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Made in us
Stalwart Dark Angels Space Marine




The Relic Shield is the one on the Captain/Master, and it gives a 4+++ against MW only, not against all wounds.

The Lieutenant and Bladeguard have "Storm Shields" that provide a 4++ and +1 to save.
   
Made in gb
Regular Dakkanaut




The bladeguard seem like a decent choice to go in my Redeemer, as my knights have mostly been using the ravenwing related teleport strategem.

Looking forward to rocking up with the redeemer and going..."go on then..charge me I dare you...."
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

princeyg wrote:
The bladeguard seem like a decent choice to go in my Redeemer, as my knights have mostly been using the ravenwing related teleport strategem.

Looking forward to rocking up with the redeemer and going..."go on then..charge me I dare you...."

Except that Primaris models can't go in a Redeemer. They can, however, ride in either model of Repulsor, or an Impulsor if that's your jam.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 23 | Current main painting project: Tomb Kings
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in ca
Regular Dakkanaut





Hickory NC

A big squad of Bladeguard Vets with some character support in a Repulsor might be alright. If can screen for them.

 
   
Made in gb
Regular Dakkanaut




 ZergSmasher wrote:
princeyg wrote:
The bladeguard seem like a decent choice to go in my Redeemer, as my knights have mostly been using the ravenwing related teleport strategem.

Looking forward to rocking up with the redeemer and going..."go on then..charge me I dare you...."

Except that Primaris models can't go in a Redeemer. They can, however, ride in either model of Repulsor, or an Impulsor if that's your jam.


OH heck, serves me right for not actually using primaris very often, had completely forgotten about that.
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

Bladeguard in impulsors sound fun, however I am annoyed of the new 3 man squad sizes we are seeing more and more.
I want to be able to field them in larger unitsto make use of the transport capacity.

Do you guys think baldeguard will be our new Deathwing hotness or should we wait to see what gw makes exclusively for DW (in 3-10 years)
   
Made in us
Regular Dakkanaut




Aeri wrote:
Bladeguard in impulsors sound fun, however I am annoyed of the new 3 man squad sizes we are seeing more and more.
I want to be able to field them in larger unitsto make use of the transport capacity.

Do you guys think baldeguard will be our new Deathwing hotness or should we wait to see what gw makes exclusively for DW (in 3-10 years)


Aren't DW Knights just better other than they have 1 less wound and can't go in a repulsor?

This message was edited 1 time. Last update was at 2020/07/10 04:29:37


 
   
Made in us
Regular Dakkanaut





Hickory NC

I am of the mindset that in 9th Deathwing Knights in a Crusader with character support is going to be viable. Especially with something to block for them, like maybe drop pod squads.

Center objectives are going to be really important so we rush the center with our Land Raider while using the drop pods and squads inside as a wall to help protect the center.

Add in some Ravenwing to grab objectives in the late game and that's not a bad strategy at all.

 
   
Made in gb
Regular Dakkanaut




Deathwing knights are great in 8th anyway, I also think they will be very very good in 9th.

With the new missions encouraging moving to the middle of the board early, I agree that putting them in a land raider of some type will be the way to go. They are tough enough to hold objectives really well (especially with strategem support) and can threaten pretty much any unit in combat.

Now that my thought of raider based bladeguard has been shot down (admittedly by my own oversight) I think its gotta be the knights and ancient in my redeemer, use them to punch into the middle of the board and hold it, while the ravenwing threaten the flanks. Looking forward to trying the new rules.

As an aside, while my Nids will be mostly used for pick up games, my Dw/Rw are going to be in the crusade campaign..love the idea of following a small group of them as they hunt down their targets (also, very small army which will help with the amount of bookeeping that seems to be involved)
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

I prefer the redeemer
Just the ability to charge my LR into enemy troops just to shoot them with my flamer next turn is amazinf
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I would suggest the possibility of dropping DW Knights from a Stormraven, but it looks like it's still going to be too expensive for what it does in 9th. Oh well.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 23 | Current main painting project: Tomb Kings
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in us
Regular Dakkanaut





Hickory NC

Maybe a squad in each?

 
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

It feels like we're going to be well suited for the new mission structure. We have a lot of fast hard-hitting units, durable melee units that can drop in at 6" range and delete most reasonable backfield objective holders, and 4++ saves/-1 to hit for the units tasked with holding our own backlines.

