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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III- Emperor's Children · IV- Iron Warriors · VIII- Night Lords · XII- World Eaters · XIV- Death Guard

Chapter Organisation .....................................12 Terminator Armour ........................................80 Scout Bike Squad ...........................................107Well a closer look reveals that these would appear to be push-fit Space Marines with Dark Angel shoulder pads and moulded double-headed arrow tactical shoulder pads. At first I thought someone had gone to the trouble of fitting the old metal DA shoulder pads (and metal tactical pads) to these models, but why bother? If they wanted to go to that trouble it would have been easier not to use push-fit models because they could have been posed much more dynamically anyway. In addition, the Dark Angels are known to maintain fortified bastions on other worlds, including Piscina IV. [25a] Fortress-monastery Dark Heritage...................................................10 Interrogator-Chaplain in Reiver Squad ..................................................106

Marcelo took this list to a first place finish at the Bogota Grand Tournament in mid August. It’s a Deathwing list that runs incredibly heavy on Terminators and shows off just how far you can go down that route while still building something competitive. Doctrines – Unlike every other Marine faction, the Dark Angels have three different super doctrines, one that benefits each different wing of the chapter. With Dark Angels general prevalence towards anvil units and Lone Operatives, holding objectives is fairly trivial. Jam some Deathwing Knights or a Land Raider onto the ones closest to your opponent. Hold the sides with Scouts or Infiltrators with a Phobos Librarian. Do the same on your deployment objective, or put some artillery there like Desolation Marines or Whirlwinds/Thunderfire Cannons. Need to take an objective off your opponent? Inceptors are perfectly capable of doing so with their 3″ deep strike, or charge them with the a unit that will remove them with extreme prejudice.The following information is not to be regarded as officially sanctioned and/ or is not written from an in-universe point of view. A detailed explanation of the term "Trivia" as used in the Lexicanum can be found here. The Dark Angels are known for their bewildering array of ancient rites and rituals, such as the Feast of Malediction and the Rite of Sins Renounced to the three-day Mindchant of the Iron Penance and the Liturgy of the Thrice-avenged. Most of these rituals are led by Chaplains and are all cold and solemn ceremonies. None of these are without meaning, and are heavily tied to ascension deeper into the Inner Circle. [67e] contents Azrael ................................................................76 Redemptor Dreadnought .............................102 As we covered a little earlier, there are three “super-doctrines” in the Dark Angels codex. GW really did their best to make the book feel like it has three separate fighting styles, all combined into one army via a special rule called Sons of the Lion. Devastator: Speed of the Raven Inner Circle: It is in the organization of the Dark Angels' higher levels that the chapter deviates from the dictates of the Codex Astartes. At the highest level of the Chapter is the Inner Circle, which consists of a number of officers who stand apart from the company organization, and include the Chapter's Librarians and Interrogator-Chaplains. Companies are each led by a Master, who is part of the Inner Circle. [30b]

As the Dark Angels are no longer based on an actual world, they draw their recruits from a variety of planets, mainly highly primitive worlds. The Dark Angels have sworn oaths to protect thousands of worlds which, in return, supply potential aspirants for the chapter. [52a] 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) Combat Patrol: Dark Angels willincludea Redemptor Dreadnought, a Primaris Chaplain, three Inceptors and five Intercessors,fora total power level of25. Of course there are plenty of other units that work well with the Dark Angels’ rules and Chapter tactic, and while marines aren’t necessarily super competitive you can get some real value out of combining the marine faction’s best units with the Dark Angels’ good stuff. The plasma Redemptor and Inceptors are great examples here, solid units (especially the former), which can make use of WeaponBuchs of the Dark Ages to get some excellent damage output. The aforementioned Bladeguard Veterans are also wonderful in Dark Angels (though they’re Deathwing and we mentioned them already), and Hellblasters live their best lives in Dark Angels, using Weapons of the Dark Ages and the stationary bonus to drop out heavy damage 2+ to hit plasma shots, ideally using a captain aura to re-roll the misses and rezzing any dead models with a Ravenwing Apothecary. Alternatively, give him The Primarch’s Wrath for some extra damage and the ability to shoot all four shots with it all the time. And again, with Bolter Fusillade he’ll be hitting on 2s and re-rolling 1s.The primary issue here is the cost-benefit analysis for the jet from the Dark Angels’ chapter tactic; unlike the Nephilim, the Dark Talon can hover, so you could conceivably fly it to where you want it to be and, if it survives, have it sit still and start hitting on 2s. The issue here – as with all aircraft and vehicles – is that without CORE the Dark Talon is missing consistency, and brining a Techmarine isn’t a particularly good solution. The mortal wound output is still worth looking at however, particularly in an environment flush with Scarab Occult Terminators, Deathshrouds, and even other Deathwing. Ultramarines • White Scars • Iron Hands • Raven Guard • Salamanders • Imperial Fists • Silver Templars An Undead Dwarf is rare enough at the best of times, but one who specialises in the passing game is nothing short of a phenomenon. Skrull Halfheight can play for Sylvanian Spotlight and World’s Edge Superleague teams, so if you want to surprise your opponent with sublime passing plays, save some inducements to splash out on this diminutive Star Player.



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