Chapter Update: 10/20/2025
Our winning Company of Hunters list was played by James Walsh, who seems to be playing with 406 Heretics now. He went 6-0 at Rook's 40k Open 2025, besting 73 players to come out on top. You can see James' list on BCP, with our discussion of it below.
DA - Ravenwing
Ravenwing Command Squad: Master Crafted Weapon - Warlord
Ravenwing Command Squad: Recon Hunter
Ravenwing Command Squad: Master of Manoeuvre
Outrider Squad: 3 choppy biker boys
Outrider Squad: 3 choppy biker boys
Outrider Squad: 3 choppy biker boys
Centurion Devastator Squad: 3 super-chonky grav-missile boys
Centurion Devastator Squad: 3 super-chonky grav-missile boys
Centurion Devastator Squad: 3 super-chonky grav-missile boys
Invader ATV: melta buggy
Ravenwing Black Knights: 3 awesome plasma biker boys
Redemptor Dreadnought
Redemptor Dreadnought
Scout Squad: 5 sneaky lads
Storm Speeder Hammerstrike
Storm Speeder Hammerstrike
I always find it interesting to review a Company of Hunters list, because they tend to be quite different from lists made with any other detachment. Most Dark Angels lists lean into melee and are built around Deathwing Knights, Lion Dad, and Inner Circle Companions. Company of Hunters lists, on the other hand, are primarily shooting lists, with some backup melee capability.
In case you haven't looked at the Company of Hunters in a while, its detachment rule allows all units to Shoot after making an Advance or Fall Back move. In addition, Mounted units can also Charge after making an Advance or Fall Back move, and Outriders become Battleline. That's a pretty spicy detachment rule, and James' list makes the most of it.
James starts off his list with 3 Ravenwing Command Squads and 3 Outrider Squads. That gives him 3 units of 6 models with 4 wounds apiece that have a 12" Move characteristic and a combined total OC of 18. They provide a lot of the melee punch, with the Command Squad providing some good weapons to take the melee buff Outriders provide on the Charge. With that buff, the Champion is swinging 6 Strength 6 AP -2 Damage 3 attacks (hitting on 2's), and the other two members between them provide another 6 Strength 6 AP -2 Damage 2 Devastating Wounds attacks. That plus the Outriders' attacks will put a lot of hurt on most units.
In addition, the units, particularly the Ravenwing Command Squads, have decent shooting, with the Command Squads able to shoot 9 plasma attacks within 9", with the usual standard/supercharged profiles. Plus the Apothecary can bring back a destroyed Bike in each of James' Command phases, which can be the Ancient, allowing James to eat up to 2 bad Hazardous rolls on 1 model and then bring it back.
The Champions have the Character keyword, so they can take Enhancements. His Warlord has Master Crafted Weapon, giving his weapon Precision, which isn't overly sexy, but James probably had 10 points left to spend so he may as well get something for it. Another Champion has Recon Hunter, giving his unit Scouts 9". The third has Master of Manoeuvre, allowing it to count the round number as one higher for purposes of coming in out of Reserve. That means it's eligible to come out of Reserve Turn 1, or come out in the enemy deployment zone Turn 2. It's important to have those Enhancements (especially Master of Manoeuvre) because it eases the problem of the big bricks of bikes getting in each other's way, as they have to go around terrain. They allow James to bomb up the table early with his bike bricks and slow opponents down from getting out of their Deployment zones.
James also has a 3-man Ravenwing Black Knight squad, which provide quite different abilities to the Outriders. Instead of +1 Strength and Damage on the Charge, they provide Anti-Monster/Vehicle 4+, with all of the squad's weapons (except the Champion's) having Devastating Wounds. Doing some quick mental math, that makes the squad apt to do 5 Devastating Wounds to a Monster or Vehicle on the charge without Oath, plus whatever damage the Champion does. In addition, they carry the same short range Rapid Fire 1 plasma guns the Command Squad does, so it can zoom in and do a flurry of plasma shots, which most Elite Infantry will not like being on the receiving end of.