   
Made in ca
Secretive Dark Angels Veteran



Canada

Dark Angels points are being leaked by Youtubers. It's hard to follow, but for the most part we are in step with Space Marine points leaked around two weeks ago. Key Dark Angels specific units appear to be:

Azrael - 160
Belial - 125
Sammael in Sableclaw - 210
Sammael on Corvex - 140
Ezekiel - 115

Deathwing Knights - 41 per model

Ravenwing Black Knights - 40

Nephilim - 105 (Avenger Mega Bolter 35)
Dark Talon - 185

My limited games thus far tell me that controlling or at least contesting the middle of the board early is important. The Deathwing might just be a big part of that. Looking at the pros and cons of bringing the Black Knights on from a flank. Makes sense, but they really need character support. I suppose I could orchestrate Sammael and a Talonmaster to be in the right place to support them? Landspeeders might be important to protect our own Speeder characters with the new rules.

All you have to do is fire three rounds a minute, and stand 
   
Made in us
Stalwart Dark Angels Space Marine





Charlotte, NC

From the "Relic of the Damned" FAQ on Warhammer Community: *Page 56 – Impeccable Mobility
Change this Warlord Trait to read:
‘Whilst they are within 6" of this Warlord, models in Ravenwing
units from your army that have Advanced this turn can treat
any Heavy weapons they are equipped with as Assault weapons.
In addition, such models do not suffer the penalty for Advancing
and firing Assault weapons.’

So we can advance and fire heavy weapons with no penalty?


2500 Points
2000 Points 
   
Made in ca
Secretive Dark Angels Veteran



Canada

 Freeflow44 wrote:
From the "Relic of the Damned" FAQ on Warhammer Community: *Page 56 – Impeccable Mobility
Change this Warlord Trait to read:
‘Whilst they are within 6" of this Warlord, models in Ravenwing
units from your army that have Advanced this turn can treat
any Heavy weapons they are equipped with as Assault weapons.
In addition, such models do not suffer the penalty for Advancing
and firing Assault weapons.’

So we can advance and fire heavy weapons with no penalty?



Ravenwing ones anyway. Lots just dropped in the FAQs bringing us up to 9th Ed. Most seems to be expected. Grim Resolve now means that we automatically pass all Attrition Tests, for instance.

All you have to do is fire three rounds a minute, and stand 
   
Made in us
Fresh-Faced New User





The char sniping talonmaster is nice
the loosing a bit on our super doctrine for ravinwing kinda sux due to changing heavy to assault
Any word on new points for talonmaster?
   
Made in us
Regular Dakkanaut





Hickory NC

Should be 180 with what I have seen. 105 base, 30 for twin heavy bolters, 40 for twin Assault Cannon, 5 for Power Sword.

 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

NOLA_tiger wrote:
The char sniping talonmaster is nice
the loosing a bit on our super doctrine for ravinwing kinda sux due to changing heavy to assault
Any word on new points for talonmaster?

How are we sniping characters with a Talonmaster? The Huntsman trait doesn't work for heavy weapons. I guess we can have one dash in and gun somebody down, but that means sacrificing a Talonmaster.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 23 | Current main painting project: Tomb Kings
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in us
Regular Dakkanaut





Hickory NC

Because if double Talonmasters are in one place then one takes Impeccable Mobility to turn Heavy weapons into Assault weapons per the FAQ that just dropped about Ritual of the Damned.

The other takes Huntsman and the Corvus Occulus.

 
   
Made in ru
Stalwart Dark Angels Space Marine




 Reivax26 wrote:
Because if double Talonmasters are in one place then one takes Impeccable Mobility to turn Heavy weapons into Assault weapons per the FAQ that just dropped about Ritual of the Damned.

The other takes Huntsman and the Corvus Occulus.


This is so broken
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

I think Ravenwing outriders are going to be sick.
6 Attacks on a charge per bike and 14'' move.
Combine with a chaplain and some other fancy RW units for extra fun.
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

My old list, spoilered below, went up to 2,230 pts:

Spoiler:

+++++Battle Forged: Dark Angels +3 CP+++++

+++Battalion - 518 pts. +5 CP+++

-HQ-

Ravenwing Talonmaster - 188 pts.

Librarian in Terminator Armor w/ Force Axe - 110 pts.

