Greetings esteemed battle brethren! Today I'd like to bring you a review of the units unique to our
legion chapter, rate them on the familiar A-F scale, and discuss the reasons why I'm giving them the rating I'm giving them. This will give us a point of contrast for when we get our 11th edition datasheets. We'll see how our units fare in the transition.
S Tier
Azrael
In these rating systems, it's become a convention to have an S Tier for units that deserve to be rated above the A Tier units. I don't know why everything doesn't just get knocked down a letter grade, but it's the convention. If we have an S Tier unit, it's Azrael. It might be a little strong to say Azrael is the chapter master every Space Marine player wishes they had, but chances are everyone who doesn't play Dark Angels will be jealous of at least one of his abilities.

Azrael's got a pretty typical chapter master profile: Toughness 4, 6 wounds, 2+/4++, Leadership 6, OC 1. His big draw is that having him on the table generates a CP during your Command Phase, which allows you to play Stratagems more freely. He has some extremely useful unit buffs too: Sustained Hits 1 on all attacks, a 4++ to the unit he joins, and a once-per-game 4+ Feel No Pain against Mortal Wounds for his unit. His Lion's Wrath is possibly the best gun of all the chapter masters, having a supercharged plasm gun's profile with 2 shots, Rapid Fire 1, Devastating Wounds, and Anti-infantry 4+. The one thing about him that is a little disappointing is that his Sword of Secrets is only Damage 2, but on the upside it's Strength 6 AP -4 Devastating Wounds.
There is literally no detachment it's bad to take Azrael in. Just his CP generation alone makes him almost an auto-include. In any detachment where Infantry are going to be the main unit type, you can find a unit to attach him to, even if it's just your backfield-holding Intercessors. He can even be good to have in a Company of Hunters, at his best if you attach him to a good shooting unit so he can take advantage of the detachment rule.
It might be a little strong to say there are no bad units to attach him to because the Tactical Squad is on the list, but most of the options have merit. Intercessors or Assault Intercessors would certainly not be bad, but the best squads to attach him to are Hellblaster Squads, Inner Circle Companions, and Sternguard Squad. Sternguard are my favorite, because they give you a solution to game problems it's hard to get anywhere else and because I like to think he's what a Sternguard Veteran aspires to be when he grows up, but Inner Circle Companions run a close second, and I've had a lot of fun with Hellblasters with Azrael and a Lieutenant attached.
A Tier
Lion El'Jonson aka Lion DadLion Dad has gone on a long journey to make it to our A-Tier list, but he's here now. The Primarch of the
legion chapter is a melee beatstick par-excellence with the ability to buff nearby units and go to any part of the table practically at will.
Lion Dad has the Imperial Primarch statline - Move 8, Toughness 9, 10 Wounds, 2+ save, Leadership 5+, OC 4, the Monster keyword, but can go through walls. He's one of the few units with a 3+ Invulnerable save, and his Emperor's Shield ability imposes -1 To Wound on any incoming attacks Strength 10 or greater. He has Lone Op when he's within 3" of friendly Adeptus Astartes Infantry (keep that in mind if you use him in a doubles game), Deep Strike, Fights First, and he can have two of his Primarch of the First Legion abilities active every turn.
Two of his Primarch abilities are 6" auras that benefit nearby units. No Hiding from the Watchers grants friendly units a 4+ Feel No Pain versus Mortals and Dev wounds. Martial Exemplar grants friendly units Reroll 1's to Hit and to Wound in the Fight phase. Then there's Mist-wreathed Shadow Realms, which lets you put him in Reserve in your Command phase. See above about him having Deep Strike. This enables us to Rapid Ingress him Turn 1 if we happen to go first, and I find it's often worth picking him up Turn 1 regardless.
Defensively, Lion Dad is very tough, but not god-tier tough. Enemy units have to get close to even target him. Opponent's big attacks will be less likely to wound him than they might like, his Invulnerable save will be hard to get past, and he's got a measure of defense against the usual work-around against Invulnerable saves. He doesn't have an insane amount of Wounds though, and doesn't have a Feel No Pain against normal wounds. It doesn't take many dice betraying us for us to lose our 300+ point centerpiece unit. You don't want to YOLO him up the middle and expect him to tank everything thrown at him. Take advantage of his ability to go through walls to screen him until you can put him into a worthy target, and expose him to risk judiciously rather than recklessly.
