Tau HQ Tactics for WH40k 7th Ed

Tau Commander & Body Guard in XV8 Crisis Battle SuitsUnlike most Warhammer 40k armies many of the Tau HQ options have better stats and then also get some heavy weapons to play with too. This means that you have mobile gun platforms with better Ballistic skills too!

Named Tau HQ Characters

Commander Farsight

Commander Shadowsun




Tau Commander Tactics

Tau Commander & Body Guard in XV8 Crisis Battle SuitsThe Tau Commander is the most popular option when it comes to selecting a leader fo your Tau army. There is good reason for thi too. First he has good stats, specially for reanged warfare, but not too shabby in close assalt. He also gets the XV8 Crisis Battle Suit. This gives him a far better 3+ save, but also allows him to take four of the ranged weapons or support weapons that make the Tau such fun to play. And remember that the battle suits have the jetpack rule, so your commander can move, shoot and then retreat for cover in the one turn.


The Tau Commander can take up to 2 drones. It is highly recommended that you take these. The Drones add additional fire power or support systems, however their main benifit is that they can do ‘ look out sir ‘ test and save the Commander from taking additional wounds.

Placement of the Drones can be strategic too. If you place one Drone in front of the Commander and one behind then you are likely to find that the Drones are closer to any incomming fire than the Commader is. Again this will save your Commander from getting some of the flack.

XV8 Crisis Bodyguard Team

If you are taking a Commander as your HQ then I highly recommend taking a team of two Crisis Bodyguard too. The Body guard are veteran Fire Warrior Shas’ui with a point better Leadership and the extra strength and toughness that the Crisis suits provide. However they also have the option to take 3 units of hardware each too.

Each Crisis Bodyguard model can take up to two Drones. If you have the points then this is usually a good idea as mentioned in the

Tau Commander tactics. Again by placing the Drones in a circle around the Commander and Bodyguard team then this will provide a bit of a sheild for your more expensive models.

Cadre Fireblade Tactics

If you take a Commander and strip off the Crisis Battle suit yo get a Cadre Fireblade.



Imperial Guard Fast Attack Tactics for WH40k 7th Ed

Warhammer 40k Imperial Guard SentinelIn this section we will be looking at the Imperial Guard Fast Attack units and their tactics.

The Imperial Guard are not designed as a fast attack army, their main strength in numbers and big guns. However Imperial Guard fast attack units come in hand when the big guns have broken the enemy and you need units to chase down the remnants

Scout Sentinel Squadron

Warhammer 40k Imperial Guard Sentinel SquadronSentinels come in two types. The lighter Scout Sentinels and the heaver Armoured Sentinels.

The lighter Scout Sentinels are designed to move forward and find the lay of the land. As such they are more lightly armoured be have some sneaky tactics.

Sentinels as Scouts

How good is this? a vehicle that has the scout special rule! This means that you get a special move at the start of the game, or they can be held in reserve to out flank!

If you deploy them and use their special move. This could be used to tease the opponent, for example you place the sentinels where it draws your opponent to set up where he can shot at the sentinels, and then at the start of the game you move them in to cover, leaving your opponent with nothing to shoot!

Another tactic would be to use the special move to claim some strategic point at the start of the game.

As reserves. The sentinel can come on behind the enemy armour and gun down the weak rear armour, or harass rear heavy support troops!

Sentinel Weapons

The Sentinel has a selection of weapons to choose from. The Multi-laser is the default option, and a very good choice for a scout squad. The Multi-laser gives the Sentinel three S6 shots which is good for providing some mobile heavy weapons support for troops on the move, specially when in comes to thinning out assaulting attackers before they reach your units.

If you are looking for an alternative weapon on your Sentinel you can switch to a Heavy Flamer for the same points. The heavy Flamer is a good weapon if you are fighting is dense woodland, jungle, or built up areas. Be aware though that as the Flamer is a sort range weapon you may to use it for mopping up reminisces of units hiding in the shadows rather than tackling full squads. This is so that you do not get overwhelmed by and counter assaults from survivors.

