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Old 12-23-2006   #1 (permalink)
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Default 1496pt Night Angels quick-reaction force

Well, commenting on Dead Commando's last army list led me to thrash out this list. I have to thank DC, because I've been having trouble coming up with 1500 point lists that I've been happy with, but I'm moderately pleased with this one.

Traits
Advantage: Cleanse And Purify
Disadvantage: Death Before Dishonour

HQ
Reclusiarch Chaplain: bolt pistol, terminator honours, jump pack, frags
122pts
Accompanies the Assault Squad.

Troops
Tactical Squad 1
9 Marines: bolters, frags, meltagun, flamer
Veteran Sergeant: power fist, combat shield
215pts
Rhino 1: extra armor, smoke launchers
58pts

Tactical Squad 2
9 Marines: bolters, frags, meltagun, flamer
Veteran Sergeant: power fist, combat shield
215pts
Rhino 2: extra armor, smoke launchers
58pts

Tactical Squad 3
9 Marines: bolters, frags, meltagun, flamer
Veteran Sergeant: power fist, combat shield
215pts
Rhino 3: extra armor, smoke launchers
58pts

Fast Attack
Assault Squad
9 Marines: 2 flamers, meltabombs
Veteran Sergeant: power fist, combat shield
287pts

Land Speeder Tornado: multi-melta, heavy flamer
75pts

Land Speeder Tornado: multi-melta, heavy flamer
75pts

Heavy Support
Predator Destructor: heavy bolter sponsons, extra armor, smoke launchers
118pts
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Old 12-23-2006   #2 (permalink)
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it a pretty good list

the only little things i'd ever question is the redundancy aspect with the tac squad weapons, and the combat shields on the sergeants...

while i do see then benifit of the redundancy approch, (losing a single squad won't cripple your army's ability to deal with one type of foe), there is the fact that you do waste one weapon each time...
but then, this is a personal taste thing, so if it works for you, then keep with it!

i'd honestly lose the combat shields though as it's very, very difficult to single out UC's now... the only things to watch out for would be 'torrent of blows' and/or an IC in base-to-base that is 'engaged' with the sergeant...
you might even consider droping all the frag grenades & melta bombs and get some scouts w/bolt pistols & ccw's? they are without doubt the ultiment assault unit in the space marine codex!

by saving the 20pts on the combat shields and taking the extra armour & smokes from the pred, you could give your tank 'power of the machine spirt' by finding another 2pts!
with POTMS, your pred becomes a real threat, even when shaken!

just some thoughts,
cheers!
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Old 12-23-2006   #3 (permalink)
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Quote:
Originally Posted by experiment 626 View Post
it a pretty good list
Thanks!

Quote:
the only little things i'd ever question is the redundancy aspect with the tac squad weapons, and the combat shields on the sergeants...

while i do see then benifit of the redundancy approch, (losing a single squad won't cripple your army's ability to deal with one type of foe), there is the fact that you do waste one weapon each time...
but then, this is a personal taste thing, so if it works for you, then keep with it!
A lot of the time, when I use Cleanse-and-Purifying squads, I'll equip them with a pair of plasma guns. However, that's in lists that have a pretty strong dedicated anti-armor component. I was a little concerned about being weak on anti-armor in this list, hence the meltaguns in the squads. They'll also kill just about any T4 or single-wound figure real good, regardless of their armor save. The flamers make a nice compliment for their ability to damage masses of opponents. Mobility really makes flamers work, and since this list is highly mobile, the flamers work well.

Quote:
i'd honestly lose the combat shields though as it's very, very difficult to single out UC's now... the only things to watch out for would be 'torrent of blows' and/or an IC in base-to-base that is 'engaged' with the sergeant...
you might even consider droping all the frag grenades & melta bombs and get some scouts w/bolt pistols & ccw's? they are without doubt the ultiment assault unit in the space marine codex!
It doesn't generally take much arm-twisting to get me to use Scouts. I have about 50 or so of them, all obtained before the current plastic box set came out. They pop up in a lot of my lists, but I don't feel like they fit the theme of this one very well. Also, ditching the frags and meltabombs would only save me about 50 points - a not inconsiderable amount, but not really enough to buy much of a Scout Squad, and those little touches do matter. Frags are important for assaulting units in cover, and the meltabombs give the Assault Squad the capability to deal with even the heaviest vehicles in the game.