Offensively, our Primarch has an okay shooting attack and spectacular melee output. Almost anything he touches in the Fight phase is going to die. Do note though that qualifying "almost". I've had him bounce of Magnus and the Silent King, and I wouldn't bother even trying to put him into a Great Unclean One with Endless Gift unless I absolutely had to. He may have trouble wounding anything that's Toughness 12+, and sometimes opponents will spike 4+ Invulnerable Saves. It's a dice game and dice do funny things sometimes. Don't get too rattled when they do.
The support he can give the rest of his army is not to be underestimated either. When he's alongside Deathwing Knights, they don't need Oath of Moment. They'll be rerolling all their misses in the Fight phase, and rerolling 1's to Wound will boost their damage output nicely. If you happen to be a Ravenwing nutjob like me, don't sleep on his boost to Ravenwing units. Both Ravenwing Black Knights and Outriders have good Fight phase output, and Ravenwing Knights can also benefit from the 4+ FNP against Mortals, particularly when they fail Hazardous checks supercharging their plasma talons.
Deathwing KnightsDeathwing Knights are another unit that's had a journey to make its way to a worthy unit in 10th edition, although a shorter one than Lion Dad's. At the beginning of the edition, Deathwing Knights were one of the few sources of Damage 3 melee available to any loyalist Space Marine force, and that was certainly worth a few points. Whoever wrote our Codex Supplement apparently was on a crusade to keep us from having nice things, but Games Workshop course-corrected through FAQ releases to get us to the point we're at now, where it's hard to go too far wrong starting off all your lists with 15 of these guys.
We all know the profile by now. Move 5", Toughness 5, 4 Wounds, 2+/4++, -1 Damage, swinging a pile of Strength 6 AP -2 Damage 2 attacks. They have two weapon options, and generally the right answer to which one to take is maces for the Anti-Big-Thing 4+, but there's a case to be made for swords to get more attacks, particularly if you plan on attaching them to a character for other reasons, in which case a Termie Chaplain gives them +1 To Wound which has them wounding anything short of Toughness 12 on 4's at worst.
These guys can be successfully used slotted into a lot of detachments. Gladius, Stormlance, and Wrath all have detachment rules, stratagems, and enhancements that can benefit these guys.
One of the big advantages of Deathwing Knights (particularly when armed with maces) is that they don't really need character support to function. It's nice to have then next to Lion Dad, but they hit like a truck all on their lonesome, and can be infuriatingly difficult to pick up even with Mortal Wounds, because they come with their own once-per-game Mortal Wound protection. The main reason to attach a character to them is to grant them an enhancement buff. The most commonly used is Deathwing Assault from Wrath of the Rock to be able have a squad Deep Strike Turn 1.
This is a familiar refrain by this point, but Inner Circle Companions are a unit that underwhelmed upon release, but have been tuned up to be a potent unit and a staple in Dark Angels lists. They are a new unit, debuting in our 10th edition Codex Supplement, and are clearly designed to be a character retinue. They might best be described as Dark Angels-flavored Bladeguard. They have a similar profile to Bladeguard (Toughness 4, 3 Wounds), and while they lack an Invulnerable save, they have much more impressive offensive output.
The offensive output of Inner Circle Companions largely rests on their Calabanite Greatswords, that have both a Strike and a Sweep profile. Their Strike profile is pretty similar to Deathwing Knights with swords (4 attacks Strength 6 AP -2 Damage 2), but with Lethal Hits added. The Sweep profile has 5 Attacks at Damage 1 (same Strength and AP) but has Sustained Hits 2. In either case, their default Weapon Skill is 3+, but there's a caveat to that.
There is a hidden cost to Inner Circle Companions - they need to be attached to a Character to achieve full functionality. Their Braziers of Judgement ability imposes on enemy units -1 to To Hit rolls when they have a character attached. Also, they hit harder when attacking a Character unit, adding +1 to their To Hit rolls.
