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| Corporal ![]() | First off, here's the list I've begun to develop after a few games using the new codex: Dark Angels Tournament List 2000 Points HQ Belial, Master of the Deathwing Lightning Claws,Terminator Armor Interrogator Chaplain Crozius Arcaius,Rosarius, Lilianthes of Hatred,Terminator, Armor,Storm Bolter Troops Tactical Squad 1 1 Sergeant, 4 Marines 1 flamer Equipment: Bolt Pistols, Frag and Krak grenades, Bolters Razorback w/ TL HB Tactical Squad 1 1 Sergeant, 4 Marines 1 flamer Equipment: Bolt Pistols, Frag and Krak grenades, Bolters Razorback w/ TL HB Terminator Squad 5 Terminators 4x Storm Bolters 1x Assault Cannon and Chain fist, Death wing Banner, Apothecary, 2x chainfist Elites Space Marine Dreadnought Twin Linked Las-Cannon Missile Launcher smoke launchers, Extra Armor Heavy Support Predator Destructor Auto-Cannon Heavy Bolter smoke launchers, searchlight Whirlwind Smoke Launchers, Search Light Devastator Squad 1 Sergeant, 9 Marines,4 missile launchers, Equipment: Bolt Pistols, Frag and Krak grenades, Bolters Fast Attack Ravenwing Bike Squad 1 Sergeant w/ meltabombs, 5 Biker Marines Twin- Linked Bolters frag and krak grenades, bolt pistols, teleport homers, meltabombs, 2 Meltaguns Ravenwing Attack Bike 2 Biker Marines Twin- Linked Bolters, Multi Melta frag and krak grenades, bolt pistols, teleport homers, Ravenwing Landspeeder 1 Assault Cannon, Heavy Bolter Ravenwing Support Landspeeder 2 Assault Cannon, Heavy Bolter Model count: 34 models 7 vehicles for a total of 41 models. I know the Model count is low...I just can't help it...I really like vehicles... Ok Now, an explanation. I made this list attempting to maximize the Dark Angels strengths, since they seem to have been nerfed. However, after pouring through the new codex several times, I've come to admire a few things that I think make them more playable. I've always played my Dark Angels as a shooty army, but the new codex allows for a more flexable list. There's a few things that the Dark Angels have going for them.They are in no particular order: Combat detatchments. At first I thought these were cool, then useless and now I'm not sure. However, we have to make the most of it reguardless. I like using the 2 5 man units, since your heavy weapon marine can take four vanilla marines as extra wounds, and the sergeant with his powerfist can hop in a razorback with four other marines. It makes razorbacks viable. Cheap Transports. Forget the Rhino, get a Razorback. Same points as a regular rhino, has a twin linked heavy bolter for taking down hoards. Ravenwing/Deathwing combo. Swift and deadly. Ok, so, starting at the begining, I chose Belial as an HQ choice. The reason being that he is the only way to get a Terminator Captain. Captains in terminator armour are a favorite of mine, since terminator armour is a good best-bang-for-your-buck item. This is espeacially important for Dark Angels, who have higher cost than regular marines (hey, it's costly to maintain the oldest equiptment). Belial also allows for the Dark angels only real terminator command squad, which I am accoustomed to. However the beautiful part is, the standard bearer/apothecary. This make the Deathwing even deadlier. The banner is just gross and makes up for the lack of terminator honours in a big way. It also looks very cool. I gave Belial the lighting claws since it was the only 2 hand weapons combo. With the LCs and the Banner he has a base of 5 attacks. Not bad for a dirt cheap character. My second HQ choice was a chaplain. Mainly because I had recently painted a terminator chaplain and wanted to use it. However, I also realized that he contributes very nicely to the terminators, giving them rerolls to hit on the charge. Belial is almost guranteed to dish out 6 wounds when he's with the Chaplain. The ICs and sergeant attack at regular inititive, covering up the standard terminators only weakness. The also deepstrike in a perfect circle. The can lay down 4 ass-can shots, and 10 storm bolter shots, then assault and deal out 6 lightning claw hits, 9 regular power weapon hits, and if theres anything left 16 powerfist hits, all rerolling to hit. This makes the terminators my uber unit of death. They'll soak up alot of firepower, lay down alot of firepower themselves and earn their points back most games. The two tactical squads are a no brainer, need them for the FOC. You could drop to 1 tactical due to Belial, but I didn't feel it was necesary. Maybe in the future. 5 marines including sergeant in the razorback, is a small squad, but it fits in an ultra cheap razorback. It means you get a heavy weapon and It doesn't tie down a 5 man squad to use it. Also, when the marines hop out, they can use their flamers to toast something. The terminator squad is my uber unit of death, even with only 1 ass-can. see above for explanation. The dreadnought is there due to nestolgia. It was one of my very first models. I also use it to fill in the anti tank gap. The TL Las Cannon/Missile launcher does this nicely, and is good enough to deal with quality enemy armor. It can move with the razorbacks, shooting on the move, and tie up enemy infantry aswell. A preditor seems like a better choice, but heavy support is full. With 3 elites spots open the dread is a must have IMO. Onto heavy support. Theres the preditor i just mentioned. Cheap, efficient, deadly. The most efficient setup. Can mow down infantry, or hunt vehicles with mid-quality armor. 