Chapter Update: 11/10/2025 - 2025 World Championships and others

Hello honored battle brethren! It is my privilege to bring you news of our legion's chapter's performance over the weekend. The big event of the weekend was the 2025 World Championships of Warhammer, with 402 players, including most if not all of the best players currently in the game. A number of Dark Angels lists did quite well at that event, and plus a couple of our frequently-seen top performers did well at events more local to them. 

The top Dark Angels player of the weekend - the Grand Master, let us say, was Midwest Monstars' Kye McCord. He went 6-2 and placed 8th at the 2025 World Championships. He made it into the 3rd Bracket, and not only was he the top Dark Angels player, but only one other Adeptus Astartes player placed higher than him! Here's Kyle's Wrath of the Rock list on BCP. Let's take a look at what he used to ascend to such lofty heights!

Angels of the Roaring 🦁!
Lion Dad - Warlord
Azrael
Lieutenant with Combi-weapon
Intercessor Squad: 5 bolter boys
Centurion Devastator Squad: 3 super-chonky las-missile boys
Centurion Devastator Squad: 3 super-chonky las-missile boys
Deathwing Knights: 5 awesome chonky macey boys
Deathwing Knights: 5 awesome chonky macey boys
Incursor Squad: 5 spotty boys
Sternguard Veteran Squad: 5 awesome bolter boys
Storm Speeder Hammerstrike
Vanguard Veteran Squad with Jump Packs: 5 awesome flying choppy boys
Vanguard Veteran Squad with Jump Packs: 5 awesome flying choppy boys
Vanguard Veteran Squad with Jump Packs: 5 awesome flying choppy boys

Kyle's World Championship list is identical to the one he went undefeated with last weekend, which makes sense. This list has been working for him, and you don't go into a major event with a list you don't have reps with.

His list starts off with a strong foundation of top-performing units. It's led by Lion Dad, who is one of the deadliest melee threats in the game, is hard for opponents to pick up due to his various defensive abilities, provides buffs to nearby friendly units, and is even ridiculously mobile with his ability to go into Reserves in the Command phase and Deep Strike in the Movement phase. Currently, it's easy to go right and hard to go wrong with having Lion Dad in your list. 

Then there's Azrael, playing Robin to Lion Dad's Batman. Azrael has practically been a must-have since the edition dropped, and it's easy to see why. He's like what a Sternguard Veteran aspires to be when he grows up. He's got one of the best character guns in the game, combining all the best elements of a Sternguard bolt rifle, a combi-weapon, and a plasma gun. He's got a very good melee attack with high AP and Devastating wounds. He buffs the unit he's attached to with a 4++ and Sustained Hits 1, and he even generates an extra CP in his Command phase. The only real downside to him is that his sword is only Damage 2, whereas most other Chapter Masters have at least Damage 3 melee attacks. 

Then there are the two squads of Deathwing Knights, who are what everyone wishes Assault Terminators would be. They're tough as nails, hit decently hard, and can punch up into Monsters and Vehicles when taken with Maces of Absolution. They are a unit everyone needs to respect, can do their job without character support, and don't really need Oath of Moment to perform.

As of this writing, absent a couple of variant builds, any list with these units in them is starting off on the right foot. They are 930 points well spent.

Kyle made good choices with the rest of his thousand-odd points, starting with a pair of Centurion Devastator squads. Cent Devs are an extremely good long-range shooting platform. The most common loadout for them are twin-linked lascannons and Centurion missile launchers. If you're reading this article, twin-linked lascannons probably don't require an explanation. Cent MLs are 36" D3 shots S9 AP -2 Damage D3 Blast, which is a very nice profile into a wide variety of targets. Cent Devs have a good datasheet ability too, giving them shooting To Hit reroll 1's, going to full rerolls if the target is on an Objective. That makes them a nice Oath-agnostic unit. At Toughness 7 with 2+ saves, they're also challenging to pick up. Their main downside is that they're slow, with only a 4" Move characteristic, but the Wrath detachment does have the strat that lets a unit Advance and Shoot if needed. Plus, they're Infantry, so they can walk through walls. If you've got them, they are extremely good - arguably the best long-range shooting unit available to us. They're so good, I asked a friend to print some for me and I made a crash effort to get them on the table despite thinking they're likely to get the axe in 11th edition. I figure I can get a year out of them. That said, I can't in good faith recommend you go out of your way to get some if you don't already have them. But, if you do, use them!