There are three obvious candidates for characters to attach to Inner Circle Companions. The first is Azrael. Attaching Azrael to Inner Circle Companions corrects the main flaw of the unit by granting them the 4+ Invulnerable Save, and granting them Sustained Hits 1 on their Strike profile is especially spicy. Unfortunately, the squad doesn't really confer any benefits back to Azrael, but the total package is capable of top-to-bottoming a big Knight in one activation. The second obvious Character choice for ICCs is a Judiciar - they don't need an Invulnerable save if they kill their foes before the foes can swing. The third obvious choice is a Librarian to confer the Invulnerable save. Edge cases can probably be made for other Characters, but when I use ICCs, I'm attaching one of these three.
Land Speeder Vengeance

The Land Speeder Vengeance has had its ups and downs, but is ending 10th edition on a high note. The Vengeance shares a platform with the Dark Shroud - Move 14", Toughness 8, 10 Wounds, 3+/5++ - but where the Dark Shroud generates a bubble of protection of ambiguous value, the Vengeance has a treasured quality - high volume Damage 3 shooting. The Vengeance's Plasma Storm Battery has a similar profile to a Macro Plasma Incinerator, with slightly worse AP but having Twin Linked. That makes its supercharged profile (D6+1 Attacks Strength 9 AP -3 Damage 3 Blast, Twin Linked) a significant threat to anything in the game, and a dire threat to a wide variety of targets. It's profile is ideal for massacring 3-Wound Infantry and Mounted units, but there's a surprising number of Vehicle and Monster units in the game that are Toughness 9 or less, and since the Storm Speeder Thunderstrike has come down in points, comboing Vengeances with a Thunderstrike or two has been an increasingly popular list building consideration.
On top of all that, at 120 points the Vengeance is a reasonably-priced trading piece, and it has a retributive shooting ability (Storm of Vengeance) that allows it to potentially shoot in your opponent's turn. No opponent is going to be happy having a Vengeance target one of their units in their own shooting phase.
All that said, if you don't already own any Vengeances, I wouldn't run out and buy them now. I'd like to be wrong about this, but the Vengeance is a Firstborn kit and seems likely to go to Legends in 11th edition. If we're lucky, it'll get replaced by a Dark Angels-unique Storm Speeder with a similar main gun, but I wouldn't bet the farm on that.
B Tier
I'd like to express some thoughts about how I'm rating units. A Tier is comprised of units that you could pretty much just windmill-slam into a list using any reasonable detachment choice, and you can't go too far wrong. You could start a list with Lion Dad, Azrael, a unit of ICCs, three units of Deathwing Knights, and three Land Speeders Vengeance, pick Gladius, Stormlance, or Wrath of the Rock, do the obvious things with them, and be reasonably competitive.
B Tier units have the potential to perform well, but aren't so forgiving. You can't just slap them into a list an expect them to do well. You have to put more consideration into what you expect them to do, and they take more practice to use well. The ceiling of their performance can be as high or maybe even higher than the A Tier units, but the floor is lower. If you don't use them well, when it's your opponent's turn they can potentially pick up a lot of your points without you getting much use out of them. However, if you put in the reps and get proficient with their use, they will reward you.
Ravenwing Command Squad
When our codex released, the Ravenwing Command Squad was the unit I was most excited about, and in my opinion was the bright spot of that book on release. The Ravenwing Command Squad is a 3-man Mounted unit that can be attached to another Mounted unit. The base attributes for the squad members are Move 12" Toughness 5, 4 Wounds, 3+/5++ OC 2. Their default guns are plasma talons, which are 18" 2-shot Rapid Fire 1 plasma guns, and for melee output the squad swings 6 attacks with Black Knight combat weapons (effectively power weapons with Devastating Wounds), and the Champion's Fight profile is identical to a Captain with a master-crafted power weapon.
The squad is comprised of an Ancient, an Apothecary, and a Champion. The Ancient grants the unit +1 OC and is not a Character, so he can be revived by the Apothecary. The Apothecary can revive a destroyed member of the squad in your Command Phase, and is also not a character, so he can't be singled out with Precision. The Champion is a Character, so he can be given Enhancements, and in addition to his offensive output confers +1 to Advance and Charge rolls and free Heroic Intervention. Not a bad value for 120 points.
