This review is intended to give a brief summary of the new Codex and the implications to tactics and army list-building.
The review is is in two major parts.
Part 1 (written by Isiah) looks at the physical aspects of the Codex,
Part 2 (written by Gillyfish) covers the major changes to the army list. Gillyfish's
review was originally posted on the Bolter and Chainsword Forum during February
2007, and my thanks goes to him for allowing me to use it here too.

The first thing to say is that this is a standalone Codex which is used
without referencing the Codex Space Marines and this takes a bit of getting
used at first – but at least it means you don't see the annoying "refer
to Codex Space Marines entry page..." which has got to be a good thing.
The layout mechanics follows a similar style to the recent Eldar Codex and
for me this is a definite improvement with weapons and wargear options locked
into their respective units. But more of that later.
OK so the Codex is divided up into roughly four sections each further sub-divided
into more specialist categories. But the main ones are:
The Dark Angels
The first section of the Codex has separate
sections detailing specific background information on the Chapter, including
their history; famous past battles, Chapter organisation and Rights of Initiation.
Now some of this is new, other bits are recycled from the 1996 Codex Angels
of Death and make a welcome comeback.
The Forces of the Dark Angels
The next section gives a complete run down on DA characters and special
characters, the Ravenwing and Deathwing elite companies and their methods
of warfare and all other units within a Dark Angels army. This is the real
meat of the Codex and where much of the new items reside.
A useful section on weapons and wargear is here too – remember this
is a standalone Codex so now a necessary inclusion – but much of this
will be familiar to those who own Codex: Space Marines.
Within each unit, vehicle, character or equipment entry comes full game
stats, weaponry and wargear carried plus any other special rules or features
where applicable. So this will become a handy reference source during gameplay.
The Dark Angels Army
This section contains 16 colour pages of photographs of beautifully painted
and made up armies, individual models (kind of like a mini Dark Angels catalogue)
including some mini conversion ideas for things like a Deathwing Apothecary;
illustrations of Dark Angels and various Successor Chapters' insignia and
armour colours. Unusually, there is no painting guide but there is a small
'advert' for Games Workshop painting hobby guides.
There is also quite a bit of welcome new background to the Dark Angel Successors – including the introduction of some previously unknown Chapters. All have a brief history detailing their foundation and famous past battles etc. I am sure this will provide modellers and gamers alike with new army-building opportunities.
The Dark Angels Army List
The last section contains all game-related points costs for characters,
units and vehicles together with all respective relevant wargear and weapon
upgrade options. A summary sheet at the back of the Codex features all troop
types, vehicles and character stats. This system prevents the common confusion
of what types of wargear or weapons are available to who, so should make
list building a bit easier as now it is tied in closely with little room
for ambiguity.
I have two gripes with the Codex. First is that some of the illustrations
are old (very old in some cases) which I found disappointing as they sit
uneasily with the new artwork which is superb. But an overall 'lightning'
of the page layouts has given the Codex has a nice accessible feel. Indeed
the increased number of pages allows for some illustrations to be full page
which adds to the character of the Codex and that can only be good.
Secondly the rather odd colour green used on the armour and vehicles in the photographs of completed army examples. it looks to me that these pictures have been retouched quite heavily and we are left with a totally unconvincing Dark Angels green. This is odd, because on the cut-out photographs of individual models the green is about right, although here the images are overall too dark and would benefit from a slight lightning in order to show more detail.
However overall there is a fair bit of new information to soak up for both
the newcomer and fanatic alike – as it really expands on the scant
knowledge we already have on the Dark Angels – as well as providing
the tool to field and play a Dark Angel or Successor army. The design is
much better and information is presented, to me anyway, more logically.
The bit I suspect that most people are nervous about. I'll give you an
overview first then later I will try and write a bit about the choices open
to us.
