Showing posts with label Dark Angels. Show all posts
Showing posts with label Dark Angels. Show all posts

Saturday, 20 January 2024

Deathwing Assault

Hi All,

Games Workshop sent us a review copy of the new Deathwing Assault box; this was passed to me to crack open and get my teeth into. I even had a little while to get some paint on the models, but in what can only be described as a gross underestimation of the work involved (or a wild overestimation of my painting prowess!), I haven’t managed to finish any of them… so this article will involve a few WIP images!

 


What’s in the box?

In your copy of Deathwing Assault you will find a copy of the new Dark Angels supplement which has a fair bit of information about how the Unforgiven are handling the return of the Lion, and what impact this has had on the hunt for the Fallen. There are new rules for Combat Patrol (and therefore likely a new Combat Patrol box on the way for everyone’s favourite moody Space Marines), along with all the Datasheets you will need to play with your Dark Angels army in 40k. There are Data Cards covering the Dark Angels units for ease of use when you play too.

You’ll also get Belial’s new model, 5 Deathwing Knights and 10 Terminators, with two upgrade sprues which have loads of shoulder pads, helmets, weapons and ‘gubbins’ to customise your models.

Belial in particular is a massive model, he’s really putting the ‘Grand’ in the Grand Master of the Deathwing. All the kits went together beautifully, which is pretty much what you expect from modern plastic kits from GW nowadays!

 


Detachments

The Dark Angels benefit from three detachments in the book; the new ones (Deathwing and Ravenwing) have been explored in depth on the Warhammer Community website.

The Unforgiven Taskforce makes a reappearance – I can’t see too many changes from the existing one, but feel free to correct me!

The Company of Hunters is for the Ravenwing players; it allows you to take Outriders as Battleline units (hooray for more bikes!), and 5/6 of the Strategems are centred on Ravenwing units.

The Inner Circle Taskforce covers off the Deathwing side of things; sadly this detachment does not make Deathwing Terminators Battleline, so you’ll have to get your fill from the list of Deathwing units provided on page 59 to maximise your use of Strategems (as 5/6 of them are specific to Deathwing units) – it’s all the usual suspects plus Sternguard and Vanguard Veterans, along with the Repulsor and Repulsor executioner. This provides some interesting modelling decisions for Dark Angels players – all the Bladeguard units are shown in Deathwing white, whereas I think I’ll be going down the line of painting them in the Battle Company colours and running them as Company Veterans (who are sadly absent from the book!). I’ve just realised that Librarians appear to have been kicked out of the Deathwing now (other than Ezekial), but the named characters all come with the keyword, allowing you to spread the Deathwing unit type about a bit by attaching them to other units.

 


Data Sheets

We’ll rip the plaster off straight away; there have been some losses from the ranks and options for the Unforgiven. Apparently, Apothecaries have forgotten how to wear Terminator Armour, the Deathwing Champion has gotten lost somewhere in The Rock, the Deathwing Command Squad has been demoted, the Deathwing Strikemaster suffered a catastrophic Deep Strike mishap and the Ravenwing Talonmaster has misplaced the keys to his speeder. None of them appear in the Codex, but you can work around this by other means in some cases (such as just using a Terminator Captain for your Strikemaster etc.). Fingers crossed for Legends units!

The Lion is still the Lion… he’s a scary prospect in close combat and a pretty model to lead the army, but comes with a pretty price tag to match. In a pure Deathwing Army, he might struggle to find his niche.

The Inner Circle Companions seem like a very interesting bodyguard unit. While they have a Leader in the unit, everyone suffers a penalty to hit them (shooting and melee), and you get bonuses to hit with them when you’re fighting against Character units. They have a couple of different profiles on their weapons to help out with either clearing chaff, or against tougher targets. The surprise for me here is that the preview online had one of them holding a banner of some description – this is absent from the unit entry and appears to just be a cool looking part to add to your models. They lack an invulnerable save (unless you bring Azrael to the party), but almost certainly have a place in your list.

Azrael is much as he was before, still rocking that glorious new sculpt he has. For me, it feels like he’ll be most at home leading some Inner Circle Companions or some Hellblasters – sadly, the Supreme Grand Master still can’t join Terminators!

Asmodai comes in at the bargain price of 65 points and give full re-rerolls to his unit’s melee attacks. He has some rules around intimidating other characters, and bring the all-important Deathwing keyword with him.

Belial is still one of our premier character assassins – his weapons both coming with the Precision key word to help eliminate scarier targets who might otherwise do terrible things to your units! He’s still cheap as chips and has his Strikes of Retribution rule to help out. Oddly enough, he can join units of Terminators.

