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==Fallen== Placed here separately, because: <br> 1. They're Dark Angels, whether or not they have the key word.<br> 2. Because Deathwing units and characters get bonuses against them.<br> 3. Because there is actually nothing stopping you from taking Fallen in your army any more, since they have '''IMPERIUM''' keyword.<br> This is actually not as heinously abusive of the fluff as it sounds, bear in mind that Cypher and the occasional Fallen '''(cough - Astelan)''' have been let out of their cells to go on missions with the Dark Angels from time to time, though usually under excessively heavy guard and threat of death and torture if they step out of line. Cypher even shows up to offer snarky pointers every now and then. Now as of Vigilus Ablaze, your edgy older brothers have gotten a much needed buff, in the form of the Fallen Angels Specialist Detachment. Sorcerers and Chaos Rhinos that are part of an exclusively Fallen Vanguard detachment lose their {{W40Kkeyword|HERETIC ASTARTES, LEGION}} and {{W40Kkeyword|CULT}} keywords, as well as the Sorcerer's '''Death to the False Emperor''' rule and gain the {{W40Kkeyword|IMPERIUM}} and {{W40Kkeyword|FALLEN}} keywords and the Sorcerer gains the '''Fallen Angels''' rule. Now that Fallen have been removed from the Chaos Marine codex. The supplement is the only way to play them and Cypher can no longer be taken due to losing the {{W40kKeyword|Imperium}} keyword. ===Special Rules=== *'''Fallen Angels''': Though they lack the keyword to allow for the Dark Angel's Grim Resolve, this is basically same thing. You know what this does: reroll 1s in the Shooting phase if you held still in the previous movement phase and you can never lose more then 1 model to a failed Morale check. The only difference is that it's directly attached to your datasheets. *'''Agent of Discord''': A special rule Cypher gains if he is part of a Fallen Angel Specialist Vanguard Detachment. Enemies withing 12" of Cypher may not benefit from any rule that allows them to gain, recycle or refund CP for your opponent. The range of this ability jumps to 18" if there are at least 10 friendly '''Fallen Angel''' models are within it's area of effect and up to 24" if there are at least 20. Note this is '''NOT''' a warlord trait, Cypher simply gains it automatically. ===Stratagems=== *'''Without a Trace (1 CP)''': At the start of the enemy's Shooting phase, a selected {{W40Kkeyword|FALLEN ANGEL}} unit entirely on or within a terrain feature inflicts a -1 penalty on any Shooting attacks targeting them. This lends more to the Fallen's old strategy of backline camping in cover, but it's still nice to have Raven Guard tactics on tap when needed. *'''Ancient Enmity (1 CP)''': When a {{W40Kkeyword| FALLEN ANGEL}} unit fights, they may reroll Wound rolls made against {{W40Kkeyword|DARK ANGELS}}. Fluffy, but obviously super situational. If you're actually playing Fallen against Dark Angels, give yourself a pat on the back, you wonderful madman, you. While Fallen can be built to be a very competent melee squad, don't think for a second this will let you go toe-to-toe with Deathwing Terminators and come out on top. This will, however, let you cheekily punk an out of position unit that wasn't expecting your plasma gunners to suddenly charge them. ===Relic=== *'''Caliban Steel Blade''': A Force Sword whose damage increases from D3 to D6 on a To Wound roll of 6+. It's ass, but if you are playing a game with just Fallen, it's your only option. ===Units=== ====HQs==== *'''[[Cypher]]''': Yes, this most loyal servant of The Emperor and oldest living Dark Angel can now be fielded with a Dark Angel army. While not sharing the Dark Angel keyword, he does have the Imperium faction keyword so no reason not to take him for massive amounts of [[Rage|RAGE]] and [[Skub|fun]]. Just so you know. Take him with a squad of [[Fallen|ANCIENT LOST DARK ANGELS WHOSE LOYALTY WAS NEVER IN QUESTION]] for [[Extra Heresy|extra heresy]], he gives them re-rolls To Hit of 1 anyways. He can shoot 5 pistol shots per turn; 3 are AP-1 Bolt Pistol shots and 2 are plasma that is always overcharged with no risk of blowing up on a 1, and combined with his brand new Agent of Discord rule, he's really encouraged to lead a pack of Fallen from the front. 