There does seem to be a desire to simplify entries and limit choices to
those they feel are most appropriate. Apparent 'no-brainer' choices have
been removed or increased in points (so a basic Dreadnought costs more,
you can't get terminator honours and Annihilators cost the earth). On the
other side, certain choices are no more viable than their C:SM equivalent
(Destructors, Veterans, Command Squads, Rhinos and Razorbacks). So there's
a definite sense of 'swings and roundabouts' when compared to the normal
SM Codex.
The DA army list definitely is more than a sum of its parts. With the exception
of some of the special characters, the HQ choices seem underpowered when
compared to their codex equivalents. However, Chaplains and Masters allow
you to purchase certain additional equipment for Command Squads which benefit
your army in different ways. So expect to see many more banners and, for
that matter, command squads. Each option is designed to work with the rest
of the army. As we already know, the Ravenwing and Deathwing combination
is potent. But other units also add things to your army. As already mentioned,
command squads have the potential to be very useful to the troops around
them. The option of having mutually supportive combat squads led by Veteran
sergeants with power weapons shouldn't be sniffed at either. Interestingly,
the DA have plenty of anti-tank capability open to them and they aren't
all in the form of lascannon or multi-meltas; the option to equip every
power-armoured sergeant in the army with cheap melta bombs means that your
basic squads will have the potential to be very, very good all-rounders.
They are now perfect for supporting your specialists as you need them to.
With the likelihood of DA armies consisting of lots of small squads, horde
armies will be a menace. Interestingly, DA anti-infantry options seemed
to have been given a bit of a polish, presumably to make up for this. There's
also plenty that can take out MEQs. But the real shift in power seems to
have been away from characters and vehicles and into the infantry. Want
close-combat nastiness? use a Command Squad or Company Vets. Are they too
slow for you? Take a Ravenwing Attack Squadron and the Master of the Ravenwing
so you can give the bikes the Ravenwing banner. then attach a Librarian
or Chaplain on a bike and watch them carve into the enemy on turn one or
two.
Before we dive in, a quick word on a couple of major changes to DA doctrine.
Hunt the Fallen
This has gone as as the special rule for Cypher. many might not lament this
exclusions, but it does take away a fluffy rule, The loss of these rules
is odd considering the amount of times the Fallen and Cypher are mentioned
in the DA background.
Allies
It would seem that Allies are no longer forbidden territory, although
Dark Angel purists may baulk at the thought of taking Inquisitors, the lifting
of this restriction could present some interesting possibilities for gameplay.
The DA are spoilt for choice then it comes to HQ selections. With 'special'
characters not requiring your opponent's consent to field, you can pretty
much use anyone you like! One interesting thing is that you don't have any
points limits or unit selections that you have to make in order to use the
characters. So you can deploy Sammael in an army otherwise devoid of Ravenwing.
The same goes for Belial. Now, as I said earlier, compared to straight SM
characters, ours can seem distinctly underpowered (with some notable exceptions).
The subject of terminator honours has been debated at some length already,
so I won't go into that again. DA characters seem to come into their own
in allowing you to take useful equipment elsewhere in the army or in what
they add to your force and I shall be trying to consider them in that light.
One thing to note from the off. All DA characters are Fearless (in some
form or other), but not many DA squads are. Therefore the only way to ensure
that your character retains the Fearless ability is to use Deathwing, Ravenwing
or Command Squads to accompany them. Chaplains are the exception here, as
are one of the standards. So if you fancy making your Company Veterans Fearless,
you'll either need to attach a Chaplain, use a standard (which would mean
taking an Interrogator Chaplain in this instance) and then you could attach
your other character and still have them count as Fearless. Anyway, I'm
getting bogged down in detail here, so onto the entries.
Azrael
Azrael is a monster. Much of his equipment is already known, so I can confirm
that the rumours about everything being master-crafted are true. The Lion
Helm works pretty much as rumoured. In addition to bestowing his Ld characteristic
on the army Azrael allows one member of a command squad to take the Chapter
standard (basically the same as the rumoured abilities of the Deathwing
banner), making that squad particularly lethal. He comes in at more points
than Calgar (less than a Land Raider though) but is probably worth it if
you’re going to take a big army. Expect him to kill most things up
close.