Ezekial is still running his Second Edition model, so is feeling rather small compared to his Primaris-sized brothers now. I suspect we’ll be seeing some clever conversions with the Inner Circle Companion models to get him up to size before long! He can attach to a large number of units and brings the Book of Salvation which pumps up his unit’s attacks characteristic… just don’t get him killed…

No new model for Sammael, but the Master of the Ravenwing comes roaring back on to the battlefield with the ability to confer Advance and Charge on a unit he has joined. His sword also seems to be a little sharper than Belial’s, giving him an extra pip of AP.

Lazarus is still in the book – I don’t know much about him as a character, but he really seems to dislike Psykers, with rules across his wargear helping him do more damage to them and resist their attacks.

Deathwing Terminators are much as you would expect, with one major difference – you can no longer mix and match your Assault Terminator loadouts into the same squad as your Tactical Terminators. All Deathwing Squads are your traditional Storm Bolter and Power Fist load out (with the normal upgrades like Chainfists and Assault Cannons), and can take a Plasma Cannon. They’re 5-10 men. They benefit from their Watcher in the Dark ability still (as one comes on the upgrade sprue) and can ignore penalties to their ‘To Hit’ roll.

Deathwing Knights have had it a little rough for this supplement. They’re coming in at 290 points and are capped at a 5-man unit; they have the choice of D1 Power Swords, or can sacrifice one of their five attacks and a pip of AP to take Maces of Absolution for some D2 output. The Sergeant can take the best of both worlds in the form of either a Great Weapon of the Unforgiven or a Relic Weapon. They have a permanent -1 Damage rule and 4 wounds a piece, meaning they should be challenging to put down.

The Ravenwing Command Squad survived the edition change and are a 3-man Leader unit which can attach to either Outriders or Black Knights. They get the usual banner bonuses for having the Ancient, bonuses to their move and advance for having the Champion and the ability to revive one model per turn with the Apothecary – this crucially excludes ATV models (if attached to Outriders) as well as Character Models, so no reviving your Champion if he bites it at an inopportune moment.

The Black Knights are a 3-6 model unit (taking you to 9 models if you attach the Command Squad); they’re a fast-moving unit with decent output in terms of close-in shooting and close combat, with a particular focus on Monster and Vehicle hunting.

The Darkshroud and Vengeance Land Speeders are still in the book; they both come with pretty niche rules that I’m struggling to find a place for in my list. The Darkshroud provides some defensive buffs to models stood near it, and the Vengeance provides an out-of-sequence shooting attack if a Dark Angels unit close to it is destroyed.

The same applies to the Dark Talon and the Nephilim – neither one will be finding much play in my list, through the Dark Talon does have the ability to disrupt enemy movement by dropping stasis bombs on units.

 


Crusade

I’ll admit, I’m not a massive Crusade player, but this section is fully fleshed out with some very thematic agendas and missions for the Dark Angels player to follow – there’s plenty here about capturing the fallen to keep even the most die-hard Unforgiven entertained for hours at a time.

 

Is it any good?

In short – yes. This is a rather good box to either expand an exiting Dark Angels army or to dip your toe into a (heavily Deathwing themed) Dark Angels list for the first time.

The Codex in particular is impressive with the artwork throughout – there’s a lot of large pictures spanning double pages, with text above them; I find it very reminiscent of the Forgeworld Heresy Black Books. There’s a good mix of classic and new art in the books, and the expansion of their background is well done.

I’m personally a fan of the Deathwing Terminators being moved back to an upgrade kit rather than having a bespoke kit (Heresy, I know!). I think they benefit from the largely cleaner lines of the new Terminator kit, and the upgrade sprue provides plenty of gubbins for customising them.

All in all, I’m pretty happy with the box... I just need finish painting it!

 

Now, back to the painting table before Drake realises that I’m away!

Tuesday, 7 June 2022

Horus Heresy: Dark Angels Preview

Hi all

We continue with our Horus Heresy review by looking at the new Dark Angels Legion 





Assessment of their special Legion Trait (The Hexagrammaton):

The Dark Angel Legion trait is tailored to specific units, every “wing” of the Dark Angels is affected differently, so you can customise your army given it’s specific needs or your chosen playstyle. This adds so much depth into army list building and you really have to think about what you’re trying to achieve. For example members of the Stormwing gain +1 to hit when using bolt weapons (Gun,Combi and Pistol). This also includes reactions so can be especially useful in certain situations. Firewing for example are your character killers each model in the unit gaining +1 to Wound against Independent Characters. In a world where everyone is extraordinary having these bonuses really make them stand out.

