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Old 01-04-2008   #1 (permalink)
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Default need help modifying 1500pt DA list

right so ive just finished buying the models for this list but im starting to realise that this could be improved.

any thoughts?

thanks


HQ

company master

power weapon
storm bolter
meltabombs

125pts


interrogator chaplain

plasma pistol
meltabombs

140pts


command squad

company champion
sacred banner bearer
apothacary
power weapon
plasma gun

195pts



elites

deathwing terminators

chainfist
assault cannon

250pts


scouts

4x sniper rifles
missle launcher
meltabombs

125pts


troops


tactical squad 1

power weapon
meltagun
meltabombs

120pts


tactical squad 2

power weapon
plasma pistol
plasma gun
meltabombs

140pts


tactical squad 3

power weapons
plasma gun
meltabombs

125pts
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Old 01-04-2008   #2 (permalink)
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Drop melta bombs on definitely the scouts, and preferably the tactical squads. Other than rthat, I don't know the new DA codex too well, so I can't help much.
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Old 01-04-2008   #3 (permalink)
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yeah the scouts dont need em , i usually enjoy having squads of marines jumping on tanks to destroy them but i think the mrltas and plasmas are enough.
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Old 01-04-2008   #4 (permalink)
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Lets see, remove meltabombs on tac squads and scout squad, a second chainfist in the termie squad could be useful, also I'm not seeing a lot of ranged heavy weapons, IDK your playing style, but devastators could be very helpful to you. Tell me a bit more about how you want to field these guys.

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Old 01-05-2008   #5 (permalink)
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right so the main tactics are:

company master and command squad supported by the company veterans advance to the main objective or enemy lines.

scouts infiltrate to hunt out enemy heavy weapons and the like

deathwing deepstrike first turn in the thick of enemy lines

tactical squad 1 advance around one of the flanks to hunt tanks or heavy infantry


tactical 2 and 3 fulfil any other roles needed while acompanied by the innterogator chaplain

that's about it really

thanks
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Old 01-05-2008   #6 (permalink)
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Seems good, you have squads for pushing forward and taking the objectives. My main advice would be to keep the Tac Squads near each other for support fire and locking down shooting lanes. Infiltrate the snipers only where they can be re-enforced, if you leave them to hold something by themselves, they will die quickly.

I play 2 Dark Angels armies: DW and DA, and also pure DW. One thing I have learned from this is that Deathwing Terminators need to make all the right moves. If you don't use them properly, they can die. Don't have them charge into enemy fire (trust me you WILL roll ones). Also, DW cannot assault when they DS, so have them DS behind something, where they can't get shot to pieces on the first turn. After that first turn, just have them get into CC in the assault phase and hop from enemy squad to enemy squad. Remember, a termie in CC can't be shot at.

Hope this helps.
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Old 01-05-2008   #7 (permalink)
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yeah this does help thanks

so i ditch the meltabombs on the tactical and scout squads

and get some devastators (should i replace one of the tactical squads with some devs?)
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Old 01-05-2008   #8 (permalink)
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You could either remove one of the tactical squads, or possibly the chaplain. The Dev squad would probably do well with missile launchers, they have good range and are not terribly expensive like the lascannons. However, it all depends on how many points you have left over to spend on the Dev Sqd.
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Old 01-05-2008   #9 (permalink)
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yep ill get rid of the chaplain that frees up 140pts and all the melta bombs frees up 25pts and the sacred standard (obviously cant have any more as i need the chaplain)

simple devy squad with 4x missle launchers 170

fits perfectly thanks mate
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9 DKOK grenadiers
1500pt dark angel army
1000pt imperial guard
3000pt vampire counts (still in box)
W/D/L
28/1/3

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Old 01-05-2008   #10 (permalink)
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Remember, army lists always look good on paper. Nothing helps you tweak an army list like a game of 40k.
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Old 01-05-2008   #11 (permalink)
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just need to buy one more set of DA veterans now for that dev squad

ill post some pics of the models as they're finished
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9 DKOK grenadiers
1500pt dark angel army
1000pt imperial guard
3000pt vampire counts (still in box)
W/D/L
28/1/3

check out my TOXG thread (yes it has been updated)
http://www.40kterra.com/forums/f245/...tml#post121976



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Old 01-05-2008   #12 (permalink)
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Can't wait to see them.
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Old 01-05-2008   #13 (permalink)
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Looks like your doing a lot of AT??? I found you never have enough joes and use some tanks to support/cover them and you'll be fairly strong on the table!!
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Old 01-06-2008   #14 (permalink)
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I personally rely on the good old infantry
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9 DKOK grenadiers
1500pt dark angel army
1000pt imperial guard
3000pt vampire counts (still in box)
W/D/L
28/1/3

check out my TOXG thread (yes it has been updated)
http://www.40kterra.com/forums/f245/...tml#post121976



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Old 01-06-2008   #15 (permalink)
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I've done the commander

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9 DKOK grenadiers
1500pt dark angel army
1000pt imperial guard
3000pt vampire counts (still in box)
W/D/L
28/1/3

check out my TOXG thread (yes it has been updated)
http://www.40kterra.com/forums/f245/...tml#post121976



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Old 01-06-2008   #16 (permalink)
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oh and the veterans


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9 DKOK grenadiers
1500pt dark angel army
1000pt imperial guard
3000pt vampire counts (still in box)
W/D/L
28/1/3

check out my TOXG thread (yes it has been updated)
http://www.40kterra.com/forums/f245/...tml#post121976



