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Made in us
Dark Angels Neophyte Undergoing Surgeries




Two thoughts

1) might land speeder typhoons be a solution? Or maybe even vengeances?
2) why are we concerned about getting too close? I was thinking overwhelming force on the biggest threats, meltas and plasmas pop the transports, bolters on the infantry, then charge with corvus hammers and chainswords

This message was edited 2 times. Last update was at 2021/05/14 19:28:34


 
   
Made in fr
Mekboy Hammerin' Somethin'






I see no one taking a "relic" twin linked assault canon for the talon master (turning it into a damage 2 assault canon).
Why is that ? Is it "illegal" ?

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in de
Stalwart Dark Angels Space Marine





Germany

 addnid wrote:
I see no one taking a "relic" twin linked assault canon for the talon master (turning it into a damage 2 assault canon).
Why is that ? Is it "illegal" ?

Yeah, Talon Master isn't allowed to take the Master-Crafted Weapon. The Relics and Special-Issue Wargear he's allowed specifically mention that he may take them despite being a vehicle.
   
Made in us
Longtime Dakkanaut




Having said that, 2 talon masters would really tear dark eldar apart. They can hurt their vehicles well, their infantry well, have the speed to get where they need to, and the survival abilities to be kept alive. Just my opinion though.
   
Made in fr
Mekboy Hammerin' Somethin'






 Tallandra wrote:
 addnid wrote:
I see no one taking a "relic" twin linked assault canon for the talon master (turning it into a damage 2 assault canon).
Why is that ? Is it "illegal" ?

Yeah, Talon Master isn't allowed to take the Master-Crafted Weapon. The Relics and Special-Issue Wargear he's allowed specifically mention that he may take them despite being a vehicle.


THANKS ! Indeed I should have seen that ! And thanks for the quick imput
It would have been OP imo so it is good that it isn't allowed

This message was edited 1 time. Last update was at 2021/05/19 14:24:33


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Got a game in against a friend's Raven Guard recently. We weren't running anything super competitive, and it was fairly close when we had to wrap it up.
My list:
Spoiler:
Battalion
Azrael (Warlord: Brilliant Strategist)
Ravenwing Talonmaster: Heavenfall Blade, Hero of the Chapter (The Imperium's Sword)
10 Intercessors: Bolt Rifles
5 Intercessors: Bolt Rifles
5 Assault Intercessors: Plasma Pistol
5 Deathwing Terminators: Cyclone Missile Launcher, 1x Chainfist/SB, 3x Powerfist/SB, Power Sword/SB for Sgt.
3 Ravenwing Black Knights: 3x Corvus Hammer
3 Outriders
3 Suppressors
5 Hellblasters: Plasma Incinerators
Predator Annihilator: Lascannon Sponsons
Repulsor: Twin Lascannon, Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon, 3x Storm Bolter, 2x Fragstorm Launcher, Ironhail Heavy Stubber

His list, as best I can remember:
Spoiler:
Battalion
Captain in Phobos Armor: Relic stalker rifle, Warlord (whatever trait that lets him redeploy along with another unit)
Primaris Chaplain: Recitation of Focus
10 Infiltrators: Comms Array
5 Incursors
10 Intercessors: Assault Bolt Rifles
10 Intercessors: Stalker Bolt Rifles
7 Assault Intercessors: Thunder Hammer
Redemptor Dreadnought: Macro Plasma Incinerator, Icarus Rocket Pod, Onslaught Gatling Cannon, 2x Fragstorm Grenade Launcher
3 Invader ATVS: 3x Multi-melta
3 Eliminators: Bolt Sniper Rifles
3 Eradicators: Melta Rifles
Gladiator Reaper

I don't remember everything about how the game went, but it was a pretty close one. We did add up the points and I would have won by 2 if the last turn we played (turn 3) was the end of the game. Overall it was nice to actually see what Raven Guard can do. They have some neat little tricks! Azrael got his ass sniped on turn 1 by the Phobos Captain and Eliminators. I totally underestimated those guys and paid the price. My 10-man Intercessor brick also got whittled down pretty good on the first turn, and my Pred ate the Eradicators' meltas and also died.