Autocannons are available for an extra 5 points. These offer two S7 shots at 48″. If you are facing fewer tougher troops, like Space Marines or Chaos Space Marines, or Monstrous Creature heavy Tyranids and you are fighting on a more open table, then the upgrade may be worth it. When fighting swarm armies the Multi-laser wins out.

I like Missile Launchers. This offer two different rounds, the anti-personnel Frag Missile, and the Anti-tank Krack Missile. This means that you get two weapons for the price of one, or for the 5 point upgrade in this case. Highly recommended!

The last weapon listed is the Lascannon. This Lascannon is a great tank hunter weapon. If you arm the Sentinels with these then you are changing the role of the Sentinels to tank hunters that can nip in and out of cover taking pot shots at the enemies capital ( high points cost) targets. The upgrade cost is 10 points, but if you need some sneaky tank killers then these may be the ticket!

Armoured Sentinel Squadron

The Armoured Sentinel is not as sneaky as its lighter brethren. It is armour makes this Sentinel a much tougher cookie! The extra 5 points gives you and enclosed hull and 2 points tougher front armour however you loose the scout and move through cover rules. Your playing style will determine if the upgrade is worth the points.

Weapon Upgrades

The Armoured Sentinel has the same weapon options that the lighter Scout Sentinel has except that there is also an option to take a Plasma-Cannon as an upgraded weapon.

Rough Rider Squad

Warhammer 40k Imperial Guard Rough Riders chase down fleeing GauntsRough Riders make great counter strike troops. Once the enemy assault has lost it’s impetus as your rank and file troops slow the attack down, that is the time to charge the Rough Riders in to the enemy’s flank.

Hellhound Squadron

Hellhounds are short ranged chemical weapons mounted on Chimera body with some extra side armour and a beefed up engine to make the hellhounds fast tanks. You can find the rules for fast vehicles on page 88 of the Warhammer 40k Rulebook.

Hellhound Tactics

Hellhounds are the original flame spitting variant. It has a Inferno Cannon. This is +1S better that the heavy flamer and it is a torrent weapon. The Torrent rule means that you can place the flamer template 12″ away from the Hellhound as long as

Devil Dog Tactics

The Hellhound Devil Dog with a Melta cannon. This is a melta weapon with a 24″ range and a blast template affect area.

Bane Wolf Tactics

Some times brute force is not enough to kill your target. The Bane Wolf comes with a Chem Cannon. This is a template +2 poison template weapon. To make this weapon effective you will need to get close to your target before vomiting poison death on them.

Poison weapons are good for killing monstrous creatures and other tough things with a toughness score. Don’t bother attacking anything with a hull point. The poison will just bounce off.

> Also see: Warhammer 40k Tank Tactics

Valkyrie Assault Carrier Squadron

Vendetta Gunship Squadron


Imperial Guard Troop Tactics for WH40k 7th Ed

In this section we will look at the troop choices available to the Imperial Guard army and Imperial Guard Troop

Infantry Platoon

Warhammer 40k Imperial Guard SquadThe hart of the Imperial Guard army is the Infantry Platoon. The platoon system means that you can deploy a lot of troops and infantry heavy weapons (points permitting). It is very rare that you need to deploy more than two platoons.

Platoon Command Squad

Warhammer 40k imperial Guard Company Cammand Squad

A Warhammer Cadian Company Command Squad

An Infantry Platoon needs one command squad. Command squads can be configured in different ways. Some people like to configure the command squads with heavy weapons as a small heavy weapons team, and some configure the Command squad as an assault squad. As an assault squad it will not have enough grunt to dent most army’s but it could be useful as a counter assault squad if your guards get assaulted.

First Rank fire, 2nd Rank Fire!

This order allows the assigned squad to fire more shots. It only works for lasguns and not heavy weapons. This order will work best when used on large squad. It may be best to use this order with the new ‘Combine’ Imperial Guard special rule.

Move! Move! MOVE!

