|
|
|
|
|
|
Posted: Fri Sep 12, 2008 10:35 pm
Ok, so here is one of my more general lists for my Dark Angels. I might remove Sammael later on for more things after I play test it.
Dark Angels - 2000 pts
HQ 1) Sammael on jetbike 2) Ezekiel
Elite 1) Dreadnought 2) Dreadnought w/ heavy flamer 3) 5 Deathwing Terminators w/ Assault Cannon and 2 Chainfist Troop 1) 10 Space Marines w/ Plasma Gun 2) 10 Space Marines w/ Plasma Gun 3) Ravenwing Attack Squadron (3 RW Bikes) w/ Melta Bombs and Power Weapon
Fast Attack 1) 5 Assault Marines w/ Power Weapon 2) 5 Assault Marines w/ Power Weapon
Heavy Support 1) 5 Devastators w/ 3 Missile Launchers 2) Predator w/ Autocannon and Heavy Bolter Sponsons 3) Whirlwind w/ Pintle-Mounted Storm Bolter
I plan on breaking the two 10 man squads into combat squads, one with the sergeant, one with plasma gun, then move them around as one squad until I can charge, having one stay still/move to shoot, and the other move to charge. I'll attatch Ezekiel to one of the combat squads with sergeant. The Devastators and the DW Termies will be my main anti-armour units.
Any constructive criticism?
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Sep 12, 2008 10:40 pm
I would personally suggest dropping the Whirlwind in favor of more Tactical Marines or maybe of a heavy weapon within the squad as well for your "split and charge" plan. That way, you've got a Heavy Bolter and a Plasma gun sitting still to open fire into your target squad while the other marines rush. Or, hell, take a second special weapon if you can.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Sep 12, 2008 10:47 pm
You are still allowed only one special weapon per squad even with splitting into combat squads since they are one entry. I was thinking about dropping the whirlwind though as well, especially with the Thunderfire coming out. The I did like it's pinning though. Does it really have much of a use besides large amounts of infantry?
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Sep 12, 2008 10:58 pm
Not sure. All that I know is that Marines are very flexible. I'd actually suggest that you arm them with Krak grenades. Given that most vehicles have a rear armor of 10 or 11, you'll be doing well in assaults. Then they have the chance of killing a Dreadnought if they get tied up with one in assault as well.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Sep 12, 2008 11:16 pm
As per Dark Angels rules, any Space Marine you take has them. So any unit you take that could take them, has them. Kinda nice, kinda not, though you'd have to deviate the points yourself if you wanted to know if it was good or bad to add them in no matter what.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Sep 12, 2008 11:20 pm
Aku Kami Kurayami As per Dark Angels rules, any Space Marine you take has them. So any unit you take that could take them, has them. Kinda nice, kinda not, though you'd have to deviate the points yourself if you wanted to know if it was good or bad to add them in no matter what.
I'd say, then, to drop the Whirlwind and take another squad of Tac Marines. What exactly is in a Ravenwing Attack Squadron?
On those Tac squads, though, I'd say that, if the enemy squad doesn't die in the first turn, come in to break them in the second turn of the assault with the other half of the squad.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Sep 12, 2008 11:30 pm
That would be the plan. That was the exact idea I had when I first saw that rule.
The Ravenwind Attack Squadron is 3 Ravenwing Bikers, with the ability to become 6 bikers, 1 attack bike, and 1 Land Speeder. I'll fix the post to reflect this, but I meant to say 3 bikers. It is normally a FA choice, but with Sammael they can be taken as troops.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Sep 12, 2008 11:37 pm
Aku Kami Kurayami That would be the plan. That was the exact idea I had when I first saw that rule.
The Ravenwind Attack Squadron is 3 Ravenwing Bikers, with the ability to become 6 bikers, 1 attack bike, and 1 Land Speeder. I'll fix the post to reflect this, but I meant to say 3 bikers. It is normally a FA choice, but with Sammael they can be taken as troops.
Very nice. If the speeder can be upgraded at all, make it a Land Speeder Tornado. That extra Assault Cannon is handy.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Sep 12, 2008 11:46 pm
No matter what it's a RW Land Speeder if you get one through the Attack Squadron. It does have an Assault Cannon though. They also have a RW Support Squadron, which must be taken as a FA no matter what, 1 - 5 Land Speeders, but you can only take 1 Tornado or Typhoon per Support Squadron. I haven't really put much thought into getting Land Speeders since they are relatively flimsy and the main people I can fight are Necrons and soon to be another SM. I really need to find a gaming club in my area. Or motivate my dad to fix up his truck. neutral
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Sep 13, 2008 12:10 am
Alright, then. To clarify, the Ravenwing Bikes have Terminator Homers, yes?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sat Sep 13, 2008 12:20 am
Yees they do.