My takeaways:
-As I expected, the Predator is pretty much just a bullseye with treads in 9th edition. There's just way too much hyper-tuned anti-tank stuff in the meta for them to thrive (Eradicators, Retributors, Dark Lances, etc.). Granted, if I had gotten first turn it would have been different but still...
-The Repulsor did better than I expected, but still not really worth its points. If you do insist on running it, it's probably best to use it as an anti-infantry dakkaboat like I did here.
-Invader ATVs are pretty solid. I imagine they are even better in our lists thanks to Jink. More durable than Attack Bikes if not as efficient points-wise. Lack of CORE does hurt though, as my opponent lamented.
-Transhuman Physiology for the win! My Suppressors tanked a bunch of melta shots from the ATVs due to this stratagem (and some unlucky dice from my opponent). Having it always on for Deathwing is amazing as well.
-Talonmasters are pretty great in both melee and shooting if you give them a Heavenfall Blade. You don't even really need the warlord trait.
-Suppressors are good, but not great. Better than they used to be, especially if Drukhari continue to dominate the meta. They are decent at killing Marines too.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

So, it looks like as far as changes go the only major one specific to us is that the Talonmaster is going up by 15 points. Ouch, but honestly they were underpriced at 160. I've also heard that the Chief Apothecary upgrade is going to cost more, possibly a lot more, but I haven't seen confirmation on that as yet (haven't looked for it specifically either). That will affect us quite a bit as the Ravenwing Apothecary is in basically every competitive DA list. But, Storm Speeders are getting a reduction and a recent high-placing Ravenwing list had two of those in it, so maybe there's some play there.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in ca
Secretive Dark Angels Veteran



Canada

 ZergSmasher wrote:
So, it looks like as far as changes go the only major one specific to us is that the Talonmaster is going up by 15 points. Ouch, but honestly they were underpriced at 160. I've also heard that the Chief Apothecary upgrade is going to cost more, possibly a lot more, but I haven't seen confirmation on that as yet (haven't looked for it specifically either). That will affect us quite a bit as the Ravenwing Apothecary is in basically every competitive DA list. But, Storm Speeders are getting a reduction and a recent high-placing Ravenwing list had two of those in it, so maybe there's some play there.


Leaks indicate that the Master Apothecary is now 35 points to upgrade, so it will affect most if not all competitive lists.

Regarding your report on your last game, I have started finding points for Company Veterans or Deathwing Command Squads to protect our characters. Our lists tend to rely heavily on character support!

All you have to do is fire three rounds a minute, and stand 
   
Made in hk
Regular Dakkanaut





TM +15
Chief Apothecary +20
MM +5
Inceptors +5

Its definitely going to impact my lists by at least 75pts
   
Made in us
Longtime Dakkanaut





Any suggestions for fighting a super hardcore competitive player who will be bringing Mortarion, a bunch of those War-Dogs (Chaos Armigers?) and assorted Chaos soup? This guy is a high level player so there is no amount of counter-cheese I am unwilling to bring.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

NewTruthNeomaxim wrote:
Any suggestions for fighting a super hardcore competitive player who will be bringing Mortarion, a bunch of those War-Dogs (Chaos Armigers?) and assorted Chaos soup? This guy is a high level player so there is no amount of counter-cheese I am unwilling to bring.

Bring meltas. Morty's damage reduction seriously reduces the effectiveness of D2 weapons (like supercharged plasma), although Weapons from the Dark Age mitigates this a little. So D6-damage weapons are better to use if possible. If you have Terminators, make sure you take a Watcher in the Dark on each squad for the chance to deny psychic shenanigans.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in hk
Regular Dakkanaut





Squads of Attack Bikes are probably the most optimal
   
Made in us
Longtime Dakkanaut





I own nine Attack Bikes (6x Melta, 3x Heavy Bolter). Should I run all of them, with each squad having a HB as ablative wounds?

What should I expect from his baby-Chaos Knights? I'm unfamiliar with them, but know he likes to run them as WWSWF denial.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Dark Angels Neophyte Undergoing Surgeries




Ablative wounds aren't that applicable on attack bike squads. The hbs are nearly the same price as the MMs, so it's not worth the pts. I'd opt for just six mm abs and spend the pts you would have spent on the hbs getting more firepower
   
Made in us
Longtime Dakkanaut





I own a lot of Deathwing. If I go Ravenwing/Deathwing, should it be a favorable match-up? All the Attack Bikes w/Melta, plus blocks of buffed TH/SS Termies?

Should I bring Ezekiel and try to cast Fight-Last, etc?

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Longtime Dakkanaut





With this player relying on Warp Timing Morty (one last time thanks to the new FAQ) I wonder if its worth the CP to have a Talonmaster with Heavenfall Blade use The Hunt pre-game, and then Turn 1, snipe out the Warp Time Sorcerer, and possibly try to Hit and Run away. If I get top of turn 1, its a 4cp investment, but likely slows his whoe list waaaaaay down.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Another DA list made a top four and thus was featured in a Goonhammer article, and this one actually took a decent sized Greenwing detachment alongside Azrael and the Deathwing.