Kyle's list also features three squads of Vanguard Veterans. It's usually good to include units in your list that have some combination of a fast Movement characteristic, Fly, and Deep Strike, and Van Vets have all three. Van Vets are 5 points more than Jump Intercessors, and while the two units probably do about equivalent damage, Van Vets have two considerations that put them over the top. The first is that they can be given storm shields for the 4++, which Kyle did with all of his. The second is they have the Deathwing keyword, which is very important in a Wrath list because it makes them eligible to out-of-sequence Leonine Aggression-charge units that end up within 6" of them in the opponent's Charge phase. That forces opponents to keep their utility units out of that threat radius, which complicates their ability to put them where they need to and score points. 

Kyle included what I consider the best of the Storm Speeders: the Hammerstrike. The Storm Speeder Hammerstrike spams Strength 9 AP -3/-4 D6 Damage shots better than anything we've got for the points, on a fast and reasonably tough platform with Fly. It also has the ability to strip Cover from a target, and it has a tertiary weapon it can do it with, so you don't have to waste the bigger guns to get the shooting buff. 

There's a fairly typical assortment of odds and ends units - the Combi-Lieutenant, a squad of Intercessors, and a squad of Incursors. Oddly no Scouts, but Kyle does have three fairly inexpensive jump pack units at his disposal, so he can do without. The Intercessors are his backfield unit, and the Combi-Lieutenant has the usual utility of running around and scoring Secondaries. The Incursors can score positional Secondaries as well, but I expect their main job is to buff shooting for the Cent Devs. The Incursors add +1 To Hit to any shooting into a unit they hit with one of their guns, which makes the Cent Devs' reroll 1's To Hit as good as rerolling all To Hit rolls. 

In the 1st round, Kyle comfortably beat Liberator Blood Angels 100-75. 2nd round he scorned Haloscreed Mechanicus 87-53. 3rd round he squeaked out a 79-77 win against Combined Arms Militarum. 4th round he edged out Renegade Chaos Marines 80-79. 5th round he cruised past Grand Coven Thousand Sons 80-60. 

I just want to take a moment to acknowledge that Kyle had a 5-0 event start. Dang!

6th round, sadly, Kyle took a rough 38-60 loss against Black Spear Deathwatch. 7th round, he suffered a close 75-83 against Warhost Aeldari piloted by Folger Pyles, who is as of this writing #1 in the ITC rankings. Happily, Kyle ended on a win, 92-81 against Hallowed Martyrs Sororitas. Well done Kyle!

The next best scoring Dark Angels list from the World Championships was played by Kit Smith Hanna, who continues to be up to the Ironstorm tricks that make me think it's 2023 again. Kit went 6-2 and took 40th place, which placed him in the top 10%. You can see Kit's list on BCP. We'll discuss it below. 

Ironstorm is Dead, Long Live Ironstorm Azrael - Warlord Lieutenant with Combi-weapon: The Flesh Is Weak Techmarine: Adept of the Omnissiah Techmarine: Master of Machine War Assault Intercessor Squad: 5 choppy boys Intercessor Squad: 5 bolter boys Land Speeder Vengeance Land Speeder Vengeance Land Speeder Vengeance Ravenwing Darkshroud Redemptor Dreadnought Redemptor Dreadnought Redemptor Dreadnought Scout Squad: 5 sneaky lads Storm Speeder Hammerstrike Storm Speeder Thunderstrike Vanguard Veterans with Jump Packs

As you can see, an Ironstorm is a much different type of list to a Wrath of the Rock list. It's typically regarded as a shooting detachment, and best used with a ton of vehicles. The detachment rule doesn't specify vehicles, and most of the stratagems don't either, but three of the four Enhancements are for Techmarines to use buffing Vehicles, and the stratagems work better for vehicles, either because of the nature of the basic rules or because the stratagems specifically call out Vehicles. 

Anyway, Kit went all-in on Strength 9 Damage 3 Blast shooting, having 3 each of Redemptor Dreadnoughts with macro plasma incinerators and Land Speeder Vengeances with plasma storm batteries. Spamming Strength 9 Damage 3 Blast shooting is going to get you good results into a wide swath of armies in the game, and as it happens is the best all-around profile for the Ironstorm's retributive shooting strat, Power of the Machine Spirit. 