-Troops-

Infiltrator Squad x5 w/ Helix Adept - 120 pts.

Scouts x5 - 55 pts.

Scouts x5 - 55 pts.

+++Battalion - 1,482 pts. +5 CP, -1 CP for Attack Squadron+++

-HQ-

Ravenwing Talonmaster - 188 pts.

Sammael in Sableclaw - 200 pts.

-Troops-

Scouts - 55 pts.

Scouts - 55 pts.

Scouts - 55 pts.

-Elites-

Deathwing Knights w/ WitD - 180 pts.

Deathwing Ancient w/ Lightning Claws - 75 pts.

Ravenwing Apothecary - 60 pts.

-Fast Attack-

Ravenwing Black Knights x7 - 238 pts.

Ravenwing Black Knights x7 - 238 pts.

Ravenwing Darkshroud - 138 pts.

+++++Total Points 2,000 - 12 CP+++++


My new list, trimmed down to a single Battalion, drops the Librarian, Infiltrators, 2 Units of Scouts, and the Darkshroud and adds in a Land Speeder Storm, and a unit of Eliminators.

Spoiler:
HQ: 675
Talonmaster - 180 points
Talonmaster - 180 points
Sammael in Sableclaw – 210

Troops: 210
Scouts x5 - 70
Scouts x5 - 70
Scouts x5 – 70

Transport: 60
Landspeeder Storm w/ Assault Cannon - 60
Elites: 375
DW Knights x5 – 225
DW Ancient – 85
RW Apothecary – 65

Fast Attack: 695
RW Black Knights x7 – 280
RW Black Knights x7 – 280
RW Darkshroud – 135

Heavy Support:
Eliminator x3 - 90


I'm considering cutting a Black Knight from each squad and replacing a scout unit with something a bit tougher. I'm leaning towards Incursors because ignoring cover and modifiers to hit seems like it could be a big deal this edition.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Aeri wrote:
I think Ravenwing outriders are going to be sick.
6 Attacks on a charge per bike and 14'' move.
Combine with a chaplain and some other fancy RW units for extra fun.

Speed of the Raven on that unit will really give them a disgusting threat range. In Assault Doctrine they'll shred stuff hard.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 23 | Current main painting project: Tomb Kings
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in us
Regular Dakkanaut




I feel RW are going to be stupidly good this edition.

Add some DW for surgical DS disruption.

   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

Hellblasters stayed the same points (cheaper with heavy version).
Having a 10 unit of Hellblasters in reserves sounds fun
   
Made in us
Regular Dakkanaut




I want RW themed force with some Scout units and DW.

   
Made in ru
Stalwart Dark Angels Space Marine




Played a game today using the new rules.

Plasma inceptors are insane, good vs hordes due to blast weapon rule and tanks too.
Overcharging is much safer now since you die only on unmodified rolls of 1 which will be rerolled always

Talonmasters and sammy are autoincludes, this impeccable mobility trait is so broken.I didnt use huntmaster + impeccable mobility since that would be just cheating, but too me it seems getting bonus AP for 3 turns on all their weapons is too good.
They are definitely getting nerfed

Another great thing about them is that they are vehicles which work great with look out sir rules

Here the list:
talonmaster
talonmaster
sammael
infiltrator squad 5
infiltrator squad 5
infiltrator squad 5
Scout snipers
jetfighter
jetfighter
inceptors x3
inceptors x5
inceptors x5

Strategy was to put inceptors and nephelim jetfighters in reserves and hold on till turn 2. Most work will be done by characters and inceptors. Infiltrators scouts and jetfighters are needed mostly to gain control of the battle field and cover characters from enemy shooting



This message was edited 1 time. Last update was at 2020/07/18 15:04:42


 
   
Made in us
Perfect Shot Dark Angels Predator Pilot






Ok well you answered my question as to whether you guys thought plasma inceptors were still the way to go. I'm just about done painting my hellblasters and a squad of 3 inceptors is up next.

This message was edited 1 time. Last update was at 2020/07/18 18:30:30


 
   
Made in ca
Secretive Dark Angels Veteran



Canada

Is only unmodified 1s killing overcharging Plasma officially a thing for Dark Angels yet in 9th? I’ve lost the plot on the leaks....

This message was edited 1 time. Last update was at 2020/07/18 21:00:16


All you have to do is fire three rounds a minute, and stand 
   
 
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