Games Workshop Warhammer 40,000 Codex: Dark Angels

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Games Workshop Warhammer 40,000 Codex: Dark Angels

Games Workshop Warhammer 40,000 Codex: Dark Angels

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Mind Wipe (Malediction) – WC 7 –Select one aura ability that unit has. Until the start of your next psychic phase, that unit loses that aura ability. This is a spell that can find a lot of use, in the right kind of matchups. As this is a spell that needs to be chosen in list building, I have never been able to bring myself to use it. The casting amount is fine, and the range is also fine, but the effect of taking up a heavily contested magic slot is a miss for me. C Aversion (Malediction) – WC 6 – Select one enemy unit within 24″ of this PSYKER. Until the start of your next Psychic phase:

After powering through the HQ units, we arrive at the true stars of the Inner Circle. If you are looking to play Dark Angels competitively, these are the guys who will carry you through some of your hardest matchups. Coming in at 33 points a model, you get five T4, 3W, 2+/5++ guys who can never be wounded on better than a 4+ and benefit from Armour of Contempt. They are also CORE so they can benefit from an ocean of buffs, and to top it all off if you drop them in a Vanguard Detachment they can get Objective Secured. This is a set of 20 6-sided 16mm dice, in a variety of colours that represent the Dark Angels. Designed with square edges, with the pips perfectly flush with the surfaces, each features a skull in place of the 1 and a Dark Angels icon in the place of the 6: Ultramarines • White Scars • Iron Hands • Raven Guard • Salamanders • Imperial Fists • Silver Templars When it comes to the heavy weapon side of things, you will see most competitive lists taking Cyclones supported by Chain Fists or lighting claws. In a post-Armour of Contempt world the storm shields no longer have much value outside of the thunder hammer – sitting in cover gives your terminators an effective 0+ save already and giving up your shooting isn’t really worth the extra point of damage when you could take a chainfist.The Deathwing list is built around Terminators, plain and simple. The list usually starts with 3 units of 10 terminators, fully kitted out, but you can substitute one of those for a Command Squad if need by. Those will typically be supported by an Apothecary, either Ravenwing or Deathwing, and from there your big question is how you plan to fill out the reset of the list. Some lists run just a horde (50ish) of ObSec Terminators using the different options, while others supplement the terminators with Bladeguard Veterans. Add in some characters like Azrael, Lazarus, or Ezekiel depending on what threats you plan to face and you’ve already got an army. Note that if you’re taking Bladeguard Veterans they won’t get Objective Secured like the terminators, and as such you may still want to take Rites of War on a character to support them. Foe-Smiter. Replaces a Storm Bolter with one that is Assault 4, S5 AP-1, 2 damage. This is OK. And that is about all it is. If you could take it on a Deathwing Sergeant, it might have more value. C Reliquary of the Repentant. Goes on a Ravenwing Biker model only. While an enemy is within 3″, each time an invulnerable saving throw is made for the model in that unit, if their invuln was 4+ or better, the save is only successful on an unmodified 5+. The range on this is rough and having to go on a bike is not great but in a meta full of Custodes this can be an extraordinarily strong effect. B

