Space Marine Dark Angel
HQ Tactics
In this section we will look at the tactics
related to the Dark Angel HQ choices.
The HQ selection is important in a Dark Angel army because this is where the armies legendary stubbornness comes
from.
Named 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, but if you do not
use them, then you will be throwing your points away.
Azrael, Supreme Grand Master
Azrael is the most senior Dark Angel leader. Because of this he is the most expensive character available, and
has the most special rules. Unlike most Chapter Masters Azrael's special rules are as much about empowering the
army as it is about giving Azrael more punch. This is quite different from the other Space Marine Chapter Masters
and Special characters.
Rights of Battle
Like all the Company Masters, Azrael has the special Dark Angel 'Rights of Battle' special rule. This is
important as it gives all the Dark Angels Ld10 for almost all leadership tests while Azrael is alive.
Wargear
Azrael has some wargear. His combi-bolter, plasma gun is master crafted so the one shot plasma gun a better
chance of hitting and not over heating. Azrael's power weapon is S6 and he has Artificer armour. These are fairly
standard and not worth the high points cost. The last war gear item is special. The Lion Helm gives his whole unit
invulnerable saves.
Dark Angels Chapter Banner
Belial, Master of Deathwing
Belial is the master of Deathwing and as such he is second in charge in the Dark Angel chapter and the master of
the Deathwing. These are the terminators of the Dark Angel army.
If you want to create a Deathwing Terminator only army then you will need to have Belial as your HQ choice.
Belial is the master of Deathwing and as such he is second in charge in the Dark Angel chapter.
Wargear
Belial is always seen in terminator armour. This terminator armour has no extra properties than usual, so he
gets 2+ regular save and a 5+ invulnerable save. Belial's power sword is master crafted so you get to re-roll one
missed 'to hit' roll.
Sammael, Master of Ravenwing
Sammael is the Master of the Ravenwing, the bike and lanspeeder 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.
Ezekiel, Grand Master Librarians
Dark Angel Librarians are the psykers of the Dark Angel
army, and Ezekiel is the lead librarian.
Ezekiel is 50 points more than a regular Librarian. For this you get Ld10, an extra wound, and a some wargear
items. This all adds up to be quite good value.
Wargear
Interrogator-Chaplin
The Dark Angel Army has two levels of Chaplin. The Chaplin that is comparable to the Generic Space Marine
Chaplin, and the Interrogator Chaplins that are more comparable to the Company Masters with the Chaplin extra
rules bolted on.
Company Master
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.
Rights of Battle
The Rights of Battle special rule allows all the Dark Angels on the table to be able to use the Company masters
leadership 10 for just about all leadership tests, while the a Company Master is on the table. This means that if
the Company Master is in close combat, or falling back, you still get to use this special rule.
Chaplin
The Chaplin is the smaller sibling of the
Interrogator-Chaplin, and more comparable to the Codex Space Marine Chaplin.
Librarian
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, but they have different psychic powers.
The Psychic powers available are fewer in number but potentially quite a bit more powerful.
Command SquadsThe Characters on their own are a great target. It works best if you
give them a body guard.
The Command Squad are veteran Dark Angel Space Marines, so they add extra punch if you can get them in to close
combat.
In a generic space marine army, you can only have a command squad for each space marine captain. This means that
the chaplains and librarians have to join an existing command squad, join a regular unit, or be a independent
bullet magnet. With the Dark Angels you can have a command squad for each independent character. This allows you to
field two command squads most of the time.
The basic cost of a Dark Angel command squad is 10 points cheaper than the generic space marine one, but
this is because you do not get a Apothecary included. When you add an Apothecary in the Dark Angel command squad
becomes 10 points more again. One the whole the Dark Angels command squad have fewer weapon configurations too.
What the Dark Angels do get a chance to get is a sacred standard. This makes all the Dark Angels close by
fearless.
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