Fallen Dark Angel Cypher Tactics for WH40k 7th Ed

Cypher - Chaos Space Marine and Fallen Dark Angel

Cypher – Chaos Space Marine and Fallen Dark Angel

There was one obvious omission from the 2013 Dark Angel Codex and the 2013 Chaos Space Marine Codex, and that was the character called Cypher. Cypher is considered to be one of the most wanted of the fallen Dark Angels that disappeared in to the warp during the fall of Caliban. Since then the whole of the Dark Angel army and their successor chapters have been obsessed with capturing or killing Cypher.

The last time we saw any Warhammer 40k rules for Cypher was in the 1999 Chaos Space Marine Codex. However the Games Workshop servitors have been busy and created the ‘Dataslate: Cypher‘ e-book that is available on the Black Library web site and available for most e-readers.

The Dataslate e-book is about 200 pages long (depending on the read text size) and covers a good deal of background background on Cypher and the rules needed to play him in a Warhammer 40000 game or a Warhammer Apocalypse game.

In addition to the background material and the rules, the Dataslate e-book also contains 6 new battle missions based on Cypher.

If you are looking for a compatible ebook reader, I can recommend the Caliber Ebook Reader. It’s so good I even donated some funds to the project! For Android devices the ‘ Cool Reader ‘ app works well. You can find this in the Google Play app store. Apple users are on your own as I do not have any Apple devices.

If you have the Cypher model, or you are looking to add some spice in to your Dark Angel vs Chaos battles, for example if you have the 2012 box set, then you will find that this e-book addition is well worth the £10.

Cyphers Profile Stats

There are 2 things that jump out at you as you have a first look at Cyphers Profile stats. the first is that at 190 points he does not come cheep! The second thing that jumps out at you is that there are some very high stat scores in the profile. It is these profile scores that indicate how Cypher should be used.

Cypher the Gun-slinger!

Cypher in akin to the old west gun-slinger. He has a BS score of 10 and initiative 8. This makes him fast and accurate by any measure. Add these scores to the fact that he carries two pistol weapons and then add in is ‘ Blazing Weapons ‘ special rule that allows him to use the pistols as close combat weapons and you can see that Cypher is designed to be in the thick of the action on the battle field.

How does BS10 work?

It may be that you have not seen a profile with BS10 before as they are very rare. How they work is that if you roll a 2+ to hit,then you hit ( just like a BS5 profile ). However the roll of 1’s do not automatically miss. If you roll a 1 then you re-roll that dice and on a 2+ on the 2nd roll you hit too. This means that characters with BS10 will hit 35 out of 36 tries. That is 97.22% of the time!

Basically if you manage to miss one roll in a game you are exceedingly unlucky!

How Sneaky is Cypher?

Cypher is very Sneaky. First off Cypher gets Fleet of foot so he can re-roll run and assault rolls.

Cypher also gets Hit and Run so you can try and split out of a close combat mile. I do recommend that you try this at the end of the combat in the opponents round. This gives you the chance to run off or re-assault in your following turn.

Cypher gets the infiltrate special rule. And remember that the infiltrate rule also gives Cypher the Outflank rule too. This means that you have a number of options when it comes to when and where Cypher can start the game.

Cypher also gets a couple of sneaky rules curtsey of the unsheathed sword that he carries. These are the shrouded rule that gives you a +2 to your cover save. This is good as Cypher does not get an invulrenable save. So hug any cover you can and watch out for flamer weapons.

The sword also gives Cypher the Eternal Warrior special rule. This means that Lascannons and other heavy weapons do not wipe out Cypher with one shot.

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Dark Angel Ravenwing Tactics for WH40k 7th Ed

Warhammer 40k Fars Attack TacticsThe Ravenwing is the Dark Angel Chapter Bike section. In the 2012 Dark Angel Codex the Ravenwing section has been expanded so that you can field an army that is made purely from Ravenwing units.

To Field a Ravenwing army you need to have either Azrael or Sammael heading up your army. If you have either of these characters in your HQ you can field Ravenwing Attack Squadrons as troop choices.

Ravenwing General Tactics

If you are wanting to play a Ravenwing army you are going to need to be very comfortable with using bikes and landspeeders in Warhammer 40k battles. Bikes have some definite differences to regular Space Marines and you are advised to try out some single player scenarios first to get use to them.

You can find the main rules for Bikes on P45 of the Warhammer 40k Rulebook. Some particular differences you will find:

  • Bikes are fast. They move up to 12″ in a normal movement phase, but you can ‘turbo boost’ to move up to 24″ per turn. On a standard 6×4 foot table, that is a big chunk of table per move!
  • Bikes are relentless. This means Bikes can move & still fire their bolter at full range. Added to the 12″ basic move, this means that any target in 36″ of your starting point is fair game! Attack Bikes are relentless too, this means that with a heavy bolter you have an effective range of 48″.
  • Bikes are tougher than regular Space Marines. They have the same basic armour value, but they are T5. This means that bolters wound of 5’s and lasguns have to roll a 6 to wound.
  • Bikes on the move also get a 5+ invulnerable ‘ Jink’ save. Stationary bikes do not have this extra save, so keep your biles moving! If you go flat out the save increases to 4+, useful if you are charging a heavy weapon position  ( did anyone say ‘ Charge of the Light Brigade ‘? ).
  • Bikes get the ‘Hammer of Wrath’ I10, S4, AP- attacks if they charge in to an assault. Note that this only applies to the bikes that get to touch an opponent, and not to the 2nd row of bikers in a big squad, but it is in addition to the usual +1 attack you get for charging in. You can see the ‘ Hammer of Wrath’ special rule details on p37 of the main rulebook.