If you want to hear an interesting strategy for a 1750 pt(or 1500, can't remember ATM), one of the older 40k Radio programs had a spot where they each made up an army. One guy did a DeathRaven army, Special Termy Captain that allows termies as troops and bikers with homers. Interesting way to play IMHO.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Sep 13, 2008 9:34 am
Aku Kami Kurayami Yees they do.
If you want to hear an interesting strategy for a 1750 pt(or 1500, can't remember ATM), one of the older 40k Radio programs had a spot where they each made up an army. One guy did a DeathRaven army, Special Termy Captain that allows termies as troops and bikers with homers. Interesting way to play IMHO.
Ok then. I'd suggest to drop the whirlwind and add AT LEAST one bike into that squad. If they're calling in the Termies, you obviously want them to live long enough to do so. With just that single speeder, I'd even suggest maybe removing that as well.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Sat Oct 11, 2008 8:52 am
Right, I've gone from necrons to SM to CSM back to SM then to DH and finally to Daemons. I intend my force to be a charge straight in, slice N dice, then stay alive, repeat if need be. Thing is, I want a bigger force, I mean like the orks, lots of attacks, I just don't know what to get. And all of that equals 1071, I have the 3 HQ's HQ: Blood Thirster(250) with Unholy Might(20) and Death Strike(20)=290 Herald of Khorne(70) with Juggernaut(35), death strike(15) and Unholy might (15)=135 Herald of Slaanesh(50) with daemonic gaze (15) Unholy might (15) Soporific musk (15) amd Transfixing gaze (5)=95 Troops: 10 Bloodletters(160) with Instrument of Chaos (5) and Chaos Icon (25)=190 10 Bloodletters(160) with Instrument of Chaos (5) and Chaos Icon (25)=190 9 Daemonettes(126) with Instrument of Chaos (5) and Chaos Icon (25)= 156
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sat Oct 11, 2008 6:15 pm
I personally would suggest to drop the Bloodthirster and instead take a second HQ occupied by Heralds. Tzeentchi heralds can make wonderful Anti-Tank units, to be honest. And all of their HQs deserve a Chariot. I honestly see no reason to keep them off of one.
If Bloodletters need an Instrument, you're doing it wrong. They should be winning combats fairly easily, though heavier (meaning tougher) enemies will make it a bit harder.
I like Daemonettes, plain and simple. They're cheap, fast, and come packaged with Rending. Far too much fun to be ignored.
The main problem here: You are going to be shot to hell in the first turn when you drop in. A good first turn force (I've seen from my friend that plays Daemons) is a mix of Plaguebearers and Horrors. Horrors allow you to lay down a hell of a lot of shots, while the Plaguebearers have the staying power needed to hang onto their Icons.
Also, a damned nasty combo that I've seen is to put Ang'rath and Epidemius down, and keep the Plaguebearers near Ang'rath. Then, they will be allowed to re-roll all failed "To Hit" rolls in CC and can re-roll their "To Wound" rolls due to the new power of poisoned weapons. With Epidemius, they slowly become more powerful as they Plaguebearers lay down the kill.
Sorry, I got off topic.
You've got a great combat oriented base, which is never a problem for Daemons. However, unless you get really lucky with your deepstriking, you're going to be shot to high bloody hell.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Oct 13, 2008 1:39 pm
Caleidah I personally would suggest to drop the Bloodthirster and instead take a second HQ occupied by Heralds. Tzeentchi heralds can make wonderful Anti-Tank units, to be honest. And all of their HQs deserve a Chariot. I honestly see no reason to keep them off of one.
If Bloodletters need an Instrument, you're doing it wrong. They should be winning combats fairly easily, though heavier (meaning tougher) enemies will make it a bit harder.
I like Daemonettes, plain and simple. They're cheap, fast, and come packaged with Rending. Far too much fun to be ignored.
The main problem here: You are going to be shot to hell in the first turn when you drop in. A good first turn force (I've seen from my friend that plays Daemons) is a mix of Plaguebearers and Horrors. Horrors allow you to lay down a hell of a lot of shots, while the Plaguebearers have the staying power needed to hang onto their Icons.
Also, a damned nasty combo that I've seen is to put Ang'rath and Epidemius down, and keep the Plaguebearers near Ang'rath. Then, they will be allowed to re-roll all failed "To Hit" rolls in CC and can re-roll their "To Wound" rolls due to the new power of poisoned weapons. With Epidemius, they slowly become more powerful as they Plaguebearers lay down the kill.
Sorry, I got off topic.
You've got a great combat oriented base, which is never a problem for Daemons. However, unless you get really lucky with your deepstriking, you're going to be shot to high bloody hell.Ang'rath? Whos that?
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|