The Land Speeder Vengeance is a kickass shooting platform. Its plasma storm battery, in addition to the virtues listed above, is Twin Linked, which helps it punch up into Toughness 10+ targets. It also can deliver out-of-sequence retributive shooting if something dies near to it, and it's a fast and surprisingly durable platform, with Toughness 8, 10 Wounds, and a 5++. 

The Redemptor Dreadnought is a good all-arounder platform. Generally it's taken with the macro plasma incinerator as its primary ranged weapon, but it also sports a pile of other guns for chaff-chewing, and it has a pretty respectable Damage 3 melee attack. They're Toughness 10, 2+ save, and their datasheet rule reduces all incoming damage by 1. They're hard for opponents to remove and too dangerous to ignore. Stick them on an objective with a Vengeance nearby but not on the objective, and you present your opponents a thorny decision to make.

The Ravenwing Darkshroud has the same chassis as the Land Speeder Vengeance, only instead of the plasma storm battery, it generates a 6" bubble of Stealth and Benefit of Cover. Usually I find this of dubious benefit, as +1's to Hit, rerolls To Hit, and Ignores Cover are common as dirt in 10th edition. That said, its protection matters more when it can be used to protect high-Toughness, 2+ save units, because the kinds of weapons opponents will tend to shoot at those targets tend to be high-strength, high-damage, and low rate-of-fire, so every miss that would have otherwise hit, or every save that otherwise would have been failed, matters more. Plus, it generates its bubble just by existing in a space, so it can do actions to score Secondaries without compromising its purpose in the list.

We've talked about the Hammerstrike. Stripping Cover from targets is an obvious value-add in a list like this. Kit also included its suckier sibling, the Storm Speeder Thunderstrike. The Thunderstrike is a bad anti-armor platform, with three Damage D6+1 shots, one at Strength 12 and two at Strength 9. The problem with this profile is that the majority of targets you want to put something like the Thunderstrike's guns into are going to be Toughness 10 or higher, so its odds of wounding are not high enough to justify its 150 point cost. It does provide other shooting a very good buff though - the rest of the army's shooting gets +1 to Wound against a Monster or Vehicle hit by one if its guns, and it has a tertiary gun it can use to trigger this ability. Personally, for the price I'd rather have a platform that can just pick up those targets, rather than making it easier for other platforms to pick them up, but it is a valuable buff to have in a list full of Strength 9 shooting. 

There's also the two Techmarines. Each one can heal D3 Wounds on a damaged vehicle and give it +1 To Hit in the process. Adept of the Omnissiah allows the Techmarine to blank the damage of a failed save on a nearby vehicle, and Master of Machine War allows the Techmarine to grant a nearby vehicle the ability to Shoot after making an Advance or Fall Back move. 

Finally there are the usual odds-and-ends utility units, similar to what was in Kyle's list. Kit has a Scout Squad as well. They have Infiltrate, Scouts 6", and can uppy-downy, so they're valuable to hold open a lane of advance during Deployment, and then are good for scoring Secondaries or screening. 

1st round Kit enjoyed a solid 92-75 against Awakened Necrons. 2nd round he crushed Renegade Chaos Marines 96-47. 3rd round he drubbed Aspect Aeldari 86-57. 4th round he was paired into the event winner Richard Siegler's Skittari Hunter Mechanicus and only lost by 13 points, 72-85. 5th round he was edged out 54-55 by Combined Arms Militarum. 6th round he massacred Wager Drukhari 96-41. 7th round he buried Dread Mob Orks 95-56. 8th round he ended strong with a 97-59 drubbing against Haloscreed Mechanicus. Well done Kit!

There were other lists that did well at the World Championships, but there are also lists that did well at other events, and I'd like to take a look at a couple of those. We'll start with Vanguard Tactics' Jay Seebarun, who took a Stormlance Task Force to 40k Brawl - November 2025 held in Poole, England, went 4-1, and scored 3rd out of 40 players. You can check out Jay's full list on BCP for deets that aren't in the short discussion version below. 

Dark Angels: storm Lion Dad - Warlord Azrael Lieutenant with Combi-weapon Infiltrator Squad: 5 stay-off-my-lawn boys Inner Circle Companions: 6 spooky awesome swordy boys Invader ATV: melta buggy Land Speeder Vengeance Land Speeder Vengeance Ravenwing Darkshroud Redemptor Dreadnought Redemptor Dreadnought Storm Speeder Thunderstrike Stormraven Gunship

This is actually a pretty unusual Stormlance list. Generally, when I see the detachment is a Stormlance, I'm expecting Deathwing Knights in abundance, because the Stormlance lets them be charging all the time. This is a much more shooty build than I expected to see. You could almost swap out the detachment with an Ironstorm and have it function just as well. 