Ravenwing Biles get a few additional special rules that basic Space Marine bike squads do not get. Specifically:

  • Grim Resolve & Stubborn. These special rules are shared with many of the Dark Angel units. The Grim Resolve is not good for a unit that you need to keep on the move. You can find the Stubborn special rule details on p43 of the Warhammer 40k Rulebook. Just as well they get the ‘ Hit and Run ‘ special rule too!
  • Hit and Run. You can find the Hit and Run special rule details on p38 of the Warhammer 40k Rulebook. Basically this special rule means that the Ravenwing Bike squads have a change of getting out of combat if they are out numbered.
  • Ravenwing Combat squads. This is like a regular combat squad except that units of 6 bikers can split in to two units of 3 bikers. This means that you can field more bike squads using the basic organization chart.
  • Scouts & Outflank. You can find these special rules on p41 and p40 of the Warhammer 40k rulebook. These rules mean that either youcan see how your opponent deploys his forces before you set your Ravenwing Bikers up, or you can swoop in from a table edge part way through the game.

However Bikes do have weaknesses too!:

  • Bikes do not like difficult terrain. Difficult terrain does not slow bikes down, but they do have to take Dangerous Terrain tests ( p90). This means that too much rough riding will cause casualties! Note that if you assault units behind cover you need to take a difficult terrain test too.
  • Bikes are often out numbered.  A basic Ravenwing biker is 27 points. You can get two basic Space Marines for 28 points, so they get nearly a 2:1 advantage as far a pure numbers go. The main areas thias effects are pure fire power, the number of attacks in an assault, and the ability to capture objectives. The more units  you have the easier it is to spread out!

Ravenwing HQ Tactics

Like any Warhammer 40k army your Ravenwing force will need a leader or two. One of these leaders needs to be either Azrael or Sammael. This is so that you can have Ravenwing Attack Squadrons as troop choices. As Azrael does not come with transport, Sammael is the obvious choice as a leader.

Azrael Tactics

Warhammer 40k Dark Angel Chapter Master AzraelAzrael is the Grand Master of the Dark Angels. Because of this you can take Ravenwing Attack Squadrons ( and Terminator Squads ) as troop choices.

Azrael does not come with any transport, and also he works better when he is backed up by a squad of marines or two. This means that if you are going to use him in a Ravenwing army you will need to draw your opponent to him instead of going after them. This may be fairly easy as a high point value character he will attract trouble. However if you place him near a strategic landmark.

Once trouble does come his way, be sure to have a squad of bikers to hand to counter assault.

Sammael Tactics

Sammael is the natural choice as a leader for your Ravenwing army. Better still, he comes with a choice of two different transport options. You can either place Sammael on his Jet Bike, or he can ride his landspeader.

Other HQ choices

Ravenwing Command Squad Tactics

Ravenwing Elite Tactics

There are no Ravenwing options available in the Elite section. The best option will be to take a Ravenwing Command Squad with your HQ, or a Ravenwing Black Knights squad from the Fast Attack section to fulfil this role.

If you are playing a scenario that needs an Elite unit, consult with your opponent to see if they let you take a Ravenwing Black Knights squadron as al Elite choice.

Ravenwing Troop Tactics

Warhammer 40k Fars Attack TacticsIf you have either Azrael or Sammael as a HQ choice then you can have Ravenwing Attack Squadrons as Troop choices. This is the only really practical solution if you want to field a pure Ravenwing army.

Ravenwing Attack Squadrons

The Ravenwing Attack Squadrons where designed to be ‘ an army in a single unit’. Because of this they are surprisingly adaptable and very useful.

Ravenwing Fast Attack Tactics

The Ravenwing have quite a choice of units they can have as Fast Attack options.

Ravenwing Darkshroud

Ravenwing Support Squadrons

Ravenwing Black Knights

Nephlim Jetfighter

Ravenwing Dark Talon

Ravenwing Heavy Support Tactics

Land Speeder Vengeance

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Dark Angel Deathwing Redemption Force for WH40k 7th Ed

If you want to field a Dark Angel Deathwing army you will want to create a Dark Angel Deathwing Redemption Force. However if you want to field a force of Deathwing in addition to a regular Dark Angel detachment then you can field a Deathwing Strike Force. You can find the Deathwing Strike Force on page 158 of the 2015 Dark Angel Codex.

Deathwing Strike Force Organization Chart

Warhammer 40k Space Marine Command Squad

Space Marine Command Squad

The Dark Angel Deathwing Strike Force has 1 to 3 HQ units and 2 to 12 Elite units. Each unit needs to be either to have the Deathwing special rule or be in a dedicated transport. There is no mention that troops need to have Terminator Armour. This means that the options are open to the Veteran Squads and Command Squads too as long as you stuff them in a Rhino, Razerback, Drop Pod, or Land Raider. Dreadnoughts and Venerable Dreadnoughts need to be in Drop Pods too.

Why field a Deathwing Redemption Force?

The main reason to field a Deathwing Redemption Force is to get a load more Elite units, and specially Deathwing Terminators. Also if you are able to field a Terminator Redemption Force then you get a couple of extra special rules too. The first is that if you team this detachment with a  Ravenwing detachment then you can choose when your deep-striking units come in ( from round two onwards). The second special rules is that Deep Strike troops can run and shoot ( or shoot and then run) when they arrive on the table.

The rules say that all units must be held in Deep Strike reserve. However Elite units like Command Squads and Veteran Squads do not get Deep Strike, so as a house rule we say that all units that can Deep Strike, must.

 

 

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Dark Angel Heavy Support Tactics for WH40k 7th Ed

In this section we will look at the Dark Angel Space Marine armies heavy support choices.

The Troop Choices may be the glory boys that claim objectives and win the games, however they do need covering fire to thin out the enemy ranks and take out the tanks and Monstrous creatures. This is specially true if you are splitting your units in to smaller combat squads.

General Tactics

The legendary stubbornness of the Dark Angel army has made them excellent heavy support army. For example it is not unusual to see a single heavy weapon Dark Angel Devastator standing alone passing leadership test after leadership test adding covering fire for the rest of the army long after other Space Marines would have run.

Dark Angel Devastator Squad Tactics

Warhammer 40000 Space Marine Devastator SquadI do tend to use the Dark Angel Devastator Squads frequently in my Dark Angel armies. This is because I tend to having more static shooting tactics when playing the Dark Angels. The Dark Angel Devastator Squads add a big punch for the points cost.

