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Post by Jack Shrapnel on Jan 28, 2021 9:53:04 GMT -5
Deathwing seem pretty awesome... wow... obsec, warlord knocking out the CP cost, +1 to wound strat when they drop in for ONE CP... deathwing knights +1 wound/AP vs. vehicles & monsters (my poor tyranids AGAIN)... if they keep the transhuman buff... wow, just wow.
Rejoice you DA heretics!
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Post by Typhus on Jan 28, 2021 10:42:42 GMT -5
No mention of the Assault Doctrine or the specific mechanics of Inner Circle makes me wonder if they're connected - a la "while the Assault Doctrine is active, Inner Circle models can only be wounded on unmodified 4s, 5s, and 6s"
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Post by raceygaming on Jan 28, 2021 12:01:36 GMT -5
Ya deathwing termies with some assault cannons and the missile launcher things they get are gonna be a pain when they drop in and start wounding on 2/3 vs tough things. Even just a bunch of combi bolters wounding T4 on 3 is gonna suck a little with mass saves
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Post by lightcavalier on Jan 30, 2021 9:33:42 GMT -5
Summary stolen from Reddit
Detachment Abilities
All RAVENWING units get Jink
All DEATHWING/INNER CIRCLE units get Inner Circle rule (note Transhuman is INFANTRY only so no transhuman vehicles/bikes before people panic). Bladeguard Vets are the obvious winners, but also brings Teleport Homer Terminators from the Codex into play for the redeploy ability.
1st Company - As previewed, Terminators Squads (excluding Command Squads, Characters and DW Knights) get ObSec and Warlord refunds detachment CP for DEATHWING-only Vanguard Detachments
2nd Company - As previewed, Bike Squad and Outriders get ObSec and Warlord refunds detachment CP for RAVENWING-only Outrider Detachments
Jink is still 5++ as long as you didn’t Remain Stationary, and 4++ if you Advance. Combines amazing well with the new Dev Doctrine to move +3", Advance and still shoot at -1 to hit (and ways to get that Doctrine more often than just T1).
Inner Circle is still permanent Transhuman, Fearless, and non-RW/Vehicle/Chapter Master units must take a LD test to fall back.
Note you have to have Grim Resolve Chapter Tactic for both of these, so no Successor Tactics with Inner Circle/Jink
Rites of Initiation - As previewed, pay pts to turn Captain, Indomitus Lt, Dreadnoughts (for the Assault Doctrine above), Land Raiders/Repulsors etc into DEATHWING/INNER CIRCLE (but only INFATRY get transhuman). Dreadnoughts can use the DW Assault Doctrine but otherwise can't see any reason to pay these points for the vehicles, except to not break the 1st Company Detachment bonus.
Sons of the Lion Doctrine Abilities
Speed of the Raven (as previewed) - RAVENWING models get +3" move and can Advance and Shoot all weapons (with -1 Assault Weapon Penalty) in Dev Doctrine
Fire Discipline (as previewed) - INFANTRY units (except DEATHWING) can shoot RF/Assault weapons into combat at BS5+ (always with +1 to hit from Grim Resolve) inTactical Doctrine
Implacable - DEATHWING INFANTRY and DEATHWING DREADNOUGHT models can re-roll melee wound rolls vs CHARACTER or units with any models of 8W+ in Assault Doctrine (Similar to old Lay Low the Mighty WL trait)
There are multiple ways to get a different Doctrine in any turn now (at least 3, including Brilliant Strategist, a new 1CP strat that turns on one extra Doctrine for a unit, and the 2CP Codex SM strat that turns on all Doctrines for a unit) so you can pretty much get these when you need to if you pay the CP.
Stratagems
Wrath of the Lion - 2CP - Unmodified wound rolls of 6 get extra -1AP for all weapons affected by the currently active Combat Doctrine (e.g. Heavy in Devastator, RF/Assault in Tactical etc). Army-wide but once per battle and used in your Command Phase, lasts a whole battle round.
Intractable - 2CP - Fall back and shoot with any Dark Angels unit, and Inner Circle units don't have to pass a Ld check to fall back
Deathwing Assault - 1CP - DEATHWING unit that used the Teleport Strike or Teleport Homer ability this turn gets +1 to wound with shooting that phase. Possibly makes a unit of 10 with SB/PF and Teleport Homer an option over 2xLC's, they can do this twice per game with those 40 SB shots, and there are other sources of re-roll melee wounds now (Righteous Repugnance, Assault Doctrine vs some targets).