Belial
Belial with three 'free' interchangeable weapon options, comes in at just
a few points cheaper than the standard C:SM equivalent. Except the latter
will have an additional attack granted by his armour. I suspect that Codex
Space Marines won't have that additional attack for too much longer because
GW don't like 'no-brainer' options. On the plus side, you can attach Belial
to one of those Terminator squads that arrive on turn one. Now, this may
make Belial seem a poor value HQ choice. However, Belial's worth is not
as a line character; he allows you to take terminators as troops as well
as Elites and the Deathwing banner and Deathwing Apothecary he allows you
to field should also make him a worthwhile choice if you are planning to
go with a terminator-heavy force. The cost of doing this isn't too exorbitant
either (or so it seems so far). As with other company masters, everyone
gets his leadership too. Not much point for Deathwing armies, but otherwise
rather nice...
Sammael
Probably the most discussed HQ option. He's quite expensive (again, more
than Calgar but less than Azrael). At first the jetbike option seems the
obvious one to take. Apart from the fact that the Plasma Cannon can still
get hot. Oh, and that jetbikes can only fire as many weapons as they have
riders. So I find myself wondering why he has two weapons!! GW oversight
perhaps? That said, the possibility of taking a very fast plasma cannon
with several wounds is still an attractive option and he should prove to
be annoyingly effective in close combat. The flying Land Raider (sorry,
Land Speeder) should be interesting too, especially since it can Deep Strike
(but can't shoot the turn it arrives). The squad upgrades he allows are
another good reason for taking him and they are pretty much identical to
Belial's which should make for some tasty close combat bikers, especially
if a bike riding Chaplain or Librarian are added. Again, Sammael's Ld value
will be used by the rest of the army which in these days without stubborn,
should prove to be very useful.
Ezekiel
He's only a touch more in terms of cost than Tigurius. However, he has better
armour and just about everything he carries is master-crafted, so he should
be able to cause some damage. Ezekiel has a choice of three psychic powers;
more than any other Librarian I'm aware of. However, they are all pretty
short range, although their potential destructive power is immense.
Mind Worm potentially allows you to eradicate
dangerous enemy models, but you’re probably only going to get it past
lower leadership enemies. It's also quite a restrictive power as it counts
as a heavy weapon. That said, it affects everything with a leadership value
so Necrons and Tyranids should have a reason to fear him. I'll discuss the
other powers below. He's also our only Ld 10 Librarian so I would imagine
he'll get some use. The book of salvation is nifty too, acting in exactly
the same way as the sacred standard that Interrogator Chaplains grant you
access to. I can see Ezekiel being used a lot, if for no other reason than
as the primary anti-psyker defence in the army.
Interrogator Chaplains
They come in at more points than Codex Chaplains and grant the same abilities.
They can use a bike, jump pack or terminator armour and they have a range
of weapon choices that includes combi-weapons, plasma pistols, melta bombs
and power fists. I would take this as an indication of two things;
1. Chaplains in standard marine armies
are too cheap (makes sense - I can't remember the last time I saw a SM army
without a Chaplain);
2. The ability to make the squad they
lead Fearless is very useful to the DA.
Interrogator Chaplains also give you access to the sacred standard in your
command squads which will make all DA within a certain radius Fearless.
Which is great if you want to have another character attached to a squad
that isn't usually Fearless. Since the Command Squad with the banner don't
need to be with the Chaplain, this is actually pretty useful and it doesn't
cost the earth either.
Chaplains
Like a Reclusiarch. They can't take terminator armour or give command squads
a sacred standard. However, they still have a use (I think). Try giving
them a bike and attaching them to a full Ravenwing attack squadron with
Ravenwing standard. Everyone then gets an additional attack and the ability
to re-roll misses on the charge. Should cause problems. Again, they are
slightly more expensive than a standard Reclusiarch.