The missile launchers can be upgraded to have the flakk skyfire missiles. This is recommended if you are expecting to be facing flyers. Four missile launchers with skyfire missiles make a good anti-aircraft battery and will give your opponent something to think about.

Gun Lines

One popular tactic for the Dark Angel army is to form a Gun Line, or massed long ranged fire infantry men entrenched waiting for the enemy to appear. The idea is to think the advancing enemy down to nothing before they can launch an assault.

Dark Angel Land Raider Tactics

Warhammer 40000 Space Marine Land RaiderMy Dark Angel Land Raider tactics centre around one word – ‘Taxi!’. As the Dark Angel Land Raider is not attacked to any squad, you can use it to transport any squad that can fit in and ferry them across the battle field safely, or come and rescue squads that are getting in to difficulties.

The Land Raider has an armour value of 14 all around. This means that you do not have to be so careful about the direction your Land Raider is facing during the game.

Dark Angel Land Raider Crusader Tactics

Warhammer 40k Space Marine Landraider CrusaderThe Land Raider Crusader trades fire power for capacity. This makes the Land Raider Crusader the only reasonable choice for a HQ transport if you have a Terminator armoured squad. Be aware that the Dark Angel Land Raider works out slightly cheaper than the standard Space Marine Land Raider, as the multi-melter is included in the Dark Angel version, and an extra onthe Codex Space Marine Land Raider.

Dark Angel Predator Tactics

Warhanner 40k Space Marine Preditor TankThe Space Marine Predator can be configured either as a anti-tank / monstrous creatures killing tank, as a anti-personnel / swarm army killing tank, or as a mix of the two.

As the configuration of the Predator tank is flexible you will benefit from knowing as much about the opponent as possible before you write up your army list. Usually I go for one of the two special list configurations rather than trying to cover two many bases, to the point where I would take two different Predators over taking one mixed role Predator.

Dark Angel Whirlwind Tactics

Warhammer 40k Space Marine WhirlwindThe Dark Angel Whirlwind is very similar to the standard Space Marine Whirlwind. That is to say that the Whirlwind is an ordinance weapon and uses the 5″ blast template. The missiles that the Whirlwind fires are strength four or five. These do not usually have enough punch to take out armour do you will want to target troops and softer targets.

If you are facing Imperial Guard or Tau gun-lines hiding behind trench lines, then the Whirlwinds are useful tools soften the target before your assault troops wade in.

Note that the armour on the Whirlwind is thinner than the Predator and Vindicator so you may want to take advantage of the Barrage special rule and keep the Whirlwind behind cover as far as possible.

Dark Angel Vindicator Tactics

Warhammer 40k Space Marine VindicatorThe Space Marine Vindicator is armed with the Demolisher Cannon. This is a 24″ ordinance weapon. This makes the Vindicator quite a short range compared to the other tanks. This is made up for by the demolisher’s high strength. The Vindicator does work well in semi-densely covered battle tables (city fight and jungle fight etc.).

The Vindicator is another useful tool to break up gun lines. You do need to get it close to the enemy first, but once it is in position it can wreak havoc in the densely packed formations.

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Dark Angel Fast Attack Tactics for WH40k 7th Ed

Warhammer 40k Fars Attack Tactics

In this section we will look at the Dark Angel Fast Attack choices and the Fast Attack tactics.

The Dark Angel Space Marine Fast Attack come in 4 broad groups, the Ravenwing bikes and Landspeeders, the Assault Squads, Jet fighters, and in the 2015 Codex Dedicated Vehicles can now be taken as Fast Attack choices in their own right and with no attached troop units.

Ravenwing units are better on larger tables or with smaller units in a regular 6×4 table.

Assault Squads are good for dropping in behind the enemy lines or to hit units weakened from heavy weapons fire. Like a hit squad.

The Jet Fighter and the Ravenwing Dark Talon are designed as anti-aircraft fighters. These work better in Apocalypse game.

Dark Angel Assault Squad Tactics

Space Marine unit with jet packs

Warhammer 40k Space Marine Assault Squad

The Dark Angel Assault Squad are regular Dark Angel Tactical Marines that have specialised in close assault. This means that they have all the same special rules that the Tactical Marines do, plus they have the option to take jump packs too.

Dark Angel Assault Squads and Jump Packs

The usual configuration for the Dark Angel Assault Squad is to have jump packs attached. This allows them to Deep Strike in to the battle field during the game to wreak havoc where ever the enemy is weakest. I usually play the Dark Angel army as a heavy weapon heavy army. With this type of army you want to soften up the opponent with a couple of rounds of heavy weapons fire before dropping your Dark Angel Assault Squad in to the action.

The jump packs on the Dark Angel Assault Squads are not as accurate as the Deathwing deep strike as the Ravenwing homing devices do not work for the Dark Angel Assault Squads.

One role that is popular for the Dark Angel Assault Squads are to drop them in behind tanks and other armoured vehicles to take them out using the special weapons that the Dark Angel Assault Squads can have, and then finish the vehicles off in close combat.

One issue you will have if you use the Dark Angel Assault Squads deep into the battlefield is that they will be relatively unsupported. This and the fact that they are usually few in number means that they can be easy pickings for the enemy. The way around this is to assault at the edges of the enemy force picking smaller bite sized targets. This may not be as glamorous as doing a death or glory assault on the main force but it will keep your Assault Squad Marines alive longer, and the effect of whittling down the straggling units should not be underestimated specially if they are holding an objective.

Dark Angel Assault Squads Without Jump Packs

WH40k Dark Angel Assault Marines without Jump PacksAnother option is to create a very cheap Assault Squad. You may wish to do this if you have filled all your troop slots and want more foot solders on the table. Another reason is that you can have two flamers or plasma guns ( on top of what ever you give the Sargent ) in a 5 man squad. This can create a cheep kill squad. The main reason I do this though is because I want to field a Demi-squad and for this you must have an Assault squad in the line-up, but jump troops do not fit in with my general strategy.

