Since the founding of their Legion at the birth
of the Imperium, the Space Marines of the Dark Angels have been feared by their
enemies and held in awe by those they protect. Stubborn and relentless in
battle, ever vigilant and zealous in pursuit of their duties, the Dark Angels
are among the Emperor's most faithful servants.
Yet it was not always so. For ten millennia, the
Dark Angels have harboured a sinister secret, an act so terrible and shameful it
threatens everything the Dark Angels hold most dear -- and may yet bring them
With the break up of the Space Marine Legions after the Horus Heresy, the Dark
Angels were split into Chapters according to Roboute Guilliman's Codex Astartes.
With the exception of the Deathwing and the Ravenwing, the Dark Angels follow
standard Space Marine combat doctrine and their dogged resistance against
overwhelming odds is legendary. In situations where even other Space Marines
would fall back, the Dark Angels will fight to the bitter end rather than give
ground to their foes. This is also reflected in their stubborn refusal to move
in the face of the enemy, even in situations where it would sometimes be
tactically beneficial for them to do so.
The Dark Angels are also notoriously intolerant
of non-humans and will refuse to fight alongside armies that include alien
races. They are highly suspicious of outsiders and often appear unreasonably
aloof and intransigent. Indeed there have been a number of occasions where the
Dark Angels have withdrawn suddenly and with no explanation from a warzone when
confronted by an Imperial Inquisitor or Missionary.
Easily the best HQ choice. Arm him with a plasma
pistol and jump pack so that he can patrol your lines and engage the enemy as it
nears your line. Have him join an assault squad.
Captain with Command Squad
Give him a command squad of five men give them
two assault weapons and load them in a razorback. They are now a very heavy
firepower squad and can fight in close combat effectively too.
Give him terminator armor and place him with the
terminators. His psychic powers will add to the unit's range attacks and he'll
add a lot of punch to an already strong unit.
I like small units of Deathwing Terminators.
They provide excellent ranged firepower and draw and insane amount of fire from
my enemies. With their invulnerable saves, they usually last the game and
frustrate many. Also, if my enemy does close with me, they are a great first
wave unit for counter-attacking.
There is nothing negative to say about a
dreadnaught. They can do pretty much anything asked of them for a reasonable
points cost. Take two!
This is the backbone of the army. There are
several roles they can play.
Small squads with a heavy weapon and plasmagun
without a transport can be used as a low cost devastator squad. This also
provides the ability to target a different enemy unit if the primary target is
Razorbacks are one of the best transports in the
game. If used with a small firepower squad consisting of six space marines with
one hevyweapon and a vet.sargeant armed with a power weapon they can be a very
versatile unit. They can stand and shoot if facing an opponent that is closing
for combat. Alternatively they can attack if you are facing a firepower army
that can out shoot you. The razorback also provides a mobile firing platform
that can move and still shoot.
The ten man tactical squad with a heavy and
special weapon. This unit will provide the numbers that are needed to hold
objectives and tie up enemy units.
Nine man scout squad with six snipers one heavybolter and two basic scouts for
casualty removal can be used to slow a close combat oriented enemy. These guys
can also use the infiltrate rule in certain scenarios. This allows them to begin
the game claiming a table quarter.
A small squad with either an autocannon or a
missile launcher excels in missions with the table quarter setup and
infiltration special rule. They can setup on the sides and shoot the enemy tanks
in the vulnerable side armor.
A squad of three Land Speeders with Multimeltas
is great! Their mobility and hitting power can be used to hunt enemy armor,
claim table quarters and generally confound your opponent.
This unit is the counter-attack unit. A squad of
five, accompanied by the Chaplin, is devastating in such a role. Just keep the
unit out of LOS until it's time to charge something!
In my opinion they are not worth their points.
I favor the Land Speeders over Attack Bikes.
However, they can fulfill the same role for a similar cost. It's more of a
preference thing with me.
It's primary role is the safe transport of and
fire support for terminators. It would rarely make up it's points value on the
I prefer full 10 man devastator squads as
Anti-Tank devastator squad: 2 Lascannons and 2 Missile Launchers.
All-Purpose devastator squad: 4 Missile Launchers.
The role of the autocannon predator can be
easily and effectively filled by other units in the army, so the lascannon armed
predator is the main choice for heavy support.
Indirect fire capacity and armed with an
ordnance weapon, this tank is the given choice for any general.
This is one of the most over-looked and
under-estimated in the spacemarine armories. This is mainly due to the limited
range of its demolisher cannon and it's move or shoot limitation.
However , by placing it strategically you can
force your opponent into your killing zones. It also has one of the nastiest
guns in the game and is excellent for defending your units.
I'll have more information about this army, as I
get back into it in the future.