Assessment of their Advance Reaction (The Angels of Death):
Like the other Advanced Reactions this can only be used once per battle but again it makes the Dark Angels a difficult prospect for any traitor Legions. When a charge has been declared against one of your Dark Angel units you must take a leadership test using the lowest leadership in the unit making the reaction, if you pass then your unit gets the following rules Fear (2) and Fearless until the end of your next turn, if you fail then you gain Stubborn and Fear (1)





Assessment of their Warlord Traits:

Marshal of the Crown, basically you pick a Hexagrammaton sub-type from your army and any of this subtype gains +1 Leadership if they can draw line of sight to your warlord and the bonus of being able to use an extra reaction during your opponents turn, this is dictated by your sub-type, so;

Deathwing, Dreadwing - Assault Phase 
Stormwing , Ironwing – Shooting Phase 
Ravenwing, Firewing – Movement Phase

As you can see this has the potential to be an absolute game changer, forcing your opponent into really thinking about how they go about their battleplans. The +1 Leadership may not sound like much but having a higher leadership on your units can tip the balance at a critical point.

The additional Reaction can only be done when your warlord has not been removed as a casualty, this can make him a target.

Seneschal of the Keys, this trait is more situational than Marshal of the Crown in that once per battle you can select a decisive turn, this means at the start of your turn you can select an enemy faction and your warlord and any unit he has joined gets +1 WS and BS against that chosen faction, also you may make an additional reaction in your opponent’s assault phase.
Both Warlord Traits have their merits but for me I think Marshal of the Crown is probably the more beneficial over the course of a battle.

Assessment of their Rights of War: (These can only be used when you have at least one model with the Master of the Legion special rule)
Each “wing” of the Dark Angels gets their own Rite of War and allows for customisation of your Army depending on which you wish to go for, I have listed a couple below and potential uses but each is powerful in it’s own right and allows you to tailor your army to specific needs.

The Steel Fist: This right of war allows the following:
  • Legion Predator Squadrons may be taken as Troop choices
  • Legion Kratos Squadrons may be taken as Elites choices
  • All units in a Detachment using this Rite of War made up entirely of Infantry, the Ironwing
sub-type and with 10 or fewer models may take a Land Raider Proteus Carrier as a dedicated
transport or if more than 10 models may take a Land Raider Spartan

There are limitations on this, all must be the Ironwing Sub-type and you cannot Deepstrike, Flank Assault or Subterranean Assault.

Really situational but if you want a mainly tank army your prayers have been answered. The Eskaton Imperative: When only total eradication is good enough:
  • Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads and Dreadwing Interemptor Squads can be taken as Troops choices (Hooray!! )
  • All models with the Dreadwing sub-type automatically pass Dangerous Terrain tests
  • For the duration of the battle all Open Terrain outside of any players deployment zone count as Difficult Terrain, whilst Impassable, Dangerous Terrain, Buildings and Fortifications are unaffected. Also before any models are deployed the Dark Angel Player places up to two Eskaton Markers (use dice or any token no larger than 25mm) the area within 6” of these markers count as Dangerous Terrain in addition to any other effects
  • All models with the Dreadwing sub-type gain +1 Wound against enemies within any Dangerous Terrain or affected by a rule that makes them act as if in Dangerous Terrain
Again there are limitations places upon this Rite of War, but to me this is the more fun one and has the potential to really mess with your opponents plans.





Assessment of their Armoury:

Calibanite Warblade +1 Str AP 3 and Rending 6+ and classed as a power weapon

Plasma Repeater Str 6 and AP 4 Assault 3, Gets Hot, Twin-Linked and Breaching 4+ They have a Short range I know but for those that love Plasma these are a fine addition especially when used with reactions, you have the potential to melt entire units... Smoking Wellies anyone?

Terranic Greatsword +2 Str AP 3, Rending 5+ and Murderous Strike 5+, the guys that wield these will be a massive threat, in my opinion one of the best melee weapons in the game.

Stasis Missiles, these are a little underwhelming for me, although to be fair I haven’t had a chance to use these in game yet.

Legiones Consularis: Paladin on the Hekatonystika
Any Legion Centurion, Tartaros Centurion, Cataphractii Centurion can be upgraded to a paladin, he gains the following; upgrade to WS 6 and Ld 10 in addition he gets Stubborn and Adamantium Will (3+) he must also take a Terranic Greatsword (oh no!! lol)

Assessment of the Primarch:
The big guy himself is a fearsome beast with impressive stats even for a Primarch this combined with the ability of taking a different Hexagrammaton sub type at the start of each turn means he is always well equipped for any situation he finds himself in.