The next units that really stand out are the Centurion Devastator Squads. It's not unusual to see these in any list, and a show shooting unit certainly likes being able to shoot after it Advances or Falls Back. James' Cent Devs are unusual in that he equips them with grav cannons instead of the twin linked lascannons. The grav cannons have less utility against Monsters than the lascannons, but they do have 3 Damage 3 shots each with Anti-Vehicle 2+, which has been a pretty important consideration in the most recent Knight-heavy metas. It also gives him a lot of Damage 3 shooting to fling at opponents. Their only failing is the paltry AP -1, which informs another choice in James' list. They also have the Centurion Missile Launchers, each providing D3 Blast Strength 9 AP -2 Damage D3 shots, The squads have a lot of firepower, their datasheet ability lets them reroll 1's to Hit with Shooting, upgrading to full rerolls against targets on Objectives. They're pretty resilient, being Toughness 7, 4 Wounds, and 2+ save. They're even surprisingly decent in the Fight phase, with each having 3 Strength 5 AP -1 Damage 2 attacks, which is enough to discourage opponents from trying to tie them up with a cheap 5-man unit.
The next units that stand out are the Redemptor Dreadnoughts, who are a dual-purpose unit, but they do have good shooting. Their biggest gun is their Macro Plasma Incinerator, which is very similar to a Land Speeder Vengeance's Plasma Storm Battery, just without Twin Linked, but 1 better AP. This lets the Redemptor fling out D6+1 Blast Strength 9 AP -4 Damage 3 shots. Between the two Redemptors and the three squads of Cent Devs, James' list can belt out up to 41 Damage 3 attacks in a single turn. The Redemptors are festooned with other guns, and are decent in melee too, with 5 Strength 12 AP -2 Damage 3 attacks, giving James a pretty decent counter-charge punch. They're tough too, Toughness 10, 12 Wounds, 2+ save, and reducing all incoming damage by 1. Between them and the Cent Devs, James' list presents a bit of a stat check, giving opponents a lot of tough 2+ save wounds to chew through.
Rounding out James' offensive output, he has a pair of Storm Speeder Hammerstrikes, which in my opinion are the best of the bunch. They're relatively cheap at 125 points, are a fast and reasonably tough chassis, and can fling out a pile of Strength 9 Damage D6 attacks. Importantly, their datasheet ability allows them to strip Cover from a unit hit by one of their shots, which is important because it helps the Cent Devs' shooting land on the targets James needs them to land on. He can task their 1 shot Krakstorm Grenade Launcher to do that, allowing the 3 Melta Destroyer attacks and 2 Hammerstrike Missile Launcher attacks target something else. On top of everything else, the Storm Speeders have Deep Strike, so on the go turn James can plop them into ideal positions and have them let loose.
For utility units, James has one unit of Scouts, one ATV, and whichever Bike squad doesn't get attached to a Ravenwing Command Squad. You might think the Scouts are the backfield objective holder, but James needs them to hold open a lane of advance for his bike brick with Recon Hunter, so he's probably holding down the objective with the ATV. It doesn't have to stay there all game because the Hunter's Trail stratagem lets a Mounted unit sticky an objective.
Unlike the detachment rule, the Company of Hunters' stratagems are mediocre, but they do have some utility. The best is probably Rapid Reappraisal, which allows James to pick up a Ravenwing unit at the end of his opponent's Fight phase and put it in Strategic Reserves. This makes it possible for him to have two units come out of Reserve Turn 1 if his opponent goes first, one from having the Master of Manoeuvre Enhancement, the other from having started on the table and then going into Reserve. And, as previously noted, the Storm Speeders have Deep Strike, so one of those could Deep Strike Turn 1. High Speed Focus provides a less-good version of the Stormlance's Ride Hard, Ride Fast, giving enemy shooting -1 to Hit against a Ravenwing unit for the phase. Talon Strike is situationally useful and it's a situation that is likely to come up fairly often, giving a Ravenwing Mounted unit + 1 to Wound against an Infantry or Mounted unit led by a Character in either the Shooting or the Fight phase. There's the aforementioned Hunter's Trail, and as always there's Armour of Contempt. Death on the Wind, tragically, is a force-a-Battle-shock test strat, so you're probably hardly ever going to waste CP on it, though it could be clutch if it works at the right moment.