Assault Marines without jump packs can be given Dedicated transport. A drop pod is an option but jetpacks are better for deep striking and fast movement later in the game. I favourite dedicated transport are Razorbacks for 5 man squads and Rhinos for 10 man squads. The heavy weapon on the Razorback is great for infantry support.

Ravenwing Attack Bike Squadron

Warhammer 40k Fars Attack TacticsThe Dark Angel Attack Squadron consists of a number of Dark Angel Space Marine Bikes, up to one Attack Bike and if you max out the Space Marine bikes, you can take a Land Speeder too. This means that you can have a full task force in one Fast Attack option.

The Dark Angel Space Marine bikes are similar to Codex Space Marine bikes in the way that they work best when there a fair amount of clear space on the gaming table. If the table is too cramped, they foot slogging troops will be able to pen in and take down your pricey bike squadron.

If you do get the space then you want use the Attack Squadron to harass the edges of the enemy forces or if possible take some pot shots at the back of some enemy tanks where the armour is weakest, specially if the Attack Bike Squadron are packing some special weapons.

Attack Squadron strength and weapons

Attack Squadron bikers pack twin linked bolters on the bikes and a bolt pistol as a side arm. The bolt pistol can be traded in for a chain sword, as the bolt pistol can be used as an AP3 assault weapon too, this looks like a poor trade.

Ravenwing Attack Squadrons as troop choices

Ravenwing Bike Squads can no longer be taken as troop choices, however if you wish to field a Ravenwing only army you can be fielding a Ravenwing Attack formation ( page 142 ) or a Ravenwing Strike Force ( page 159).

Ravenwing Support Squadron

Fast Attack and scouting units frequently need some heavy support. In the Dark Angel Army, this is the role best suited to the Land Speeder.

The land speeder can be equipped with a number of different weapon options. What will be the best option will depend on the enemy that you face.

Ravenwing Black Knight Tactics

Ravenwing Black Knights are elite Ravenwing Bike Squads.

Ravenwing Darkshroud

The Ravenwing Dark Shroud is a skimmer that provides moving cover for the units around it.

Nephlim Jetfighter

Since the 7th edition of the Warhammer 40k rulebook. All flyers now get the Skyfire special rule. This means that the Dark Talon has become quite respectable as a anti-flyer & flying monstrous creature fighter

Nephlim Jetfighters are flyers so they are they are difficult to shoot down unless someone has skyfire special rules and then they get vulnerable quickly.

Flyers without the skimmer special rule are difficult to control over a 6 x 4 foot table. If you are not familiar with how flyers move, then you may want to get some flying hours  in before your first big battle using one.

Ravenwing Dark Talon

The Dark Angel Ravenwing Dark Talon is a new addition to the 2013 Dark Angel codex. Designed to by a anti-infantry flyer the Dark Talon is armed with Heavy Bolters and Rift Cannon.

Rhino Armoured Personnel Carrier

Warhammer 40k Space Marine Rhino

Warhammer 40k Space Marine Rhino troop transporter.

Rhino APCs are very basic 10 man personnel carriers. Armed with nothing more than a Storm Bolter, the Rhino is a taxi to ferry your tactical squads in to, and out of danger.

As tanks go the Rhino has thin armour. Don’t expect them to stand up to too much anti-tank fire.  While it is around the Rhino can act as line of sight cover for units down range.

 Razerback Armoured Personnel Carrier

If you want to trade carrying capacity for fire power then the Razerback APC could be the vehicle for you. Razerback can carry a squad of 5 Marines and a HQ character in power armour. This makes Command Squads spring to mind. Other options could be a six man tactical squad. My favourite is to use the Razerbacks to ferry 5 man Assault teams into action and back them up with some close infantry support.

Also buy: Discount Space Marine Razerback APC Tanks from Element Games

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Dark Angel HQ Tactics for WH40k 7th Ed

5 man Dark Angel Squad with Assault Waepons

In this section we will look at the tactics related to the Dark Angel HQ choices. To makes sense of these notes you will need the Warhammer 40k Rulebook and the Warhammer 40k Dark Angel Codex.

Named Dark Angel HQ Choices

The Dark Angel Space Marine chapter has a number of named characters that have special rules. Be careful of special rule character. Their point values will have been increase to cover these special rule, so if you take these characters and do not use the special rules, then you will be throwing your points away.

Azrael, Supreme Grand Master Tactics

Where is Azrael’s Tactics? I hear you ask ( I don’t, but I can imagine it), well in the 2015 Dark Angel Codex Azrael has moved to the Dark Angel Lords of War section.

Belial, Master of Deathwing Tactics

Warhammer 40k Dark Angel Company Master BelialBelial is the master of the Deathwing, and as such his stats are nearly as good as Azrael’s ( 1 less wound ). He does have fewer special rules so the points cost is notably lower. This means that Belial can make a great substitution if you are needing a hard hitting character but you are needing to budget your points.

Deathwing Army

You use to have to have Belial in your army to play a Terminator army list, however on page 141 we now have a formation that allows you to have a full Terminator formation complete with the Deathwing Assault special rule.

Belial’s Strength And Weapons

Belial comes with the usual Space Marine Terminator armour and Storm Bolter. In addition to this Belial comes with a master crafted AP3 power sword, called the Sword Of Silence. This is a great weapon to slice through Space Marine and Chaos Marine power armour. It also is a Master Crafted weapon. This means that Belial gets to re-roll one missed close combat attack each assault phase ( both yours and you opponents).

The Sword of Silence is a great close combat weapon against Power Armour, but it will struggle against tanks, and have too few attackers to handle massed troops like Guardsmen, Smaller Tyranids and Orks. If you know that you are facing armies like this then the Storm Shield and Thunder Hammer weapon choice will be a better option against tanks, and the Lightning Claw option against horde armies.

Belial’s Toughness and Special Rules

Belial comes with Terminator armour. This gives him a good amount of protection from both close assault and ranged weapon fire. The Iron Halo that he comes with improves his invulnerable save down to 4+ too. However all this armour does not make him totally invulnerable. Enough anti-tank or psychic attacks will hack him down. This is why teaming Belial up with a Terminator Command Squad or attached to a regular Deathwing Terminator Squad is a good idea.