He comes with the Sire of the Dark Angels warlord trait giving every Dark Angel the Crusader special rule and +1 to Ld to a maximum of 10 if they can draw LoS to the Primarch, he also grants one additional Reaction per shooting phase as long as he is still in the battle.
His wargear is equally impressive with the Lion Sword coming in with Str User and AP 1 and the following, Armourbane, Fleshbane, Master-Crafted, Instant Death and Two Handed. This combined with his High Initiative (7) and 7 Attacks and he should wreck whatever he is in combat with. His Armour (The Leonine Panoply) gives a 2+ save and 4+ Invulnerable also allowing him to reroll the first failed invulnerable per turn. The Wolf Blade is equally impressive boasting +2 Str AP 3, Breaching (4+) Reaping Blow(2) Master Crafter and Fearsome Ruin (Any unit that suffers damage from this weapon must make a Morale Check using 3 dice and keeping the highest)
Each of the Lions weapons benefit from the Hexagrammaton to hit bonuses if the Lion is in that chosen Sub Type.

Assessment of the Special Units:
Inner Circle Knight Cenobium
Standard 5 man unit can take an additional 5 each, armed with Cataphractii Terminator Armour and Terranic Greatswords with Digital Plasma Weapons Range Template Str 4 AP 4 Assault 1 and Breaching 6. Close combat is where these guys excel with WS 5 and 2 attacks and 3 of the Preceptor, they also benefit from the Orders of the Hekatonystika Special Rule:
  • Augers of Weakness ( +1 Str against AV 11+)
  • Icons of Resolve (+1 Ld to a max of 10 on any turn in which it or it was charged)
  • Slayers of Kings (Models may reroll rolls of 1 when fighting opponents with a WS 5 or higher)
  • Hunters of Beasts (Models may reroll rolls of 1 when fighting opponents with a T of 5 or reroll all failed wound rolls if the T is 6 or higher)
  • Reapers of Hosts (+1 Attack if in base to base contact with more than one enemy model)
  • Breakers of Witches (Reroll all Hit and Wound in close combat against Daemons, Psykers and Corrupted enemies)
Dreadwing Interemptor Squad
These come in 5 man squads with the Dreadwing unit type. They can take an additional 10 Interemptors. They are armed with Plasma Burners (Range Template Str 6 and AP 4) and for every 5 you can replace this with a Plasma Incinerator (Range Template Str 6 AP 4, Torrent 9”) or a Missile Launcher with Rad and Stasis Missiles. Other upgrades are available like Phosphex and Melta Bombs and Artificer Armour for the Praefectus.

Deathwing Companions
A 5 man squad with the ability to upgrade to 10. Armed with a Calibanite Warblade and a Bolt Pistol and wearing Artificer Armour. They have a few unique items and abilities:
  • Any Model may replace its Bolter for Cytheron Pattern Aegis
  • Death Sworn Companions
Cytheron Pattern Aegis can be used in 1 of 2 ways a 4+invulnerable against Shooting and 5+ Invulnerable against Melee and any enemy models engaged in melee have their Initiative reduced by 1. But when these are deployed they cannot make any attacks in any phase. A really situational item that I think may only be useful when camping objectives.

Death Sworn Companions, a unit with at least one model with this rule ignores Precision Strikes(X) Precision Shots (X) and Sniper Special Rules and casualties from shooting and melee attacks are always chosen by the controlling player. This is an awesome ability and can really help safeguard heroes. One of my favourite rules so far.
Assessment of their Warlords

Corswain
What can be said about Corswain other than he’s an absolute beast in close combat with Duellists Edge (2) making him as fast as his Primarch coupled with WS 7 and 4 Str 6 attacks with Murderous Strike (4+) and a 3++ in close combat, he is going to cause a headache for anyone who gets near him. If he is your Warlord he must take Marshal of the Crown which is in my opinion the stronger of the 2 Warlord Traits.

Marduk Sedras
Where Corswain is the master duellist Marduk is the power hitter, his sword The Death of Worlds confers the following Str +5 and AP2 and has the ability Curse of Dead Worlds reducing his opponents invulnerable save by 1. Factor this in with WS6 and 4 Attacks and he can really dish out the hurt. He must take the Warlord Trait Preceptor of the Shattered Sceptre, which is basically a unit of Inner Circle Knights Cenobium that don’t use a Force Organisation slot and is part of Marduk’s unit. You may also make an additional reaction per Assault Phase. He has Regalia of the Shattered Sceptre which conveys a 2+ armour save and a 4+ invulnerable save, this also allows him to automatically pass any Dangerous Terrain Tests.

Thanks to Games Workshop for the review copy. 

Engine Phil