Company Masters
Cost wise, these guys are the same as a the C:SM equivalent if armed with
an Iron Halo. Add to that a range of equipment and Fearless and you have
your commander. He's a good option for the DA and has a good range of available
upgrades including a jump pack, combi-weapons etc. No bike or terminator
armour (because Sammael and Belial cover those angles). Again, he grants
his Ld to the entire army (definitely worthwhile if you're taking the DA
company focused option). He also allows you to take a company champion in
your command squad; an option that DA get cheaper than codex marines. That's
probably worth taking if your master is to be your only HQ option; attach
the master to the squad to ensure you have the Fearless ability and you
have a squad that can be used to maximise your cc potential.
Librarian
Another controversial change here. DA librarians come with two powers and
cost a smidge more than a codex codicier. Their profile isn't as good as
a codicier though (he is only Ld9). Having said that, the defensive psychic
power should be handy.
The offensive power Hellfire has the potential
to be devastating or useless (depends on how you roll). It uses the flamer
template, so if you're planning to get the most out of your librarian you'll
want to get him close to your enemy quickly. So you'll be wanting to take
the bike, jump pack or terminator armour options (teleport). I'm veering
towards the first two there. That should make him quite killy. Unlike the
other HQ options he doesn't give your command squad any additional options
but his psychic abilities may be quite handy.
Against opponents like daemon prices and such, Force
Barrier the other psychic power, which allows you to take a Ld test
to ignore a wound (any wound) will be very helpful, basically being a 2+
inv. save to the first wound after passing a psychic test of course.
Command squads
Okay, first the downside with these guys. They come in squads of five and
you can't increase their numbers. Power weapons and fists cost the same
as they do for characters (same as they do throughout the Codex). Plasma
guns are more expensive than in Codex Chapters (again, carried across the
codex).
Now for the upsides. They each have the profile of a Veteran Sergeant and
are only slightly more expensive than Codex Veteran Space Marines without
any upgrades. So the basic squad has good cc and morale.
They can be equipped for close combat, with two of them having plasma pistols
or power weapons or power fists etc. Any number of them can be given melta
bombs and two of them can be given a special weapon. One can be upgraded
to be an apothecary and another to carry a company standard. Now here's
where your choice of HQ plays a part. The Interrogator Chaplain allows you
to upgrade the Standard Bearer to carry a Sacred standard (great if you
want a line of Fearless marines). I can see myself using this option when
I want to have a line of advancing combat squads. I'd keep these guys slightly
behind my combat squads and arm them with two plasma guns. The line advances
and these guys can provide supporting fire and counter charge anything that
gets in the way. Your company master allows them to purchase a company champion,
in which case you might as well get these guys charging into combat at the
first available opportunity. Three power weapons charging and everyone with
a base of two attacks? Yes please! If you're taking that option though you'll
be wanting to ensure that they are screened behind your combat squads. Basically
these guys work out as far cheaper than their codex equivalents if given
the same equipment. Put them in a supporting role or use them to lead the
charge into cc and they should do well.
Deathwing Terminator Squad
You know much of this already; limited to five men, a more expensive assault
cannon, cheaper heavy flamer, cyclone and chainfist and you can mix and
match for free. Yes, you can give your cyclone-toting-termie claws now (I
just like the way that trips off the tongue). Deathwing Assault is standard
for terminators so you can use it in any game you take them in. You can
attach terminator-armoured characters to the squad who can then assault
in this manner too. They are a smidge more expensive than standard termies,
which is probably due to their being Fearless (as well as being able to
drop on turn one). You already know that they'll work well with Ravenwing
bikers, but they are still be able to drop (if less accurately) on their
own. This enables you to call your opponent's bluff with the Ravenwing if
you wish. If you decide to use them in conjunction with the Ravenwing then
the two unit types should be able to really deliver some shooty punishment.
If there looks like there will be a unit that will punish the terminators
with their next round of shooting, then it may be worth charging in with
your Fearless Ravenwing bikers. Terminators can support them the following
turn and you've cut down on the firepower directed at them. It's expensive
and won't always work, but it might keep your terminators safe.
