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I can't speak for the Dark Talons because I have none, but when I look at this list, I see one unit (black knights) which will vaporize on turn 1. I played in a tournament in November with 10 black knights. Even with the protection of Azrael (or jink) and a Dark Shroud, they vanished on turn 1 almost every game. When they didn't vanish completely they were already severely depleted. As a result, when I look at your list, I see no anti tank that will be present from turns 2-7. Again, I can't speak for the dark talons, I know they have the rift cannon but I'm just not familiar enough with its output.
I also don't have much faith in scouts surviving, though I guess with 30 of them, at least some will survive due to being such low priority kills (from a purely threat perspective).
I definitely agree about the giant squad of black knights getting vaporized quickly. I've had better luck with them in 2x5 or 2x6 squads. That was part of my dilemma/reasoning behind attempting to drop the Dark Shroud and pick up at least 3 more black knights so I could run 2x5 squads. It's also a little easier to try and hide 5 bikes out of line of sight vs a bigger blob.
As much as I don't want to add an IG battalion i'm going to give it a try mostly for tournaments where I want to have a shot at winning anything.
I will say having 2-3 Dark Talons helps draw some attention away from your Black Knights. The rift cannons have potential for solid output, but in my experience they usually just fizzle out -- 1 shot and usually fails to hit/wound. When it does go off it's really nice. I love having them as a distraction and the bolters + stasis bomb.
2018/12/28 18:04:39
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
A battalion is not completely needed but it seemed the most logical to start with, I have never used aggressors or intercessors so why do you suggest them, what makes them suitible for dark angels in particular?
again appreciated for the help
Both are multi-wound models that can put out a good amount of firepower, as well as being mobile enough to shift around easily. Aggressors have power fists as well as a lot of dakka, so they (along with a Heroically Intervening Azrael and other characters) can do serious damage in assault. Though I notice that post CA the flamer Aggressors are actually cheaper than the boltstorms, so you might go that route for massive overwatch hits and be able to throw a power sword on the LT or something.
The main thing that DA give them is Azrael's force field, which makes them cheap multi-wounds with lots of shooting and a 4++
Greetings everyone! Haven't really posted anything here before, but I would like to join the conversation. I play Dark Angels for 7 ( not counting 2019) years now, I started when 6th was still new. So far trough out 6th and 7th I had a good time with my DA, specially in 7th where, yes yes I was that guy and no people had no problem with it, I played pure Black Knights army. During 6th I played some mix of all wings, mostly focusing on Ravenwing with some green and Deathwing support, as I mentioned in 7th I went full on Ravenwing. However since the start of 8th I am seriously struggling to find a suitable build for my army, I don't expect to win every game, that is kind of impossible, but I wish to have a fighting chance, it happens sometimes that I get wiped turn 1 or get so much crippled that it is pointless to go on. I have tried different variations of mixed lists, lists that go heavy on Deathwing, lists that go heavy on Ravenwing, lists that go around Azrael and Hellblasters castle and so on and so on, I have tried to use screening units, cheap troops to be able to take Battalion for the CP and to prevent my important units from charges and Smite spam. Problem is I am always outgunned, out charged, other armies simply seem to have answer for everything I bring and I don't seem to have answer for most units the opponents bring. I usually play against Tyranids and Necrons, from time to time against Chaos too. Tyranids are problematic because the mix of horde and monsters they bring, plus that damn unit of 6 Zoanthropes with all of their shenanigans, Necrons simply won't die... My biggest problem is that I have noticed how screen is not really working for me, it feels like point dump because Scouts and/or Tacticals die too fast, sometimes they don't even get the chance to even shoot, they die too fast and leave my other units open for charging or more psychic shenanigans. Lately I am running combination of Azrael castle with Hellblasters and some devastators, combined with either Deathwing or Imperial Knight, but it's still not good enough. What I find problematic is the lack of protection in out units, other armies seem to have more layers of protection, cheap hordes or expensive but extremely durable big units, either situations hard to deal, feels like our units don't make it up for the lack of protection in fire or/and melee power and vice versa, sure we have some great choices, on paper at least, but it always seem to me like I can't deal enough damage to actually cripple the opponent's army.