Full Throttle - 1CP (1-5 models) / 2CP (6+ models) - Ravenwing unit can move again after Advancing, up to 12", but can't shoot/charge that turn
Line Unbreakable - 1CP - DARK ANGELS INFANTRY unit can only be targetted by models within Engagement Range for that Fight phase (i.e. front rank only can fight, not models within 1/2" of a model within 1/2"). This is a nightmare for any big melee units like Orks or Genestealers, but even smaller units will often struggle to get all models within 1". If you charge an enemy unit and base the front rank, those front rank models won't be able to pile-in sideways to make space for more models to fight.
High Speed Focus - 1CP - Ravenwing VEHICLE model (not unit) gets a 4++ against ranged attacks for the turn
No Foe Too Great to Subdue - 2CP - DEATHWING KNIGHTS get +1 to wound and extra -1AP vs MONSTER/VEHICLE units with their Maces (doesn't affect the Flail)
Marked for Command - 1CP - Give Special Issue Wargear Relic to a Sergeant or Black Knight/Deathwing Knight Master. Master-crafted DWK Flail could be good vs hordes as damage spills over to other models, or you could have 2x 4D Plasma shots on the Ravenwing Huntmaster if you use WftDA.
Paragon of the Chapter - 1CP - Warlord can take one extra WL trait from the Dark Angels table (can't use on named characters)
Honoured by the Rock - 1CP - Take a Chapter Relic for a DA Successor Chapter
Tactical Appraisal - 1CP - Use in Command Phase, one unit within 6" of Warlord can treat one extra Doctrine as Active. This is amazing for 1CP, you can have a mixed unit in two Doctrines. Probably one of the best stratagems in the book, particularly for RW but also Deathwing units coming in T2 (or redeploying T1/T2 with a Teleport Homer).
The Hunt - 2CP (1-5 models) / 3CP (6+ models) - RAVENWING unit can make a Normal Move pre-game. Seems like a great flexibility option for stuff like Attack Bikes, Bikers/Outriders or Black Knights to park them out in the open and then use this to move forward or hide depending on whether you go first or second.
Targeting Guidance - 2CP - Choose enemy unit within 18" and visible to a LAND SPEEDER / STORM SPEED unit. All units get +1 to hit with shooting that phase. Pretty nice to mitigate the Devastator Doctrine penalty of -1 to hit, can be used from a Talonmaster that is within 18" and has visibility to the target.
Swift Strike - 2CP (1-5 models) / 3CP (6+ models) - RAVENWING unit can make a Normal or Fall Back Move immediately after fighting. This is really good, the ability to move up, shoot/charge and then run away again without being hit. Good for Talonmasters/Sammael particularly that can FLY 15"/16" to charge in, kill a character and then run away again, but any biker unit could do a similar trick to move ridiculously far with their ObSec (move 14", shoot, charge, then move another 14" in any direction).
Secret Agenda - 1CP - Keep one of your Secondaries secret from your opponent, and reveal it as soon as you score any points for it. Not sure if this will be allowed in GT missions? Nothing sdeems to prevent it but seems ridiculous as some Secondaries aren't scored until the end of the game (While We Stand, Thin Their Ranks, Titan Hunter, Bring It Down, Assassinate, Deploy Scramblers, Abhor the Witch are all End Game, so you don't have to tell your opponent which you picked until the end of the game?!)
Statis Shell - 2CP - RAVENWING model shooting a Grenade Launcher, if attack hits no damage is done but unit cannot fall back next turn, doesn't work on VEHICLE / MONSTER. Seems a bit situational and probably better uses for the CP.
Weapons from the Dark Age - 2CP - +1Damage to units Plasma weapons. Glad to see it back, shame it went up to 2CP but fair I think.
Warlord Traits
Brilliant Strategist - As in SM Codex, rolls back the Doctrine one step for one unit per turn (Azrael & Lazarus trait)
Fury of the Lion (Aura) - If Warlord charges, was charged or heroically intervenes, all Dark Angels units (not just Core) within 6" get +1S in the Fight Phase. This seems like a good one for the Bike Chaplain, he's S8 on the charge and everything else within 6" also gets +1S, whilst giving extra charge/pile-in/consolidate distance on those slow Terminators if you take Canticle of Hate. (Asmodai trait)
Calibanite Knight - Always wounds INFANTRY and BIKER units on a 2+ in melee
Stubborn Tenacity - When Warlord is destroyed (as long as it didn't Explode) it stays in play until the start of the next turn or the end of the battle, whichever comes first. Basically means you get to Fight before dying if you haven't already, and any auras/buffs stay in play for your other units for the rest of the turn? Doesn't stack with any Fight on Death rules. Can't decide if I like this, it seems too situational to take over other WL traits but I might be missing something good you can do with it. (Ezekiel trait)
Decisive Tactician (Aura) - DARK ANGELS CORE units within 6" get +1 to Advance and Charge rolls. There's no way in the book I can see to Advance + Charge but still seems good for otherwise slow Terminators, or to make Ravenwing even faster (combos well with their Dev Doctrine to shoot while Advancing). Surprised to see a speed boost WL trait for Dark Angels thjat isn't Ravenwing.