I've considered just fielding these guys solo, because they're pretty effective on their own, but they can be attached to Outriders and Ravenwing Black Knights, and there's a case to be made either way. Attached to Outriders, you get a squad of 6-9 4-wound bikes that can be revived by the Apothecary, can quickly put an absurd amount of OC on an objective, and potentially hit like a truck. Charging with Outriders attached, the Champion's melee attacks become Damage 3, and the Ancient and Apothecary's Damage 2, which is great into a lot of targets, and can be extra spicy if you give the Champion an Enhancement that boosts his melee output, like the Stormlance's Fury of the Storm or Wrath's Ancient Weapons. If you want to run a jail list, this is a go-to. Attach a Command Squad to a 6-man Outrider Squad, run it up your opponent's nose, and wish him good luck chewing through 36 Toughness 5 Wounds.
Ravenwing Black Knights
Ravenwing Black Knights are a unit I have loved intensely since they were released. What's not to like about badass Dark Angels bikers who roar around with military picks and bike-mounted plasmas guns?
As a unit in 10th edition, they've suffered from Games Workshop apparently suffering some confusion over what to do with them. They can each potentially pump out 3 plasma gun shots, so that's definitely their primary mode of offense, but for some reason GW gave then a datasheet ability that keys off making a Charge move. They have Damage 1 attacks, but a full squad can swing a lot of them, and with that aforementioned datasheet ability can pile Devastating Wounds onto a Monster or Vehicle in the Fight phase.
Black Knights have the same base profile as a member of a Command Squad, but at 3 Wounds instead of 4. They are fast, but as Mounted unit have to go around a lot of terrain, whereas Infantry can just go through it. They have an Invulnerable save, but not a good enough one to actually improve their saves into the vast majority of weapons opponents are apt to put into them. That 3 Wound profile makes them vulnerable to being picked up by the distressingly large amount of Damage 3 attacks there are in the game.
Unlike most of the units we commonly use, Ravenwing Knights are a 2-activation unit. To get the most out of them, you want to be using them in both the Shooting phase and the Fight phase. It's easier to use them well in the Shooting phase, because plasma is useful into anything in the game, and the volume of shots they can potentially produce makes buffing their shooting a good value for the resources expended. Their Fight phase activation is a little more nuanced. Each member of the squad swings 3 AP -2 Damage 1 attacks, but their Knights of Caliban ability will have them doing Devastating Wounds to Monsters or Vehicles on 4's after they Charge. Setting them up so they have the right targets for their attacks in both phases can be challenging, but if you can pull it off they will do some work for you.
I'd say the most disappointing thing about Ravenwing Knights is that we don't really have good character support for them. The only thing I'd consider attaching to them is a Ravenwing Command Squad, because that gives you more of what's good about the squad and keeps them in play longer. Sammael, the Master of the Ravenwing, does not synergize well with Ravenwing Knights, and the only other Bike character we have is the Chaplain, who is barely worth considering. Every time I activate one of my Black Knight squads, I'm always disappointed there's nothing I can attach to them that will make all the To Hit 6's they roll do anything spicier than hit.
As you may have picked up, I like using 6-man Ravenwing Knight squads attached to Ravenwing Command Squads, but at 80 points for the 3-man squad, they could make a good trading piece. You could sent them out early in the game to pick up your opponent's small skirmishing units, reasonably expect them to pick up their targets, and you won't be too upset when you lose them after they do there job. That said, the big 9-man plasma bike bricks take buffs like a treat. If you're going to tag something with a Thunderstrike, or pop Relics of the Dark Age on a unit, you'll have a hard time getting better return than from 27 plasma shots. Black Knights have good synergy with Lion Dad too. They don't activate his Lone Op, but being near him can save them from dying to failed Hazardous rolls, and they do benefit nicely from rerolling 1's To Hit and To Wound.
C Tier
The units I'm listing as C Tier units are those that occasionally make their way into competitive lists. They can be beneficial for specific reasons, but you need to be quite sure about why you're including them and what you expect out of them.
Sammael
Sammael is a character I really wish was better than he is. He's not terrible, but at 115 points he's only 5 points less than a Ravenwing Command Squad, and he doesn't give anywhere near the value they do. I think he'd be more appropriately priced around 80 points, but even then he wouldn't be an auto-include.
