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Made in us
Dark Angels Neophyte Undergoing Surgeries




Slippery Rock Pennsylvania

So i have seen a couple things in the Dark Angels 7th Edition codex that i have a few questions about. The Deathwing and Ravenwing special rules happen to be one of them, if anyone could explain these to me i would really appreciate it. Along with this, Ravenwing Bikers get teleport homers which putting two and two together from the fluff and the actual application i knew that the Deathwing Terminators were of course able to teleport onto their current position. When doing so, do i still have to roll for Deep Strike scatter? i feel like i shouldn't have to due to the fact they are Teleport [i]Homers[i] which seems obvious to their use, also, i plan on investing in more troop choices as i only have one tactical squad currently, for the sons of the lion out there are the Assault marines that are included in the Dark Angels arsenal worth getting? Or are they simply not worth it as i am so far a mainly Elites and Heavy support army with little fast attack. As for Devastators those are really a no brainer for me.

Thanks in advance!

This message was edited 1 time. Last update was at 2016/03/16 16:04:04


Repent! For tomorrow, you die!
Armies:  
   
Made in ca
Perfect Shot Dark Angels Predator Pilot




Ottawa, Ontario, Canada

The Ravenwing and deathwing special rules are pretty straight forward. I won't post them out here as that would break a forum rule. If you had a specific question about them I'd be happy to answer, but that should be in the "you make the call" rule discussion subforum.

Teleport Homers stop terminators from scattering within their range. So no you do not roll as long as they are within that range. Note that other things ariving from deep strike (suck as drop pods or assault marines) would still scatter within the Teleport Homers range.

As for assault marines, they are a pretty poor choice, in all the marine codexes. If you ever plan on running a demi company, you will need at least one unit (two if you are running the double). Note that you do not need the assault marine kit for this as you don't need to run them with their jump packs, and in fact if you are just using them as a tax for the demi company, they may as well leave the packs at home.

"And the Angels of Darkness descended on pinions of fire and light... the great and terrible dark angels."
— Ancient Calibanite Fable 
   
Made in de
Yellin' Yoof on a Scooter





Ravenwing with Darkshrouds are extremly bad ass.
Furthermore they are tasty with an aftertaste of spicy chaos

This message was edited 1 time. Last update was at 2016/03/16 16:37:16


 
   
Made in gb
Executing Exarch






I'm going to make a guess that you're seeing the Deathwing and Ravenwing rules listed in the unit entries but not finding them in the main rulebook? Likewise for teleport homers?

The DW and RW rules are on page 148 of the Dark Angels rulebook (on the first page of the appendix, in case you are using the digital edition and don't have page numbers), and the Teleport Homers are on page 153 (last entry in the Special Issue Wargear part of the appendix).

As Pwntallica said, if you still have a particular confusion about them still, ask us a more specific question and we'll do our best to help.
   
Made in us
Nasty Nob





United States

I have sort of a specific question.

Strictly HIWPI, because I know the issue is already a rules mess, has the Deathwing formation been allowed to take DT land Raiders with termies in tournament scale events? ITC for example.

If so, at said events, do they deeps strike vehicle and all, deploy vehicle empty, vehicle starts in ongoing reserve etc.

If they don't, no need to get into the why, just tell me no, I already know why.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in ca
Secretive Dark Angels Veteran




Canada

 pwntallica wrote:
The Ravenwing and deathwing special rules are pretty straight forward. I won't post them out here as that would break a forum rule. If you had a specific question about them I'd be happy to answer, but that should be in the "you make the call" rule discussion subforum.

Teleport Homers stop terminators from scattering within their range. So no you do not roll as long as they are within that range. Note that other things ariving from deep strike (suck as drop pods or assault marines) would still scatter within the Teleport Homers range.

As for assault marines, they are a pretty poor choice, in all the marine codexes. If you ever plan on running a demi company, you will need at least one unit (two if you are running the double). Note that you do not need the assault marine kit for this as you don't need to run them with their jump packs, and in fact if you are just using them as a tax for the demi company, they may as well leave the packs at home.
ahem allied skyahmmer annihilation force *cough cough*. assault marines arent all bad news and unless you can take more then 3 bikes 5 assault marines are superior simply because they will live longer a lot of the time

DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in ca
Perfect Shot Dark Angels Predator Pilot




Ottawa, Ontario, Canada

 ionusx wrote:
 pwntallica wrote:
The Ravenwing and deathwing special rules are pretty straight forward. I won't post them out here as that would break a forum rule. If you had a specific question about them I'd be happy to answer, but that should be in the "you make the call" rule discussion subforum.

Teleport Homers stop terminators from scattering within their range. So no you do not roll as long as they are within that range. Note that other things ariving from deep strike (suck as drop pods or assault marines) would still scatter within the Teleport Homers range.

As for assault marines, they are a pretty poor choice, in all the marine codexes. If you ever plan on running a demi company, you will need at least one unit (two if you are running the double). Note that you do not need the assault marine kit for this as you don't need to run them with their jump packs, and in fact if you are just using them as a tax for the demi company, they may as well leave the packs at home.


ahem allied skyahmmer annihilation force *cough cough*. assault marines arent all bad news and unless you can take more then 3 bikes 5 assault marines are superior simply because they will live longer a lot of the time


I didn't touch on the skyhammer force because that isn't a DA formation. It doesn't change how good assault marines are (especially to DA), it is a one off exception. Honestly the assault marines in that formation still aren't that great, it's just the special rules, more the devs, that make it powerful.

Also 5 assault marines are almost never better than 3 bikes. As three bikes can take two special weapons. Bikes also have +1 toughness and jink (rerollable for DA), which make them more survivable. They also always get their How attack, which AM only get if they only move 6 in the movement phase.

My advice still holds true that for DA, the only real reason to field AM is to fulfill the demi company requirements or because you like the models.

"And the Angels of Darkness descended on pinions of fire and light... the great and terrible dark angels."
— Ancient Calibanite Fable 
   
Made in us
Regular Dakkanaut




Atlanta

I've had quite a bit of success running Assault Marines with jump packs, 3 plasma pistols and jump pack chaplain with plasma pistol. Yes there are probably better things out there, but right now with all the hype about the bikes, they tend to fly under the radar and have a chance to do their job.
   
 
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