Honour of the First Legion - Warlord can Heroically intervene within 6" and move 6" when it does
Ravenwing - Lightning Fast Reactions - Warlord is -1 to hit
Ravenwing - Master of Manoeuvre - Warlord can fall back and shoot/charge (Sammael trait)
Deathwing - Watched - As before, auto-deny a Psychic power with unlimited range once per game
Deathwing - Inexorable - Attacks again the Warlord are -1Dmg to a min. of 1 (Belial trait)
Psychic Powers
Mind Worm - WC6 - One enemy unit within 18" (doesn't have to be visible) suffers 1MW and fights last for the next two fight phases
Aversion - WC6 - One enemy unit within 24" (doesn't have to be visible) suffers -1 to ranged and melee hit rolls, and if within 6" of the Psyker when they fight Attack characteristic is reduced by 1 (to min. of 1)
Righteous Repugnance - WC7 - DARK ANGELS unit within 12" can re-roll all hits and all wounds in melee for this turn and opponents turn
Trephination - WC5 - Smite but if the Psychic test beats the targets Ld it suffers 3MW instead of D3
Engulfing Fear - WC7 - One enemy unit within 24" (doesn't have to be visible) is -1Ld, loses any Objective Secured ability, and if Psychic test result was equal or greater to Ld (after the -1) that unit can't start or finish Actions this turn or their turn
Mind Wipe - WC7 - One enemy unit within 18" (doesn't have to be visible) loses one chosen aura ability for this turn and their turn
Relics
Mace of Redemption - As previewed, Melee Sx2 AP-3 Dmg2, vs HERETIC ASTARTES any unmodified wound rolls of 4+ do 2MW instead of any other damage
Pennant of Remembrance - DEATHWING ANCIENT only. In command phase choose one DEATHWING unit within 6", that unit reduces Damage by 1 for this turn and opponents
Shroud of Heroes - Bearer is -1 to hit
Reliquary of the Repentant - RAVENWING BIKER only. Invulnerable Saves taken by units within 3" are only successful on an unmodified 5+. No longer just a straight -1 Invuln so worse against anything with a 5++/6++, but now +'s to invulns don't work and 3++ or better is still reduced to 5++.
Foe-Smiter - 24" Assault 4 S5 AP-1 Dmg2
Eye of the Unseen - Enemy units within 6" are -1Ld, and enemy CHARACTER units in Engagement Range at start of Fight phase are not eligible to fight until all other units have fought
Cup of Retribution - CHAPLAIN only. Once per battle, instead of doing any other Litanies it knows. DARK ANGELS CORE units within 6" get +1A. Note it appears you still need to chant the litany so could fail, but may be able to use the auto-chant Litany strat from Codex SM to ensure it goes off? Combo's well with Fury of the Lion WL trait for +1S
Special Issue Wargear
All the usuals plus:
Heavenfall Blade - As previewed, +1A and Melee S+2 AP-4 Dmg2. Note can be given to a Sergeant because it's Special Issue now. Can be taken by a Talonmaster
Arbiter's Gaze - Model always hits on a 2+ (shooting and ranged) regardless of modifiers, and ignores the benefits of cover (appears to be ranged and melee cover bonuses). Can be taken by a Talonmaster
Atonement - 18" / Pistol 1 S9 -4 Dmg3
Bolts of Judgement - Bolt weapon becomes a single shot with AP-2 and Dmg 3, and always hits on a 2+?? Not quite sure on this, the video is fuzzy and the rule sounds odd. Can be taken by a Talonmaster
Secondaries
Martial Interdiction (Purge the Enemy / End Game) - After deployment opponent selects one of their Character models (or WL if no characters in the list).