This allows the selected squad to roll three dice and select the highest when running in the shooting phase. This means the chance of rolling a 6 is 3:6 or 50%. You will roll a 5 or 6, (2/6+2/6+2/6 = 6/6) every try (statistically speaking). Remember that this move ignores difficult terrain!

This works best on squads that you want out of, or in to trouble. Assault troops come to mind first.


Infantry Squad

Warhammer 40k Imperial Guard Squad

Imperial Guard Infantry Squad

Each Infantry Platoon need at least 2 ten man Infantry Squads.

You can have up to 5 Imperial Guard Infantry Squads per Troops choice, that’s 300 regular Imperial Guard. If that’s not enough, you can top they up with elite and heavy weapon squads!

Imperial Guard Infantry Squad Heavy Weapons and Special Weapons

Upgrading your Infantry Squads with heavy weapons and support weapons is optional. Most players take heavy and special weapons, so why would you not take these upgrades?

There are two main reasons why I might drop the upgrades. The first is the points cost. Dropping the upgrades can release a few extra points that I can use elsewhere. The 2nd is if I want the squad to be mobile. If you are expecting your squad to shield tanks that are on the move ( Tank Dogs) then the Heavy weapons don’t get their chance to fire with full affectiveness. Even then I usually take a special weapon, usually a flamer.

What is the best Special Weapon for an infantry squad?

Well it really depends on the job you are expecting them to do.

For squads with a heavy weapon I usually choose a grenade launcher. These have a 24″ range so they can target anything that your lasguns can. Also grenade launchers can fire frag or Krak like grenades so you can take on squads or light armoured vehicles.

If you expect to get up close to the enemy then a flamer maybe your best option, specially if there is a lot of terrain. It can be surprising how many troops a well placed flamer can take out. Flamers are also good if you are assaulted, The wall of flame rule means that you will always hit one of the assaulting unit (if you get chance to over-watch) .

Heavy Weapon Squads

Warhammer 40k Imperial Team LasCannon Heavy Weapon TeamYou can have up to 4 heavy weapon squads per troop choice, each with three heavy weapons. This means you could have up to 84 heavy weapons, plus any you add to your Infantry Squads and Command squads!

Remember that all the weapons in the heavy weapon squad have to shoot at the same target.

Special Weapon Squad Tactics

Special weapon squads are fairly small (6 man squads) that has three special weapon in it. The codex briefly suggests some tactics for Special weapon squads (page 38). One thing to be aware of is that flamers meltaguns and demolition charges are short range weapon and special weapon squads do not come with frag grenades.

It is usually best to not mix types of weapons in a special weapon squad too much. Short range weapons work well together (flamer, melta’s and demolition charges), or medium range weapons work together (plasma guns and grenade launchers), but mixing a short range weapon with medium ranged or long ranged weapons (sniper rifles), does not work well. As always, if you have a special reason to mix types then that may over-ride this advice.

A sniper-rifle special weapons squad costs the same as a rattling 5 man sniper squad but they are not as good. You only get three sniper rifles, their ballistic skill is not as good, and you do not get the special rules. You do get the chance to have more of them without using up valuable elite choice slots.

Conscript Squad Tactics

You can have up to one conscript squad attached to an infantry platoon. As untrained troops the weapon skill and ballistic skill of a conscript trooper is less than the normal imperial guard. The conscript troops do not have heavy weapons or special weapons option and the do not have transport. What they do get is numbers. A conscript squad can have 20 to 50 conscripts in it, and at 3 points per model that makes for very cheap cannon fodder.

Conscripts have a very low leadership score, however this can be fixed by adding a Commissar,  Lord Commissar, or a Primaris Psyker, as these have leadership score of 9 or 10. What’s more the Commissar (max one per Command Squad) and Primaris Psyker (max 3 per detachment ) do not take up HQ slots so you can have them and still have 2 regular HQ choices in a battle forged army. Also you could take a Ministorum Priest ( max 3 per detachment). Priests have LD7 and cost the same as a Commissar but you get a couple of extra close combat friendly special rules (see HQ section for details). My recommendation would be to add both a Commissar and a Ministorum Priest in the mix and you get a unit that can take and give out a good amount of punishment!

