Dark Angels
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Designing and Playing a Firepower Based DA Force PDF Print E-mail
Contributed by Captain Arakis   
Wednesday, 05 April 2006

First and finest of the Emperor’s Space Marine chapters, the Dark Angels are as balanced a force as any chapter. However, the natural stubbornness of the Unforgiven lends itself to a defensive force. The sons of the Lion will bravely stand their ground, come what may until the bitter end. Thus, a defensive balanced force is popular. I’ll discuss tactics and strategies for leading this potent force into battle! 

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Unit Overview:

HQ

The Commander- Bold and courageous leaders, Grandmasters (Masters) and Masters (Captains) are a great asset to a defensive force. Always recruit a Grandmaster in lieu of a Master. The additional survivability and leadership more than make up the difference in cost. Even for the Stubborn/Intractable Dark Angels, LD 10 across the board is a significant advantage. Although falling back from enemy shooting and even combat are not really a problem, we test for pinning and target priority, even losing combat for most units, like anyone else. In addition, the Grandmaster has access to two powerful items. The Sword of Secrets is a must. This powerful blade will make your Lord more than capable of destroying the best the enemies of the Emperor can throw at him! Daemon Princes have fallen under the Sword of Secrets! The second item is the Lion Helm. Although its pricy and counts as your relic, I never leave the Rock without it! Though the save is very localized, its great for protecting your Command squad or Terminators out of cover.

The Librarian- Wielding powerful psychic powers, Librarians offer unique advantages to your force. They can either augment the firepower of your marines, bolster your few assault-ready troops or even better, both. As with the Grandmaster, always buy the Epistolary. The extra leadership could be critical, and the extra wound is always helpful. Importantly, both Librarians have a psychic hood, which can be invaluable against certain enemies (Ulthwe). Wargear isn’t particularly important. A pistol and invulnerable are sufficient. Choice of powers is critical.

Powers:

Storm of the Emperor’s Wrath: The default power. While its not a terrible power, the range is very short, and won’t usually kill more than one or two enemies. There are better powers to spend your points on.

 

Fury of the Ancients: I always use Fury of the Ancients. Why? Although, it might not look like much, Fury of the Ancients is by far the best shooting power. Taking it lets the Librarian engage the enemy at extreme range with the rest of your army. It can hit multiple enemies, and causes pinning. Above all else, its cheap and has infinite range. I would always buy this as an Epistolary’s second power.

 

Fear of the Darkness: A potent ability, particularly for a mobile Librarian, but lacks range and will have little impression on many armies. Too specialized to be useful all the time, but absolutely devastating against Imperial Guard or Tau.

 

Might of Heroes: Of the two combat powers, this is the one I use. Extra attacks are very useful, and importantly, Might can be cast in your turn so makes a good defensive ability. Remember, the Librarian can cast this on another model, if he is not engaged or you have a Grandmaster with the Sword of Secrets or a Power Fist wielding Veteran Sergeant in the combat.

 

Veil of Time: The ultimate combat power, Veil of Time makes your Librarian nigh invincible- on the turn its cast. In the enemy’s turn it can leave your Librarian looking rather sheepish as he gets beat down. I like the cheapness and efficiency of Might of Heroes, since often you are charged. Remember, Veil of Time is cast at the beginning of the turn, and influences more than just hand to hand.

 

Vortex of Doom: This seems like the ultimate spell, but really, it’s the worst. It only uses the small template, scatters, doesn’t wound that often, is very short ranged, and is extremely expensive. Never use Vortex of Doom, even against Necrons.

 

Interrogator-Chaplains: Fearless upholders of the faith, Chaplains are easily the best value heroes. Including Terminator Honors and a Bolt Pistol, a Master of Sanctity is only 116pts! It doesn’t matter so much if you buy the third wound, but I prefer the durability of higher level characters. All Chaplains even come with a Power Weapon and 4+ invulnerable. Their Litanies of Hate also make Chaplains highly efficient in combat. They are most potent when leading a squad of Assault Marines or Terminators. One piece of Wargear available exclusively to the Dark Angels are the Blades of Reason. They probably won’t do anything, but they’re cheap and fluffy. Nothing is more satisfying than telling your opponent exactly which of his men were captured and tortured to repentance.