That said, Jay has his reasons for this build. The centerpiece of his list is the Stormraven Gunship. For starters, the Stormraven is a pretty significant gun platform. Jay has his rocking  a twin heavy plasma cannon and a twin multimelta, plus it comes with a pair of hurricane bolters and two Stormstrike missile launchers, giving it two Strength 10 AP -2 Damage 3 shots on top of everything else. In addition to all the firepower it's slinging, it's got a 20" Move, is Toughness 10 with 14 wounds, and reduces all incoming damage by 1. On top of all that, it has a transport capacity that includes up to 12 Infantry models and one Dreadnought model (legacy rules that pre-date the Redemptor). It can get Stealth and Benefit of Cover from the Darkshroud, and it can also have Ride Hard, Ride Fast played on it, giving it another -1 to be Hit (in case opponents have +1 to Hit modifiers) and -1 to be Wounded. 

What I think Jay is doing with this thing is having it start the game in Hover mode with a Redemptor loaded in it, then having Azrael and the ICCs hop in and zooming it over to his opponent's expansion objective. He then plops out the Dreadnought on it and uses the Stormraven's enormous base to make it difficult for opponents to get onto the objective without first killing the Stormraven. Then, if they manage to do that in the Shooting phase, he can have Azrael and the ICCs disembark onto the objective or next to it, and Heroic Intervention into anything that charges the Redemptor. Plus, he can uppy-downy Lion Dad to be in the vicinity as well, so opponents have all kinds of trouble just claiming their own expansion objective. 

The amount of firepower opponents can put into bringing down the Stormraven might not be up to the task, either. If Jay goes first, he gets to shoot first. In addition to the Stormraven's own very considerable firepower, he's got the two Vengeances and the Thunderstrike, all with 14" Move characteristics, and if need be he can give one of them Advance and Shoot with the Blitzing Fusillade strat. Plus, the Redemptor that disembarks from the Stormraven is going to get to shoot too. Jay can mount a very considerable alpha strike with all these units in his list. He can prioritize taking out the worst threats to the Stormraven and then pass turn with some confidence that his opponent will struggle to deal with the 1100 points of catastrophe he's just plopped onto his opponent's expansion objective, all of which either has a -1 Damage modifier, 2+ saves, good Invulnerable saves, or multiples of the above.  I think that pretty much covers how Jay's list works. The only thing in his list besides the Stormraven we haven't seen before is the Infiltrator Squad. They generate a 12" bubble of enter-from-Reserves denial and are likely Jay's backfield objective holder. 

1st round Jay had a close 77-70 win against Invasion Fleet Nids. 2nd round he murdered Tallyband Death Guard 100-23. 3rd round he crushed Cult of Blood World Eaters 100-43. 4th round he humbled T'au Mont'ka 100-45. Sadly, in the 5th round he took his loss, 65-88 against Reaper's Wager Drukhari (it had a lot of Haywire in it). It's unfortunate he ended with a loss, but that was a 4-0 event start, which is very impressive. Well done Jay!

For the last list we're going to discuss, we're going to go to Bunker Down GT 2025 RBBR, a 5-round, 24 player event held in Red Bluff, CA. There, my bike-fielding idol Jofonz Bow of RBBR went 4-1 and took 4th place with his Company of Hunters list. Here's Jofonz' list on BCP for you to admire in all its bike-tastic glory. I'm going to glaze it below. 

We are the Wraiths of the Emperor, born of night, We ride in silence, wielding His might. Not for glory, nor for fame, In shadows deep, we etch His name. Our path is hidden, our strike is clean, Ghosts in the dark, silent, unseen. No trace we leave, no sign remains, Only echoes, where darkness reigns. The road is long, the battle rough, But with my brothers, we are enough. Through shadow alone, our spirits soar, Together we ride, our engines roar. (Pay attention to this, this is how you name a list!) Ravenwing Command Squad - Warlord Ravenwing Command Squad Ravenwing Command Squad Outrider Squad: 3 choppy biker boys Outrider Squad: 3 choppy biker boys  Outrider Squad: 3 choppy biker boys  Gladiator Lancer Gladiator Lancer Gladiator Lancer Infiltrator Squad: 5 stay-off-my-lawn boys Invader ATV: melta buggy 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 Storm Speeder Thunderstrike