All of this being said, I look at the changes that CA brought, they seem ok, the new Ravenwing detachment from Vigilus got my attention, but it seems to me, correct me if I am wrong, that it's very CP hungry for it to be fully effective. Black Knights dropped in points and that's awesome, to me even now without that funny 2+ re-rollable Jink save Black Knights are still my fav unit in our codex. However, even with the points drop I wonder who effective they are still. As I was reading the previous posts in this topic I noticed that most of you agree that they still get vaporized very very fast, and I think that is again due to a serious lack of "protection", as some of you mentioned, even Dark Shroud seems to not be enough. So I was thinking, isn't it a better choice to maybe play more regular Ravenwing Bikes, ofc by all means to not exclude the Black Knights, but now in 7th they don't seem too much drastically different. Ofc, BKs have the Plasma Talon and decent melee weapon, but it feels that in a way the regular Ravenwing bikes are very very close to how good they are with BKs now much more than how it was back in 7th when BKs had Skilled Rider, which I hope you'll agree made big difference, but now when that is gone, I am not so sure on the effectiveness level of both of those units.
Here is an example of what I mean. Let's take the basic starting unit composition, 3 models in each squad, BKs being 114 and regular bikes being 69, despite the points difference BKs seem like the better choice, seemingly better weapons, but let us give the regular bikes 2 plasma guns and a combi-plasma to the Stg. Now the regular bikes are 102, which is still less than BKs, but now they have plasma that can shoot on 24", sure it is one shot less than the Plasma Talon, but it can still make a shot, while the PT is only 18", on 12" the plasma guns can shoot twice since they are Rapid Fire, and let's be honest if there is a unit close enough for me to use Rapid Fire, in both cases of regular bikes and BKs the situation has already became somewhat serious, the enemy got too close already. Now I know we can add more models, and the number of plasma shots will go up for the BKs while not for the regular bikes, but the regular bikes will still have good number of shots from their twin-linked bolters, in a way regular bikes still get more shots number-wise than BKs. This is all mathhammer and it may not mean anything, but it seems to me that, maybe, just maybe regular bikes are more effective for the points than BKs, even after CA 2018. The only thing that BKs have better is the Corvus Hammer, it is decent, but let us be honest, bikes are mainly not really a CC units, sadly.
Honestly I would like to see Ravenwing great again, I mean, to me at least, they were the knightly cavalry of our Chapter, something very very cool. I would like to see your experience with the Ravenwing detachment in the days to come, in hope that I'll see more good experiences than bad ones. If anyone has any suggestions also on good army lists that are decent and have good winning chances, or some nice combos, I would really appreciate if you'll share some with me.
Oh and thank you for reading this wall of text.
2019/01/05 10:29:16
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
Yeah, pure Dark Angels are in a tough spot. Mostly, Space Marines in general aren't doing really great in this meta.
I'm planning on getting a knight to make up for most of my melee necessities in one flank (also killing big things), while a Vigilus RW go for the other flank and harass the enemy. Some Scout screen (either with camo cloaks or hidden from the enemy's view) and Azrael + Lieutenant with Devs to provide long-range support. Oh, and if points allow, plasma Vets in a Rhino or 2
This message was edited 1 time. Last update was at 2019/01/05 10:29:28
Rihariel wrote: Greetings everyone! Haven't really posted anything here before, but I would like to join the conversation. I play Dark Angels for 7 ( not counting 2019) years now, I started when 6th was still new. So far trough out 6th and 7th I had a good time with my DA, specially in 7th where, yes yes I was that guy and no people had no problem with it, I played pure Black Knights army. During 6th I played some mix of all wings, mostly focusing on Ravenwing with some green and Deathwing support, as I mentioned in 7th I went full on Ravenwing. However since the start of 8th I am seriously struggling to find a suitable build for my army, I don't expect to win every game, that is kind of impossible, but I wish to have a fighting chance, it happens sometimes that I get wiped turn 1 or get so much crippled that it is pointless to go on. I have tried different variations of mixed lists, lists that go heavy on Deathwing, lists that go heavy on Ravenwing, lists that go around Azrael and Hellblasters castle and so on and so on, I have tried to use screening units, cheap troops to be able to take Battalion for the CP and to prevent my important units from charges and Smite spam. Problem is I am always outgunned, out charged, other armies simply seem to have answer for everything I bring and I don't seem to have answer for most units the opponents bring. I usually play against Tyranids and Necrons, from time to time against Chaos too. Tyranids are problematic because the mix of horde and monsters they bring, plus that damn unit of 6 Zoanthropes with all of their shenanigans, Necrons simply won't die... My biggest problem is that I have noticed how screen is not really working for me, it feels like point dump because Scouts and/or Tacticals die too fast, sometimes they don't even get the chance to even shoot, they die too fast and leave my other units open for charging or more psychic shenanigans. Lately I am running combination of Azrael castle with Hellblasters and some devastators, combined with either Deathwing or Imperial Knight, but it's still not good enough. What I find problematic is the lack of protection in out units, other armies seem to have more layers of protection, cheap hordes or expensive but extremely durable big units, either situations hard to deal, feels like our units don't make it up for the lack of protection in fire or/and melee power and vice versa, sure we have some great choices, on paper at least, but it always seem to me like I can't deal enough damage to actually cripple the opponent's army.