Imperial Guard Veteran Squad Tactics

Warhammer 40k Imperial Guard Veteran Squad With PriestVeteran Squad’s have moved from an Elite choice to being a troop choice in the 2009 Imperial Guard Codex. This means that you can have an army with your troop choices made completely from Veterans. This in turn means that it is possible to have very small, cheap armies, or to minimise the troop points cost to maximise on heavy support or other ‘beardy’ army configurations.

Veterans have a better Ballistic score that the regular troops. this means that any special and heavy weapons that use the BS will be hitting on 3’s. This will not affect flamer weapons. Note that heavy weapons cost more points that the regular troops heavy weapons, but the special weapons are the same cost. This makes the special weapons good value points wise.

Imperial Guard Veteran squads have much more flexibility with the weapons they take. They can have up to three special weapons, for example. This means that you can adapt them to meet specific roles. If you want Tank busters then arm them with meltaguns and the ‘Demolition’ doctrine. If you want a squad to cleanse forests and buildings, give them plenty of flamers.


Veterans can have Doctrines. Be careful with these as they came make the squads expensive. Make sure that you will use the skills if you pay the points for them.

Veterans with the “Forward Sentries” get camo-cloaks and defensive grenades. Defensive grenades will reduce the number of attacks an assaulting force has against you. To make best use of this, place your veterans where then will take the blunt of any assault (ie on the front line, but behind cover). Camo-cloaks give the squad the ‘Stealth’ special rule This improves any cover saves by 1.


Imperial Guard Elite Tactics for WH40k 7th Ed

Warhammer 40k Imperial Guard Rattling Snipers sneak through the woodsIn this section we will be looking at the tactics for the Imperial Guard Elite choices.

The Elite section is where you will find the more unusual option that can add ‘Flavour’ to your army. Keep your over all tactics in mind when you are choosing Elite units, and don’t over do it. They can be expensive and you may need your point for regular troops.

Ogryn Squad Tactics

WArhammer 40k Imperial Guard Ogryn SquadThe Ogryn are the Imperial Guard’s answer to the Space Marine Terminators. By this I mean that they are larger, tougher and more tooled up for close quarter fighting that the regular troops (Ogryns in Space Hulk anyone?).

You can have 3 to 10 Ogryn in a squad. 6 Ogryns is if optimal as they can ride in a Chimera.

General Ogryn Tactics

Set the Ogryn squad so they can protect / assault the most dense cover. Ogryns work very well in city fight and jungle fight scenarios.

If the densest terrain is not in or touching your deployment area, consider taking a Chimera to ferry the Ogryn to the most strategic location.

Ripper Gun

The Ogryn Ripper Gun is perfectly suited to the close quarter fighting style of the Ogryn Squads.

Ogryn Special Rules


Ogryn take up more room in a vehicle. The positive side to this is that they get extra wounds, attacks and toughness over the normal Imperial Guard trooper.

Furious Charge

The Imperial Guard Ogryn get the ‘Furious Charge’ special rule. This is only an advantage if the Ogryn charge the enemy. Do what you can to make sure that the Ogryn charge in to close combat, even if you have to sacrifice a guard unit to slow the enemy down.


The Ogryn have the ‘Stubborn’ special rule. This makes up for their low leadership score, but don’t bank on it!

Ratling Squad Tactics

Warhammer 40k Imperial Guard Rattling Snipers sneak through the woodsRatlings are snipers. They need somewhere to stay that has a good fields of sight.

Ratlings have a slightly improved BS score over the normal guardsman. This will mean that they hit 66% of the time, so you will not need so many to hit your targets.

The Imperial Guard Ratlings are armed with sniper rifles. The Sniper rifles wound on a 4+ regardless of toughness. This means that you are far better going for tougher opponents, ie a T3 Gaunt and a T9 Carnifex both wound on 4+ !