I will say that Sammael is probably tied with Azrael for 2nd place in most-killy melee character. His Raven Sword is very solid - 6 Attacks Strength 6 AP -3 Damage 2 with Sustained Hits 2. It's nice that the Sustained Hits is part of the weapon profile, so he keeps it when he's by himself. His shooting is cute too - a twin linked storm bolter and a master-crafted plasma cannon. All that is attached to a fast and fairly durable platform - 12" Move Toughness 5 3+/4++ 7 Wounds OC 2. And he has Grenades and Fly, which is occasionally funny.
Where I find Sammael disappointing is in his datasheet abilities. He doesn't really do that much for the unit he's attached to. Grand Master of the Ravenwing makes the unit he's attached to eligible to shoot and charge after making an Advance move, but there's at least 3 detachments we commonly play that confer that with their detachment rules, and Wrath can confer it with a stratagem. His other ability, Cut Off Their Escape, forces units falling back from him (excluding Monsters and Vehicles) make Desperate Escape tests, but that's so marginal it's barely worth mentioning. I wish he did something spicier, like conferring Sustained Hits or something, but even if he did that, the points would be better spent on a Ravenwing Command Squad.
About the only good use for Sammael is to attach him to a 3-man Outrider Squad. Mind you, that's a pretty good use, because the Outriders boost him to Strength 7 Damage 3 on the charge, but you're paying a total of 195 points for that package. It does give an Advance and Charge threat that's detachment-independent, so in a Wrath list he represents a second such threat in addition to playing Tactical Mastery on something. You'll have to be sharp to manage to trade up with him though.
The Darkshroud is a little hard to quantify in 10th edition because it doesn't kill things. You buy the unit entirely for the defensive bubble it generates. It's profile is identical to the Land Speeder Vengeance, including the same optional weapon choices. Instead of the Vengeance's plasma storm battery, however, it has the Icon of Old Caliban rule, which generates a 6" bubble of Stealth and Benefit of Cover.
Early in 10th edition, when the only competitive Dark Angels lists were Ironstorms that included only the Darkshroud and Azrael as identifiably Dark Angels units, we'd see these things in lists all the time. Now, we rarely see them. I think that's because its protective bubble disproportionately benefits Vehicles - high Toughness, good saves, large Wound pools that make opponents tend to shoot at them with low-shot, high-damage guns. That makes causing a miss that would have otherwise hit, or a save that would otherwise have been failed, far more impactful.
The other reason we don't see Darkshrouds that often is that it's often trivially easy for opponents to ignore its protective abilities. Ignores Cover is probably the most common shooting buff in the game, and To Hit bonuses or rerolls are similarly as common as dirt. Sometimes it does oblige opponents to spend resources they otherwise would have spent on other things, but the flipside to that is that we're spending 100 points for the privilege, and 100 points can buy a lot.
The upside is that the Darkshroud confers its benefit just by existing in a space. That lets it serve double-duty as a utility unit. You'll want it near your other units, but it could do a Cleanse or Recover Assets action while hovering near the units you want to protect, or if it's advantageous to do so you can use its 14" Move to have it dash to an Objective, or go get in something's way.
D Tier
D Tier units are units I wouldn't feel too stupid including in a list I'd bring to a casual noncompetitive event, but I would never include in a competitive list in their current forms. They can be fun thematically, but are apt to be liabilities in a competitive setting.
Asmodai
Asmodai is our named Chaplain model. He's kind of weedy as Epic Heroes go - Toughness 4 3+/4++ 4 Wounds. His Crozius is better than a standard Chaplain's in that it's AP -2 and it has a cute Sweep mode, but his datasheet rule is arguably worse than a regular Chaplain's, conferring To Hit rerolls in combat instead of +1 To Wound. It does make his unit Oath agnostic, but our best melee units are apt to be hitting on 2's already, and we can have them stand next to Lion Dad to reroll the 1's. His other ability to force Character units to make Battle-shock tests at the start of the Fight phase is cute but marginal. About the best I can say about it is that it would be funny to run him into Mortarian or Magnus and wind up with a Chaos Primarch shrieking "Aah! Asmodai!"