Dreadnought
The basic Dreadnought comes with the same equipment as in codex: SM, but
with the addition of a searchlight and smoke launchers. However, he is a
fair bit more expensive (as has been stated, it's more than a marine). Now,
DA Dreads do have more weapons options (TL autocannon, plasma cannon, multi-melta,
etc.) and many of them are free swaps. The cost of upgrading to missile
launcher and TL lascannon is pretty much the same, but, as stated, the base
cost is higher. On the plus side, any DA Dreadnought can be upgraded to
Venerable for a price and there's no limit on the number of Venerable Dreads
in an army (beyond the number of Elite choices you have). Now, I have put
some thought into this and I suspect the points hike has been not so much
about the price of an assault cannon (otherwise why put it in as basic equipment
when less effective options could be used as the base, so that people have
to really think about upgrading to the acannon?). Rather, I think it's because
Dreadnoughts seem to have fallen into the 'no-brainer' category. I don't
remember seeing a Space marine army without one, at least, not for some
time. The additional cost may well make people wonder about taking them
a bit more and might push them towards the other Elite choices.
Techmarines
These guys have had a tweak as have their Servitors! You already know that
they don't take up an Elite slot nor are they an Independent Character any
longer. The only condition on taking them is that you have to have taken
a vehicle from the Elites or Heavy Support section if you are going to field
one (or more). So transports and Speeder don't count. In terms of cost,
your fully servo-harnessed techie is exactly the same as the Codex equivalent.
Without the harness, he's slightly more costly but comes with artificer
armour as standard. The servitors have been simplified in that there is
now one profile for all of them. So they all now have the same ability to
hit things up close and at range as a space marine. Another bonus is that
they now also combine the benefits of a combat servitor with those of a
tech servitor. So they have a servo-arm (not a powerfist - this is one attack
at the same strength as a SM powerfist) and a ccw as standard. The upgrade
to carry a gun is standard no matter the choice you take. So there's no
difference between a heavy bolter, a multi-melta and a plasma cannon (no
upper limit for the latter either). In cost terms, this makes for a light
increase on a gun servitor with a heavy bolter and a decrease for the other
two. So it's now entirely possible to buy three dreadnoughts and assign
each a techmarine with servitors to fix it. So you can quite happily take
a support Dread and then give him a Techie with two combat servitors (who
can fix it) and two plasma cannon armed ones. Stay stationary and blast
the living daylights out of anything you fancy. They can also take a transport
vehicle or Drop Pod.
Company Veterans
As with Command Squads, these guys each come with the same stat lines as
a Veteran Sergeant. They are far cheaper than their Codex Marine Veteran
equivalents if equipped with Termie Honours. They get the standard grenades
and you can choose whether to have the bolt pistol/ccw or bolter/bolt pistol
combo. They get the standard three transport options too. Now the upgrades
(the fun part). You can add up to five further models (the only squad to
have this option in the army), so squads of six or ten are perfectly viable.
Now, you can only give them one special and one heavy weapon, but in terms
of other options you can have a field day. For a start, you can give three
of them a power weapon, plasma pistol, lightning claw (single or double),
thunder hammer, storm bolter, power fist, combi-weapon (but these are 'or'
choices, not 'ands', although you can mix and match between most of the
options I've listed). Any of them can take combat or storm shields and melta
bombs. For some unknown reason, plasma cannons are more expensive for this
squad than for DA Tactical Squads, although all the other heavy and special
choices are the same price. Now, they have the potential to get pricey if
equipped with power weapons and other gubbins, but I'd imagine that most
people will want to have a few ablative veterans, so that probably isn't
too big a deal. However, power weapons and other equipment cost the same
as they do for characters so you really have to think about the role you
want them to perform. They can use the combat squad rule if you use the
maximum number of marines in the unit. The damage potential from these guys
and a Deathwing or Ravenwing banner in close proximity is quite eye-wateringly
high.
