Dark Angels are here for Warhammer 40k; from Stratagems, Datasheets, and army rules; here is our codex review guide on how to play them.
Exciting changes to the Dark Angels army’s gameplay, rules, and style are here with the release of their new Warhammer 40k codex. This review guide provides an overview of the new codex, including Stratagems, Datasheets, and army rules, to help players understand how to play Dark Angels in 10th Edition Warhammer 40k.
Additionally, we’ll take a closer look at the new detachments and their rules, giving you everything you need to dominate the battlefield. Get ready to unleash the roar of the first legion with these new Dark Angels rules!
Find out more from our guide on how to play Dark Angels by jumping to any of the sections below, or dig in from the beginning!
- Dark Angels Codex Detachment Rules
- Lion El’Jonson Rules
- Special Characters of the Dark Angels
- Units in the Codex
- Latest 40k Rules Updates For the Dark Angels
- Dark Angels Tiny FAQ For 10th Edition
- How To Play Warhammer 40k Dark Angels: Points
- Is It Still Worth Playing Dark Angels?
How To Play 40k Dark Angels: Army Guide, Rules & Review
They still use the Oath of Moment as their main army rule but with a few changes. First, you can only include Dark Angels in this army, and there are no other chapters present.
Then, Deathwing and Ravenwing are additional sub-factions within the Dark Angels, and they gain extra rules and stratagems throughout the book.
Dark Angels Codex Supplement:
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- Dark Angels Codex Supplement (English)
- Theme: Educational
- Material: Paper
- Number of players: 2
- Item dimensions: 1.97 inches
Last update on 2024-09-04 / Affiliate links / Images from Amazon Product Advertising API
Dark Angels Combat Patrol:
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- Games Workshop - Warhammer 40,000 - COMBAT PATROL: Dark Angels (2024 Edition)
- A key selection of Dark Angels units, perfect for starting a new army or expanding your existing collection
- A full Combat Patrol army of 19 multipart plastic miniatures
- These miniatures are supplied unpainted and require assembly – we recommend using Citadel Plastic Glue and Citadel Colour paints.
- English (Publication Language)
Last update on 2024-09-04 / Affiliate links / Images from Amazon Product Advertising API
If you need some minis to get started (and missed the Deathwing Assault box), this has some decent value! However, you may still be able to find the Deathwing Assault box on the secondary market, as it has pretty decent value, as well as the codex book inside.
Dark Angels Codex YouTube Reviews:
If you’re looking for reviews on YouTube, be sure to watch your favorite presenters talk about their take on how to play Tyranids and their new codex book at the links below:
Dark Angels Codex Detachment Rules:
Now, let’s get into all the new detachments; the three Dark Angels Detachments for 10th Edition 40k are:
Unforgiven Task Force
The detachment rule isn’t the most exciting thing ever, but this should make the army far better at keeping objectives and the point scoring rolling throughout the game. However, some exciting enhancements either make your units hit hard, gain FNP, or stand a character back up. It’s cool to see them gain more while battle-shocked, as this is the first iteration of it in the 10th Edition.
Unforgiven Fury can be super strong as long as you have one battle-shocked unit, as you get lethal hits on a 5+! Then, there are a few ways you can make your units tougher: fire back and shoot and charge when you fall back.
Inner Circle Task Force
Since you won’t have many units, you’ll need the extra firepower to get your opponents off their objectives, and this rule is a great way to do it. They also mention Belial will give a unit Precision on Critical Hits, meaning you can kill characters in units and on objectives even more easily. Singular Will can let you move across combats much more easily and give you the extra mobility you need.
Being able to always deep strike on the first turn is pretty strong, but it’s quite awesome when combined with Teleport Homers!
For 1 CP, Martial Mastery is quite strong as you’ll get full Wound re-rolls next to your Vowed Objective Marker. Then, getting to fight with dead Terminators on a 3+ will let you get some of your points value out of those expensive models.
Company of Hunters
Being able to shoot after advancing or falling back with your entire army is no joke! This is a massive buff for your army and should let you be super maneuverable through the entire game. While you could already take a bunch, this rule will allow you to take up to six units of Outriders and really only have a fully mounted army!