Belial
In what is going to be a pretty common refrain in this part of the article, Belial is a worse Epic Hero alternative to the generic character option from Codex: Space Marines. Belial has the same basic profile as a Terminator Captain, and comparable offense. He has a master crafted storm bolter instead of a regular one, so his ranged attacks are Damage 2, but they don't have an AP, which limits how much that matters. In melee he's slightly better than a Captain with a relic weapon, in that the Sword of Silence has one better Strength, but maybe slightly worse than one with a Strength 8 relic fist. All of his attacks have Precision, which is cute, but I think Games Workshop seriously overestimated how valuable that would be when they wrote his rules.
I could forgive the mediocre attack profiles if he had good datasheet abilities, but what he has is objectively worse than the generic Terminator Captain. Instead of discounted stratagems and rerolling Charge rolls, Belial confers Precision to his unit's Critical Hits. If you could attach him to Hellblasters or a similarly shooty unit, that might be something to consider, but as it currently stands we can attach him to Deathwing Knights, Deathwing Terminators, and generic Terminator and Assault Terminator squads. Deathwing Knights will achieve precision by killing their way through an attached unit without breaking much of a sweat, and the remaining units in that list are barely worth considering. His other ability is to bounce Mortals onto a unit attacking him, but that doesn't trigger until they're specifically attacking him, so if that rule is triggering things are already going seriously wrong.
I've got a friend talking about hosting an Apocalypse game. I might stick Belial in a unit of 10 Deathwing Terminators for funsies and see if I can have them drop in and snipe out an enemy character, but under no circumstances would I consider using Belial in a competitive list. I think it's telling that at 85 points he's actually 10 points cheaper than a generic Terminator Captain. He should be even cheaper than that.
Deathwing Terminators
Deathwing Terminators are the Dark Angels version of a Terminator Squad, and for once I can tell you they are objectively better than the standard Terminator Squad. Unfortunately, that's not setting the bar very high. The base profile is the same - 2+/4++. 3 wounds, power fist and storm bolter, with one Terminator out of five able to upgrade his gun. A plasma cannon is an option for Deathwing Terminators, but it's only Damage 2 when supercharged, so not worth taking over the cyclone missile launcher.
What they get that regular Terminators don't is that they ignore To Hit/Ballistic Skill/Weapon Skill penalties, and still get the +1 to hit the Oath target. Plus, they can take a Denial Squig (my little nickname for the Watcher in the Dark).
It's just not a good profile. There are too many Damage 3 weapons in the game, and their offensive output is too mediocre to make up for how vulnerable they are. Maybe if they had 4 wounds each, or could take 2 heavy weapons per 5 Terminators they'd be in the running to be competitive, but as it currently stands, I will never spend 180 points to put a squad of these guys in a competitive list.
Ezekial
It makes me sad to put Ezekial in D tier, because he was the shit in 9th edition. He was reasonably killy for his points, he was one of the few named Librarian characters with a 2+/4++, and his powers were fantastic. Now, he's objectively worse than a regular Librarian.
There are some cute things about him. Both his ranged attacks have Precision. His pistol is Damage 2, though otherwise it's pretty much just a heavy bolt pistol. His focused Mind Wipe power has Anti-Character 4+ , Devastating Wounds and Damage D6, but it only has a 12" range. His melee attacks have Anti-chaos 2+, so you can run him into a big Chaos Knight and get to hear your opponent say "What do you mean he wounds on twos?" He has a wargear ability that grants the unit he's attached to +1 Attack per model, but about the only unit on his list you'd realistically consider attaching him to is Bladeguard, and we're just not using Bladeguard. Also, if he dies, friendly Astartes units within 6" of him have to take a Battle-shock test. There's an edge case to be made to run him solo in an Unforgiven Task Force, get him killed to try and trigger something to be Battle-shocked, and thus unlock all the amusing abilities in that detachment that require a Battle-shocked unit to function, but that's more of a meme than a legitimate tactic.
Lazarus
I don't have as much attachment to Lazarus as I do to Ezekial, because I've never used him, and with his current rules I intend to continue that streak. His profile is unremarkable, the same as a standard Space Marine Captain. All he's got for a ranged weapon is a bog-standard bolt pistol - not even a heavy bolt pistol. His melee weapon, Enmity's Edge, being Strength 6 and AP -3 is better than a Captain's master crafted power weapon, but one might consider it a lateral move from a power fist. Enmity's Edge does have Anti-psyker 2+, which will occasionally be cute, but with 6 attacks that inflict only 2 damage each he's not much of a threat to anything big.