 

Command Squads: Although Command groups can be expensive, they can be a critical lynchpin to the force. There are many options available, including Terminator Honors, but its generally best to avoid this. Generally the best option is a full 10 man squad with two special weapons mounted in a Rhino APC. Thus, the squad is mobile, and can move swiftly to reinforce your line, piling out to unleash rapid fire hell on the enemy.

 

Specialists:

Apothecary- These skilled medics will keep your marines fighting much longer. The ability to save a wound with 6” each turn really adds up. Remember, they can save men from other squads, and can save your men even from plasma weapons (friendly ones too) and the like. An Apothecary will quickly pay for himself, especially if the Command Squad is paired with a squad of Deathwing.

 

Veteran Sergeant- Vital to the squad’s fighting power, a Veteran Sergeant should always be armed with a Power Fist and a Plasma Pistol.

 

Standard Bearer- The Unforgiven have access to three Sacred Standards, all of which greatly increase the potency of the squad bearing them. Besides counting as a Sacred Standard (Although they do not count as a Relic), each Standard can be “unfurled” once per battle. The Standard of Fortitude allows your men to fire their rapid fire weapons while on the move. However, new rules have made the Standard of Devastation much more effective. The Standard of Devastation allows your Command squad (or a nearby squad) to fire as if it were their shooting phase, during the enemy’s assault! This is an excellent trump card. As your men pile out of their Rhino and rapid fire one enemy to death, they have another volley prepared for the vengeful remnants. Give the squad two Plasma Guns and Bolters to maximize this effect. The Standard of Retribution is primarily intended for an assaulting Command squad. It’s a bit pricy for what it does. Better to attach a Chaplain to the squad.

 

Company Champion- A nice fluffy upgrade, the Company Champion makes a decent fighter, but he’s only a Marine with a Power Weapon. It’s a bit expensive for 20pts, but can defiantly help. He might even absorb a power weapon hit with his combat shield.

 

Other Options- Command squads have numerous options. These include grenades, veteran skills, etc. It should self evident which abilities to take. Remember, these abilities can be expensive, so they’re better to avoid unless they are key to the squad’s role.

 

Terminator Command Squads- Essentially the same as a Terminator squad, Command squads are useful for characters in Terminator Armor who want special transport options (eg. Land Raider or Drop Pod). Its also useful if you’re lacking Elite choices. All the guidelines for Terminator Squads apply.

 

Elites

Deathwing Terminator Squad- The Terminators of the First Company are an excellent unit in any army, and a firepower based one is no exception. Although Terminators are very expensive, they are resilient and have several advantages the rest of the army lacks. Since the Deathwing can move and fire their heavy weapons, they are very mobile and can bring their firepower to bear on almost any location. In addition to their already effective Storm Bolters, Terminators have a few heavy weapons available. Assault Cannon are in my opinion, the most generically valuable, combining high rate of fire with good strength, armor penetration and rending. The Assault Cannon’s fairly shot range is tempered by the the Terminator’s ability to move and fire, and makes a good match for the rest of the squad’s Storm Bolters. Cyclone Missile Launchers are a more specialized weapon. They have very long range, and since they are not as potentially powerful as the Assault Cannon, squads equipped with Cyclones are generally charged with long range elimination of vehicles, monsters and the like. Combined with Tank Hunters, they are very proficient at this. The Heavy Flamer is a rarely used option. Although not a bad weapon in itself, the Heavy Flamer is overshadowed by the Assault Cannon. With only 8” maximum range, its too expensive and specialized to be worth it in my opinion. Either get an Assault Cannon or stick to your Storm Bolter. When shooting with your Terminators, always remember that they can move and fire. You can almost always move into LOS of your preferred target, and keep out of sight of the enemy’s guns. A useful maneuver is shooting while retreating, giving you additional turns to pepper your foe before they can close to assault. As good as your Terminators are, an extra turn or two of shooting again Genestealers or Khorne Berserkers is invaluable.