Watched – Once per battle, in your opponent’s Psychic phase, this WARLORD can attempt to deny one additional psychic power, even if it is not a PSYKER and even if it is not within 24″ of the enemy models manifesting that psychic power. When taking that Deny the Witch test, do not roll the dice; it is automatically passed. Map wide, once-per-game “No” to any psychic power can be one of the best things you can bring. With abilities like Da Jump, Temporal Surge/Sorcerous Facade, and Onslaught floating around, being able to stifle a turn one double move or Advance and Charge could be invaluable. This is an “A” quality trait, but since it is not going to be used in every matchup, it loses some points. B+ Stubborn Tenacity– When this WARLORD is destroyed, if it does not explode, you can use this Warlord Trait instead of using any other abilities that take effect because of this model being destroyed (e.g., Astartes Banner). If you do, this WARLORD is not removed from play until the start of the next turn or the end of the battle (whichever comes first). Until that happens, it is still considered to be in play, but any further wounds this WARLORD would lose are not lost. I love this warlord trait in theory, but not in practice. Being able to act even though you have died is cool. This also is interesting because if you were performing an action, you technically can still complete it even though you died… though you’ll seldom have your Warlord be the model doing an action. D Deathwing Knights were overshadowed by their regular brothers in the previous edition. Going forward into 10th, I can see why this may be a completely different situation. Deathwing Knights have their maces of Absolution returning, showing up Thunder Hammers once again by being weapon skill two and being flat three damage. The flail of the unforgiven has also kept a little bit of its cleave ability, gaining devastating wounds and sustained hits at damage too. But really, what makes them stand out is two different abilities, and that is the Inner Circle ability, as well as Watchers in the Dark.

Secondary Objectives

On the other side, Ravenwing open up a few more secondary options than Deathwing, giving easier access to Engage on All Fronts and Behind Enemy Lines, and bike units can also score Retrieve Nephilim Data. The Dark Angels make sterling use of their Grim Resolve ability to hold objectives to the last, while making sure enemy forces pay dearly in blood for any objective they cede. They’re also bringing along their Primarch .

Dark Angels now have rules for taking Successor Chapters using the custom Chapter rules in Codex: Space Marines. For the “Outer Circle” build we will look at two especially useful traits for Successor Chapters: Secret Agenda (1 CP) –Use this Stratagem after selecting secondary objectives or Agendas. Do not reveal one of your selections to your opponent. The first time you score victory points or experience points for it, reveal it to your opponent. Note that you must still have a record of your selection. We recommend writing it down and concealing it until revealed. You can only use this Stratagem once. This Stratagem had a lot more play before Nephilim removed To the Last from the picture; now there are scant few End Game objectives you’d actually take with it and spend your precious CP on it. As it is, the only objectives that really work for it are Assassination, Bring it Down, No Prisoners, and potentially Martial Interdiction – most of the other end game objectives have actions that give them away pretty much immediately. D ( Gunum: S+ Gold Ultra Tier) Battle for Sularian Gate — Last major engagement of the Battle for Honoria. Librarian Ezekiel defeats Warboss Groblonik in a duel and kills him, shattering his Waaagh!. [2d]

Chief Librarian

Previously, in the last two 40K editions' starter sets puposely 'generic' non-Chapter Imperial Space Marine models have been used. The reason, quite sensibly, is that it gives the hobbyist more choice when it comes to painting his models. But my guess is that with a Dark Angel Codex in every starter box (as would seem likely) the use of generic models is a bit of a non-issue — as the DA commitment is inherent in the set anyway.

Note: Successor Chapters do not get Inner Circle unless they have the Grim Resolve or Inheritors of the Primarch chapter tactic. Armour of Contempt will allow most units to hold their own against non concentrated fire, and will help your biggest units survive all but the biggest guns. A fantastic spell that can really put the pain on any unit your boys will be rolling up on. Toss this on some Deathwing Knights and what units disappear in front of you. All our units can make wonderful use of this. A Date Unknown: Battle for Bane's Landing — The 5th Company under Master Balthasar confronts the Chaos Space Marine warband known as the Crimson Slaughter in a quest for vengeance for their earlier killings of Battle-Brothers. [18]Warhammer Community - Rites of Initiation – The Making of a Space Marine (last accessed 11 February 2019) Dark Angels Successor Chapters ...................18 Ezekiel M41: Faze V Uprising — The Dark Angels battle a diabolical machine intelligence and insurgent uprising on the world of Faze V. [2d] Durability– The Inner Circle special rule that makes all Deathwing Infantry unable to be wounded on 1 – 3 has been a standout addition to the army and a massive power boost. Jink is another amazing ability, giving our Ravenwing units a 5+ invulnerable save, along with a 4+ for when we advance.



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