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Games Workshop Warhammer 40,000 Codex: Dark Angels

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Marked for Command (1 CP) –Use this Stratagem before the battle. Select one DARK ANGELS Ravenwing Huntmaster or Knight Master model or a DARK ANGELS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Special-issue Wargear Relics, even though they are not a CHARACTER: Master-crafted Weapon; Digital Weapons; Atonement; Bolts of Judgement. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once. This is cool when you use it on a Deathwing Knight Sergeant to make his Flail Master-Crafted and force some crazy splash damage. Other than that, there is not a ton of use for this Stratagem since you are often upgrading a big target and it does not get you any of the Wargear that makes you more durable. C Bespoke Crusade rules providing new Agendas, Requisitions, Battle Traits, Honorifics, and Crusade Relics for the Dark Angels, as well as rules for hunting the Fallen Very Elite Army– Your army is frequently going to rely on expensive, difficult-to-kill units that cost a lot of points and that means your model counts are going to be low, which makes covering large parts of the table difficult. Additionally if the meta is flooded with under-costed threats you’re going to feel that more accutely. Belial..................................................................77 Ravenwing Apothecary.................................103 The Dark Angels Combat Patrol boxjoinsthe Death Guard, Blood Angels, Deathwatch and Space Wolves in GW’s new range of ‘starter’ products, aimed both at new players keen to start a collection, and existing collectorslooking to bolster their ranks at a discount price.

Much more interesting then, are the units that Dark Angels improves significantly, or work well paired with the Dark Angels. In addition, the Dark Angels are known to maintain fortified bastions on other worlds, including Piscina IV. [25a] Fortress-monasteryNo matter the foe, regardless of the odds, the proud warriors of the Dark Angels stubbornly refuse to accept defeat. Descendants of the First Legion, they stand foremost amongst the Chapters of the Space Marines, Mankind’s mightiest defenders. None fight with more grim determination than the Dark Angels, and their renowned special companies – the Deathwing and the Ravenwing — are held in awe by allies and enemies alike. Yet behind their devotion to the Imperium lies a dark obsession... Date Unknown: War of Beasts — The Dark Angels lead a force of Unforgiven to Vigilus for their own ends. Though they aid the Imperial defenders, during the height of the fighting the Ravenwing abandons the battle to pursue their unknown agenda. [48] Ultramarines • White Scars • Iron Hands • Raven Guard • Salamanders • Imperial Fists • Silver Templars The Dark Angels have their own set of Warlord Traits, with six for the Chapter as a whole and another two each for Deathwing and Ravenwing Warlords. Note that with the change to Nephilim giving players fewer CP to start with and forcing them to pay for their first Relic and Warlord Trait. As a result, the only traits among these you’re likely to see used are Brilliant Strategist, Fury of the Lion, and Decisive Tactician. There are plenty of good options here and in the Ravenwing/Deathwing traits but ultimately the days of taking 3-4 traits on different units are gone. Armor of Contempt –Armour of Contempt was a big improvement for marine armies across the board but particularly for those armies with powerful units with a 2+ save and especially for those with Objective Secured on their 2+ units. Deathwing Terminators are incredibly hard to kill and make for an effective unit that can sit on objectives in the middle of the table and bully other units off them.

Deathwing Apothecary: Chapter Command: Chief Apothecary, Selfless Healer, Stratagem: Warlord Trait, WarlordDate Unknown: Battle for Bane's Landing — The 5th Company under Master Balthasar confronts the Chaos Space Marine warband known as the Crimson Slaughter in a quest for vengeance for their earlier killings of Battle-Brothers. [18] The Dark Angels have accepted the new Primaris Space Marines out of necessity, but the Inner Circle remains skeptical of their presence as they have not gone through the strict rituals and tests of loyalty present to the rest of the Chapter. The Inner Circle debated over what to do about initiating Primaris into the Deathwing. [46d] However, this issue was resolved when one of the existing Deathwing members, Lazarus, survived the Rubicon Primaris and a newer Primaris named Apharan was vouched for to take the trials by Azrael himself. [53] Since then, more Primaris have joined the ranks of the Deathwing, including Primaris Bladeguard Veterans. Essentially, this makes Deathwing armies viable as a Strategy, and a necessity in Nephilim where you only have 6 CP in a Strike Force game. Inner Circle Deathwing are incredibly hard to kill and giving them ObSec makes them particularly good at holding objectives in the middle of the table (Nephilim has lots of these). Add Armour of Contempt on top of that and Deathwing Terminators are one of the game’s most durable units – nightmarishly so when you give them an Apothecary. 2nd Company

Inquisitor [4 PL, 65pts]: Chainsword, Frag & Krak grenades, Hereticus – Scourging, Inferno pistol, Ordo Hereticus Dark Angels are Space Marines, and they don’t fall far from the Index’s tree – you can see the Faction Focus for the Core Chapters here which covers the generic information for both Marines and Gladius Task Force. Bolts of Judgement. Give a special bullet that wounds any non-Vehicle or Monster or a 2+ at -2AP, 3D. Not too bad, is neat on something like an Eliminator Sergeant. B– Watched – Once per battle, in your opponent’s Psychic phase, this WARLORD can attempt to deny one additional psychic power, even if it is not a PSYKER and even if it is not within 24″ of the enemy models manifesting that psychic power. When taking that Deny the Witch test, do not roll the dice; it is automatically passed. Map wide, once-per-game “No” to any psychic power can be one of the best things you can bring. With abilities like Da Jump, Temporal Surge/Sorcerous Facade, and Onslaught floating around, being able to stifle a turn one double move or Advance and Charge could be invaluable. This is an “A” quality trait, but since it is not going to be used in every matchup, it loses some points. B+ A fantastic spell that can really put the pain on any unit your boys will be rolling up on. Toss this on some Deathwing Knights and what units disappear in front of you. All our units can make wonderful use of this. ADoctrines – Unlike every other Marine faction, the Dark Angels have three different super doctrines, one that benefits each different wing of the chapter.

The Dark Angels make sterling use of their Grim Resolve ability to hold objectives to the last, while making sure enemy forces pay dearly in blood for any objective they cede. They’re also bringing along their Primarch . Date Unknown: Kapua Campaign — The Ravenwing battles a Chaos force in the Kapua system. Sammael becomes Grand Master of the Ravenwing.

Rules Adaptations

The Dark Angels have access to a school of magic called the Interromancy Discipline. This is a school of magic that is supposed to give us a feeling of battlefield manipulation, with a collection of four Maledictions that can really bring us an edge in close combat situations. The utility provided by some of these spells can be indispensable. Dark Angels have a better psychic game than most other marine chapters, but will struggle to find HQ slots for their casters.

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