Chapter Focus: Dark Angels

Over at the Warhammer-community page, they’ve begun posting up some Dark Angels information!

What do you all think so far?

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35 Responses to “Chapter Focus: Dark Angels”

  1. GhostValley December 4, 2017 9:53 am #

    Damage 3 Hellblasters at -4 AP re-rolling your 1s seems pretty fun

    • Reecius
      Reecius December 4, 2017 10:40 am #

      Yeah, Dark Angels pack a serious punch!

  2. Michael Corr
    Michael Corr December 4, 2017 9:58 am #

    So looking forward to this codex! Grim resolve will be great for my Ravenwing army, but it’s a pity I won’t be getting the re-rolls of 1 to hit all that often. Also, Black Knights doing 2 damage as standard and 3 if they overcharge is going to be messy!

    • Ytook December 4, 2017 10:34 am #

      There may be a Ravenwing specific special rule coming, the Inner Circle stratagem mentions an Inner Circle ability that could be Deathwing specific so could be happening?

    • Reecius
      Reecius December 4, 2017 10:42 am #

      Grim Resolve means your backfield units self-buff, which is awesome. As you noted, your attacking forces will often have a means to get buffs anyway while staying mobile. It makes everything else more efficient, though. Saves you points.

      • Bossanooga December 5, 2017 1:59 pm #

        Yeah, not understanding the hate on this rule. Essentially a free 100 point hq buff, that you don’t have to position/hide, and can’t be sniped out. Sure, most of the army is moving most of the time, but I’m sure there will be some fun in store for scouts, deathwing, ravenwing, etc…

  3. Dakkath December 4, 2017 11:42 am #

    The Lion’s Roar just looks bad. I can’t think of a situation where you’d want to take it over the combiplas it replaces.

    • Reecius
      Reecius December 4, 2017 12:11 pm #

      Really? Assault 2 18″ is obviously better than rapid fire 1, 24″ range at that 12-18″ range band. And, you can advance and fire if you need to get something more than 24″ away.

      Will that be enough to take it over another relic? Well, that will be up to the individual to decide.

    • Ru242 December 4, 2017 2:20 pm #

      It’s a situational trade-off.
      @18″ you get 2 shots always for the price of 6″ off max range.
      Whereas the Combi you get 1 @ 24″ and 2 @ 12″.

      I wouldn’t say it’s bad, it just depends on where the relic holder is going to be aiming to be for the battle. If you’re looking to get stuck in, then the extra length for the 2 shots is a waste. If you want to keep at arm’s length from the enemy, then I would say it’s possibly useful.

      Most of the weapon relics haven’t been as spiffy as the non-slot ones. We’ll see what we get soon.

  4. KundaliniHero December 4, 2017 11:43 am #

    You guys think BA and DA will competitively pull ahead of NIDS? They both seem to be pretty powerful. I wonder if we are to expect this trend to continue with new codex releases, by this time next year we could be looking at Tau being the new Astra Militarum (god knows they deserve it).

    • PrimoFederalist December 4, 2017 11:52 am #

      They deserve it? Hahahahaha… OK. Now that I’ve caught my breath, no, they don’t deserve it. Orks, Tyranids, Dark Eldar, and Sisters of Battle “deserve it”. IG “deserve it” more than Tau, and even still that initial power level is too much.

      • KundaliniHero December 4, 2017 12:16 pm #

        I dont play Tau so I dont 100% know their inherent strengths and weaknesses. But aren’t they arguably one of the the worst armies in 40k atm? They are going to get their own codex eventually regardless of what they deserve and if GW is on a power creep you may be looking at the exact thing you scoff at.

        I have played nids through 6th-7th so I guess I understand a little bit of what it means to lose gracefully and actually earn wins. My hope is the power levels are more comparable…

        • Reecius
          Reecius December 4, 2017 1:25 pm #

          Tau are good but have really limited competitive options in their Index.

        • Arachnofiend December 4, 2017 2:53 pm #

          The worst army in the game right now is inarguable: it’s necrons.

          • bonesaww666 December 4, 2017 4:36 pm
            #

            Genestealer Cults, straight up.

          • Xenos Player December 5, 2017 4:57 am
            #

            Necrons are fine, as long as your opponents use an index army, don’t bring vehicles, psykers and don’t do focus fire they’re OP…

    • Reecius
      Reecius December 4, 2017 12:15 pm #

      All the dexes are balanced vs. one another during testing to the best of the crew’s ability to do so. The intent being that they are all on the same power level.

      Of course, lol, I am sure people have strong opinions as to how close that goal is hit, but hey. Everyone’s a critic.