Here's the link

I never would have thought this list was good; shows what I know, eh? Apparently Greenwing are plenty viable and it's not just about Ravenwing and Deathwing. The guy even had an honest-to-God Tactical Squad in there. And apparently there's something to bringing along a Land Speeder Storm or two.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





 ZergSmasher wrote:

My takeaways:

-Invader ATVs are pretty solid. I imagine they are even better in our lists thanks to Jink. More durable than Attack Bikes if not as efficient points-wise. Lack of CORE does hurt though, as my opponent lamented.
-Transhuman Physiology for the win! My Suppressors tanked a bunch of melta shots from the ATVs due to this stratagem (and some unlucky dice from my opponent). Having it always on for Deathwing is amazing as well.
-


One bonus for a squadron of ATVs is that they can also benefit from Transhuman unlike Attack Bikes. Granted, it's only worth it if your opponent is going to throw a lot of S6+ shots into them, but combined with Ravenwing invuln, it makes them a little more dangerous.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Invaders might have gotten slightly better, not in and of themselves, but by their main competition (Attack Bikes) getting a price bump. They probably still don't get there, but Attack Bikes are not as much cheaper now, although they do have CORE and can be revived by an Apothecary (ATVs cannot due to a FAQ, as we all know).

Maybe it's better to spread Attack Bikes out and put them in regular Bike Squads. Dilutes their firepower, but makes it harder to just swat all of them in one fell swoop. That's something you can't do with Invaders.

Another thing that might be relevant in the current meta is the fact that a Dark Lance or Cognis Lascannon shot will straight up delete an Attack Bike if the bike fails its save. This is not true of an Invader ATV, which takes two such shots to kill. Invaders might be more susceptible to stuff like the big scary Skitarii Vanguard blob using Enriched Rounds, though even there having more wounds to chew through helps them not die as fast, and while an Apothecary can't revive an ATV, he can restore some lost wounds and keep them around longer.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Longtime Dakkanaut




I don't play DA, but I'd be more tempted by speeders with MMs than by Invader ATVs. 15 less points, far better mobility, 2 less wounds but one more toughness, can shoot in combat due to being a vehicle. The big thing you lose is the bolter shots, but I really don't think that's a big deal. Also means you don't give up more thin the ranks points, again since it's a vehicle. And you'd have to take a lot to make bring it down not a trap choice for your opponent.
   
Made in us
Dark Angels Neophyte Undergoing Surgeries




Running the numbers, it seems like bike squads are some of the most efficient anti infantry in the codex. Am I reading this wrong?
   
Made in us
Ancient Venerable Dark Angels Dreadnought





yukishiro1 wrote:
I don't play DA, but I'd be more tempted by speeders with MMs than by Invader ATVs. 15 less points, far better mobility, 2 less wounds but one more toughness, can shoot in combat due to being a vehicle. The big thing you lose is the bolter shots, but I really don't think that's a big deal. Also means you don't give up more thin the ranks points, again since it's a vehicle. And you'd have to take a lot to make bring it down not a trap choice for your opponent.


yes, I think the ATV is paying a lot for the "bike" keyword, which took the big nerf when the apothecary couldn't heal it anymore. This was the right move, but the points should now be adjusted accordingly.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Dark Angels take 3rd place (and 5th) at the Atlantic City Open:

https://www.goonhammer.com/competitive-innovations-in-9th-drukhari-endgame/?fbclid=IwAR2ZsqOTej9PEVUIANEzYnYKgHgfH9-67fMmlqz_umYkUyZcYBP1kUpOriU

All the usual suspects in the 3rd place list, plus Land Speeder Vengeances. Maybe I need another one of those. I don't have BCP, so I couldn't see the 5th place list, but from the description it seemed to be a mostly Greenwing list, which is unusual in such high level play. Very good showing for Dark Angels though, to get two lists in the top 8.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in de
Fresh-Faced New User




Hello,

I am asking on behalf of a friend, who is playing Dark Angels.

He is confused about some rule in the DA supplement:
It seems there is a section, which says that all units from the original Space Marine codex, that have the Deathwing category gain the Inner circle as well, when played as a Dark Angel.

To some part this is confirmed by Battlescribe as the Captain in Terminator having the Deathwing category gets that Inner Circle ability.

Not so the normal captain, though. Although having the Deathwing category he seems to have to "buy" that Inner circle ability via Rites if Initiation; making him cost even 5 points more than the Termi Captain??