Tactical Precision

This special rule makes Belial a superb assassin. He can drop in on turn two to any point on the table, without scattering, with a squad of Terminators, Terminator Knights. All you have to work out is how to extract them again before the enemy can counter strike ( where is a Land Raider when you need one! ).

Deathwing Special rule

It’s no surprise that Belial gets the Deathwing Special Rule. After all he is the leader of the Dark Angel Deathwing.  Having this special rule does mean that he will be extra stubborn and extra useful against Chaos Space Marines.

Grim Resolve

Beilal gets the, Grim Resolve special rule. This is the special rule that gives the Dark Angels their legendary stubbornness. With this special rule you know that Belial will stay stuck in combat to the bitter end, even if you don’t want him to!

Grim Resolve also means that Belial will resolve overwatch shots at BS2. This means that you will hit units charging him 1 in 3 times ( 33% ). If he is with a unit that also has this special rule your opponents will think twice before assaulting you.

Sammael, Master of Ravenwing Tactics

Sammael is the Master of the Ravenwing, the bike and land speeder arm of the Dark Angel army. Because of this, Sammael is one of the few character in the Warhammer 40k game that come with transport attached (instead of being an optional extra).

Sammael has two modes of transport he had choose from, A Land Speeder, or a Jet Bike. Yes that is correct, Sammael is the only Space Marine that can have a Eldar like Jet Bike.

On Sammael On Jetbike Corvex

The Dark Angels have a number of pre-heresy equipment. Sammael’s Jetbike Corvex is one of these relics.

Even though Games workshop have tried to simplify the rules by placing all you need to know on one page per unit, Sammael on the jetbike Corvex is a special rules fest. You need to know all the special rules for jetbikes and all the rules for Sammael, and some of these incorporate several special rules too.

Jetbikes have a number of special rules. The +1 toughness has been added to Sammael’s stat line already, so don’t try to get him even thougher! Jetbikes have a 12″ basic move that can hop over obstacles. They can also turbo-boost 12″ instead of shooting. That’s a massive 24″ move each turn.

If you do shoot then they are relentless. This mean that they fire as if you did not move, great for the Plasma Cannon on Corvex. Also on most jetbikes you can only fire one weapon per rider however Sammael’s special rules say that he can fire two weapons per turn. This means you can fire any combination of the bolt pistol, Storm Bolter, Plasma Cannon, or throw a grenade each turn.

Assaulting on Corvex gives you the Jetbikes hammer of wrath attacks, hatred for Chaos Marines, Sammael’s AP2 master crafted power sword, an Iron Halo for 4+ invulrenable save, and the hit and run special rule to get him out of combat if you need to.

Sammael on jetbike is an independent character. This is important because it allows Sammael to join, and hide in. Without this skill Sammael would be a sitting duck. The trick though is to join a squad that can keep up with him. There are no jetbike squads in the Dark Angel army, so top suggestions are bike squads, jet pack squads, or Landspeeder squads.

Sammael and Sableclaw Landspeeder

If you are looking to give Sammael a bit more punch, you can field Sammael in his souped up Landspeeder Sableclaw.

Sableclaw is a standard Landspeeder with twin linked Heavy Bolter and Twin linked Assault Cannons. As these fire with Sammael’s ballistic skill 5, you will be confident that most shots will strike home.

Sableclaw does not have the ‘Independent Character’ special rule so Sammael will be a single target. Because Sammael will make a tempting target get ready to use those jinks saves, Ravenwing cover save re-rolls, and Iron Halo 4+ invulvenrable saves (no re-rolls available for this).

  • House Rule: In the past Sammael had been able to be joined by a squad of Landspeaders, so we have a house rule that Sammael in Sableclaw can join Landspeeder squadrons like a special type of Independent Character. Remember that you need your opponents OK for this at the beginning of the game to use this rule.

Ezekiel, Grand Master Librarians

Librarians are much more useful since the 6th Edition of Warhammer 40000 than they have for several update of the rules ( 2nd edition really ). Because the Librarians are now much more of a games changer you may want to make sure you have one in your army.

The most powerful psyker in the Dark Angel army is Ezekiel, the Grand Master Librarian. Ezekiel come at quite a points cost though. This means that having a game plan for Ezekiel is important. If you do not know who you are facing, for example in a tournament, then you will need to plan several strategies so that you can pre-empt as many possibilities and have a pre-prepaid response.

Strength and Weapons

Ezekiel gets a master crafted bolt pistol and a master crafted force sword. This would make you think that Ezekiel is designed to be a close combat character. Ezekiel has a BS and WS 5. This means that you should get most shots and attacks to hit.

Beware because Ezekiel does not have any invulnerable saves so you may want to team him up with a command squad or a Chaplain to take up any challenges.

Ezekiel’s other great strength are in is his psychic abilities.

Asmodai Interrogator-Chaplain Tactics

Warhammer 40k Dark Angel Chaplain AsmodaiAsmodai is the chief chaplain of the Dark Angel army. He was missing from the 2006 Dark Angel codex but makes a return in the 2013 Dark Angel Codex.

Asmodai is an Interrogator-Chaplin with a few additional rules at a add 30 points cost. As long as you remember to use the additional special rules, Asmodai works out as a good deal!

Warlord Trait

Asmodai gets one fixed warlord trait from the Dark Angel codex, ‘ The Hunt ‘. This means that you will want Asmodai to be present when you assault the enemy’s warlord’s unit.

Inner Circle & Zealot

Asmodai has two overlapping special rules. The Inner Circle spacial rule gives the Fearless & Preferred Enemy ( Chaos Space Marines ) and the Zealot spacial rule which gives the fearless and Hatred () special rules. The Hatred special allows Asmodai and the unit he is with to re-roll misses in the first round of combat. However the Hatred special rule usually states which enemy is hated. What is not clear in the Dark Angel Codex or the FAQ for the Dark Angel Codex, is if the Preferred Enemy ( Chaos Space Marine ) passes this preference to the Hatred special rule too. As this is not clear in the rules, you will need to agree before you start the game because this greatly changes the value of Asmodia if you are playing any army other than Chaos Space Marines.

