The new Dark Angels are out but which units are worth using and which are better left on the shelf? Inigo Montoya here with the first part of my Dark Angels review. I will be breaking down everything in the codex and giving you the lowdown on the latest iteration of the first chapter. Today we're jumping right in with the HQ units!
Azreal
One of the best HQ choices in the codex, Azrael is the
Supreme Grand Master of the Dark Angels and he must be your warlord. He gets to choose his warlord trait, and he
passes his leadership on to the rest of his army. His 2+ 4+ fnp(6) on 4 wounds makes
him quite survivable. He is fearless and
really doesn’t like Chaos Space Marines much.
His wargear is pretty nice as well: 4+ invulnerable save, 6+ feel no pain, a
master-crafted combi plasma gun and a S6 AP3 master-crafted sword swinging at
initiative 5 ensures that everything short of terminators folds under his
weight.
His real strength is unlocking both Deathwing and
Ravenwing as troops and passing fearless on to the squad he joins. This guy is solid from top to bottom.
Rating: A
Ezekial is a much better choice this time around. He is the only mastery level 3 psyker in the
codex, and he must take mind worm as one of his psychic abilities. Mind worm has been revised, and other than
the 12” range is now an awesome ability.
S4 AP2 assault D3, ignoring cover and singling out IC’s on a to-hit roll
of 6. A 3 point reduction in WS, BS, I,
and LD is really nothing to laugh at, and single wound models just die. Ezekial is also Inner Circle and is fearless.
His wargear is decent – artificer armor, a relic that
increases WS by 1 on all friendly models within 6”, a master-crafted bolt
pistol, and a master-crafted ap3 force weapon swinging at I5 make him a serious
threat in combat and in challenges. His
lack of fearless is a real hit on his overall effectiveness, and this is
reflected in his rating.
Asmodai
If you choose shooty Belial, his storm bolter gets
precision shot on a 5+. The sword of
silence is a master-crafter AP3 sword that wounds on 2+. He can swap his sword and storm bolter for
lightning claws or a thunder hammer and storm shield. Take a good look at the
model, because I think you will be seeing it a lot in the near future.
The captains of the Dark Angels. These guys are your generic HQ beatsticks,
and they can be kitted to do a decent job of it – for a cost. They aren’t great with a 3+ 4+ and 3 wounds
on a T4 body, and if you kit them to be effective, their cost becomes
prohibitive.
The Company Master is very customizable and relatively
effective in combat, but there are so many better HQ choices in the codex that
I can’t help but find him lacking.
Rating: C
Interrogator-Chaplain
He is fearless, has a better stat line and an additional
wound, can become a terminator, and can take chapter relics. So 20 points for +1 BS, Initiative, attacks, wounds, and fearless? If I am looking for a chaplain, that is a
no-brainer. Add in the ability to take
chapter relics and terminator armor, and this guy is really solid. If you are building a close-combat oriented list
and you feel that the rock unit in your army just doesn't hit hard enough, this
guy is the HQ for you.
Rating: B
Chaplain
Why? When the
interrogator chaplain is only 20 points more base, there is no reason to take
this guy.
Rating: D
This guy is crazy-cheap.
He is fearless, can take items from the chapter relics section, and can
take terminator armor. He cannot be
upgraded to mastery level 3, but even at one and two he is a solid value. This will be the most used non-special
character HQ in the codex.
Rating: A
Techmarine
This guy is a standard techmarine in the HQ slot. I do not understand why he is in the most
competitive slot in the codex, but it is what it is. He can take servitors like his counterparts
from other chapters, and can take special issue wargear, (hint: power field generator) but I just don’t
think he will be as useful as some of the other HQ choices.
Rating: C
At first glance, the command squad is an infinitely
configurable unit that can be kitted to do nearly anything you might need done. This is a true statement, but with one very
real caveat: when kitted for close
combat, ranged superiority, or tank hunting, they quickly become an expensive power
armor points sink. They can do nearly
anything, but point for point, there are far better choices for any of the
tasks I mentioned at a reduced cost. On
a positive note, they don’t take up a FOC slot, but I just don’t think that is
enough to make them worth taking to the battlefield.
This unit is not cheap, and I am not sold on the banners
and standards yet. FNP took a serious hit in 6th, and I am not sure
that 5+FNP is worth bringing this squad.
They are heavy hitters, but so are standard Deathwing terminators for
the same points. I am up in the air on
this unit right now, and I will have a better idea of how well they can perform
after some play testing.
Rating: B
Ravenwing Command
Squad
Very similar to the Deathwing command squad for bikes,
the value of this unit is going to rely on the effectiveness of standards and
banners. For now I will say the jury is
still out on this unit as well.
Rating: B
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