      So yeah, BA and DA should be just fine competing with everyone else that has already come and is yet to come.

      • Xenos Player December 5, 2017 5:02 am #

        I think it would be interesting and useful if GW released something on the process that they have gone through for how a codex is created, play tested etc. At the moment it seems like the new codexs are better but that might be because a) we’re used to them and b) we’ve already started to see counters for them as people have worked the early dexs out

  5. Chandler December 4, 2017 12:26 pm #

    Wow back field objective campers get a free captain reroll buff! That is seriously powerful

  6. Borken December 4, 2017 1:09 pm #

    That Chapter Tactic looks relatively bad. No synergy with Azrael, Belial, Sammael or a regular Master. As for the morale bonus, yeah it’s good for 10 man units since you only lose one model at most. But why not just run 5 man units and basically never take morale damage? Maybe if there’s an as of yet unrevealed reason to bring max-size units. Descent of Angels promotes max-size Blood Angels units so there’s precedent, but right now it just looks bad.

    • Reecius
      Reecius December 4, 2017 1:31 pm #

      The Morale Bonus doesn’t kick in that much normally, you are right, but with larger squads it is very good. As you can see with some of the strats already shown, you may want to take full units of Hellblasters or Deathwing melee units to leverage their respective buffs to full effect. Also, when you play anything with leadership debuffs which are actually quite common, it comes in handy more frequently.

      The re-roll 1’s I actually find to be very good. Your backfield units self-buff with no need for a Captain, etc. It may not scream power like Red Thirst, but it is solid as a baseline boost for the army.

      • Mako1971 December 4, 2017 2:20 pm #

        The re-roll 1’s is going to be amazing for my scouts but I love how people are crying about how unplayable Dark Angels will be…only have like 90% of the codex to see.

        • Reecius
          Reecius December 4, 2017 2:23 pm #

          I know, right? Lol, at least play a few games before crying chicken little, sheesh. Dark Angels are really good, but they play very differently than Blood Angels. BA drop down and punch your lights out. DA are more of a shooty army with some really fun specialty units.

          • Dunmer December 4, 2017 2:57 pm
            #

            Its was the same with blood angels and then when people seen the whole picture, nearly all whining stopped.

            Personally I am hoping for some DW/RW army flavour, something like the old teleport homers creating synergy between them.

            Maybe a once per game relocate deathwing unit.

          • Reecius
            Reecius December 4, 2017 3:02 pm
            #

            Yeah, DA are solid. They have a very cool playstyle, IMO. I thoroughly enjoyed playing them but, everyone has their own perspective.

  7. Ru242 December 4, 2017 2:22 pm #

    Mmmmmm…. Deathwing Relic Levithan Dreadnought. How delicious.

  8. Icoop December 4, 2017 3:21 pm #

    As someone who has a hard time allowing himself to move his captain away from his devs, Dreads, and predators I’m looking forward to Grim Resolve. If it’s like most CT and only Infantry and dreads get it, I like that Dreads will clearly be better than Predators for my favored play style as I just like modeling them more.

    To all the “why not just take five man haters and no need for grim resolve” statements… the same reason conscripts are still usable, the same reason I’ll take a Ld 7 30 man cultists squad.. Stratagems and Psychic Buffs get more value when used one a larger squad. For instance the aforemention shield wall stratagem can either buff a five man squad, leaving one five man squad more vulnerable, or a 10 man squad.

    • icoop December 4, 2017 3:23 pm #

      Also hyped our Lt, will have at least 1 36″ range weapon, making him able to target the same targets my gunline will.

    • Reecius
      Reecius December 4, 2017 4:17 pm #

      Yeah, exactly. What I think we will see as the game develops, is mostly MSU and a few maximum units to take advantage of specific strats. I like it, as it tends to favor codex specific units.

  9. Mako1971 December 4, 2017 6:06 pm #

    I think with that lt. speeder and that plasma strat, Sammy and the knights just got real…hopefully the knights will get a price reduction, most of the reason they were so expensive really don’t apply anymore.

  10. Jural December 5, 2017 2:41 pm #

    ROFLMAO- Hunt the Fallen as a horde of Dark Angels slap around a Malanthrope demanding to know where the Fallen are!

    • Nightman December 6, 2017 9:29 am #

      That shit made me laugh out out 😀

  11. Staurty December 6, 2017 7:07 am #

    I’ve been a little underwhelmed by this so far. I’m a long time DA player and I haven’t seen much that’s really excited me yet, but I’m hoping that they just haven’t yet shown off the things that will really press my excitement buttons.