On his way to victory, in the 1st round James ironically faced an Ork Kult of Speed, crushing it 94-51. 2nd round he brutalized Berserker World Eaters 98-26. 3rd round he drubbed Flyblown Death Guard 89-40. 4th round he buried Liberator Blood Angels 95-43. 5th round he bodied Reaper's Wager Drukhari 100-66. He ended strong, with a 6th round mauling of Hammer Astra Militarum 81-52. Congratulations James! Man, whenever I review one of your lists, I really strain to come up with synonyms for "beat by a wide margin"!
The next-best performing list is actually an Unforgiven Task Force belonging to Charles Lowry. He went 4-1 at the Level Up Gaming Warhammer Fall GT, going 4th out of 37 players. You can see Charles' list on BCP. We'll look at it below.
Unforgiven LUG GT
Lion Dad - Warlord
Azrael
Ancient in Terminator Armour: Pennant of Remembrance
Captain in Terminator Armour
Lieutenant
Lieutenant with Combi-weapon: Shroud of Heroes
Intercessor Squad: 5 bolter boys
Assault Intercessors with Jump Packs: 5 flying choppy boys
Centurion Devastator Squad: 6 extra-chonky las-missile boys
Deathwing Knights: 5 awesome chonky macey boys
Hellblaster Squad: 10 plasma boys
Inceptor Squad: 3 chonky flying bolter boys
Scout Squad: 5 sneaky lads
Scout Squad: 5 sneaky lads
The Unforgiven Task Force is kind of the opposite of the Company of Hunters, in that the CoH has a really spicy detachment rule but mediocre Stratagems, whereas the UTF has a mediocre detachment rule and spicy Stratagems. The UTF's detachment rule gives Battle-shocked units OC 1 instead of OC 0, and one unit can be selected to get +1 OC to models in the unit. That's not bad, but it hinges on units remaining on objectives to score Primary, and that's generally not something you want to bank on.
I'm going to run through the stratagems because they inform the choice of units. At the top is Unbreakable Lines, a 2 CP strat that inflicts -1 To Wound against an enemy unit that just ended a Charge move. Grim Retribution is probably the best retributive shooting strat of any Space Marine detachment. Unforgiven Fury gives a target unit Lethal Hits in either the Shooting or Fight phases, with the added bonus of Crit 5's if you have a Battle-shocked unit on the table. Fire Discipline gives a unit's guns Assault, Heavy, and Ignores Cover. Finally, Intractable allows a unit to Shoot and Charge after making a Fall Back move, And, of course, there's Armour of Contempt.
Looking at Charles' list, you can definitely see that he built around Unbreakable Lines and Grim Retribution. For starters, there's the Deathwing Knights unit with the Captain and Ancient to attach to them. The Ancient has the Pennant of Remembrance Enhancement, giving the unit a 6+ Feel No Pain, which becomes a 4+ if the unit is Battle-shocked. That's on top of the +1 OC from the Ancient, so Battle-shocked or not, the combined unit has 14 OC. The Captain allows Charles to reroll Charge rolls, but more importantly grants discounted Strats, which makes Unbreakable Lines much easier to play.
The shooting units that really stand out are the max-sized brick of Centurion Devastators and the Hellblaster Squad, with the latter clearly being joined by Azrael and the Lieutenant. Either of these squads are a good target for Grim Retribution. Anything that's likely to damage Centurion Devastators will be a prime target for their return fire, and Charles can use Armour of Contempt to minimize the losses they take so he gets max return fire from them. Alternately, opponents who kill Hellblasters with shooting can wind up with all kinds of problems on their turn. Any Hellblaster shooting casulties are apt to shoot at whatever they want before the get removed. Then, the whole rest of the squad can shoot them some Grim Retribution. Then, any that die to Hazardous can shoot again, at whatever they want! With Lethal and Restrained Hits, no less! I've been tempted to run an Unforgiven Task Force with 3 squads of Hellblasters just for the sheer comedy of it.
Lion Dad doesn't need much justification to be in any Dark Angels list, but his No Hiding From The Watchers ability can be especially beneficial to the Hellblasters, because he might make them survive Hazardous rolls when they would otherwise die from them. Plus, he makes a hell of a Heroic Intervention threat.