 

In addition to their potent shooting, Terminators also pack a punch in combat. Every Terminator has a Power Fist, so they can take almost any vehicle or unit in hand to hand. This makes them an excellent counter attack unit, either charging forward to intercept enemies, or saving units already engaged. And, since Terminators are so mobile, resilient and good in combat, they can be excellent at claiming objectives and other roles that will involve hand to hand fighting. Finally, Terminators have a number of options that allow them to specialize their role, primarily to counter vehicles. Chain Fists are a cheap and effective option, but Power Fists are often sufficient. Furious Charge doesn’t really affect Power Fists, so it is largely wasted. However, it still affects the squad’s Sergeant, and if facing weak opponents, the squad can opt not to use their Fists (very useful against orks). Always remember, while your Terminators are the finest infantry in the forces of Mankind, care must be taken at all times. They are far from invincible, so keep them out of sight at all times, and within range of any protection (such as an Apothecary) so the Deathwing will keep on fighting the enemies of the Emperor!

 

Deathwing Assault Squad- Though these Veterans are a deadly force in Assault, in my opinion they have no place in a Battle Company force, even less one that is optimized to shooting. They are very expensive, and really require a transport to be where they need to be. Most critically, they will sit idle for more of the game before they can find combat. For the sake of efficiency, the Battle Company much eschew Assault Terminators, in favor of their more versatile brothers who can both shoot and fight.

 

Dreadnought- Excellent in both combat and shooting, the ancient Dreadnoughts form a steady firing platform as well as a bulwark in your line. They are not excessively expensive, and sport good armaments and armor straight from the codex. There are plenty of good weapon options so the Dreadnought can be tailored to whatever battlefield role you wish. For a melee ready Dreadnought, the Assault Cannon is a good option, since range is not an issue. Round this out with a Heavy Flamer, Extra Armor and Smoke Launchers, and you’ll be ready to dispense the Emperor’s Justice! Drop pods should be seriously considered, as Dreadnoughts aren’t excessively tough. For a more shooty approach, upgrade to a Lascannon or Plasma Cannon and perhaps a Missile Launcher (Although this seriously hampers the Dreadnought’s power in hand to hand). When fielding Dreadnoughts, there are a couple rules of thumb to abide by. First of all, always take Extra Armor. Armor 12 in not difficult to damage. Extra armor will keep your Dreadnought moving when stunned, either towards the relative safety of combat or out of the sight of the enemy’s guns. Second, always upgrade to Venerable where possible. This can really save you, especially when combined with smoke launchers. Its also nice because you can take Furious Charge or Tank Hunter, the latter being more useful. Finally and most importantly, treat your Dreadnought as though it sports cardboard armor. AV 12 is Lascannon fodder. So, always place your Dreadnoughts out of sight at the beginning of the game, and always endeavor to limit the amount of weapons being fired at them. Keep range weaponry based Dreads Obscured, and use smoke launchers on combat Dreads. It is often a good policy when fielding Dreadnoughts to take many or none at all. They are a unit that must be used wisely.

 

Techmarine- This is an option I have little experience with. Techmarines have access to many esoteric items and abilities, but are very specific in their uses.

 

Artificer- As benefiting his role as representative of the Machine God, Techmarines are proficient at repairing the Chapter’s vehicles. When accompanied by 4 Technical Servitors, he can fix any defect on 2+! While it’s a nice ability, I don’t think it merits the investment. For the price of the Techmarine, you could buy another tank. There are just too many limitations on the ability. To make best use of him, the Techmarine must be wedged between two stationary vehicles. The servitors aren’t difficult to kill and if the vehicle is destroyed, he’s powerless to save it. Grudgingly, this option must be passed up.

 

Warrior- When armed suitably and wearing his Full Servo Harness, a Techmarine boasts considerable combat power. Best used in a combat oriented squad to boost their power, this doesn’t really help a firepower oriented army. He’s expensive and not particularly resilient. There are better options available.

 

Devastator Squad- With the option of gun servitors, a Techmarine can form his own miniature Devastator Squad. Heavy Bolters are the best option in my opinion, but a Plasma Cannon is a nice addition, since he affords the squad a shooting reroll. The servitors aren’t Marines though and they lack meat shields, so they must be placed in the best cover available. Even so, this is a nice way to bolster your firepower, and should be seriously considered.