    Grim Resolve is fine and I can absolutely see the utility for letting my captain/azreal walk forward and leave some units behind to camp. It doesn’t seem to benefit deathwing or ravenwing much at all. HOWEVER, what I’d already been really hoping for is a deathwing and ravenwing specific trait works like the Tempestus Scions trait. If i take a mixed detachment then i get Grim Resolve, but if i take a pure DW/RW detachment then I get the tailored trait that suits them better. This would be a super cool and fluffy move, but we’ll wait and see.

    the other way we get mileage out of it is to just get more stratagems that benefit maxed out units so I’m also benefiting from the moral buff of Grim Resolve.

    Out of the stratagems we’ve seen, some look like they are only situational, but I don’t mind that so long as we also have some really cool ones. Fortress of shields and WftDA are fantastic, so more like these and I’m happy.

    The two warlord traits we’ve seen both look very usable. Even if the remaining four were bad I’d be happy taking brilliant strategist every day anyway.

    I think that what really disappointed me and left behind a salty aftertaste are the psychic powers shown here. Mind wipe is very situational at best. The kinds of models that I’d want to use this on are all nasty characters, vehicles or monsters which are normally Ld 9+. With warp charge 7, this means that the power will do nothing about 75% of the time unless there is also a very reliable way to get Ld de-buffs. Again, it CAN be useful, but it’s so situational compared to Aversion that I’d always put that in my lists instead. (Unless Aversion gets nerfed)

    Trephination, on the other hand, is so bad that no-one should ever take it in any situation. The average damage output is so bad that even if it was warp charge 2 (guaranteed to cast) then it still wouldn’t be worth using instead of Smite on anyone with a Ld stat over 5. With warp charge of 7, it doesn’t out-perform Smite until your opponent is Ld 4 or less. Yes, Ld be-duffs do exist, but even Night Lords would struggle to get a space marine squad down to Ld 4.

    I don’t mind us having one poor power out of 6, but engulfing fear already wasn’t great and with mind wipe also being less than mediocre that doesn’t leave much space to make up for it.

    Again, everything else that was revealed seems fine and definitely leaves space open that the rest of the book could really work with. Considering how powerful and fluffy codex Blood Angels is, I’m very optimistic that the blanks will be filled in with good stuff. It’s just hard to ignore how insultingly weak those teased psychic powers are.

  12. Stuarty December 6, 2017 7:39 am #

    I’m a little underwhelmed so far but there’s definitely some stuff that has really caught my attention in a good way.

    Grim Resolve is… fine. It will work really well on backfield units leaving captians/Azreal to take their buffs up the board with my mid-field units which is great. It’s just a shame to have only a small % of my army benefiting from my chapter trait.

    The real losers are of course the “wing” troops that are either moving of being used wrong. If we have more stratagems that favor big units that that will make up for it a bit by getting mileage from the moral boost. What I’m really hoping for is separate RW & DW chapter traits that I get instead of Grim Resolve if I take a pure detachment, much the same way that Tempestus Scions are handled. I’ve been hoping that we get this since I saw how the Scions worked in the AM codex as it would be super fluffy and would make list building quite interesting, trying to figure out how to balance detachments to get the buffs I want.

    The stratagems and warlord traits that we’ve seen here include some really good stuff so I’m excited to see more. A couple of the stratagems are a bit situational but that’s absolutely fine if they’re mixed in with more stuff like +1 to plasma damage and fortress of shields.

    Really, the bit that actually disappointed me is the psychic powers that were teased. Mind Wipe is okay. There’s a few targets that it would work well against but it’s so unlikely to work against most of the things that I’d want to target that I just can’t see myself ever taking it over Aversion.

    Trephination, on the other hand, is just so bad that no-one should take it ever. The damage output at warp charge 7 means that it’s only worth using over Smite if your opponent was Ld 4 or less, and even then only slightly better with a higher chance of doing nothing at all. In fact, even if it was warp charge 2 (guaranteed cast) it would only be better than Smite against Ld 5 or less. I can see a few people being seduced in by the slim chance of doing 5+ mortal wounds, but it’s just way too unreliable. I’m yet to see a more poorly conceived power

    I know that we have some Ld de-buffing stuff but it would be a huge investment to set it up to make either of these powers have some punch. Even Night Lords would struggle to get a squad of space marines Ld down low enough make any use of this trephination.

    Again, the rest of what we’ve seen, while not awe-inspiring yet, is a sign post pointing in a good direction, but it’s hard to completely put aside how disappointing these powers are. Assuming our other three powers stay about the same, the final power had better be good or we’ll only be left with Mind Worm and Aversion that are actually worth taking

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