For utility units, Charles has an Intercessor Squad to mind the backfield objective, a squad of Jump Intercessors, two squads of Scouts, a squad of bolter Inceptors for the 6" Deep Strike, and the Combi-Lieutenant. The Combi-Lieutenant has the Shroud of Heroes Enhancement, letting him get back up after death on a roll of 2+. Just imagine how obnoxious that must be for opponents - finally succeeding in boxing him in and bringing him down, and he stands back up with 3 Wounds.
I think this is about as good as an Unforgiven Task Force list is apt to get. About the only things I'd change would be giving the Lieutenant a power fist, though then he wouldn't be able to take storm shield so he'd have his own Invulnerable save. Also, instead of giving the Combi-Lieutenant the Shroud of Heroes, I'd have given the Terminator Captain Weapons of the First Legion, giving his weapon +1 Attacks, Strength, and Damage, boosted to +2 if the bearer is Battle-shocked. At that point, with the Captain with that and the Ancient with the Pennant of Remembrance, you're just begging your opponent to Battle-shock that unit.
1st round Charles got a comfortable 73-50 win against Assimilation Swarm Tyranids. 2nd round he lost to a Dark Angels Stormlance, 69-86. 3rd round he won 67-62, but there's no list given for his opponent, which makes me think he had a bye but someone was available to give him a spoiler game. 4th round he had a solid 89-76 against Combined Arms Militarum. Then for a dramatic 5th round, he squeaked out a 63-62 against VirVec Death Guard. Well done Charles! It's nice to see unique list like yours do well.
It's wild that were on the third list and we're only just now getting to a Wrath of the Rock list. The best-performing Wrath list was played by Chris Voss of Odyssey40k at Lakes of Blood Rotorua 2025 held in Rotorua, New Zealand . He went 4-1 and placed 5th out of 38 players. You can see Chris' list on BCP. We discuss it below.
Space Desolation Marines
Lion Dad - Warlord
Azrael
Captain in Gravis Armour: Ancient Weapons
Lieutenant with Combi-weapon
Intercessor Squad: 5 bolter boys
Deathwing Knights: 5 awesome chonky macey boys
Deathwing Knights: 5 awesome chonky swordy boys
Deathwing Knights: 5 awesome chonky swordy boys
Desolation Squad: 5 rocket boys
Eradicator Squad: 6 chonky melta boys
Scout Squad: 5 sneaky lads
Vanguard Veteran Squad with Jump Packs: 5 awesome flying choppy boys
In many ways, this is a conventional Wrath of the Rock list. It's pretty typical to see these lists start with Lion Dad, as he can smack the heck out of virtually anything in the game, is pretty hard to take down for various reasons, he provides good buffs to units around him, and he can even uppy-downy if it's advantageous to have him do so. Deathwing Knights are a similarly conventional choice, in that they're hard as nails and hit like a truck. It is unusual to see them with swords instead of maces, but I suppose Chris figured he didn't need the Anti-Big Thing 4+ of the maces so much with the full Eradicator squad in the list. Plus, the swords have more attacks, which makes them better into anything that isn't a Big Thing. Then there's Azrael of course, and the Combi-lieutenant. Azrael doesn't seem to have anything more glamorous to do than join the Intercessors, mind the backfield objective, and farm CP. I suppose that makes that unit a little better late game than it would otherwise be.
One unconventional choice is the Desolation Squad. Here's some text that was at the top of Chris' list on BCP about them.
Tait "Chris you are incredibly stupid if you take Desolation marines, they like, don't even kill 5 hybrids". Jonty "Chris you have tried Desolation Marines so many times and called them bad every single time, why would you take them". Charlie "at 200pts? hell no". Tait (again) "you are taking Desolation marines? fucking moron".
Apparently Chris' friends had some things to say about the Desolation Squad.
In all seriousness, they are an unusual choice. 200 points for five Marines that are no harder to kill than Intercessors is an eyebrow-raiser. That said, they do have the virtue of having Indirect shooting, which can be helpful for dealing with MSU-style lists, and can be applied to backfield objective holders to oblige opponents to commit resources they'd planned on doing something else with. They have some okay direct shooting with their Superkrak Launchers, and they'd be a unit that takes the buff from Relics of the Dark Age well.
