With the wolves at our door and the panic of codex creep setting in its often hard to see the perks of our older codex over the shiny stuff given to the newer dexs, but i will try now to "show off" if you will some of the perks (and belive me they are good) that playing the unforgiven offers.
first i will start at the top with our HQ's
azreal : in my opinion he is the best chapter master out there atm, its possible when combined with a command squad and his banner to get 7 attacks out of him on the charge and at strength 6 there is very littel that will stand in his way, also the benifits he gives to his squad with the lion helm (4+ invun for all hes squad m8s) mean that you can take down targets such as faster striking eldar nastys without to much worry as you can garantee there will be some of your squad left to make them cry his pointscost is high at 225pts but worth it in my opinion
Belial: people knock him alot saying hes underpowerd for a special char, but lets take a different look at him lets see him as a captain, if you tryed to make the same guy in the SM or BA codex he would cost alot more than his meager 130 points + the ability to talor him for free to any situation "that demon prince worrying you well give him TH/SS befor the game, lots of gribblys to kill well give him twin lightning claws" but that is nouthing when he lets u take the ausome deathwing as troops "try shifting terminators off your objective after they have deepstriked onto it on T1" + the terminator banner is amazing in a unit full of lightning claws 5 attacks each on the charge and the apothicary being in the old style is amazing ignore 1 faild save per turn (any save!!!!)*small print: dosent work aginst stuff that would cause inst death but its still ausome
sammael: plasma cannon wielding jetbike riding insane biker dude of death thats immune to instant death dont think i need to say any more oh and bikes + attack bikes + landspeeders as troops
Ezekiel : im afraid im beaten on him he isnt worth his points im afraid
interigator and normal chaplain : our chaplians are still WS, BS and I 5 so there actualy good in assault unlike our rarly seen cousins in the SM codex
company master: can have twin claws a combi weapon and a plasma pistol on the same guy for 150pts nuf said in my opinion its a bargin compared to the SM codex
librarian: there a bit to random for my tasts with no invunerable save there flamer power is nice when it works though
next lets talk about our elites
we have the deathwing the big boys sure SMs can deepstrike T1 but not like us there just somthing far more scary about deathwing assault than the drop pods, not to mention if you have taken belial then you can capture almost all the objectives on the board on T1 + DW termies are fearless normal termies arnt and we can mix wepons in squads giving us great utility
are dreadnoughts are a bargin at 125pts with all but the lascannon weapon upgrade being free plasma cannon dreds do rock the realy do
company vets are a bit exspensive for my tastes but 3 power weapons when applyed correctly can turn a game around
scouts are elites for us but we do get the bs4 ws 4 versions which does make a big differance when theres 10 of them with sniper rifles
our troops are pritty bog standerd only deviance is our 5 man squads can still have a special weapon so are actualy worth taking
now our fast attack the men in black them selves the raven wing
we have possible the most amazing fast attack ever if you dont take sam for 1 fast attack slot u get 6 bikers 1 speeder and 1 attack bike that can be all broken down through combat squads thats 18 bikers 3 speeders and 3 attack bikes for 3 fast attack slots, in the SM codex that would be 9 slots
+ the bikes are fearless and have scout
a few over view points
our comanders still ahve rites of battel this sint such a big deal as alot of our stuff is fearless which combines to make darkangels a very tough army to break
sorry if ive made any spelling mistakes or punctuation errors im dyslexic it took me forever to write all this lol :P