Dark Angel Company Master Tactics

The Company Master is the standard HQ choice for the Dark Angel Army.

The Company Master is comparable with the Generic Space Marine Captain, and costs the same points. The difference is that The Dark Angel Company Master has one less point of weapon skill, but is fearless, and gains something far more valuable, the ‘Rights of Battle’ special rule.

Dark Angel Chaplain Tactics

Warhammer 40k Space Marine Chaplain on Space Marine BikeThe Dark Angel Chaplain is comparable to the regular Codex: Space Marine Chaplain. One item to note here is that the Dark Angel Chaplains are not part of the Inner Circle, so they do not have the same leadership based special rules. They do get the ‘Zelot’ special rule though which is just about the same.

Dark Angel Librarian Tactics

The Librarians are the Psyker of the Space Marine Army. The Dark Angel Space Marine Librarians work in a very similar way to the Standard Space Marine Librarian. The main difference is that they have different psychic powers.

In the Warhammer 40k 6th edition rules the Psykers have become much more useful. Now Psykers get one ( Level 1 psykers ) or two ( Level 2 psykers ) powers from a selection. The Dark Angel Librarians get to choose between the Divination, Pyromancy, Telepathy, or Telekinesis lists. These psychic power lists can be found in the main Warhammer 40k rulebook. If you are new to the Warhammer 40k psychic powers, I would recommend getting use to one list, and expanding to the other lists over time.

Dark Angel Techmarine Tactics

40k-Space-Marine-Tech-Marine-150If you take one or more HQ Characters then you may have the same number of Techmarines in your army. The Dark Angel Techmarines are different from the ‘Codex’ Techmarines in several ways.

One difference between the Dark Angel Techmarine and the Codex Space Marine Techmarine is that it appears in the HQ section instead of the Elite section. This is mainly because the Dark Angels do not have a ‘ Master of the Forge ‘ option. It should be noticed that there is not a Thundercannon option for the Dark Angel army either.

Blessing of the Ommissiah

Dark Angel Techmarines are now as good at repairing Tanks as their Codex counter parts. Dark Angel Techmarines now only need a 5+. Also the Dark Angel Techmarine Servo Harness now adds 1 on to the dice roll like the Codex Space Marine too. Add a couple of Servitors with servo arms and you can think about repairing a sizable number of Tank Hull points on a 2+ .

Does not use a HQ Slot

As noted in the introduction, the Dark Angel Techmarines do not use up a HQ slot even though they are elite troops. This means that you can have two H:Q choices and extra Techmarines on top. You do have to have none-dedicated Vehicles in you army to have Techmarines. The rules are unclear as to if a Dreadnought counts as a vehicle. If it doesn’t I can not understand the rule that you can have one Techmarine for each vehicle in the Elite section as there are no other choices. This might have to be decided by house rules!

Note: Just to add to the mix, no vehicles are truly dedicated any more as transport can be used for any friendly squad.

Servitors

Servitors are helpers for the Techmarines. They come in two broad types. The first type have servo-arms that help Techmarines fix tanks and have powerfist close combat attacks. The second type are upgraded with heavy weapons. As you can have up to four servitors per Techmarine, this could be a hard hitting close combat unit, or a close support fire base. I do notice that the Plasma Cannons for the Sevitors are 5 pints more than the Devastator squads, so for best value keep to the Heavy-Bolter or Multi-Melta options.

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Dark Vengeance Missions for WH40k 7th Ed

Warhammer 40k Dark Vengeance Box set

In this section we will have a look at the missions found in the Dark Vengeance box set and how to win them.

Mission One: Rampage

The Rampage mission is more about control than overt destruction. The mission overview and battle tactics paragraph at the end of the mission notes cover this elegantly. One main feature of this mission is that you have a good idea about how your opponent is going to act. This means that you can plan your actions a few steps ahead.

With this in mind, let’s have a look at how we can use the Helbrute’s actions in our favour.

The Movement Phase

The Helbrute will move, and later shoot at the nearest unit. As the mission tactic section suggest you are advised to make sure that this is your cheapest, most expendable unit. For the Chaos army this will be the Cultists ( please note that in all real word cults and religions this is the case too. The leadership care about the Cultists right up to the point where they are threatened, and then the Cultists become expendable).

As the Chosen weapons are the best tools to take a wound/ hull point off the Helbrute, then you will want to draw the Helbrute away from the Chosen so that they can get a good shot at the Helbrute’s back where the armour is thinner. However you should note that several of the Chosen’s weapons have a 12″ range. Using these weapons will place you within assault range of the Helbrute.

Another option will be to have the Cultists with the heavy stubber behind the Helbrute. This has 3 shots a turn with a 36″ range and will glance the Helbrute’s armour on a 6. As half of the shots are expected to miss you are in no fear of killing the Helbrute.

The Shooting Phase

The Helbrute will always shoot at the nearest unit. This should be the one that it was just movingtowards, so probably the Cultists. The size of the playing area means that the Helbrute will always be in range of the bait (Cultists?) in the first round.

If you arrange the Cultists carefully you can minimize the casualties received from the Helbrute’s flamer.

The Helbrute’s Assault phase

The Helbrute will be rolling 2D6 (average of 7) for the assault movement distance. On a 2′ ( 60cm) playing area that will mean that it is very likely that the Helbrute will get into assault.

When the Helbrute has finished dishing out the punishment you probably want to use the ‘ our weapons are useless ‘ rule ( Page 26) to fall back leaving the Helbrute free from combat letting the other units shoot at the un engaged target.

How to make the mission easier

Although this is the first mission in the book, it is not an easy one to complete. If you want to make the mission easier to start off with try the mission on a larger playing area of 3 foot by 3 foot. This will give your troops more space to maneuver in and a better chance of staying out of assault range from the Helbrute.