Ratlings have an improved initiative score, but with a low strength and toughness, I do not recommend these as assault troops!

Special Rules

The Ratlings have a Infiltrate and Stealth special rules that will help placing them in a good position.

Psyker Battle Squad Tactics

The Psyker Battle Squad is a new option for the 2009 codex.

Storm Trooper Squad Tactics

The Storm Troopers are elite Imperial Guard troops.



Imperial Guard HQ Tactics for WH40k 7th Ed

In this section we will be looking at the Imperial Guard HQ tactics. As usual, you will need a copy of the Codex to make best use of this information.

General Imperial Guard HQ Tactics

There are 3 basic Imperial Guard HQ choices, there is the Company Command Squad, the Lord Commissar, which Yarrick is an example, and the Tank Commander.  Both the Company Command Squad  and the Tank Commander take up a large number of points, so If you are wanting to write up an army list for a smaller game the Lord Commissar is a worthy choice. For more regular sized battles ( 1500 plus points ) the Company Command Squad is very flexible, and for largest Apocalypse sized games fielding a tank only regiment headed by a Tank Commander can be fun too.

Company Command Squad Tactics

Warhammer 40k imperial Guard Company Cammand Squad

A Warhammer Cadian Company Command Squad

The Company Command Squad is the standard Imperial Guard HQ choice. For the points the command squad is very good value.

The Command Squad has a Ballistic Skill of 4. The means that they are as good as Space Marines at shooting. This being the case is worth wile tooling them up with better weapons. I highly recommend upgrading to a Lascannon team. The only reason not to is if you want to have an extra mobile or close combat squad (city or jungle fight?).

Despite the improved Ballistic Skill, I would be very nervous about upgrading to Plasma guns. If you do take plasma guns, take the carapace armour upgrade too.


The Company Commander gets the ‘Voice of Command’ special rule. This means that e can issue one order per turn. I  have covered these orders and how to use them on the General Imperial Guard Tactics page

The Company Command Squad can take Regimental Advisers.

Warlord Traits

The Imperial Guard Codex includes Warlord traits that you can use instead of the list found in the rule book.


The codex list has been created with a Guard army in mind, however there is not a massive advantage in using the Guard Codex so you may want to try both Warlord Traits lists to the see which you prefer.


Warhammer 40k Genestealer Magus Psyker

A Genestealer Hybrid Magus that I sometimes use as a Imperial Guard Psyker.

The Astropath is a L1 psyker that has t be part of the Company Command Squad and they have a limited choice of psychic powers to choose from too. However they are half of the points cost of a Primaris Psyker and offer the same psychic protection that the Primaris Psyker does. If you are expecting a lot of psychic attacks then the Astropath could be good value for the points.

Master of Ordinance

The Master of Ordinance is a very good value ordinance weapon. For 20 points you get a unlimited range S9 AP3  Large Blast weapon that you can use each turn. Highly recommended!

Be aware that the ordinance will scatter more than the normal ordinance weapons, so be careful which targets you choose. As this has to be the same target that the others in the HQ you may want to arm the heavy weapon team ( recommended if you are taking a Master of Ordinance ) with a longer range weapon like a Lascannon or Missile launcher.

The Master of Ordinance needs line of sight to call down a barrage strike, so get him the best view of the battlefield possible.

Officer of the Fleet

The Officers of the Fleet  may be an advantage if you have reserves. If you don’t have reserves, the Officer of the fleet is a waste of points.


Body Guards are above average close combat troops compared to the other Imperial Guard. This does not mean that they have game winning skills, but if you want to create a close combat HQ choice, then they are useful.

Commissar Lord

Warhammer 40k Imperial Guard Commissar Yarrick

Warhammer 40k Imperial Guard Commissar Yarrick

You can have your army led by a Commissar Lord, It is more usual to have then as a second HQ choice.