5 shots coming out of 1 dude is scary, especially when he most likely will not miss. He lacks a melee weapon, but throwing him into combat with stuff that likely won't kill him can tie them up without issue, as he can fall back with no penalty anyway. Then when/if he dies, laugh as he grants no victory points (in the cases where that is relevant). Quick reminder that despite being a {{W40Kkeyword|CHAOS CHARACTER}}, he specifically cannot use '''Daemonic Ritual'''. And while he's almost certainly going to be your Warlord if you are playing a pure Fallen list, remember that he specifically cannot take a Warlord trait, though between Agent of Discord and Mysterious Protection, you can be forgiven for not noticing. If you are running a pure Fallen list, however, you may wish to look to the next entry if you are hankering for a trait. *'''[[Sorcerer]]''': A fresh face to the roster, giving the Fallen a boost in the form of Psyker support. Functionally identical to a Librarian, except for his wargear. He is forced to take a Force Weapon of some kind (Sword is the default if you want your crumby free relic, but if you want an Axe or Stave then it's no real loss), but notably his Bolt Pistol can not only be dropped for the usual Plasma Pistol or Combi-weapon, but also a Chainsword, Chainaxe or any Power Weapon (which notably grants access to the murder sword and black mace) , including a Thunder Hammer! Thanks, Index! He can even take a Jump Pack, if that's something you want to do. He can also be your warlord if you so choose, but since he lacks the {{W40Kkeyword|HERETIC ASTARTES}} keyword, he'll only be able to select from the stock 3 Warlord Traits With that being said, this means that you can (when applicable) take any relics/warlord traits/use stratagems from the codex etc, as long as all of the other prerequisites for using said features are met. With all of that opening the door for the Fallen sorcerer, the best warlord traits for him are with the "daemonkin" codex in shadowspear. Warp lord and Daemon-Bound Power are probably the best bets; making the Steel Blade of Caliban slightly better with the former and just making a better sorcerer with the latter. Sadly the Vigilus Ablaze FAQ no longer allows you to take the Fallen sorcerer with imperials, because the fallen aren't already the abused step-children of space marine rules. **'''Infernal Gaze''' (Warp Charge 5): Pick an enemy unit within 18" and roll 3 dice; any results of a 4+ cause a mortal wound. This will probably be your Power of choice most of the time, alongside Smite. It's easy to cast and can target a {{W40Kkeyword|CHARACTER}} hiding behind a blob. And honestly, there's nothing wrong with then having this guy be a Mortal Wound spewer. **'''Death Hex''' (Warp Charge 8): Target an enemy unit within 12"; they cannot take invulnerable saves. A bit difficult to get off, but considering that you'll be running a pile of Plasma as the Fallen, this can be a death knell for units that rely on their invuln saves. Eat shit, Knights of Absolution! We don't give a fuck about your storm shields! **'''Gift of Chaos''' (Warp Charge 6): Target an enemy unit within 6" and roll a D6. If you roll higher than the unit's highest toughness, it suffers d3+3 mortal wounds. If a Character is slain, add a Chaos gribbly to your army. A bit of an odd one, especially since its a little hazy if Imperial armies can even reserve points for the beasties (25 each, if you were wondering). Can be devastating against GEQs, but very swingly, since even then its a 50% chance to do fuck all. Not a bad choice if you're running against an army with few good targets for Death Hex. **'''Daemonic Ritual''': While Cypher may not summon Daemons, this guy has no such stipulations. If you didn't move your loyal-ish heretic this turn, you may roll up to 3D6 and summon that many Power Levels worth of daemons, limited by your points reserve. Rolling doubles deals a Mortal Wound to the summoner, rolling triples deals D3 of them. A pretty solid option if you're playing straight Fallen; a small squad of Bloodletters or a couple of Fiends of Slaanesh can provide a useful burst of utility to tie up troublesome squads. If you are running an Imperial Soup mix, however, this might cause... [[HERESY|issues.]] Check with your opponent on this and be very, ''very'' careful about bringing such madness to something more competitive. Be very cautious with rolling all 3 dice if your sorcerer is your only character capable of using Daemons, since there is no way to heal him. In casual games if you use them as cannon fodder. Most won't care except [[That_Guy]]. At least you now have a use for those otherwise worthless Servitor