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Old 08-29-2007   #1 (permalink)
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Default possible astro '07 dark angel list

well, being the indecisive type that i am, i've decided to go back to marines for the upcoming astronomi-con tournament... granted the list is small, (only 30-some models), but then 11 of those models in terminator armour!

so here they are, the shadowy Bearers of Dark Knowledge;


HQ: The Dark Guardian; Lord Diabolos, (‘counts as’ Belial) w/Pair of Lightning claws.
cost; 130 pts

Elites: The One Winged Angel; Dreadnought w/Assault cannon & Rocket launcher
cost; 135 pts

Elites: Squad Hades; 1 Veteran w/Bolt pistol & Thunder hammer
: 2 Veterans w/Power weapons
: 1 Veteran w/Meltagun
: 2 Veterans w/Bolt pistol & CCW
cost; 190 pts

Troops: Squad Purgatory; 1 Terminator w/Heavy flamer
: 1 Terminator w/Thunder hammer and Storm shield
: 3 Terminators w/Storm bolters and Power fists
cost; 220 pts

Troops: Squad Infernal; 1 Terminator w/Heavy flamer
: 1 Terminator w/Thunder hammer and Storm shield
: 3 Terminators w/Storm bolters and Power fists
cost; 220 pts

Troops: Squad Vengeance; 1 marine w/Flamer
: 4 marines w/Bolter, Bolt pistol & Frag and Krak grenades
cost; 95 pts
Transport; Razorback w/Twin-linked Heavy bolter, Smoke launchers & Searchlight.
cost; 50 pts

Fast Attack: Squad Apocalypton; Land Speed Tornado w/Heavy bolter and Assault cannon.
cost; 100 pts

Heavy Support: Squad Damnation; 2 marines w/Multi-meltas
: 1 marine w/Lascannon
: 7 marines w/Bolters.
cost; 230 pts

Heavy Support: ‘Flame of Torment’, Predator w/Autocannon, Heavy bolter sponsons, Smoke launchers & Searchlight.
cost; 95 pts

total; 1465 (open to suggestions about the how to spend those last few pts!)


basic tactics:
- termies may or may not deep strike. it depends upon the mission's objectives. if they start on-table, then they'll form the rock solid front line and/or begin to slowly advance, using cover when needed.
dready stays behind them and provides some much needed tank-hunting ability thanks to the brokenness of the 'rending' assault cannon!

- vets stay behind the main line and act as a counter-assault force. 2 power toys + thunder hammer should take care of anything that's thrown at them!

- tactical squad in razorback, land speeder & predator form a fast spearhead - usually up a flank of corse so they don't get blasted by an entire army!
or else, if they're forced into reserves due to the mission rules, they all have the nessessary speed to quickly get into the fight...

- devies splint into 2 combat squads; 2 multi-meltas join the front line and slag enemy armour while the 5 men + lascannon sit at the back constantly contesting my deployment zone from fast enemies like eldar, speed freeks or 'nids.

thoughts, comments, crits more than welcome!
thanks in advance,
cheers!
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Old 08-29-2007   #2 (permalink)
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Quote:
Originally Posted by experiment 626 View Post
HQ: The Dark Guardian; Lord Diabolos, (‘counts as’ Belial) w/Pair of Lightning claws.
cost; 130 pts
This guy seem solid.

Quote:
Elites: The One Winged Angel; Dreadnought w/Assault cannon & Rocket launcher
cost; 135 pts
I'd prefer a lascannon to an assault cannon, but I see why you chose this, it is more versatile, if not as dedicated.

Quote:
Elites: Squad Hades; 1 Veteran w/Bolt pistol & Thunder hammer
: 2 Veterans w/Power weapons
: 1 Veteran w/Meltagun
: 2 Veterans w/Bolt pistol & CCW
cost; 190 pts
Personally this squad is two small... 6 men is much to small for assault unless you know your oppenent is not going to have large squads. And, as this is a tourney army I'd say its pretty likely that you won't know that for sure. Perhaps this is where you'd fill out those extra points?