Mission Two : The long and Winding Road

The first thing you need to be aware of is that the second mission is not about getting your bikes to the end of the course as much as it is about leadership and the effects of moral on weaker units. First you will need to find the Cultists characteristics on Page 16 of the How To Play book, and the bikers statistics on page 134 of the small rule book in the Codex Dark Angels section.

If you have a look at the Cultists stats you will see that they have a leadership score of 7 and 8 for the champion ( Tatchvar and Anarkus ). As the Ravenwing bikes have bolters that will cut though the Cultists, and the Cultists are in small groups of 5 Cultists per unit, it will not take much to cause 25% casualties ( 2 kills per unit of Cultists). And when you do you will see that units with a leadership of 7 will break and run 50# of the time and units with leadership 8 will break a little less often.

While we are looking at the Space Marine bike weapons notice that you will out range most of the Cultists. The Autopistols have a 12 ” range, and the Auto guns can only fire one shot when you are between 12″ and 24″ away. This means that if you keep between 24 and 18 inches away from the Cultists you will be able to get some pot shots without fear of much return fire. You will want to be careful of the Heavy stubber. This has a longer range and quite a kick!

As the playing area is only two feet ( 24 inch) wide, the Cultists will have no problem catching up with you as pass. If you have thinned out the Cultists units before they assault you should cut through them with ease. What you want to avoid is having two or more units of Cultists assault you at the same time.

Engagement One

In engagement one you may find that using the turbo boost to shoot past the Cultists. In turn the Cultists will have one or 2 turns where they can get some shots at you, however the chance that they will
cause a wound is very low ( approx 15 shots 50% hitting – 1 in 6 or 16% of these wounding, and 2 in 6 or 33# of those are not saved. So 50# * 16# * 33# comes to 2.6# or two and a half wounds for every 100 shots)

Engagement Two

Cultists with close combat weapons are not likely to wound Space Marines bikers any more easily than Cultists with autoguns. However if the Cultists get into combat they will slow you down, so taking a round two kill a few Cultists and hopefully causing the Cultists to run.

Engagement Three

This is the most difficult of the 3 engagements as you will be facing 20 Cultists, some with heavy weapons and the Cultists leaders too.

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40k Character Tactics for WH40k 7th Ed

In Warhammer 40k Characters are an important part of the army. Not only they are they usually better fighters, but they usually have a better leadership too. The leadership score is important to keep the foot troops from running away.

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Characters and Independent Characters

Warhammer 40k Orc WarbossCharacters in Warhammer 40k come in two broad types. Characters are usually regular troops that have been upgraded to a Sergeant, veteran sergeant, or what ever the equivalent is in a none-imperial army. In most cases characters have access to more equipment.  This equipment comes at an additional points cost, so make sure that you make use of the equipment that you purchase.

The other type of character is an Independent Character. These are usually found in the HQ section of the army list. Independent characters often have much better stats than the regular troops and they usually have extra special rules too. When you pick a special character for your army it is a good idea to make sure that you know the special rules. If this is the first time you have used this character you may want to write notes on the army list, or take some queue cards to the game to remind yourself of the characters special rules.

You can find the rules for characters on page 100 of the 40k Rulebook.

Psykers and Psychic Powers

Warhammer 40k Genestealer Magus Psyker

Warhammer 40k Genestealer Magus Psyker. These days I use him as a Imperial Guard Psyker.

Psykers have been given a boost in the 6th edition of 40k. Now they are allowed to choose from a number of psychic classes from the rule book, or use powers listed in their own Codexes.

Deny the Witch

The ‘Deny the Witch’ rules have been improved so the you can have a chance to cancel any psychic power use,, and not just powers that affect your units. However if you have a unit that has a psyker in it, you do get bonuses that make psychic attacks easier to repel. This means that adding a psyker in your high value units, like HQ units, does make a lot of sense!

> Also buy: Warhammer 40k Psychic Powers card deck of reference cards from Amazon

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40k Monstrous Creature Tactics for WH40k 7th Ed

Warhammer 40000 Eldar Waithlord

Monstrous Creatures are by definition monsters and that stride across the Warhammer 40k battle field crushing everything before them. But they are not invulnerable, There are many tank busting weapons out there that will blow a big hole in your big guys.

Take Cover!

Your Monstrous Creature will be a prize target in your army that will draw a lot of attention and in coming fire from your opponent. You can use this to your advantage by drawing fire away from smaller weaker specialist units that have a specific job to do ( Gain an objective, blow up a tank & etc ). However with this expected in coming fire you will want to place you monstrous creature in a location where it can move, but will have some cover that will keep it alive longer. Being big, there probably not be too many choices available. This in turn means that you may want to place your Monstrous Creature down first when you are setting up, so that you do not clutter up the best spots with smaller models that can be placed elsewhere or around the base of your Monstrous Creature.

Special rules

All monstrous Creatures have a number of special rules. These are Fear, Hammer of Wrath, Move Through Cover, Relentless, and Smash.

Monstrous Creatures can shoot two weapons

This rule gives the monstrous Creatures the ability to become a walking gun platforms specially as many of the Monstrous Creatures have access to big guns, many of these are long range weapons too.

Now if you add in the Relentless Special Rule (p41) that allows you to move, fire heavy weapons, and assault on the same turn, you can see that you can get quite a bit of usability from your Monstrous  Creatures each turn.

Monstrous Creature Movement

Monstrous Creatures get the Move Through Cover special rule. This can catch your opponant by surprise if you are lucky. Otherwise Monstrous Creatures move as normal. If you are moving up the table, keep an eye on the larger pieces of terrain that you can hide behind and gain some useful cover save from.

Cause Fear

Monstrous Creatures automatically fear. This is useful if you are in close combat with an army with lower leadership scores like Orks and Imperial Guard. Not much to this one other than remembering that you have this special rule when you get in to close combat and factor in a possible higher kill rate when calculating which units you are going to use to assault which units.

Slow in combat

The Cause Fear special rule is important to a monstrous creature because they tend to be slow in combat. If you can slow the enemy down too, then you will have a chance to cause damage before your enemy has chance to strike you, or at least get the chance to strike at the same time. If you do not get the chance to slow down your opponent, here are some other options.