Scouts
Pretty much the same options as in the Codex SM in terms of wargear and
cost (but our shotguns are better at S4). However, Veteran Sergeant is standard
and they can use combat squads. Both heavy weapons choices are more expensive
(double) and the power weapon, plasma pistol and power fist options for
the sergeant are charged at character prices (same throughout the 'dex,
so this will probably be the last time I mention it). The sergeant can also
take melta bombs. All of them have grenades (quite useful) and they can
use combat squads (which counteracts the cost of the heavy weapons a little
in my view). All of them can have sniper rifles too, should you wish to
do so.
Tactical Squad
Right. You already know that it starts off as five men with a Veteran Sergeant.
They all have the much-publicised frag, krak and bolt pistol in addition
to their bolters. The sergeant can have a bp/ccw instead and he can upgrade
the ccw to a power weapon or fist, or he can upgrade the pistol to plasma.
he can also get melta bombs pretty cheaply, which may be a nice addition
to the squad's anti-armour capabilities. The squad can be upgraded to ten
men and can then have a heavy weapon. Special weapons can be bought from
the off. The interesting things here are the prices. Missile Launchers,
Heavy Bolters and Multi-Meltas can all be bought for the same price (so
H. Bolter's have gone up in price slightly), plasma cannon have come down
in price from C:SM and lascannons have gone up slightly (basically they
swapped prices). In terms of special weapons I suppose the headline news
is that plasma guns are more expensive. Meltas are the same and flamers
are slightly cheaper. Obviously the unit can use the combat squads rule.
The rejigging of the points may well reflect the fact that GW wish to cut
down on the las/plas combo, or the fact that plasma guns are now more useful
in a combat squad context (you're more likely to get into rapid-fire range).
Of course, it could be the fact that nearly all plasma weapons cost the
same amount. Pass. Anyway, in an army that doesn't include MotDW or MotRW,
these guys will be your key unit. They actually no do seem to fulfil the
'tactical' label - they are jacks-of-all-trades. I think they could be profitably
used to complement your big hitting unit - be they assault or shooting.
What do I mean by this? Well, your 'assault' combat squads provide excellent
close support to assault squads and can always charge in to lend a hand
and your 'shooty' combat squad can supplement the weaponry of the Devastators
or tanks by concentrating on targets that those units haven't been equipped
to deal with. Nothing new there perhaps, but you'd hope that the special
weapon option will now get more use in addition to the heavy weapon option.
Your opponent might have to chose between shooting at the anti-tank Dev
squad or the combat squad with melta gun and melta bombs (not to mention
krak grenades). I think only time will tell how effective they are.
They have the standard transport options.
Assault squads
Your basic Assault Marine costs the same as his Codex:SM equivalent but
comes with krak grenades as well. The sergeant can be customised fairly
well with options for a plasma pistol, power weapon, fist, melta bombs and
a combat shield (no claws, hammers or storm shields though - sorry). The
unit can deep strike and if upgraded to ten can split into two combat squads.
The option for flamers has gone, which is a shame. Plasma pistols can be
given to two squad members (in addition to the sergeant), although they
cost about three times as much as in C:SM. I have to say, I'm yet to be
convinced that they are worth that much, but perhaps that's what playtesting
has revealed. Anyway, they can ditch their jump packs and take a standard
transport (not a Razorback though) if they wish for free. Now that may give
you a cheap option for a squad of five, but it may not be worth it for ten.
Depends on the role you want them for I suppose! I confess that my initial
reaction to them having the combat squad rule was 'Why would you want them
to split?' but I can see that that might be useful against Tau or Guard
where two squads can prevent two of you opponent's squads from firing and
you still have a good chance of slaughtering them. Against MEQs I would
have thought that ten would be necessary. Still, the option is there!
Ravenwing Attack Squadron
Ooo, where to start? Okay, you already know that the base unit is 3 bikes
(including veteran sergeant) and that it can be upgraded with a further
three bikes and an attack bike and Land Speeder (with HB and AC - that's
fixed in this entry). You also know that they can split into four units.