Quote:
Troops: Squad Purgatory; 1 Terminator w/Heavy flamer
: 1 Terminator w/Thunder hammer and Storm shield
: 3 Terminators w/Storm bolters and Power fists
cost; 220 pts

Troops: Squad Infernal; 1 Terminator w/Heavy flamer
: 1 Terminator w/Thunder hammer and Storm shield
: 3 Terminators w/Storm bolters and Power fists
cost; 220 pts
While I like the make up of these squads I'm not sure if I'd want to spend 440pts (nearly 1/3 of my army) on just 2 small squads that can be eaten up by lots of things. By just removing one of these squads, you can get a fully tooled up 10 man tactical squad.... which is quite nice.

Quote:
Troops: Squad Vengeance; 1 marine w/Flamer
: 4 marines w/Bolter, Bolt pistol & Frag and Krak grenades
cost; 95 pts
Transport; Razorback w/Twin-linked Heavy bolter, Smoke launchers & Searchlight.
cost; 50 pts
Hmm... I don't really like this squad... its two small and I never really understood the usefulness of the Razorback. However, as I've never used one... I can't really say.

Quote:
Fast Attack: Squad Apocalypton; Land Speed Tornado w/Heavy bolter and Assault cannon.
cost; 100 pts
I likey.

Quote:
Heavy Support: Squad Damnation; 2 marines w/Multi-meltas
: 1 marine w/Lascannon
: 7 marines w/Bolters.
cost; 230 pts
While this squad, with combat squads can be useful, I'm not sure if I'd do it as I like big squads.... (my favorite being a 8 man dev. squad w/ 4 MLs)

[/quote]
Heavy Support: ‘Flame of Torment’, Predator w/Autocannon, Heavy bolter sponsons, Smoke launchers & Searchlight.
cost; 95 pts
[/quote]

I like this guy, though I'm not sure if I would have him... I might suggest a predator w/ a Lascannon instead, if you can find the points.


Now, mind you I have never played at a tourney, and thus I assume you have a lot more experiance in such a siduation, however, I would make the changes I listed out.

I think to me, the biggest problem is the lack of models... I'm a guy who likes big squads, and in almost all of my lists I always have at least 2 10 man tactical squads, and usually a 10 man command squad.

Anyways... best of luck at the tourenemt!
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Old 08-29-2007   #3 (permalink)
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I have to agree with the MoW. Use those extra points to buy some more modles, like vets maybe. You know your stuff though, so you've got a good spread of anti-tank and anti-infantry weapons.
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Old 09-03-2007   #4 (permalink)
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sorry i haven't gotten back very quickly, 4 days strait in a gw store with lots of little kids is hell! (though still fun )

anyways, as for your comments:

1) the dread. yep, it's purely for versatility and the fact that with the twin-linked las, he'd be a whopping 155pts! and i'm never spending that on an av12 walker for obvious reasons... (i'm not too happy about his already high cost cost, but it's a bloody sweet model so i'll live with it!)

2) the vets, i could add 1 more, but then they'd be 7 which is awfull for scoring unit purposes... if i could find another 5 pts somewhere, i could make them 8 strong for a pretty solid counter-assault.
i could drop the thunder hammer down to a power fist???

3) i'm taking 10 termies as this the list represents the bearer's 1st company. (so all their termies and dedicated heavy weapon squads...)
now, we have had a pure deathwing before at astro and it played surprisingly well with only 17 models in total! so thatks to astro's layout of proper missions & the decent amount of cover on the tables, smaller armies still stand a chance of winning a few games! (GW tournies in contrast might have 2-4 pieces of terrain/table... astro has a few spares tables, but then we have cities of death tables too!)

4) the razorback. before, it was compleatly useless! but now, it's much cheaper and it's more effective than a rhino thanks to the twin-linked heavy bolter...

5) the devies... multi-meltas might be the worst choice after the plasma cannon, but i'm stuck with licking this list from my templar version too!
sadly, while taking 8 men would have been optimal, dark angels are stuck with 5 or 10 man squads... (company vets are the only flexable squad in the entire list!)

i'm thinking another possible change could be to remove the thunder hammer altogether?
that gives me 65pts which is just enough for a land speeder with multi-melta or heavy bolter???

OR

drop the thunder hammer & swap the razorback to a rhino which gives me 80pts total which is just enough for 5 scouts with either bolters/shotguns/bolt pistols + ccw's???

i hate decisions!!!
cheers!
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