All that said, this is not a choice I'd have made. If I wanted Indirect in my list badly enough, I'd take a Whirlwind, which is marginally cheaper, has better Indirect, and can be tasked with minding the backfield objective. That'd free up Azrael and the Intercessors to come forward and contribute more directly to winning the game. That's just me though, and Chris did go 4-1 at a GT. Results talk.
Also an interesting choice is the 6-man Eradicator Squad. That suggests to me that the squad is joined by the Ancient Weapons Gravis Captain. The Grav Cap is not an unusual choice, but we often see him just run solo to be a mini-Lion Dad running around putting the smack on things, but we don't frequently see him joining a squad. You'd think we'd see him attached to Aggressors more often, but I suppose the Wrath detachment doesn't really do anything for Aggressors. We already have Deathwing Knights to be our big tough melee threats, so we don't have much need for Aggressors.
Attaching the Grav Cap to the Eradicators does kind of put a lot of eggs into one basket, but it has the virtue of giving that combined unit a good activation in the Fight phase as well as the Shooting phase. Ordinarily, dealing with the Eradicators by tarpitting them with a cheap unit would be an option, but with the Grav Cap attached, that becomes a much riskier proposition. Plus, it gives the squad more potential movement, because with the attached Grav Cap, they can charge things and plausibly be expected to kill them. As an entertaining little side note, the Eradicators' datasheet rule does apply to the Grav Cap's Boltstorm Gauntlet when he's attached to them, so he can reroll Hit and Wound rolls when shooting at a Big Thing.
Hmm. That could be an argument for taking the Grav Cap with the master-crafted heavy bolt rifle. That thing is a 2-shot, 3 damage weapon.
The list rounds out with the usual gamut of utility units - the aforementioned Intercessors for the backfield objective, the Combi-Lieutenant, a squad of Scouts, and a squad of Vanguard Veterans. The Van Vets are 5 points more than a squad of Jump Intercessors, but have somewhat better melee output, and have more wargear options. Usually that takes the form of everyone in the squad having Storm Shields for the 4++, but in this case Chris has given every one of them Inferno Pistols, which are essentially shorter-ranged, scaled down meltaguns. They're only Strength 8 Damage D3, but they're AP -4 Melta 2, so if you can get the squad within 3", they can do some serious damage. Their primary function is probably scoring secondaries, but it's nice to have some offensive output when you need it. Plus, they have the Deathwing keyword, so they can be targeted with Leonine Aggression to lala-charge anything that stumbles within 6" of them.
This event used WTC scoring. As a reminder, that is a 0-20 spread, with 10-10 being a tie, and every 5 points of Battle Points difference in scores raising or lowering both participants' scores by 1 as appropriate.
1st round Chris scored a close 12-8 against Incursion Chaos Daemons. 2nd round he took a bruising 5-15 loss against an Aeldari Warhost. 3rd round he roared back, crushing Subterranean Tyranids 19-1. The roaring continued into the 4th round with Chris desolating Renegade Chaos Marines 20-0. He wrapped up the event by going 14-6 against Goretrack World Eaters in the 5th round. Good show Chris!
This article is going to be a little shorter than usual, but I do want to cover one more list, because it's a list after my own heart. It was played at ELBCOAST CUP 19 GT, 5 rounds of 40K played by 33 players in Hamburg, Germany. Sebastian Köhler of Groundzero Kiel went 4-1 with a Company of Hunters list and took 5th place. You can see Sebastian's list on BCP. We'll discuss it below.
DA: Fahrradhandel Raven & Wing GmbH & Co KG Lion Dad - Warlord Azrael Lieutenant with Combi-weapon Ravenwing Command Squad: Master of Manoeuvre Ravenwing Command Squad: Recon Hunter Ravenwing Command Squad Intercessor Squad: 5 bolter boys Gladiator Lancer Gladiator Lancer Ravenwing Black Knights: 6 awesome plasma biker boys Ravenwing Black Knights: 6 awesome plasma biker boys Ravenwing Black Knights: 6 awesome plasma biker boys Scout Squad: 5 sneaky lads Vanguard Veteran Squad with Jump Packs: 5 awesome flying choppy boys
Oh man! 27 Ravenwing Black Knights in one list! I love it!