It's hard not to notice that Jofonz' list has very little in common with the ones we've seen before. He's leaning hard into the Company of Hunters' detachment rule, which is very spicy. It allows everything in the list to Shoot after it makes an Advance or Fall Back move. Furthermore, Mounted units can also Charge after making such a move. That gives units in the list a degree of freedom to act that even the Gladius doesn't give. Sadly, the tradeoff is that the detachment has mediocre stratagems - not useless, but definitely not as good as Wrath of the Rock, the Stormlance, or the Gladius. We'll get back to them. 

A silver lining to that particular cloud is that Azrael isn't as necessary in a CoH list. He's still good - attach him to 10 Sternguard and enjoy getting to sprint-and-shoot - but we can afford to do without him and just generate CP like a peasant like everyone else. The only characters Jofonz included in his list are his three Ravenwing Command Squads - technically, only the Champions of the squads have the Character keyword. That'll be important later. 

If you haven't looked at the datasheet lately, the Ravenwing Command Squad consists of three Ravenwing Black Knights with +1 Wound each and extra abilities. The Champion has a master crafted power sword with 6 attacks hitting on 2's and doing 2 Damage, plus he gives his unit +1 to Advance and Charge rolls and free Heroic Intervention. The Apothecary can restore a destroyed model to the unit in the friendly Command phase, and the Ancient has 4 wounds and can eat two failed hazardous rolls and be brought back by the Apothecary gives his unit's models +1 OC, making them all 3 OC per model. They can be attached to either Outriders or Black Knights, and there's an argument for either choice. 

Outriders are a pretty simple unit. They're 4-wound Toughness 5 models with a 12" move,  Astartes Chainswords, and twin bolt rifles. The spice to them is their unit's melee attacks get+1 Strength and Damage after a Charge move. Combined with a Ravenwing Command Squad, that's some pretty serious throwdown. It gets the Champion's attacks to Strength 6 and Damage 3, which are some pretty signficant breakpoints, and the other two Command Squad members go to Strength 6 Damage 2 with Devastating Wounds. You can put that into a lot of units and expect to pick up a significant amount of models.

Ravenwing Black Knights though...oh, how I love them so! Let's get the negative out of the way first. They're Toughness 5 3-Wound models, which is a profile that a lot of weapons find very easy to pick up. They do have a 5++, but against the weapons that are most effective against them it barely matters, because they tend to be AP -2 and they'd be getting a 5+ save anyway.

What Ravenwing Black Knights have going for them is that they have good activations in both the Shooting phase and the Fight phase. For shooting attacks, each member of the squad has a plasma talon, which is an 18" range Rapid Fire 1 plasma gun. If you can get them all within 9" of their target, a full squad of 6 Black Knights can deliver 18 plasma shots, and with the Command Squad attached that jumps to 27! That's going to deal with elite Infantry pretty well, and it's enough attacks that you should get pretty respectable results even into Vehicles and Monsters.

In the Fight phase, each Black Knight has three attacks with a Black Knight combat weapon, which players from earlier editions will remember as corvus hammers. These are power weapon attacks with Devastating Wounds, which is definitely not bad, but where it really gets spicy is their datasheet rule, Knights of Caliban, giving their melee attacks Anti Monster/Vehicle 4+ in the Fight phase after they complete a Charge move. This makes them very capable of punching up into bigger targets, especially when combined with the Command Squad. The Apothecary and Ancient have the same close combat profile, and while the Champion's weapon doesn't have Devastating Wounds, it can still let make his Damage 2 attacks stick. 

Jofonz has three each of the Ravenwing Command Squads, Outrider Squads, and Black Knight squads. I suspect he probably joins the RWCSs to the Outriders and the Black Knights operate solo, but he doesn't have to make that decision at list building. He can decide at the table when he knows who his opponent is. That gives him some flexibility to tailor his list to what he's facing.

When you're playing a list like this, every once in a while you'll find yourself playing against an opponent who is really relying on the Anti-Infantry rule to do damage, which puts them at a significant disadvantage, as most of your units have the Mounted keyword instead of the Infantry keyword.