Lord Commissars have the highest Weapon Skill and Ballistic skill of the whole Imperial Guard Army, they also bolster the moral of the troops around them. These skills make the Lord Commissar very desirable if you think that there will be close combat fighting. A Lord Commissar attached to a Ogryn squad makes for a formidable close combat unit. Remember that Imperial Guard close combat squads are best used to ‘mop up’ after the heavy weapons have shredded the opponent.

Tank Commander Tactics

Warhammer 40k Imperial Guard Leman Russ Tank

An Imperial Guard Main Battle Tank. These are the mainstay of the Imperial Guard armoured units.

Having a Tank Commander as your HQ is great if you are wanting to field an Armoured Column style army. This is one where all your units are Vehicles or are mounted in vehicles. The usual reason for this is either that you like to see a lot of tanks on the battle field, or that you you are playing on a large ( Apocalypse ?) table and you need to make sure that your forces can move around the table quickly.

House Rules: Note that having a Tank Commander as your general does not allow you to field Leman Russ Tanks as Troop units. This seem a bit of an oversight and you may want to allow Leman Russ tanks as troop choices if a Tank Commander is your General. This will allow for a fully armoured army list.

Imperial Advisers

As well as your mandatory HQ choice that you need to lead the army, there are a number of additional HQ choices that you can take to add add additional skills to your army. Note that although these units are HQ choices they are also independent characters. This means that you do not need to attach them to your Command Squad. It is possible, and usually better to add the characters to regular units that have a special role to play, and possibly move from unit to unit as battlefield needs change.

Primaris Psyker

Warhammer 40k Genestealer Magus Psyker

A Genestealer Hybrid Magus that I sometimes use as a Imperial Guard Psyker.

A Primaris Psyker can be chosen to lead you army, but they are usually taken as a second HQ choice. The main reason to add a Psyker to your army is for their psychic powers and psychic defense to the army. If you think that you have a unit that will be at the mercy of a psychic attack then having a psyker in the unit will give you a better chance of denying the psychic attack.

Ministorum Priest Tactics

Warhammer 40k Imperial Guard Preacher

An Imperial Guard Ministorum Priest

Ministorum Priests can not lead an army because they do not take up a HQ slot. The advantage of this is that you can always take Priests as an addition to your army (points permitting).

Priests are independent characters so you can attach them to a squad. The best squads to attach them to are close combat squads especially Veteran squads or Ogryn squads. You may want to load this unit in to Chimera to get them in to close assault as soon as the big guns have  softened up the target.

Ministorum Priests are Zelots, and they will pass this special rule on to the unit that they are with. The upside of this is that the unit will pass fear, pinning and regroup tests so they will be more predictable. Note that they do not automatically pass leadership tests so there is no additional help with taking orders here. The unit also gets re-roll for close combat attacks for the first round of combat. This can be combined with the war hymns the Priest can invoke for a more devastating first round of combat,

Tech-Priest Enginseer Tactics

Tech-Priest Enginseers are there to mend tanks and other vehicles that have become damaged during the battle. The more tanks you have, and the greater the need to keep them moving, the more valuable the Enginseer will be.

If the Tech-Priest is not repairing a tank this turn then they can still be handy to have around as you can have them firing an extra tank heavy weapon. If you arrange your forces well this could easily make up the 40 point cost that a basic Enginseer costs.

Tech-Priest Enginseers can be upgraded by adding a number of Servitors to his retinue. Armed  with servo-arms they can help the Enginseer repair tanks during the game. And with a full compliment of 3 Servitors you will be able to repair a tank on a roll of 2+. Again this will  be more useful as you have more tanks and vehicles in your army.

The other use for a Tech-Priest and Servitors is as a heavy hitting assault unit. Those servo-arms can dish out quite a bit of damage. The main downside of having the Tech-Priest as an assault unit is that they do not stand up to counter assaults well. However as a last stand option, or as an option to wade in to an existing assault, they may be worth a chance!


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.


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


Dark Angel Deathwing Redemption Force for WH40k 7th Ed

Warhammer 40000 Space Marine Terminator Squad

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.




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.


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