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The Sons of the Lion, one of the proud and majestic first founding chapters. The Dark Angels have some awesome fluff that really suits the grim dark universe of the 41st millenium.
Sadly though the Dark Angels have the least powerful codex of all the current Space Marine chapters. So how do you make your dark green marines compedative? Besides calling them dark green codex space marines. Surely scouting ravenwing ad 1st turn teleporting terminatios have some nice strategies you can use. Besides with bike armies so powerful and ravenwing being fearless scouts there must be some great combos and tactics out there. How about their special characters? So how do you win with Dark Angels.
Edit: Coming soon, How do you lose with Space Wolves
The Emperor Protects
Last edited by kevin vanrooyen; December 3rd, 2009 at 01:40.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
Agreed they have some of the best background in all of the 40k universe. How do you win with Dark Angels ? Go on a mission to find one of the fallen, and come back just after the codex gets its overdue revamp. Then conquer the universe with one hand tied behind your back. Its the GW way.
Jager bombs. Very efficient at wiping out friend or foe.
Yes, the Ravenwing scout+boost+teleport homer can be brutal, but it requires two things: your opponent going second and having deployed units. If he goes first or, more importantly, elects to hold everything in reserve, then it won't work. You also cannot assault if you employ this tactic, simply leaving you with a lot of Terminators in your Opponent's deployment zone. Your best bet is to turbo boost during your scout move, then deep strike the Terminators, shoot your hearts out, then assault with the Bikers. This will give you hopefully at least one safe turn for the Termies at the expensive of the bikers.
With Codex: SM so much better at doing Space Marines armies, the only way to use Codex: DA is a combination of Deathwing and Ravenwing. Either go all out with one force or mix the two.
As for Special Characters, the only two worth taking are Belial and Sammael.
Very cheap for what he is. Not quite as good as Space Marine Captains (only WS5) he still packs a punch. Rites of Battle is handy, but not that handy in an all-Deathwing force since they're Fearless anyway. You can also swap equipment on him for free, between Storm Bolter and Mastercrafted Power Sword, Lightning Claws or Thunder Hammer/Storm Shield.
A little more expensive, costs the same as a souped up Kor'sarro Khan. For this you can either have his Jetbike or Land Speeder. Both are great options. The former makes him a BS5 T5 3+/4++ Jetbike with a Plasma Cannon - not much can compete with that, but he's reduced to sniping from afar due to his loss of Independent Character status.
His alternative mode of transport is an AV 14/14/10 Land Speeder with TL HB and TL AC. Since it's also fast, you can take a 24" run-up and ram the bajeesus out of enemy vehicles, even Land Raiders. This will no doubt shock opponents!
Also, for those who don't know, Belial makes Deathwing Terminators troops. Sammael makes Ravenwing Bikers, Attack Bikes and attached Land Speeders troops.
Now if they could: wow! That alone would give Ravenwing a big push. Cool enough that you can have lots of landspeeders, and if they had the new landspeeder builds from Codex: Space Marines that alone -again- would suffice to make me use Ravenwing. But at the moment they are just overpriced, unfortunately.
quite possibly wrong) I hope I didn't mislead anyone. I'm only pointing out that Sammael makes Land Speeders attached to Attack Squadrons (Bikes) troops because this would allow you to take more than 3 separate Land Speeders. Something many players are unaware of. I've removed the somewhat unnecessary heavy emphasis.
Ravenwing Land Speeders are not as good as the Codex: SM versions, granted. But you can have more of them.
It's also worth noting that Sammael makes an excellent objective grabber in both his forms. Making a last turn Flat Out 24" move in an AV14 Skimmer means he'll survive pretty much anything the enemy can throw at him, since they also hit him only on 6's in assault. The Jetbike can perform a similar trick, 3+ Cover save with 3 wounds on T5.
In my opinion the only, and only reason to play Dark angels is for a Niche Terminator army.
due to the vanilla SM commander on a bike making bikes troops, Ravenwing are utterly dead. (vanilla marines are cheaper, and more flexible. you can even have a command squad with apothecary, for FNP, as compared to Sammael, at a high cost, who can upgrade one unit to have a narcium/reductor that ignores the first failed save, unless it's instant kill, or you are in combat. You have to be taking a save, bear in mind.)
Belial is actually a decent character, for his cost and the mixed weapons in deathwing squads is not something to be sniffed at. The venerable dreads are cheaper (albeit with a inferior statline) but have the same ability.
It's to take terminators as troops. There is no other excuse to take Dark Angels (As a DA Company owner it aggrevates me.)
Aeons ago i did this:
(At the bottom. I did a really comprehensive DA Codex Breakdown Vs vanilla marines around 5th ed, just can't find it. I went through every unit and special equipment/rules/overall tactics.) probably got C&D'd by GW as it wasn't a happy conclusion for DA.
However, I did go buy a Fortress of redemption, and 2x vet upgrade kits to bulk out some squads to go with it and i'm picking up the mini's now without a reflex throwing action. My DA days are back, but that's as my gaming group allow DA's using the Vanilla Marine Dex, they all lose combat tactics and are "count as" Dark angels. the DA dex is for the Special Characters (no non DA) and deathwing, only.
DA robed sternguard with winged helmets and heavy flamers look sweet.
Last edited by stayscrunchyinmilk; December 3rd, 2009 at 15:58.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
I agree the current dex is weak in comparison but terminator armies do have there limitations as well the same as ravenwing, for all there bonuses there just an army.
ya the rules suck big time, and given the current situation with da i do think a well listed and played army will still do as good as normal sm armies.
we do have alot going against us but still tactics play a huge role for us now we have to make the other armies dance to our tune when we play its the only way a normal da army will win.
dark angels army: vengance of caliban 3500pt army
wins:1 draw:2 loss:1
There will be dark angels codex at 2011
Okay let's not derail the thread with rumours. On the other hand...
I've just blown dust off of the Codex and re-read it a little and came across this paragraph, describing units in the Ravenwing Attack Squadron (namely Attack Bike and Speeder) on page 27: "... they always operate as completely independent scoring units of one model."
Since Codex trumps Rulebook, this leads me to believe that Ravenwing do, in fact, have scoring Land Speeders. Which is awesome.