For long range support, Jofonz has a trio of Gladiator Lancers, which are probably the best Primaris option available to us right now. The Lancer laser destroyer will reliably wound and do good damage, particularly with the datasheet rule allowing them to reroll one each of To Hit, To Wound, and Damage rolls per turn. For those pesky occasions where his opponents' big targets have an Invulnerable save and spike them against his Gladiators, he's got the Thunderstrike to help all his plasma punch up into bigger targets. It's harder to spike Invulnerable saves against massed Damage 2 attacks than a handful of high-damage attacks. 

Jofonz has a typical assortment of utility units - Infiltrators for his backfield objective, an Invader ATV, and a Scout Squad. The Scouts are important to hold open a lane of advance for Jofonz' bike bricks, and the ATV can take advantage of the Ravenwing-keyworded stratagems of the detachment. 

As I mentioned, the detachment's stratagems are not great, but they're mostly not terrible. Talon Strike can give a Ravenwing Mounted unit's attacks +1 To Wound in either the Shooting or the Fight phase against Infantry Character or Mounted Character units. While that is annoyingly specifically keyworded and doesn't function against a lot of targets I wish it'd function against, it's still pretty common for opponents to attach characters to important units, and this can be the difference between plasma talons wounding on 2's instead of 3's, or close combat attacks wounding on 3's instead of 4's. Hunters Trail allows a Ravenwing Mounted unit to sticky an objective, and that's always helpful. High-speed Focus gives a -1 penalty to enemy shooting into a selected Ravenwing target. That's not bad, I just find it annoying that it doesn't also impose a -1 To Wound the way the Stormlance's Ride Hard, Ride Fast stratagem does. Rapid Reappraisal seems like the most potent of them, allowing you to put a Ravenwing unit in Strategic Reserve at the end of your opponent's Fight phase, subject to the usual terms and conditions. I just rarely find myself using it. The only outright terrible strat is Death on the Wind, which inflicts a Battle-shock test on a unit just shot by a Ravenwing unit, with a -1 penalty if there's a Ravenwing unit within 6". 

Jofonz had a strong 1st round, crushing an Aeldari Aspect Host 93-37. 2nd round he took his loss, 64-80, against Tallyband Death Guard. He bounced back in the 3rd round though, humbling Haloscreed Mechanicus 94-50. 4th round he buried Cartel Drukhari (speaking of relying on Anti-Infantry) 100-41. 5th round he ended with a comfortable 92-79 against Invasion Fleet Tyranids. Well done Jofonz!

Here are the players and lists I'd like to give Honorable Mentions to:

Jesper Unander-Scharin went 7-1 and took 48th place at the Warhammer 40,000 - 2025 World Championships with his Stormlance list, which also featured a surprising amount of Ravenwing Black Knights.

Euan Sutherland went 3-1-1 and took 9th place at Brewhammer GT 8 with his Wrath of the Rock list

Joel Larsson went 6-2 and took 121st place at the Warhammer 40,000 - 2025 World Championships with his Gladius list

Honored brethren, I salute you!

I'd also like to give a personal nod to Martin Gauntlett, who went 3-2 at the 40k Brawl - November 2025. Ordinarily I wouldn't mention a 3-2 list (though it is a positive record), but Martin did it with a Firestorm Assault Force, which tickles me because I played a Firestorm for most of the first year of 10th edition.

Statistics

It wasn't a bad weekend for Dark Angels. Twenty five players played 160 games, won 80 of them, and tied 3, for a 51% win rate. No event wins, but we had 7 X/0-X/1 results. Full transparency, I'm including some 6-2 results from the World Championships in that figure. That may be flawed methodology, but I think they deserve to be counted.

The most played detachment, twice as much as all the others combined, was the Wrath of the Rock. Seventeen players earned a 44% win rate with it, which is not great. Two of the X-results were Wrath lists.

The Stormlance was played by 3 players, who scored a 71% win rate and 2 X-results.

The Gladius was played by 3 players, who earned only a 48% win rate, and accounted for one of the X-results.

The Ironstorm was played by 1 player (Kit) who scored a 75% win rate and picked up an X-result.

The Company of Hunters was played by 1 player (Jofonz) who scored an 80% win rate and an X-result

One player played a Firestorm Assault Force and scored a 60% win rate.

That, honored battle brethren, is what I have for you. Be sure to check out Dank List Wargaming and Black Crow Gaming on the YouTubes for more Dark Angels content. As always, I hope you find my work enjoyable to read and helpful in your quest to be ever-victorious. For The Lion!


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