer and Storm Shield for free. Also thanks to Belial any Terminator may be upgraded to a Standard Bearer or Apothecary, so I’ve upgraded my Assault Cannon Terminator and Sergeant.)
300pts

Notes: This single Terminator squad soaks up 575 points. That’s a lot and would normally leave a Space Marine army with too few scoring unit to be competitive, but thanks to Combat Squads I’ll manage a total of 13 scoring units. This unit has a lot of the new options that I want to try out, including:
Deathwing Assault (half of your Deathwing Terminator squads, rounded UP!, deep strike on your first turn);
– The new Librarian psychic powers Force Barrier (acts as passing an Invulnerable save if the Librarian passes a psychic test) and Hellfire (a S2d6-2, APd6 template);
– Terminator Standard Bearer (gives all models in a unit +1A) and Terminator Apothecary.

Tactical Squad (10 Marines)
– Sergeant w/ Power Fist
– Lascannon, Plasma Gun
– Rhino
260pts

Note: I’ve made a few changes to the list. I’ve changed these squads to Plasma Cannon and Meltagun after playing a few games. I find the combination more effective.

Tactical Squad (10 Marines)
– Sgt w/ Power Fist
– Lascannon, Plasma Gun
– Rhino
260pts

Devastator Squad (10 Marines)
– 4 Missile Launchers
245pts

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Devastator Squad (10 Marines)
– 2 Heavy Bolters
– 2 Plasma Cannons
245pts

Notes: Using the Combat Squads rule, each of these squads will break into two 5-man squads. The Tactical squads break into Sergeant, Plasma Gun, and 3 Marines transported in the Rhino while the Lascannon and 4 Marines deploy in a firing position. Similarly, the Devastators break into 5-man squads so their special weapons can target different enemy units. Each of these units is considered a separate scoring unit worth half of the original unit cost.

Predator Destructor
– Autocannon, HB Sponsons
95pts

Note: I’m going back and forth on the Predator. I find it a real bargain for 95pts, but it usually dies almost immediately. In my last few games, I’ve exchanged it for an expensive Landspeeder Tornado. I’m still going back and forth (mainly due to the new increased cost of the Speeder), but in my last few games I’ve been very happy with it.
Ravenwing Attack Squadron (6 Bikes)
– Sgt w/ Power Fist
– 2 Meltaguns
– Attack Bike (Multimelta)
315pts

Note: I’ve also changed this squad. I exchanged the Meltaguns for Plasma Guns. I know that at first glance this seems a terrible move (losing a Bike to an overheat is very costly), but the Ravenwing Combat squad with the two Plasma Guns is within 6″ of my Terminator Apothecary on the turn they arrive. This allows me to ignore the first overheat. It’s a very effective combination.
Notes: The 6 Ravenwing Bikes and the Attack Bike have the ability to divide into three scoring units (two units of 3 bikes and the Attack Bike). Each of them has a free Teleport Homer – which I plan to put to good use with my Terminators. This gives me a lot of flexibility when I deploy the Attack Squadron.

Tactics: I plan to use a classic Refused Flank stategy with the army. The static pieces (Devastator squads and Heavy Weapon Combat Squads) deploy centrally in areas of terrain for a wide field of fire. My opponent places his army in response to mine. The Ravenwing Attack Squadron deploys last to create my flank.

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The Ravenwing Attack Squadron then makes free move (Scouts rule) to extend the flank using terrain to limit return fire. Then on my first turn, I Deep Strike my Terminators thanks to Deathwing Assault six inches in front of the lead bike. With care, this will lead to a Turn 2 assault.

I concentrate my Heavy Weapons on transports and fast vehicles to limit my opponent’s ability to react to my flanking maneuver. My Attack Squadron and Terminator push the flank with by shooting and, if possible, an assault with my Bikes. This has the beneficial side effect of blocking line of sight to my Terminators. Then on my next turn the Assault Terminators join the assault.

At least that’s the plan. If you have any thoughts or questions, please leave them as comments on this post.

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