 

Troops

Tactical Squad- Powerful and resilient, Tactical squads form the bulk of most Space Marine armies, and the forces of the Unforgiven are no exception. Tactical Marines are the cheapest troops available in the army that still sports power armor. Armed with the holy Bolter, Tactical squads have a wide range of weapon options that can improve their firepower. Thus, they are usually used in a long range shooting role. Often this means a five man squad wielding a Lascannon. This is fine for assaulting armies that require heavy weapons for minimal cost, but in order to provide a solid battery that will rain fire upon any enemies rushing your lines, you’ll need more men to both fight and absorb casualties. I prefer 2-3 men with Bolters to every man with an upgraded weapon or veteran sergeant.

 

For weapons options, Lascannon are generally you’re best bet, since they’re powerful and relatively rare in the rest of the army. Plasma Cannon are nice for fluff and aren’t terrible weapons, so one or two are a nice addition. In general, I don’t use the other weapons options. Missile Launchers are fine, but for only 5 more points, lascannon are better. Multi-Meltas need to be too close, and Heavy Bolters are widely available. In short, stick with the higher end weapons for Tactical squads. For special weapons, I prefer the Plasma Gun. It has good range, power, and can be rapid fired at close range. In my mind this more than outweighs the chance of a fatal overheat. Meltaguns are fine, but I prefer shooting my enemy from the earliest possible moment.

 

Another use for Tacticals is the “Combat Tactical squad” role. Mounted in a Rhino, a full strength tactical squad takes the fight right to the enemy with their rapid firing Bolters. Additionally, the squad should be armed with a special weapon (any one is good) and a Veteran Sergeant armed to the teeth, since it is likely the squad will see combat. Since its cheap, a Heavy Bolter isn’t a bad addition either, if its likely that the squad will keep shooting in following turns. While such a squad is pretty sturdy, they will need support to survive. A command squad also mounted in a Rhino is great, but anything similarly fast and good in close quarters will suffice.

 

Scout Squad- Lighter than normal Marines, Scouts are a unique and versatile addition to any Space Marine force. Though they lack the all important power armor, Scouts are able to infiltrate, bringing them closer to the enemy or into cover. They can be used in either a hand to hand or shooting role. For a combat oriented squad, the squad should be armed with Bolt Pistols and Combat Weapons, lead by a Veteran Sergeant armed with a Power Fist. The squad can infiltrate to a vulnerable position on the enemy lines, attacking an enemy vehicle or shooty squad, or used in conjunction with other Assaulting forces, overwhelming an area. To this end, its useful to equip sarge with a teleport homer, to bring in Terminator reinforcements. For a more firepower oriented squad, I prefer Bolters, with a heavy weapon and only one or two snipers to keep the cost down. Effectively, this is a cheap anti-infantry tactical squad. Since they have lighter armor, it is critical that they are positioned well.

 

Fast Attack

Assault Squad- Truly the incarnation of the Angels of Death, Assault Marines are a swift and powerful force. Obviously this type of squad is armed to the teeth with melee weapons, and should always be lead by a Veteran Sergeant, preferably wielding a Power Fist to deal with characters, monsterous creatures and tanks. The squad has a choice between Plasma Pistols and Flamers. Plasma is the general preference, since they are powerful, provide the marine with an extra attack, and compensate for the squad’s difficulty with heavier opponents. Flamers are a valid option, but generally Assault Marines have no difficulty with infantry. As for the grenade options, always buy meltabombs or not at all. Its generally a nice option for small squads, but can be pricy for larger squads. Removing Jump Packs is also an option, but in my opinion, the additional movement is critical to the unit’s role.

 

There are two main size configurations that will affect the squad’s role heavily. A full ten man squad is best for a main unit that will take the fight to the enemy. With maximized attacks and resilience, the squad will reach their opponents, and defeat them in combat. It is important to remember that they will never be able to undertake a mission where they single handedly charge up the enemy’s lines. Use cover wherever possible to stay out of sight, and either use the squad to pick off an isolated enemy or in conjunction with other assault elements in your army. For a supportive role, a smaller squad of 5-6 men. These can be used as a special weapon delivery system, moving quickly around friendly lines and opening fire before counter charging weakened enemies in the following turn. This squad is also good in an anti tank capacity, since they can use their mobility to avoid trouble and close on enemy vehicles with their meltabombs.