models. ====Elites==== *'''[[Fallen]]''': Basically Chaos Chosen with the '''IMPERIUM''' keyword and built-in Dark Angel tactics. They are objectively better than Chosen in every way. Unfortunately, they lack the '''HERETIC ASTARTES'''/'''ADEPTUS ASTARTES''' keywords and the <'''LEGION'''>/<'''CHAPTER'''> keywords, meaning they lack a lot of synergy with either army and the only buffs they can benefit from are Cypher (whose bonus can be redundant if you didn't move), Inquisitors (shared Ld 10, a bit meh due to Fallen Angels' Morale buff and exceptional existing Leadership) and the Custodes' Vexilla Defensor (an actually pretty solid 5++ bubble.) As per usual for Dark Angels, Plasma is your Fallen's best friend. Up to four plus the Champion can take Combi-plasmas and an additional one can take a regular Plasma Gun. They can, however, be built in a wide variety of ways. The whole squad can ditch their boltguns for chainswords, if you so wish. Four members can build themselves in a variety of different ways, such as adding a melee weapon, replacing their bolt pistol with a plasma pistol, their bolter with a combi-weapon or special weapon or ditching everything for a pair of lightning claws. A fifth squaddie can take either a special or a heavy weapon (choices include a Autocannon, Heavy Bolter, Lascannon or Missile Launcher. No Chaincannon for some stupid reason.) and the Champ can be built in most any way you see fit. Now that they've been given something to ride in, their usefulness as something other then a backline coverhumper has skyrocketed, and can be used as close ranged blasters or even as assault troops! They won't carry the game for you, but they are solid unit and will serve you well in most any task you put them to. Due to being Elites instead of troops, even in battle-forged list they don't have ObSec. ====Dedicated Transports==== *'''Chaos [[Rhino]]''': The saving grace for the Fallen; now they can actually make it across the board in good time! Note that this is the CHAOS Rhino, not the loyalist version, so it packs a better wargear selection. Instead of a Hunter-Killer Missile, for the same price, it can carry Havoc Launcher, a Heavy D6 S5 AP-0 D1 rocket rack. In addition, aside from the usual combi-bolter, it can take a combi-flamer, plasma or melta, lending some potentially much needed firepower to a small force. Generally though, a Havoc Launcher and a pair of Combi-bolters will cost a cool 80 points and lend some very efficient anti-hoard firepower (Doubly so if you're using the Bolter Discipline Beta Rule), allowing the Fallen it just dropped off to blast away at heavier targets. A discount Razorback that still haul 10 marines, if you will. ===Tactics=== *Cypher and Fallen-spam in a Vanguard Detachment is both effective and cheap, and can be used to supplement both Chaos and Imperium armies without changing a single thing about it. On a hilarious side note, there is no longer any rule preventing you from taking Dark Angels and Fallen in the same army, if you want to be a heretic on par with [[Dawn of War|bringing Sorcerers with World Eaters.]] *While their new ability to take Rhinos have granted them much improved mobility, Fallen can still serve you well as a backline anchor. 5 Combi-plasma and a Lascannon will give most units pause, more so if you stick them in an Imperial Bastion or something similar. *Other than hanging out on a gunline bastion. Fallen can be treated as [[Wulfen|expendable]] [[Death_Company|meatshields]]. Though unlike other options you won't miss them if they get a bad role on their Plasma guns or Power weapons. You may as well go all in and kit the Chaos Rhino out as well. So that it will be an pain in the ass after it's cargo are killed by their own weapons or shot off the table. *While the Fallen unit itself can't take Reaper Chaincannons. There is nothing that says anything with the <Fallen> keyword can't. This allows you to give them to a squad of <s>Havocs</s> Heavy Support Marines. However, this makes them a one trick pony only effective against MEQ's and weaker. Maybe Terminators if you get lucky with the dice. Once the opponent loses one of his units to them your Fallen will be eating long range autohits like any other [[Distraction Carnifex]] squad. [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 9E]] [[Category: Warhammer 40000 Tactics (9E)]] [[Category: Imperial]] [[Category: Space Marines]] [[Category: Dark Angels]] {{Warhammer_40k_Tactics}}
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