All of this being said, I look at the changes that CA brought, they seem ok, the new Ravenwing detachment from Vigilus got my attention, but it seems to me, correct me if I am wrong, that it's very CP hungry for it to be fully effective. Black Knights dropped in points and that's awesome, to me even now without that funny 2+ re-rollable Jink save Black Knights are still my fav unit in our codex. However, even with the points drop I wonder who effective they are still. As I was reading the previous posts in this topic I noticed that most of you agree that they still get vaporized very very fast, and I think that is again due to a serious lack of "protection", as some of you mentioned, even Dark Shroud seems to not be enough. So I was thinking, isn't it a better choice to maybe play more regular Ravenwing Bikes, ofc by all means to not exclude the Black Knights, but now in 7th they don't seem too much drastically different. Ofc, BKs have the Plasma Talon and decent melee weapon, but it feels that in a way the regular Ravenwing bikes are very very close to how good they are with BKs now much more than how it was back in 7th when BKs had Skilled Rider, which I hope you'll agree made big difference, but now when that is gone, I am not so sure on the effectiveness level of both of those units.
Here is an example of what I mean. Let's take the basic starting unit composition, 3 models in each squad, BKs being 114 and regular bikes being 69, despite the points difference BKs seem like the better choice, seemingly better weapons, but let us give the regular bikes 2 plasma guns and a combi-plasma to the Stg. Now the regular bikes are 102, which is still less than BKs, but now they have plasma that can shoot on 24", sure it is one shot less than the Plasma Talon, but it can still make a shot, while the PT is only 18", on 12" the plasma guns can shoot twice since they are Rapid Fire, and let's be honest if there is a unit close enough for me to use Rapid Fire, in both cases of regular bikes and BKs the situation has already became somewhat serious, the enemy got too close already. Now I know we can add more models, and the number of plasma shots will go up for the BKs while not for the regular bikes, but the regular bikes will still have good number of shots from their twin-linked bolters, in a way regular bikes still get more shots number-wise than BKs. This is all mathhammer and it may not mean anything, but it seems to me that, maybe, just maybe regular bikes are more effective for the points than BKs, even after CA 2018. The only thing that BKs have better is the Corvus Hammer, it is decent, but let us be honest, bikes are mainly not really a CC units, sadly.
Honestly I would like to see Ravenwing great again, I mean, to me at least, they were the knightly cavalry of our Chapter, something very very cool. I would like to see your experience with the Ravenwing detachment in the days to come, in hope that I'll see more good experiences than bad ones. If anyone has any suggestions also on good army lists that are decent and have good winning chances, or some nice combos, I would really appreciate if you'll share some with me.
Yes, and I really hope that they will remain legal, simply because I have two beautiful conversions of a Librarian and Interrogator-Chaplain both on bikes that I really love, and I wan't them to be playable units, even though I don't play them anymore, all though maybe the Librarian on Bike can still work good.
Rihariel wrote: Yes, and I really hope that they will remain legal, simply because I have two beautiful conversions of a Librarian and Interrogator-Chaplain both on bikes that I really love, and I wan't them to be playable units, even though I don't play them anymore, all though maybe the Librarian on Bike can still work good.