Quote:
by saving the 20pts on the combat shields and taking the extra armour & smokes from the pred, you could give your tank 'power of the machine spirt' by finding another 2pts!
with POTMS, your pred becomes a real threat, even when shaken!
You're probably right about the combat shields, but every once in a while they make the difference between a sergeant living another round or getting waxed, and at 5 points a pop I consider them worth the expenditure. Also, almost all my vet sergeants have them now, as in a fit of enthusiasm I modelled all my sergeants with them. I use the little shields that come with Grey Knight Terminators. I have a fair-sized collection of Daemonhunters, so I have a lot of those little things kicking around!

As far as the Predator goes, I'm really only expecting it to draw fire for a turn or so while my squads move up. If it can accomplish anything else for me, that's great, but it's not crucial to my battle plan. Besides, I regard PotMS as overpriced for anything but the Vindicator. I could probably squeeze in a Vindicator if I dropped a couple of the Assault squaddies, but I hate to go below 40 bodies in a 1500 point list.

Quote:
just some thoughts,
cheers!
I thank you for them! It's always interesting to get other players' opinions.
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Old 12-24-2006   #4 (permalink)
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Really, the only thing I don't "like" about this list is the Landspeeders, and the disavatange.

Personally, unless you REALLY like it, (which I don't) I think getting something like Die Standing, or perhaps have pride in your colors. A disadvantage that doesn't mess with your army whatsoever.

Also, though I can see the uses, I don't like the landspeeders, but thats just more of what I like, not what's smart to use. I've never used that combination, and never will, but hey, that's just me.
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Old 01-12-2007   #5 (permalink)
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I like how everything in the list is extremely diverse in that it can deal witn anything that comes it way, you can feel a bit more confident in your manouvering as its not neccessary (for example) to support the Assault squad if they're confronted with a tank as they have the equipment to deal with it etc.

I personally use the disadvantage Death Before Dishonour as I think its quite fluffy for my army, I suppose it is a bugger of a disadvatage if its a proper 'gaming' army...but it makes a nice change from We Stand Alone.

The Landspeeders might not last very long but I suppose if they take a vehicle with them they served their purpose.

All in all a good army...I hope you add a little variation visually between the tac squads but thats just me being fluffy again
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Old 01-24-2007   #6 (permalink)
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Were it I, the Landspeeders would have Assault cannons and Heavy bolters (cause that is how mine are modelled). But with the rending rule, an Assault Cannon can still kill tanks (Except monoliths) and it is much more useful against troops. You get three Strength 5 attacks and 4 str 6 attacks all at least range 24". I would lose the combat shields on at least a couple squads to pay for the upgrade.
My preferred disadvantage is "have faith in suspicion." It appeals to my paranoid streak.
Has any body ever killed any thing with a Destructor? If I were to use one, I;d scrounge up 7 more points and give it lascannon sponsons and lose the SL and EA.
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Old 01-24-2007   #7 (permalink)
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i say drop the combat shields and the extra armour on the rhinos and use those points to upgrade your predator and your chaplin a little more
other wise a solid list in my op.
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Old 01-24-2007   #8 (permalink)
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no, no, no! leave the pred as a destructor, just lose the smokes because you want all that hot lead flying right from turn one!

and to anyone who doubts the value of the mighty destructor; when i played against phil kelly's eldar, my destructor accounted for;
- 6 howling banshees which broke the unit compleatly
- 2 d-cannons
- 2 out of 3 warwalkers
- a smattering of guardians
- delt the deathblow to the avatar
(you should have heard him cursing the bloody thing each turn!) that tank most definately won me that game!

a destructor pred makes a superb spearhead that lays down 8 ap4 shots each turn!

cheers!
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Old 02-03-2007   #9 (permalink)
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You played against Phil Kelly? Cool. I don't suppose you wrote about it somewhere on this site, did you? I'd love to read about the battle.
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