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Old 01-08-2008   #17 (permalink)
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ive just realised that the veterans are missing from my list


company veterans
4x combat shields
3x power weapons
plasma gun
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9 DKOK grenadiers
1500pt dark angel army
1000pt imperial guard
3000pt vampire counts (still in box)
W/D/L
28/1/3

check out my TOXG thread (yes it has been updated)
http://www.40kterra.com/forums/f245/...tml#post121976



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Old 01-08-2008   #18 (permalink)
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Were the veterans included in that 1500 point list?
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Old 01-09-2008   #19 (permalink)
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yep they were part of the original list but i just forgot to add them
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9 DKOK grenadiers
1500pt dark angel army
1000pt imperial guard
3000pt vampire counts (still in box)
W/D/L
28/1/3

check out my TOXG thread (yes it has been updated)
http://www.40kterra.com/forums/f245/...tml#post121976



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Old 01-09-2008   #20 (permalink)
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I am not so sure the combat shields are needed on the vets. It's not bad, but not really worth the pts (the invuln save is ONLY in Close Combat). You have a plasma gun, so they seem more tooled for shooting.
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Old 01-12-2008   #21 (permalink)
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Default Re: need help modifying 1500pt DA list

the plan for them is to take on any really heavy infantry
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1500pt dark angel army
1000pt imperial guard
3000pt vampire counts (still in box)
W/D/L
28/1/3

check out my TOXG thread (yes it has been updated)
http://www.40kterra.com/forums/f245/...tml#post121976



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Old 01-12-2008   #22 (permalink)
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Default Re: need help modifying 1500pt DA list

well if you're not facing and MEQs i'm worried those points will simply be wasted. it's a good safety, but if you're playing, say, normal guardsmen or something, you could easily write up a second list and simply replace those shields with something else and have the shields be there simply for decoration :]

and wow, your models look really good ! :] cheers !
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R4, I had to go back four pages to find this WIP!! I want to see conversions, more, and I demand you to pick up a paint brush! What have you been doing? having a life or something!!! Dammit you know you cant do that with this hobby now back to work!!
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Old 01-12-2008   #23 (permalink)
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Default Re: need help modifying 1500pt DA list

thanks


yeah i could always get an extra power fist or something
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9 DKOK grenadiers
1500pt dark angel army
1000pt imperial guard
3000pt vampire counts (still in box)
W/D/L
28/1/3

check out my TOXG thread (yes it has been updated)
http://www.40kterra.com/forums/f245/...tml#post121976



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Old 01-14-2008   #24 (permalink)
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Default Re: need help modifying 1500pt DA list

Quote:
Originally Posted by phil View Post
right so ive just finished buying the models for this list but im starting to realise that this could be improved.

any thoughts?

thanks


HQ

company master

power weapon
storm bolter
meltabombs
125pts

+++ now, i know he's done, but i'd still try to gently break-off the storm bolter and go for a combi-plasma gun...
masters aren't noted for their up-close killiness - that's the chappy's job! you're taking this guy for his Ld abilities above all. thus, i'd give him a few more high S, low ap shots for when that inevitable terminator squad or similar tries to deep strike on top of you! now you can hit them with a pair of plasma shots, (hitting on 2's!) to the face.+++


interrogator chaplain
plasma pistol
meltabombs
140pts

+++ i'd lose the plasma pistol... killing an expensive IC who's also your best close combat fighter with your own gun?!+++

command squad

company champion
sacred banner bearer
apothacary
power weapon
plasma gun
195pts

+++ i'd honestly drop these guys... those company vets can do pretty the same thing, but with more bodies!
at the very least, lose the company champion; your master or chaplain will provide the extra killing power.

if possible, i'd take a 2nd plasma gun and slap your commander w/plasma combi-weapon in here; once per game you now have 6 S7, ap2 shots at 12" range. not too shabby!+++


elites

deathwing terminators
chainfist
assault cannon
250pts

+++ throw in at least one, if not two sets of lightning claws... having your entire squad strike last isn't fun as it will lead to the getting beaten-up rather badly!
those 3-6 I4 power toy attacks help greatly! plus you'll still have plenty of S8 punches for handeling nasty stuffs...

oh, and make sure you put the chainfist onto the assault cannon termie! yes it's an 'all your eggs in one basket' move, but the only things that can really hurt him are;
a) vinidcare assassins
b) those very few opponents who know what 'torrent of fire/blows' rule is!+++


scouts
4x sniper rifles
missle launcher
meltabombs
125pts

+++ yep! good-bye melta bombs!+++

troops


tactical squad 1
power weapon
meltagun
meltabombs
120pts


tactical squad 2
power weapon
plasma pistol
plasma gun
meltabombs
140pts

+++ i'd combine these two squads into a single 10-man squad honestly... that extra heavy weapon is nice to have and gives you more options.
lose the plasma pistol as well... again, it's not the best idea to give a 1-wound model who's also your assaulty guy a gun which can kill him!+++


tactical squad 3
power weapons
plasma gun
meltabombs
125pts
as for the vets, i agree about the combat shields... they're chewing up pts! leave them modeled for sure - just don't pay pts for them!
also, they could really use a power fist in there. what happens when they get charged by say, a wraithlord or carnifex or plague marines or other T5+ gribblies?!! (and yes, it will happen!)

cheers!
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Old 01-14-2008   #25 (permalink)
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Default Re: need help modifying 1500pt DA list