I have one of each of those as well that I converted! I still use the LIbrarian sometimes, but the Interrogator is just not really worth it in 8th.
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: 12 | Current main painting project: Dark Angels
Mr_Rose wrote: Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
2019/01/07 12:11:26
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
Finally got to play my first game using the new specialist detachment. Oh boy. It's good.
Played 2000pts against Tyranids. Was able to screen out my blob of black knights, Sammael, and the Talonmaster with some guard infantry. Heroic intervention, kill some stuff, leave combat safely to shoot again next turn. Rinse and repeat that about 2 more times. It just helps so much.
The other stratagem I think I used once or twice, which came in handy for Sammy and the TM getting +1 to hit for all their heavy weapons. Oddly enough, black knights didn't need to do a whole lot vs the bugs, but I sort of expected that.
2019/01/07 12:59:28
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
turmoil wrote: Finally got to play my first game using the new specialist detachment. Oh boy. It's good.
Played 2000pts against Tyranids. Was able to screen out my blob of black knights, Sammael, and the Talonmaster with some guard infantry. Heroic intervention, kill some stuff, leave combat safely to shoot again next turn. Rinse and repeat that about 2 more times. It just helps so much.
The other stratagem I think I used once or twice, which came in handy for Sammy and the TM getting +1 to hit for all their heavy weapons. Oddly enough, black knights didn't need to do a whole lot vs the bugs, but I sort of expected that.
Can you post your list?
2019/01/07 13:56:10
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
turmoil wrote: Finally got to play my first game using the new specialist detachment. Oh boy. It's good.
Played 2000pts against Tyranids. Was able to screen out my blob of black knights, Sammael, and the Talonmaster with some guard infantry. Heroic intervention, kill some stuff, leave combat safely to shoot again next turn. Rinse and repeat that about 2 more times. It just helps so much.
The other stratagem I think I used once or twice, which came in handy for Sammy and the TM getting +1 to hit for all their heavy weapons. Oddly enough, black knights didn't need to do a whole lot vs the bugs, but I sort of expected that.
Can you post your list?
Airwing Detachment 1 CP Dark Talon x3
Dark Angels Battalion 5 CP -- Specialist Detachment, Ravenwing Attack Squadron (-1CP) -- Relics of the Rock (-3CP)
Talonmaster - Heavenfall Blade
Talonmaster - Monster Slayer of Caliban
Sammael on Sableclaw
5 Scouts, 1 w/Heavy Bolter rest have bolters
5 Scouts, 1 w/Heavy Bolter rest have bolters
5 Scouts, 5 w/bolters
8 Black Knights
1 Dark Shroud
Astra Militarum Battalion 5 CP - Cadian
Company Commander -- Warlord, Kurov's Aquila, Grand Strategist
Company Commander
10 guardsmen
10 guardsmen
10 guardsmen
Didn't actually get to use the Monster Slayer Relic, so could always save 2 CP and just get 1 relic blade. Not sure how this will do against armies with lots of T7/8 targets. Probably not great, but maybe the weight of fire will help that. We'll see.
Kind of hate not having a mono dark angels list, but if that's what it takes to win then i'll do it for events. For fun games though, i'll keep it pure DA.
This message was edited 2 times. Last update was at 2019/01/07 13:58:01
The purpose of a screen is to a) die, b) be targetted before the units you care about. If you feel they're dying too fast, that probably means they're doing their job right. This is why they should be as cheap as possible.
Black knights are indeed one of the best units in the codex. But there is one key area in which regular RW bikers out-do black knights. Durability per point. I think you're on the right track. Ideally, I think bikers should be acting as a variety of screen for black knights. Put the regular bikes in front, and keep the black knights on the edge of 18" from their targets. There really is no need to get closer (assaulting with black knights is usually going to do more harm than good).
2x5 black knights may well be the better than 1x10, especially post CA2018. I went with 1x10 for several reasons: a) maximizing WftDA, b) it's easier to keep one squad in reroll and -1 to hit bubbles, c) it was one less unit drop which meant a greater chance of going first.
Point c is negated by CA2018 mission deployment rules.