In all seriousness, this is not a list I'd seriously consider playing myself (plus I have 6 less RWBKs than Sebastian does), but I like what Sebastian is doing with it. For starters, thanks to the Company Hunters' extra-spicy detachment rule we discussed previously, all these bikes can do pretty much whatever the hell they want all the time. The only thing they can't do after either an Advance or Fall Back move is do actions, and you wouldn't tie up ~300 points of Ravenwing death bikers doing Cleanse on an Objective.
Also, Black Knight bricks are versatile units, having good activations in both the Shooting phase and Fight phase. For shooting, they all have Plasma Talons, which are 18" range, 2-shot, Rapid Fire 1 plasma guns. That means each brick's shooting damage output ceiling is 54! Realistically, they're rarely going to get close to that much damage output. Getting all 9 bikes within Rapid Fire range is a neat trick even when you can freely Advance with them before shooting, and they're never going to all both Hit and Wound. However, you can reasonably expect to do 10 damage to something that is Toughness 9 or higher with a 3+ save without Oath, and they will absolutely murder most 2-wound Infantry.
It's also useful to remember that Black Knights have the Grenades keyword. You have to be careful not to Advance them if you want to Grenade something, but that can add that extra little bit of damage in the Shooting phase.
In melee, these big bricks of bikes have 24 Black Knight Combat Weapon previously known as corvus hammers) attacks, which are basically power weapons with Devastating Wounds, which pairs nicely with the datasheet ability, giving their melee weapons Anti-Big Thing 4+ on the charge. So, again, sans-Oath, you can reasonably expect them to do 8 Devastating Wounds to a Big Thing on the charge if you can get them all within swinging range. Additionally, the Champion has 6 attacks hitting on 2's with a Master Crafted Power Weapon, which doesn't have Devastating Wounds, but it's Damage 2 and still benefits from the Black Knights' datasheet rule.
There are intentional built-in synergies between Black Knights and Ravenwing Command Squads. The Apothecary can bring back a dead bike in each of your Command phases, which can be used to make potential charges easier by placing the revived bike closer to something you want to charge. The Ancient...honestly, his main utility is that he's got 4 wounds and can be revived by the Apothecary, so I often use him for wound-tanking shenanigans. That said, when he's alive he does give everyone in the unit +1 OC, which makes it pretty easy to out-OC most units on an Objective. The Champion, in addition to his melee output, gives the squad +1 to Advance and Charge rolls and free Heroic Intervention. The latter I've found only marginally useful, but the former is amazing for big bike bricks.
Defensively, Black Knights lack a little bit. They're Toughness 5, 3+/5++ 3-wound models, which is an easy profile to pick up for a distressingly large amount of weapons in the game. You'd be surprised how many Damage 3 weapons are also AP -2, so the Invulnerable save doesn't really factor. The members of the Command Squad have 4 wounds each, which is a little better on the durability front. As previously mentioned, the Ancient can tank 2 Damage 3 wounds, and the Apothecary does help with durability by bringing back destroyed models. Occasionally, them being Mounted instead of Infantry will matter too, particularly against units that are really relying on Anti-Infantry to wound units. Running a lot of bikes can really cause problems for Drukhari players in particular, and anyone counting on Howling Banshees isn't going to love seeing them either.
One of the challenges to relying on Black Knight bricks is their tendency to kill themselves with Hazardous rolls. Having Lion Dad in the list is a big mitigating factor. His 6" aura granting 4+ Feel No Pain against Mortals will really cut down on how many die to bad Hazardous rolls. Plus, with Mist-Wreathed Shadow Realms, Sebastian can reliably place him where he needs that aura to be. Unfortunately, his Lone Op doesn't trigger of proximity to Mounted units, but he's got the Combi-Lieutenant and the Vanguard Veterans to keep the Lion Op up.