Now a bit more nitty-gritty; the attack bike can be bought without upgrading
to six bikes. The Land Speeder only comes once you have six bikes (you don't
have to have the Attack Bike). The attack bike can choose between HB or
MM options without incurring any additional cost. The attack bike itself
costs exactly the same as it does in C:SM. The Land Speeder is about twice
that. All Bikes and the Attack Bike have Scouts and Fearless, frag, krak,
teleport homers and either a bolt pistol or chainsword. Two bikers have
the option of having a special weapon and the cost of those is the same
as it is for a Tactical Squad. The sergeant can have the usual power weapon,
fist, plasma pistol and melta bombs. Now for the good bit. Each bike works
out at the teensiest-tiniest point increase over the standard C:SM biker.
The Ravenwing have stolen something of a march in the biker department it
would seem...
Ravenwing Support Squadron
Some bad news here first; the base-cost of a Land Speeder has increased.
They cannot deep strike (predictable, since GW seem to have regretted giving
that option to C:SM in the first place - hence the FAQ. Not a big deal since
RW could never deep strike their speeders anyway. *Shrugs*). That means
the MotRW in Land Speeder is the only Land Speeder in the army that can
deep strike. Now, you can have a maximum of five speeders (it starts at
one) in this unit so they can be bigger than the Codex equivalent, so the
squadron (if maxed out) is probably more survivable the the SM equivalent
(ablative Land Speeders anyone?). All get the choice of having a multi-melta
or a heavy bolter. One can be upgraded to a typhoon (for less cost than
the Codex SM equivalent) and another to a tornado with either heavy flamer
or assault cannon. the latter upgrade has increased slightly in cost, the
former remains the same. So you can still have a speeder with HB/HF or MM/AC
should you so wish. This entry seems a good way to deploy those single speeders
(of any type) that we all have or a small squadron of them. They may be
worth the additional points (in other words, too cheap in C:SM), but until
a few games are under my belt with the new 'dex I honestly can't say for
certain. I would be interested to see how a full squadron does though.
Devastator squad
All the 'usual' gubbins first; frag, krak, bolt pistol, vet sergeant, combat
squad, standard transport options. The Vet Sergeant can be given melta-bombs,
power weapon, fist, plasma pistol etc. Interestingly, the way it's worded
means he can be given a bolter and power weapon but the tactical squad vet
can't (only a power weapon/pistol combo there, I'm afraid). Onto the heavy
weapons. They can take four heavy weapons from the off - no need to take
a ten man squad. Compared to C:SM costs, the HB, lascannon and missile launcher
have remained at the same price. Multi-meltas and plasma cannons have dropped
in price. So we actually win out a bit with this entry. In addition the
combat squads rule adds a very welcome degree of flexibility to the squad,
allowing you to tailor each combat squad to a specific role. I can see plasma
cannons getting more use and possibly even the multi-melta. Since the Vet
Sergeant's presence is going to mean that a lot of people don't want to
'waste' his additional attack I can see people using a combat squad to assault
with (whether it has heavy weapons or not!). Interestingly, I think this
does actually open up the possibility of deploying your Vet forward (or
in a transport vehicle to get them into position) along with a couple of
multi-meltas to really cause some anti-tank problems - they then also have
the option of charging into cc after a suitable volley of pistol fire! However,
that could be quite a difficult tactic to pull off!
Tanks overview
Okay, I'm going to be quite brief about the tanks as they are something
of a known quantity. I will pull out nuggets of interest for you though,
especially where things have changed. One note before I start; all DA vehicles
come with searchlight and smoke as standard. I'm sure most of you knew that
already though!! Extra armour has gone up in price (three times that of
C:SM), storm bolters have come down, hunter-killers are the same as are
dozer blades. Power of the machine spirit cannot be purchased - only Land
Raiders have it and it comes as standard.
Land Raider
Same price as C:SM. No dozer blade option for DA (which make A LOT of sense).
Other upgrades mentioned above are available.
Land Raider Crusader
Cheaper but without extra armour as standard (well, it is supposed to be
'extra' armour) which makes up the deficit. Can take sixteen marines (termies
count as two as standard now). Otherwise the same as C:SM. Same upgrades
available as the Land Raider.