 

Ravenwing Landspeeders- In my mind the best Fast Attack choice, Ravenwing Landspeeders can deliver excellent firepower to any location for minimal points. The best configuration is Heavy Bolter and Assault Cannon. For only 80pts, this variant provides superb anti-infantry firepower, and can easily deal with tanks as well, due to multiple rending shots and the speeder’s ability to reach side and rear armor. The Speeder can replace its Heavy Bolter with a Multi-Melta to increase its anti-armor power. The Assault Cannon is still a default option in my mind, which makes the Speeder rather expensive. It’s a good option, but I generally feel Speeders are a better for dealing with infantry, leaving heavy tank busting for your Lascannon squads. The one rule to always remember with Speeders: keep moving fast! These things have paper armor, and going fast will protect them from those penetrating hits.

 

Battle Company Landspeeders- The Landspeeders of the reserve Companies offer additional options that the Ravenwing lack. However, the Heavy Bolter/Assault Cannon configuration is the king of Speeders, and the Ravenwing version is in all ways superior.

 

Ravenwing Bikers- The bikers of the elite Ravenwing Company are the finest in the Imperium. They are very expensive, but have abilities other bikers lack. They have a 6+ invulnerable, and since they can reroll difficult terrain and so, can make good use of cover for protection. Since they are so expensive, it is important do your best to keep them out of sight and assault range. Since their weapon options are only effective up close, it is a good idea to turbo-boost before giving the enemy a good blast from your special weapons. Flamers are a good option for infantry busting, but are best used against armies you intend to assault as well, such as Imperial Guard or Tau. Plasma isn’t great since you cannot fire at full range while moving, or assault and a fatal overheat is very costly. The best role I can conceive for Bikers of any sort is an anti-tank capacity. Armed with meltas, bikers can close the distance quickly. Attack Bikes are a good option for any squad, adding a mobile heavy weapon to the squad.

 

Battle Company Bikers- They have similar options to Ravenwing bikers, but are much cheaper. Although they are probably much better, I prefer Ravenwing for fluff reasons.

 

Scout Bikers- Lightly armored and inexpensive, Scout Bikers lack options, but can cover ground quickly due to their Scout move. Thus, they can easily assault first turn. I have never seen a squad used, but I imagine they could be useful for tying up enemy firepower.

 

Attack Bikes- Effectively a mobile heavy weapons platform, Attack Bikers are similar to Landspeeders. In some situations they are better, but generally I prefer Landspeeders since they can take heavy weapons hit better, and carry two heavy weapons.

 

Heavy Support

Devastator Squad- Easily one of the most destructive infantry units in the game, Devastators potentially pack four heavy weapons. They are expensive, but their firepower is unparalleled. While they can take a wide variety of heavy weapons, in my mind only two are worth while. Since Tactical squads are usually armed to deal with heavy infantry and tanks, Heavy Bolters are good to deal with massed infantry. They can even hurt power armor due to sheer volume of shots. Rocket Launchers are the weapon par excellence. They aren’t too expensive, but kill Marines easily as well as deal with tanks an infantry. Devastators should always take a full compliment of weapons, and should never be less than eight men in strength. More so than any unit, Devastators need good deployment. They should have the best cover available, and wide line of sight, since they will likely remain static, dishing out the Emperor’s vengeance!

 

Vindicator- Sturdily armored and packing the most destructive cannon in the galaxy, the Vindicator is the ultimate assault tank. The Demolisher Cannon has relatively short range, so this tank is best used to support an attack or to defend again an assaulting army. A Vindicator should always take Power of the Machine Spirit where points allow. Although this is a poor choice for other vehicles, the low BS of the Machine Spirit is not a factor for the Demolisher Cannon, so your Vindicator will keep moving and shooting, even when shaken or stunned, effectively negating those results. If you can’t afford this, extra armor will have to suffice. There is only one important rule when using a Vindicator in battle: give it lots of targets. It seems simple and it is. Just put your Vindicator overlooking the enemy’s route to you, or an objective, etc. It’s a great crowd control weapon, so put it where there will assuredly be a crowd. Its also an idea to place the Vindicator where you don’t want them to attack. No one likes getting hit with a Demolisher Cannon, so they’ll do their best to avoid it. It’s a powerful tool for defending as well as attacking.

 

Predator- With its many weapons options, the Predator makes a versatile light tank. It’s armor is not particularly robust, but it packs a lot of firepower for relatively few points.