Assault smaller units

Monstrous Creatures usually have a high toughness value and a few wounds, this means that they will be able absorb an amount of punishment while it is waiting for it’s initiative round. However this ability has it’s limits so you want to minimize the risk where you can. Assaulting smaller units that do not have monster killing special weapons is a good example of this. Chose targets that you can beat where you can, and use an y heavy weaponry to thin out the ranks of larger units from a distance before you assault.

Get a Little help from your friends

Close assault always goes better if you assault a smaller force with a larger one. One way to do this is to team up with other units to assault a single target. This will mean that you have to focus a percentage of your forces to the one task, so make sure that removing this enemy unit is in line with your mission objectives. This will require the ability to step back mentally ( and physically if it helps), and have a look at the bigger picture before you dive in. Also it may take a turn or two to get the right units within striking range, so a bit of forethought may be needed too.

Flying Monstrous Creatures

Warhammer Chaos Lord with WingsSome armies have Flying Monstrous Creatures instead of aircraft. I tend to think that Aircraft work better on larger tables and larger pointed games, however Winged Monstrous Creatures can act as jump pack troops too. This means that they can deep strike and move  quickly around the table.

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40k Sneaky Tactics for WH40k 7th Ed

“Ha! All the Boyz have turned up and those puny hummies hardly got a mods worth together!”

“Look boss! There are some more of ‘um are sneaking in at the back! ”

“That’s no bovver. They’re too far off to make a difference.”

*Hang on boss, there are some more coming in from over there too! ”

“Well let ‘um come. It’ll save us running to them.”

“And there are more dropping down from the sky!” That’s it, I’m off! “

In this section we will look at the Warhammer 40k sneaky tactics. Sneaky tactics include Infiltration, Deep Strike, Reserves, and Outflanking.

Why Be Sneaky?

 

There are several reasons that you want to be sneaky, but the all revolve around the desire to carry out a task without being killed!

Examples of tasks you may want to perform are; getting close combat troops in to assault, getting demolition teams in to position, capturing an objective or strategic location, and getting out of trouble.

Reserves Tactics

The Reserves rule is a Mission Special Rule (page 94 of the Rulebook). Because it is a mission rule you may be able to use if in some missions and not others. It is best to check the rules of that mission.

The Reserves rule allows you to bring units on the table after start of the game. At first this may look like a disadvantage, and in some missions that is how it is used, forcing a bulk of your army to come in on reserves means that they are not there, shooting, assaulting from the start.

Reserves do not usually come in on the first turn. Some units have special rules that does allow first turn entry. The Space Marine Droppods are an example of this.

Remember that if you end a turn with no models on the table you automatically lose, even if you have reserves or on-going reserves. This means that if you place all your army in reserve you will loose at the end of your first turn!

If you do not have Outflank or Deepstrike then the reserve unit comes in on your board edge. This means that without either lf these additional rules the only advantage reserves get is that they can not be shot at on the first turn, and when they do come on you should know where your opponents units are!

Outflanking Tactics

Warhammer 40k Space Marine Bike SquadOutflanking is the second sneaky mission rule. This rule allows units to come on the table from the sides.

Outflanking units come on as Reserves, and so they have to make the Reserves roll to come on the table. This means that they will not come on at the start of the game, and may not turn up for a few turns. This may leave you out numbered at the beginning of the game. Also note that if a mission does not have the Reserves special rule then you cannot outflank. In this case you will need to set up your outflank units with your other units.

Outflanking units come in from the sides and they have to roll for which side they come in on. There is a 2 in 3 chance that they will come in on the side that you want then to, and a 1 in 3 chance that they will come in on the other side. This is a high enough probability for you to need to think about contingency plans if the roll goes against you.

Units that outflank can not assault on the same turn they turn up. This means that you will be on the table for a turn and possibly open to enemy fire and counter assault before you can assault yourself, so be careful where you come in from. Be close enough to the action to be useful, but far away enough ( or behind some cover ) to be safe.

Most games are played on a 6×4 foot tables. This may mean that flanking troops could have further to travel to reach their targets than the rest of the army. On 4×4 tables flanking troops have a major advantage. Bear this in mind when you are planning your army.

Infiltration Tactics

Warhammer 40k Tyranid Genestealer Broodlord and Genestealer BroodInfiltration Tactics are one of the universal special rules. This means that you get this special rule all the time and is not mission specific.

Deep Strike Tactics

Warhammer 40k Tau Gun DronesDeep Striking allows you to appear anywhere. The downside is that they turn up randomly. First they can not turn up in round one. This gives your opponent time to be ready for your deep striking troops. Secondly you have to roll to see if they turn up. This means that your forces could be turning up in small number each turn, allowing your opponent to kill them off before the next wave turns up. And third, when your troops do turn up they can scatter off course, or even have a mishap!

Deep Striking does need the reserves special rule. So like the Outflank rule, if the mission does not have reserves, then you cannot Deep Strike! Check the mission rules.

If you do Deep Strike you will arrive in a clump, with all the bases of the arriving models touching. This will be a very tempting target for blast marker weapons. As you do not get a chance to disperse in the movement phase, it is highly recommended that you use the shooting phase to run. This will give you a chance to spread out so that blast marker weapons only hit a few of your models on arrival and not the
whole squad.

Quad guns are popular if you know that you are facing opponents that will deep strike on to the table. If you are facing an opponent with quad guns, you may want to target and destroy them before your forces arrive.

Scouts Tactics

Warhammer 40k Space Marine Scout Squad

Space Marine Scout Squad with bolters and sniper rifles.

Scouts get a special turn at the start of the game. This can be used to grab a strategic point (building or high ground. You can not use this rule to get in to assault in this special turn, and it will be rare that you get in to combat on the first turn as the games are designed to keep the to sides too far apart at the start.

To get some extra speed if your scouts have a transport option, then you can use it to hurl your troops forward!

Scouts also have the Outflanking special rule. I have covered this above.

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