Predator
The vehicle entry with the most changes. All standard upgrades (including
the dozer blade) are available. Without sponsons the Predator is cheaper
than the C:SM alternative whether armed with Autocannon or Lascannon. The
traditional Destructor pattern (with HB sponsons) is cheaper than C:SM Destructor
without sponsons! The full Annihilator (lascannon sponsons) is more expensive
than the C:SM variant by more than the cost of a marine. TLLC with HB sponsons
comes out at exactly the same price as in C:SM. AC with LC sponson is a
smidgen more expensive than the Codex equivalent. Basically, sponson prices
have gone up considerably. I suspect we'll be seeing quite a few more Destructors,
but it's nice to see that a Predator without sponsons is now a bit more
realistically priced!
Whirlwind
Same price as C:SM. Standard DA upgrades are available. You don't get the
option of having Castellan mines, instead you get the incendiary version
- Basically a bolter pie-plate that negates cover saves. Great for getting
horde armies out of cover and into the open where you can hit them with
everything else!
Vindicator
Same price as Codex:SM.
Now here is an interesting thing; there's no wording that says a transport
has to stay assigned to the unit it was purchased with. Maybe it says it
somewhere else that I have missed (I have looked though) or in the main
40k rulebook. However, it does say 'dedicated' transport option, but it
isn't terribly clear what they mean by that as they haven't spelt it out
in the same way they have in the marine 'dex. I sense a FAQ coming on...
Rhino
Cheap! Very cheap! It still has the Repair rule and the standard DA upgrades
available to it. Now a far more attractive option. And with two Stormbolters.
Razorback
Again, cheaper than they were, in fact by more points than the reduction for a Rhino (for the HB one anyway). Still has a transport capacity of six and comes with the standard DA upgrades available to it. The twin-lascannon version still works out cheaper than the C:SM equivalent despite the fact that the price of the upgrade has gone up. Still, it's cheaper than buying five men and a lascannon! Again, I suspect these are now more viable, especially with all the combat squads that will be floating around.
Drop Pods
More expensive and there's no option for deathwind missile upgrade at all.
The rules for using a drop pod and the way it lands have been tweaked slightly,
but I can't really go into those in any detail without infringing IP, so
I won't! Suffice to say that they are broadly the same. They can still transport
terminators despite the fact that Terminators don't have access to them
(presumably useful if you are dropping characters attached to squads that
can drop). I suspect we'll see fewer of these. They are still listed as
a Dreadnought transport option by the way.
So that's it. Our new Codex for the next 4 or 5 years maybe. Whilst some
of the new rules may be not to everyone's taste we are going to have to
live with it, discovering new ways of playing and winning. Overall I think
it is a very nicely presented package, with the usual high production values
associated with Games Workshop.
OK so now all I need to do is go and memorise it.
Overall Rating
Price
UK PRICE: £12.00
ISBN: 1-84154-807-3
PRODUCT CODE: 60 03 01 01 009
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Dark Angel rules and reviews
A Codex:
Dark Angels Review
Interview with Jervis Johnson
'Codex Fever' Rumours
New Dark Angels Direction
20+ years of
DA rules
DA Canadian FAQ review
B&C 5th Ed SM
Guide review
DA FAQ 2008 review
DA and 5th Edition
SM Codex
DA and 5th Edition
SM Codex II
Book reviews
Descent of Angels
Deathwing army lists
Multiwing 2000 Point Lists
Building a Pure Deathwing
army
Mini codexes
Adeptus Mechanicus
Special rules
Vehicle Crews Bailing Out
[for 3rd Edition Rules only]
Fury from the Skies
[for 3rd Edition Rules only]
FAQs
INAT FAQ v1.1
A Rationalised DA FAQ
Statistics
Assault Cannon v Lascannon
1D6 Score Probabilities
2D6 Score Probabilities
3D6 Score Probabilities
4D6 Score Probabilities
Calculating Averages
Deep Strike - calculate the risk

