A Link article
Dark Angels tactics and tricks after the Psychic Awakening
18 April | 8th Edition
Some great ideas to incorporate into your list-building strategy from The Art Of War who have delved into what's hot on the tabletop for the Unforgiven. And it's starting to look good.
Written from the point of view of a pro competitive player and 40K coach, Nick Nanavati, we get insights into what to use, how to use it, and what still isn't working so well. It even has a sample army list to run or tinker with. Whether this is your style of play or not it's well worth the read.
Our beloved Unforgiven are on the rise — certainly the Deathwing and Ravenwing anyway — being the poster boys from Games Workshop's point of view. This reflects the philosophy since the 4th Edition Codex of their inclusion to make effective Dark Angels forces in the combined wings approach rather than mono-wing builds previously popular. Sometimes this has been successful, sometimes not. Sadly the Deathwing have been in the doldrums due to the lacklustre performance-for-points of Terminators in the current game. Saying that a couple of new stratagems makes them a passable if not stella choice once more. Deathwing Knights being the exception fully bucking the 'poor Terminator' reputation.
Here are a few takeaways.
Azrael is super-good giving a 4++ invulnerable save aura to nearby infantry and bike units. It's not all that difficult to have every model in your army walk around with a 4++ or 3++ invulnerable save between Azrael, Jink, and Storm Shields.
Unique units with competitive rules
Perhaps understandably retty much centred around Ravenwing and Deathwing units and characters.
Sammual in a Land Speeder and 1-2 Talon Masters. Now with Impeccable Mobility Ravenwing Warlord Trait to ignore the penalty for moving and firing heavy weapon within 6" of the model with that trait. Plus their 4++ Jink, and, the Tactically Flexible Warlord Trait to once per game count the active doctrine as a different one allowing them to stay in Devastator Doctrine for the first two turns of the game.
Deathwing Knights with Combined Assault. Knights have long been our best Terminators, and now they can deep strike 6" away from the enemy (provided they arrive within 6" of a Ravenwing biker) — potentially 6" charge from reserve. And within 6" an Ancient with the relic banner have a 5+++ feel no pain as well.
Ravenwing Outrider Warlord Trait will let your RW Warlord and another Ravenwing unit move a free 12" before any other models move when the game begins. A great way to create some early game pressure through tabletop possession.
Deathwing's Warlord Trait Watched allows you to once per game block an enemy psychic power regardless of range, LoS, or their casting roll. It's an auto-pass deny the witch with unlimited range. Great against psychic-reliant armies where they rely heavily on one power to pile on the pain.
Deathwing Ancient with Pennant of Rememberence. A 6" aura of saving a wound on a 5+.
Ravenwing Apothecary with Reliquary of the Repentant. A 3" aura of -1 invul for enemy units.
Corvus Oculus gets a long-range Talon Master that's hitting on 2s reroll 1s. 36" on the assault cannon and 48" on the heavy bolter in Devastator Doctrine.
And these are just a few of the highlights. Get over to The Art Of War's faction focus.