 

Variants:

Turret Lascannons/Sponson Lascannons- This is the ultimate tank buster. Three lascannons will devastate armored targets and destroy almost any vehicle. This variant is very static in nature, so should be placed hull down where possible, with a wide LOS. At very least place this tank where its weak side armor cannot easily be targeted.

 

Turret Lascannons/Sponson Heavy Bolters- In my opinion the most versatile configuration. While it still packs the potent turret, it gains mobility and infantry suppression from the Heavy Bolters. So it can keep moving and engage armor with its deadly lascannons or take on infantry. The main reason to buy this tank is wanting the lascannons, but not wanting to buy the expensive and limiting sponsons. Since you can move freely up to 6” always deploy out of sight where possible.

 

Turret Autocannon/Sponson Lascannons- This is the poor man’s Annihilator. You save 20pts but have similar potency. The Autocannon is still a decent anti-vehicle weapon with two shots, and is just as good against lighter targets.

 

Turret Autocannon/Sponson Heavy Bolters- The ultimate infantry killer! With 8 shots per turn, it will shred anything with a 4+ save or less, and can even get a couple casualties against power armor. Great against Eldar and Tyranids who have a great deal of medium infantry.

 

Whirlwind- Whirlies offer the Space Marine player something otherwise lacking from the list: long range indirect fire. Obviously the Whirlwind should be placed out of sight. In the current edition, you now have a choice between direct damage and laying minefields. Vengeance Missiles are the usual option, since they can reliably cause damage to several units, pin, etc. Personally I’d use these, but Castellan Missiles offer some interesting tactical options. With mines you can funnel enemy units as they try to avoid the minefields, you can hit units more than once, and protect your units. A useful strategy is placing mines directly in front of your own units. This will cause immense casualties as the enemy assaults, consolidates, or pursues or falls back through them. You can get a lot of double hits this way. Since Whirlies are so cheap, I’d consider them a default option when fighting Orks, Tau, Imperial Guard or Eldar.

 

Land Raider- The most heavily armed and armored tank in the forces of the Imperium, the Land Raider is a formidable, if costly addition to your force. They are very resilient, sporting 14 armor on all sides. However, it only requires one lucky glancing hit to destroy a huge points investment. My general experience with Land Raiders is they either get lucky and everything bounces off them, or they’re destroyed quickly with little impact. Generally its not worth the risk; there’s almost nothing a Land Raider can do that two Predators can’t.

 

Land Raider Crusader- A Crusader is a formidable transport and battle tank, capable of delivering a squad of Terminators into the heart of the enemy’s battle line. It has excellent anti-infantry weapons, and can deal with tanks adequately as well. Where the Crusader really shines though is as a transport. All of its weapons can be fired while moving, so your Crusader can drive towards the enemy, laying down a curtain of fire before unloading a squad of Assault Terminators next turn. Since a Crusader is an even larger investment, I would not take one without a squad to carry.

 

General Rules

-Always take even squad numbers: This is important for tournaments, where you will need many scoring units. An 8 man squad needs to take 5 casualties, as does a 9 man squad. So, even numbers are more efficient.

-Always take 2 meat shields for every special weapon or sergeant: Upgraded troopers tend to be expensive, so its worthwhile to protect them. While I consider 10 man shooty squads to be inefficient, 8 provides good protection and ranged ability.

-Always keep a strong base of Tactical squads: For their points, Tacticals are the most durable unit in the army. They are also the most reliable source of anti-tank and anti-heavy infantry weaponry, in addition to their Bolters. This is a vital aspect of any ballistic army, so I’d consider three squads the bare minimum.

-Range is everything: When playing an army based on firepower, range is everything. You need to be able to start working on enemy assaulters and firepower right away. To this end, range is very important. You’ll never get a shot off with that Meltagun against those Assault Marines, and Plasma Cannons might be out of range of that enemy Havoc squad. Where possible, take weapons that have either long range or mobility.

-Advance where necessary: Its no good to plant your boots and fire when you’ll be required to take a hill for example. Your Tactical Squads might have to move at some point, if doing so is more important than that turn’s shooting. Its better of course to have units specifically for this purpose (Land Speeders come to mind), but one never knows. Also, its sometimes advisable to move your squads so they can Rapid fire. 12 bolter shots and 2 plasma or 6 bolter shots, 1 plasma, 1 las against a squad of genestealers that will probably just fleet right through your rapid fire range into combat. Not a hard descision.