At the moment, I suspect our best build features:
Many RW bikes for anti-horde (flamers/combi flamer)
2-3 Dark Talons
10 Black knights
Backed up by some solid (long range) anti-tank in the form of devastators or predators
1-3 scout squads to be a screen and/or prevent placement of enemy screens
But I'm no-where near top placing in tournaments, so take that as you will.
2019/01/13 21:12:13
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
Hey there, DA friends! I recently started playing 40k again in 8th edition and well, I haven't played my DA since I was playing Doublewing/Deathwing in 5th (with the 4th ed codex). So, generally I have the 6th edition starter (DA models ofc), I have an old RW battle force, some terminators, some extra bikers, a Landspeeder, some dreadnoughts, a Storm Raven and the new starter Primaris Marines set. I want to create a fun list (it's not going to be my main or competitive army) using either RW, DW or both ideally. I miss the new flyer models and the Dark shroud and I'm not quite sure if I want to invest in them. What I do want to buy is the plasma heavy squad thing.
So, any chance someone can explain how RW/DW works or how they would work together? I understand I'm probably going to have to get a battalion with scouts (which I also don't really have) in order to get some CP going. Worthy of mention is the fact that I also have some blood angels, namely: 10+ sanguinary guard, Dante, many many assault marines, DC squads, Lib Dread, DC dread, Lemartes and some random vehicles like rhinos/razorbacks etc.
Getting a BA/DA force (DA being RW or DW or both) would also interest me.
"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."
2019/01/13 21:58:54
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
Get Azrael if you want to play Dark Angels (you can use the captain from your started set). Get a Land Raider for terminators (and use the Intractible stratagem on it). Build as many Talonmaster/Sableclaw models as you can for Ravenwing. Scouts are one of the best Troops in the game, so certainly some of those. Hope that helps.
I know this isn't exactly DA heavy, but it's the first list I came up with using the models I have (only thing I'm missing is that many intercessors). Didn't really end up using DW, just some RWHQ and some bolter bikers for chaff. The BA element is pretty strong, but I'd really love some comments, at least on the DA part.
This message was edited 2 times. Last update was at 2019/01/15 01:32:27
"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."
2019/01/15 02:09:02
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
necr0n wrote: I know this isn't exactly DA heavy, but it's the first list I came up with using the models I have (only thing I'm missing is that many intercessors). Didn't really end up using DW, just some RWHQ and some bolter bikers for chaff. The BA element is pretty strong, but I'd really love some comments, at least on the DA part.
Azrael isn't doing much with just a 5 man Hellblaster unit to keep him company; maybe trade him out for Sammael in Sableclaw instead (if you can find some points elsewhere in your list). You could probably save some points if you got some more Scouts to replace the Tactical squads with. Razorbacks with Twin Asscans are solid, as is the Talonmaster (he's actually really amazing). On your bikers, I'm thinking you might want to find a way to get a couple of special weapons in there. Flamers at least for some horde-clearing (which seems to be the role you are going for with that unit). Scout Bikes would be better, as they carry both shotguns and twin bolters, meaning 6 shots per guy at 12 inches or less. I realise that the list is the models you have available, but I'm just making suggestions for potential future purchases.
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: 12 | Current main painting project: Dark Angels
Mr_Rose wrote: Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
2019/01/15 12:56:48
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
Azrael isn't doing much with just a 5 man Hellblaster unit to keep him company; maybe trade him out for Sammael in Sableclaw instead (if you can find some points elsewhere in your list). You could probably save some points if you got some more Scouts to replace the Tactical squads with. Razorbacks with Twin Asscans are solid, as is the Talonmaster (he's actually really amazing). On your bikers, I'm thinking you might want to find a way to get a couple of special weapons in there. Flamers at least for some horde-clearing (which seems to be the role you are going for with that unit). Scout Bikes would be better, as they carry both shotguns and twin bolters, meaning 6 shots per guy at 12 inches or less. I realise that the list is the models you have available, but I'm just making suggestions for potential future purchases.