His datasheet abilities are objectively worse than a Captain's. Instead of discounted strats and a Super Saiyan-go turn, Lazarus confers a 4+ Fights on Death and has a personal 3+++ against Psychic attacks and mortal wounds. He doesn't even have so much as a Watcher in the Dark to protect his squad. He really doesn't have good synergy with any of our better units, and he doesn't elevate any lesser units. It's really too bad, because his model is pretty baller, but you'd be actively making your list worse by taking him instead of a generic Captain or Librarian.
F Tier
Nephilim Jetfighter
It makes me sad to rate our flyers in F Tier, but I don't see how I can avoid it. The core rules make most units with the Aircraft keyword pretty bad, and our flyers in particular are seriously overcosted for what they bring to the table. The Nephilim in particular suffers from Games Workshop being more concerned with what it looked like than it having good rules or weapons that synergize with each other. While it's undeniably a beautiful model, it's not worth near the 195 points they expect us to pay for the privilege of using it in a game.
The Nephilim's main gun is an Avenger Mega Bolter, which sounds and looks awesome, like the main gun on an A-10 Warthog, but in play it's just a heavy bolter with 10 shots. It also packs a twin heavy bolter, and Blacksword Missiles, which are 2 shots at Strength 8 AP -2 Damage D6, though they do have Anti-Fly 2+. It can swap out the Mega Bolter for Nephilim Lascannons, which grant 2 lascannon shots with no extra sauce. If it could swap out the stupid twin heavy bolter with a twin multimelta, or krak missiles, then it might be worth considering, but again, it costs far too many points.
Defensively, it's nothing special. Toughness 8, 11 Wounds, 3+/5++. It's Lightning-fast Manoeuvres datasheet rule makes it -1 To Hit against Ranged weapons, and -1 To Wound against Ranged weapons from a model with Fly. That's cute, but it's not going to make it last longer than 1 turn.
Ravenwing Dark Talon
Oh man, our flying cathedral. It's got so much potential, but its rules miss so hard.
The Dark Talon is our other Aircraft, and it shares a kit with the Nephilim. It's possible to magnetize the kit so it can be either or, but currently the correct answer is neither. Defensively, it's go the same profile as the Nephilim, minus Lightning-fast Manoeuvres.
It's offensive output is kind of a mixed bag. It's got a pair of Hurricane bolters a Rift Cannon. Hurricane bolters are okay chaff-chewers, and the Rift Cannon is a little spicy - D3+1 shots, Strength 16 AP -4 Damage 3 with Devastating Wounds and Blast. Unfortunately, that's not really a good profile for putting into anything in particular. It's a far cry from when it used to be a Strength D weapon, for those of us who remember that silliness.
It's datasheet ability is the Stasis Bomb. That really ought to be a Wargear ability, but it's what the Dark Talon has got. On the surface, it sounds cool - there's a 50/50 chance of it either denying an enemy unit from being able to Advance or Fall Back, or making it Remain Stationary in its next Movement phase. That sounds awesome, except it will never happen. In order to activate it, the Dark Talon has to actually fly over the target unit, which means an opponent concerned about that will bring it down long before it gets anywhere near any of their units. You can't even count on Rapid Ingress protecting it, because the Aircraft rule makes it visible to anything on the table regardless of where it is. It does have the Hover ability, but then it can only move 20", which with its base size doesn't guarantee being able to overfly the target you want to use the Stasis Bomb on. The only thing you can really count on the Stasis Bomb doing is preventing a unit from Falling Back, which I could see having uses, but is really niche. The Stasis Bomb can only be used once per game, and the rest of the Dark Talon's offensive output doesn't justify the 210 points it costs.
That, honored battle brethren, is what I have for you this week. Be sure to check out Dank List Wargaming and Black Crow Gaming on YouTube for Dark Angels content created by real enthusiasts for the legion chapter. It's good to be back! I'm looking forward to a new year, both for putting my skills to the test and bringing you the news of our beloved army. As always, I hope you find my work enjoyable and informative. May we all strive ever for glorious victory! For The Lion!
Comments
Post a Comment