And the librarian having Deathwing, too, seems no way of getting Inner circle at all, although bearing the deathwing category.

He is totally confused and does not know to what make out of this rule. I have to add that he has the German rulebooks.

Can somebody help?
Thank you!

Cheers Amaurosis
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Amaurosis wrote:
Hello,

I am asking on behalf of a friend, who is playing Dark Angels.

He is confused about some rule in the DA supplement:
It seems there is a section, which says that all units from the original Space Marine codex, that have the Deathwing category gain the Inner circle as well, when played as a Dark Angel.

To some part this is confirmed by Battlescribe as the Captain in Terminator having the Deathwing category gets that Inner Circle ability.

Not so the normal captain, though. Although having the Deathwing category he seems to have to "buy" that Inner circle ability via Rites if Initiation; making him cost even 5 points more than the Termi Captain??

And the librarian having Deathwing, too, seems no way of getting Inner circle at all, although bearing the deathwing category.

He is totally confused and does not know to what make out of this rule. I have to add that he has the German rulebooks.

Can somebody help?
Thank you!

Cheers Amaurosis

This is correct. Normal Captains do not have the Deathwing/Inner Circle rule and must pay extra points via Rites of Initiation. The Terminator Captain has the Deathwing keyword and thus automatically has the Inner Circle rule. As do all of the named characters. Librarians have Deathwing and therefore get Inner Circle as long as they are in a pure Dark Angels list (as in actual Dark Angels, not a Successor chapter).

Basically, anything with the <DEATHWING> or <INNER CIRCLE> keyword gets the Inner Circle rule as described by the codex supplement.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Dark Angels Neophyte Undergoing Surgeries




You do have to pay for a non terminator captain to have inner circle. The terminators get it automatically
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Dark Angels take second place at the Show Me Showdown in Kansas City, Missouri (about a 2-hour drive from where I live):

https://www.goonhammer.com/competitive-innovations-in-9th-skitarii-super-sunday/

Apparently the Azrael/Hellblasters combo of yesteryear is not dead after all and seems to be pretty effective vs. the boogeyman of the month, Lucius Skitarii. MSU Bikers and Bladeguard are also very much a thing, and not an Attack Bike in sight. What I really like is the giant blob of Relic Terminators and the Bladeguard Ancient with the relic banner taking the Rites of War trait to make them ObSec. That's a pretty good combo, making already tough Terminators able to contest objectives against cheaper troops. Other than the Relic guys and a unit of Bladeguard I could actually run this exact list as long as nobody had a problem with using normal Hellblasters as the assault ones. Maybe balanced lists like this are the way forward for DA.

This message was edited 1 time. Last update was at 2021/07/14 19:26:27


My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Another week, another Goonhammer Competitive Innovations article featuring top tournament lists. This time around Dark Angels take three top-four spots (including one win!):

https://www.goonhammer.com/competitive-innovations-in-9th-machine-superiority/

Even in the midst of broken AdMech's reign of terror, Dark Angels are holding their own. And each of the featured DA lists is very different from the others, so it's not like we're shoehorned into building a certain way. That is a great thing for us.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Dakka Veteran





Lebanon NH

Hey folks, quick question here:

With the DA chapter-tactics, do DA get to shoot flamers in engagement range? I was watching a game the other day and flamers kept coming up as quite good in one army's list... which made me think about the chapter tactic... which made me think: "No way! That would be insane!!"

So, can DA run, for example, a squad of Company vets with flamers in one hand and a storm shield in the other? Being able to move, advance, fire, and then later when they get into melee KEEP FIRING those dang flamers?

Cause if so: wow.
   
Made in us
Perturbed Blood Angel Tactical Marine




leerm02 wrote:
Hey folks, quick question here:

With the DA chapter-tactics, do DA get to shoot flamers in engagement range? I was watching a game the other day and flamers kept coming up as quite good in one army's list... which made me think about the chapter tactic... which made me think: "No way! That would be insane!!"

So, can DA run, for example, a squad of Company vets with flamers in one hand and a storm shield in the other? Being able to move, advance, fire, and then later when they get into melee KEEP FIRING those dang flamers?

Cause if so: wow.


Dark Angels super doctrine during tactical doctrine allows non-DW infantry with rapid fire/assault to shoot in combat as if they have have BS5+, yes. So I guess something like the situation you described could take place in the right circumstance. You would need to devote resources to keeping them in tactical doctrine in the later rounds. Either CP or a Warlord with Brilliant Strategist to babysit them.

I think it would be more interesting with flame aggressors than company vets with flamers but all in all probably not a tactic that's broadly useful.
   
 
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