That does make sense, Azreal is too expensive for buffing 5 marines, heh. So what about Librarian on a bike instead of Sammael (well, cause I don't have Sammael and he's harder to proxy)? I've updated the list:
Got some plasma (Plasma on Tacs, Plasma on biker, Plasma on Black Knights), a couple of TwinAssaults, let's not foget the H.B attack bike, a lot of (storm)bolters and then powerfists/Inferno pistols. Looks way prettier than the one before it. Also, a 4man Black Knight squad should be kind of easier maybe to operate, given what I read earlier in this thread?
EDIT: Would like some feedback on who should be warlord. DA / BA or who in specific and why? Which is the best trait?
This message was edited 2 times. Last update was at 2019/01/15 13:33:08
"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."
Go for Sammael in Sableclaw if you are running Black Knights. Use a Landspeeder as the base with an extra Assault Cannon and an extra Heavy Bolter plus some bits from the Black Knights. It's not too hard of a conversion and it's worth the effort.
All you have to do is fire three rounds a minute, and stand
2019/01/18 15:47:42
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
Azrael isn't doing much with just a 5 man Hellblaster unit to keep him company; maybe trade him out for Sammael in Sableclaw instead (if you can find some points elsewhere in your list). You could probably save some points if you got some more Scouts to replace the Tactical squads with. Razorbacks with Twin Asscans are solid, as is the Talonmaster (he's actually really amazing). On your bikers, I'm thinking you might want to find a way to get a couple of special weapons in there. Flamers at least for some horde-clearing (which seems to be the role you are going for with that unit). Scout Bikes would be better, as they carry both shotguns and twin bolters, meaning 6 shots per guy at 12 inches or less. I realise that the list is the models you have available, but I'm just making suggestions for potential future purchases.
That does make sense, Azreal is too expensive for buffing 5 marines, heh. So what about Librarian on a bike instead of Sammael (well, cause I don't have Sammael and he's harder to proxy)? I've updated the list:
Got some plasma (Plasma on Tacs, Plasma on biker, Plasma on Black Knights), a couple of TwinAssaults, let's not foget the H.B attack bike, a lot of (storm)bolters and then powerfists/Inferno pistols. Looks way prettier than the one before it. Also, a 4man Black Knight squad should be kind of easier maybe to operate, given what I read earlier in this thread?
EDIT: Would like some feedback on who should be warlord. DA / BA or who in specific and why? Which is the best trait?
I didn't have a lot of luck with my librarian on bike so far. I once denied death hex and saved Sammael which is huge. A shame he is an index option and there for expensive.
In a 1000pts list I ran:
Sammael
Librarian on Bike
3x 5 Scouts
Bike Squad with 2x Plasmagun
1x 6 Black Knights
Dark Shroud
2019/01/19 20:55:31
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
Just got the codex. I play Dark Elfs but always like to look through the books.
It looks like we can put all our leader guys in terminator armor, but can't put them on bikes. Which is strange and annoying becuase we are the biker Marines right?
2019/01/20 03:36:09
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
Librarians and Techmarines can ride bikes in the Index. Because they're Index-only, they did not get the points drops over the past two years, and they may no longer be legal a year or two from now.
Dark Angels could never put a Captain/Master on a bike because there's only one in the lore and his name is Sammael.
What happens when we combine this beta rule with the Indomitus Veteran stratagem for Bolt Rifles ? We quadruple the shots ? A unit of 10 Indomitus Veterans Intercessors that didn't move shoots 6 times under 15" ?
40K: Adeptus Mechanicus
AoS: Nighthaunts
2019/01/21 18:16:45
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
Dark Angels cannot use the Indomitus Crusaders specialist detachment because they are not a Space Marines detachment, unfortunately. This was clarified in the recent Designer's Commentary for Vigilus.
Either way, each Intercessor would get 4 shots since the stratagem changes the bolt riles to be rapid fire 2. The new rule says that they get the rapid fire bonus if either they are within half range or they did not move, not that they can get the rapid fire bonus twice.
2019/01/21 18:58:48
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
Well... frankly looks like the Dark Talon is even more of a staple in my army now but its my Termies whom I am happiest about, 24" 4 shots apiece is gonna help with actually being able to do something when they inevitably get out of charge ranges.
As I usually run a 10 man termie squad, Im looking forward to the increased firepower at range
2019/01/21 21:29:57
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41