This is pretty huge, as it not only allows you to put more units in reserve but also, on turn two, you can come in from any table edge! This means you can really take your opponent by surprise with a huge unit in their backfield starting turn two. If you go first, your opponent will have only had one turn to move. Then, the other Enhancements give you even more maneuverability.
Hunter’s trails are strong since you probably won’t have many units with sticky objectives.
Giving a unit -1 to hit for only 1 CP is always a good stratagem, which has the feel of the old Jink saves.
This one is much more situational, but if you can get a bunch of precision attacks or just find a character out on their own, it is very strong.
Now, let’s check out some of the new Dark Angels units and how to play them:
Lion El’Jonson Rules
In 10th Edition, 40k got some small changes from 9th Edition, but he is still a tank. He has a ton of great abilities, and All Secrets Revealed can be super annoying when it works. You get a free CP, and your opponent doesn’t get to use his Stratagem. Plus, with Lone Operative and Fights First, he can be hard to remove from the board.
Special Characters of the Dark Angels
Azrael is a great take if you want a bunch of free CP, sustained hits, and FNPs! He can join a bunch of units and is still decent in combat. Asmodai is great for leading combat units, as he not only lets them reroll hits but also forces enemy characters to take battle-shock tests and gains you CP!
Belial can smash through enemy characters with six precision attacks at -2 AP and 2 Damage. Then, he also gives precision to all critical hits, so characters be warned!
Ezekial has some pretty powerful psychic attacks and is perfect for taking out Chaos characters, no matter how big they are! Then, he increases your melee attacks as well, so he is a fun leader, especially if you face chaos a lot.
If you’re playing Ravenwing, you should bring Sammael! He can advance and charge, has a ton of weapons, and can dish out a ton of melee damage. On top of that, he can cause a bunch of wounds when the opponent falls back.
Lazarus is another great character for melee units as he can let them fight back on death, has a bunch of attacks himself, and protects you from psychic and mortal wounds.
Units in the Codex
Inner Circle Companions are a new unit in this codex and are well-suited for taking out infantry. They will be hitting on 2s (when led by a character) and will be at minus one to hit. With 4 attacks at sustained hits 2, they can really sweep through infantry, but with only -1AP on either profile, they might struggle with high-wound units with good saves.
Deathwing Terminators are like Normal Terminators but better! They can summon a 4+ FNP against mortals, ignore modifiers when attacking, and add 1 to the hit roll against the Oath of Moment targets!
Deathwing Knights don’t have as many options, but they have another wound, have -1 to incoming damage, and can dish out the damage. They will be hard to move off objectives.
These guys have tons of fantastic weapon options, a lot of wounds, and a bunch of ability options!
These are quite strong for bikers, with a lot of good weapon options and the ability to take out monsters and vehicles on the charge.
If you’re playing Ravenwing, you want plenty of Land Speeders!
Last but not least, you can take some flyers, which have received mixed reviews in 10th edition.
Latest 40k Rules Updates For the Dark Angels:
The latest updates for the Dark Angels 10th Edition rules will be released in what Games Workshop calls a Balance Dataslate, sometimes along with accompanying points changes as well.
You can see all the latest Balance Dataslate updates here in our post, which breaks down the most recent changes.
Dark Angels Tiny FAQ For 10th Edition
With this detachment, you’re focused on the bikes. Technically, they had Outriders as battleline (you’ll see below), not the Outrider Squad. This is a pretty small change but with a big impact. We all know that WAAC rules lawyers who wouldn’t let you take them as Battleline because the entry does technically say, squad. Read more here.
How To Play Warhammer 40k Dark Angels: Points
You can find the latest points for playing this faction in 10th Edition Warhammer 40k here on our Munitorum Field Manual Points Updates Page.
Is It Still Worth Playing Dark Angels?
Of course! They have some of the most interesting lore in 40kk, and with a bunch of new rules and models, they will be great to collect.
Overall, the 10th Edition Warhammer 40k Dark Angels Codex offers plenty of changes and new rules to make the army exciting to play. Each detachment offers unique enhancements and stratagems that cater to different playstyles, making it a versatile army to build and play.
Whether you’re a veteran player or just starting out, this how-to-play Dark Angels Codex review guide provides all the necessary information to get you started on your journey with the faction.
All the Latest Warhammer Rules & Model Rumors
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