The 27 Black Knights and Lion Dad are most of the striking power of the list. To support them, Sebastian included a pair of Gladiator Lancers. If you're running big bricks of Black Knights, you really want squads embarked in Transports to be de-meched before you activate the Black Knights, and the Lancers can usually be relied on to do that. There's a squad of Intercessors to hold the backfield objective and keep Azrael from getting lonely while he's farming CP, a squad of Scouts to hold a lane of advance open at deployment and uppy-downy to score Secondaries, and the previously mentioned Combi-Lieutenant and Van Vets.
My one criticism of this list is that it doesn't really need Azrael. Heresy, I know, but stratagems are not really the draw of the Company of Hunters, so you don't need the CP generation that badly. I've played the CoH without Azrael, and I didn't really have trouble with not having enough CP. I just made a point to discard Secondaries if I couldn't score them the turn I drew them, or if they would net me less than 3 Victory Points. Anyway, for the price of Azrael and, say, having Assault Intercessors instead of bolter Intercessors, Sebastian could have had a pair of Invaders to run around, score secondaries, hold objectives, and cause trouble.
This is another WTC scoring event.
Sebastian started off with a roar, crushing Final Day Genestealer Cult 20-0 in the 1st round. 2nd round he scored a comfortable 13-7 against Berserker World Eaters. 3rd round he drubbed Aspect Aeldari 16-4 (ha ha Howling Banshees!). 4th round he scored a solid 13-7 against Mont'ka T'au. Unfortunately, 5th round he got buried 0-20 by Shadowmark Raven Guard. It's disappointing to see a 5th round loss, but that does make Sebastian's run a 4-0 event start, a metric tracked by Meta Monday. Good show Sebastian!
That's all the lists I'm going to cover in depth, but there are some players who earned at least honorable mentions.
Tony Burns of Baller Brawlers went 4-1 and scored 5th place with his Wrath of the Rock list, If you smell what the rock is cooking, at Prestige Wargaming GRAND Tournament 2.
Matthew D of Blood Buddies went 4-1 with his Wrath of the Rock list, Here comes the Deathwing Knight enema, and scored 7th at Halton Heretics 2025 Post Thanksgiving Warhammer 40K Bash! (name notwithstanding, it was held this past weekend).
Finally, Curt Oliveira of Kalispell Crusaders went 4-2 and took 15th place with his Wrath of the Rock list, Wrath of Rock, at Rook's 40k Open 2025. If it had been a 5 round list, he'd have gone 4-1, but he took a second loss in the 6th round.
Honored brethren, well done. You have represented the 1st Legion Dark Angels chapter well!
Statistics
Over the weekend, 30 players played Dark Angels lists at 5+ round events with 20 or more players. Collectively they played 152 games, won 71 of them and tied 4, earning a 48% win rate, which is not as high as we'd like, but it's not crushingly low either. We had 6 X/0-X/1 results and 1 event win.
The Wrath of the Rock detachment was once again the most popular by far, with almost twice as many players as all the other ones combined - 19 to be specific. Wrath players earned a 47% win rate and scored 3 X/1 results.
The next most played detachment was actually the Company of Hunters, with 4 players who scored a 64% win rate. Two of those players scored X-results, and one of those was the event win.
The Stormlance was played by 3 players who racked up a 47% win rate.
The Gladius was only played by 1 player, who scored a 42% win rate. If you're wondering how that math works, he played at a 6 round event (Tennessee Elite Open) and went 2-3-1.
One optimist played an Inner Circle Task Force and scored a 20% win rate.
Finally, that Chad among us, Charles Lowry, was the one guy who played an Unforgiven Task Force, scoring an 80% win rate and an X/1 result!
That, honored battle brethren, is what I have for you. Be sure to check out Dank List Wargaming and Black Crow Gaming over on YouTube for fun, informative Dark Angels content. As always, I hope you find my work entertaining an instructive. May this material help you in your quest to be ever-victorious. For The Lion!
Thanks for the kudos. My third round opponent was Custodes. Not sure why his list was not present. The Enhancements are the area I'm undecided on as I've found utility with all of them. Lethal Hits with Ignore Cover from Centurions is expensive CP wise but makes for a heck of a hit with the Lascannons and Missiles. Centurions hit targets on objectives so I can use Oath elsewhere. The Hellblaster trick worried players and having the Lion waiting to Heroic was huge.
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