Score 6VP if the model is killed by a DARK ANGELS model's melee attack Score an additional 3VP if it was a Deathwing/Inner Circle model's melee attack that killed it Score an additional 6VP if the unit of the model that killed it is still alive at the end of the game Death on the Wind (No Mercy, No Respite / Progressive)
Score 2VP for each enemy unit destroyed by a RAVENGWING unit that moved 12"+ or made a charge move that turn Stubborn Defiance (Battlefield Supremacy / Progressive) - Choose on objective marker in your first Command Phase. From Turn 2 onwards in your Command Phase score VP as follows:
Score 2VP if you have held that objective with an ObSec unit for 2 consecutive Command Phases Score 3VP if you have held that objective with an ObSec unit for 3 consecutive Command Phases Score 5VP if you held that objective with an ObSec unit for 4 consecutive Command Phases Score 5VP if you held that objective with an ObSec unit for 5 consecutive Command Phases So basically if you hold the Obj from the start of the game until Turn 2 you'll score 2VP, if you hold it until T3 you'll score 5VP, if you hold it until T4 you'll score 10VP and if you hold it all game you'll score the max 15VP Units - pretty much all as per the Index so have skipped most, but summarised some of the characters abilities to make finding combo's easier.
Azrael - Looks unchanged from the Index, gives 2CP if he's WL, 6" aura of 4++ against ranged attacks for INFANTRY/BIKER units within 6", normal Chapter Master and Captain re-rolls. Deathwing Keyword so if taken as part of a 1St Company Vanguard you get the Vanguard for free, Obsec on Terminators and +2CP for him being WL
Belial - As per Index, Chapter Master re-rolls for DEATHWING only, Captain re-rolls for all DA, in melee he's -1 to hit and always wounds non-VEHICLE units on 2+
Sammael - As per Index, Chapter Master re-rolls for RAVENWING only, Captain re-rolls for all DA
Ezekiel - As per Index, DARK ANGELS CORE and CHARACTER units within 6" get +1A but not cumulative with Shock Assault. Has a 4++, is +1 to cast Interromancy powers, Knows 3 powers plus Smite, can Cast 2 / Deny 2 (with Psychic Hood within 12").
Asmodai - Looks same as Index, +1 to chant with Litany of Hate (melee hit re-rolls) and +3" range to that Litany, enemy units within 6" always count as below half strength. Can't see if he still knows 2 Litanies but can only chant one?
Talonmaster - same as before, gives Lt. re-roll aura for all DA CORE units within 6", ignore cover save bonuses for Ravenwing units within 6" vs one enemy unit, can take two Talonmasters in one HQ slot.
Lazarus - As before, fights on death and has a 6" aura of 5+ FnP vs Mortal wounds or 4+ vs Psychic Mortal Wounds. Considering the DW FnP banner is gone and Moprtal Wounds are one of the few weaknesses he might be worth a look, but Azrael just seems better
NEW Deathwing Strikemaster - Nothing really special at all, just a Lt. in Terminator Armour. Gives Lt. re-roll aura to DA CORE units within 6", comes with Storm Bolter & Powerfist. Oddly a Chainfist is a 5pt upgrade over the Powerfist when they are usually same pts. Seems overcosted compared to a Phobos Lt. that can deepstrike and gives the same buffs for 15pts less.
Everything else seems the same as Index
Notable Absences
Combined Assault is gone, no more 6" deepstrike terminators. Canticle of Hate it is. Deathwing Relic 5+ FnP banner is gone. Mortal wounds are probably the easiest way to kill Dark Angels, bypassing Inner Circle and Jink. RW Apothecary can still give a 6+++ though, and he's an option to take the Relic to reduce enemy invulns. Strat for Deathwing Terminators to get T5 is gone Deathwing shooting when they deepstrike in is gone
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Post by Jack Shrapnel on Feb 3, 2021 8:26:21 GMT -5
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Post by coymastermikhail on Feb 3, 2021 9:49:19 GMT -5
Finally! The unforgiven are finally not the objectively worst marine choice. Also happy to see the granting of obsec to deathwing and ravenwing in specific detachments. Harkens back to 3rd to 5th ed when taking sammael or belial let you take them as troops.
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Post by question on Feb 8, 2021 11:51:55 GMT -5
My greenies are looking a lot better. Glad I never gave up on them. And Ob Sec for DW & RW is LOOOOOONG overdue. A happy (not so little) camper am I.
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Post by Frosty the Pirate on Mar 29, 2021 8:42:48 GMT -5
FAQ Dropped
The Hunt nerfed, through more of making it more a "solid but not ridiculous" strat.
Everything else is just minor tweaks
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