Assault elements must have dual roles: Unless you are very lucky, your army is likely to see some hand to hand fighting. Thus, you’ll need to include some competent assault units to make up for the rest of the army’s relative weakness. But for efficiency’s sake, its best to have units that can do both. Command Squads and Terminators can do this very well. They support the army’s shooting until the enemy closes, and then move to combat. Pure assault units are nice, but its much better to maximize your ranged capability.

 

Sample Army List:

HQ

Grand Master of the Deathwing

Sword of Secrets, Combi-Plasma Gun

Terminator Armor, Bionics- 165

 

Elites

Deathwing Terminator Squad- 6 Terminators

2 Assault Cannon- 310

 

Troops

Tactical Squad- 8 Space Marines

Lascannon, Plasma Gun- 145

 

Tactical Squad- 8 Space Marines

Lascannon, Plasma Gun- 145

 

Tactical Squad- 8 Space Marines

Lascannon, Plasma Gun- 145

 

Fast Attack

Ravenwing Landspeeder

Heavy Bolter, Assault Cannon- 80

 

Ravenwing Landspeeder

Heavy Bolter, Assault Cannon- 80

 

Ravenwing Landspeeder

Heavy Bolter, Assault Cannon- 80

 

Heavy Support

Devastator Squad- 8 Space Marines

4 Rocket Launchers- 200

 

Predator Annihilator

Lascannon Sponsons, Extra Armor- 150

 

Deployment Guide Lines

Deployment is a critical part of any battle, and deploying poorly will cost you. First, and most obviously, make good use of cover. Prioritize which units will need it the most. This will inevitably be your Devastators, followed by Tacticals and vehicles. Devastators and tanks will inevitably be deployed first, so give them the choice cover with wide LOS. When you start deploying Tactical Squads, you should have a solid idea where the enemy will attack from, and be able to counter that. Also it is likely that their armor will be down at this point, so you can set up side armor shots if desired. Endeavor to keep Tactical Squads within 12” of each other. This way, they can lend their rapid firing weapons to assist another threatened squad, annihilating anything that comes close with concentrated fire. Its is even an idea sometimes to pile in your Tactical Squads to combats you have a reasonable chance of winning. Assault units and mobile vehicles should be kept out of sight. No matter how resilient they are, a squad that can’t be targeted can never take casualties. Better these shots be fired at dug in Tactical Marines.

 

General Tactics

Before first turn, look over your opponent’s army. Decide your target priority for the first two turns. Begin with the most immediate threats. Anything that will be able to assault you and win should be your first priority. It’s very important to keep assaulters off your lines as long as possible. Such units are an ideal target for your Devastators. Hurting the enemy’s ability to strike back should be the next priority. Target vehicles at will with Tacticals squads and Devastators if there are no more immediate threats like jump packers or transports. Afterwards, your opponent’s weaker ballistic squads and infantry will be at your mercy. As the battle progresses, switch to advancing enemy squads and squads armed with heavy weapons. At this point Speeders and other fast units should have established flanking positions from which to fire, take table quarters, etc. When the enemy reaches assault range, move your assault elements to intercept and break the charge before counter attacking into any remnants. There will be as many variations as battles, but the idea is the same. Destroy priority targets. Thin enemy numbers. Counter attack, consolidate.

 

Scenarios will provide variation on conventional tactics . Remember to pursue objectives instead of merely blasting the enemy. Scenarios will inevitably involve movement, so unless you plan on blasting the enemy to oblivion in record time and piling in the infantry, it would be wise to keep your mobile elements ready for this task. Just keep to objective in mind, and something fast within reach.

 

Summary

To vanquish the enemies of the Emperor, you must understand how your army fights as well as how your opponent fights. One must understand the forces of the First and Finest in order to make the best use of the Dark Angels. I have laid down some principles today that I have found successful, but what’s important is what works for you. Experience will allow you to develop your own tactics, but I hope this will provide inspiration.

 

Ave Imperator!

 

Last Updated ( Wednesday, 05 April 2006 )
 
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