2 shots is better than being twin linked, and the tank can dish out 8 AP 4 shots to deal with most enemies. The whirlwind is cheap, and efficient. Indirrect fire and the HUGE blast marker can take out entire units. The whirlwind to truly a staple of shooting armies. Use the str 5 ap4 missiles against races with armour 4 or higher, use the str 6 minefields against Meq's. use the strg 4 ap 5 no cover saves allowed missile in the city. Hide the Whirlwind behind something, then have fun. The devestator squad. I never used to field one until the release of the new codex. The 10 man, 4 lissile launcher devestator squad is the new staple of Dark Angels armies. Split the devestators into 2 five man squads, 2 missile launches in each, then blast away. Each squad han tae 3 wounds before losing a heavy weapon, and it in effect, lets you split fire. Missile launchers can effectively deal with medium quality enemy armour, or can switch missiles to frag and go for hoards. A very diverse and powerful unit for the Dark Angels. Ok, the fast attack. Bikes are a new thing for me. Since the Dark Angels can't use the Scout/infiltrate/teleport homer combo to get their terminator forward deployed, they need at least one squad on ravenwing bikes, if they plan on using deathwing terminators. I chose a 6 man squad, which will devide into two 3 man squads. That way you can spread your speacial weapons around, and keep your opponent guessing where the Deathwing's coming from if you lose first turn. The beautiful thing about the bikes is their scouting ability. This means that the deploy 6 inches in, scout 12 inches forward, then the terminators arrive first turn due to the deathwing assault speacial rule. However, you must use the scout move carefully, espeacially with such a small unit, as your opponents know that the ravenwing bring the deathwing. Move them into cover incase your opponent gets first turn. You should aim them where your opponent is most vulnerable, where you think your terminators will do the most damage. This is ussually a flanking manuver, as seen in White Dwarf. Remember that ravenwing bikes can also potentially charge into close combat turn one if your opponent doesn't deploy carefully. You can tie up an enemy unit for a few turns to protect the deathwing, or, as I prefer, go vehicle hunting. Use melta guns and bombs to wreck even the best quality armor. Leman Russ', Land Raiders and Monoliths beware. With the deathwing backing them, a few ravenwing bikers can be quite deadly. Last but not least, the landspeeders. While they went up in price, they are still a bargain in my opinion. I like to use the "Landspeeder rush" as distribed in the landspeeder tactica on the 40k page, or use them with the ravenwing bikers/newly arrived terminators to weaken your opponent at critical points in his lines. There you have it, a fairly flexable, firepower oriented army. I've enjoyed great sucsess with this list so far. Let me know what you try, I'm eager to learn and improve my tactics. I also hope this has been useful in overcoming some of the nerfings of the new codex :P
__________________ Last edited by Brother_Ambrose; 04-19-2007 at 07:00 AM. |
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| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| greetings brother! overall i quite like your new list. however, a couple things from my own experiences; - try swaping the dread's twin-las for a twin-autocannon. best transport hunter you can get! i used to use one untill the 4th edition marine 'dex came out and this guy never disappointed me. he would quite reliably immobilise or outright destroy whatever transport he shot at! (av12 vehicles were a bit harder, but the 2 shots usually assured at least 1 glancing hit. )this can allow your heavy hitters, (devies & pred), to focus on the main battle tanks! - lose the power weapon on your ravenwing sergeant. space marine bikes don't belong in combat as they are no better than tactical marines! use those pts to give them meltas or flamers instead... (my first 40k army was a pure ravenwing! if my bikes got into assault then they just died!) another thing though, wouldn't you have to roll 1st for the chappy to see if he arrives with the deathwing? (as they are 2 seperate FOC choices) might mess up your 'uber assaulty death squad... also, i doubt the deathwing will go unharmed! (*cough*satchel charge*cough*!) unless of corse you have the option of landing them out of sight! i'd love to give this army a go sometime! it looks like a fun list that will present a good challenge to anyone... especially if they're unprepared for the deathwing strike and the spliting squads! cheers!
__________________ "Who are you to question my methods?! A 'Puritan' is simply a coward who hides behind a veil of pretended faith and denounces his loyal brother as a traitor out of simple jealousy!" - Inquisitor Odion ![]() |
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| Corporal ![]() | Thanks for the reply...I was starting to get worried...lol Do you think that there would be enough anti tank if i drop the LC on the Dread? I know the Autocannon is cheaper, but I was worried that with only 1 TL LC I'd have a hard time with good quality armor. My normal opponents are (in order of how often I play them) Guard (with 2 leman russ's :s) Tau, Tyranids, Kroot, Chaos and Orks. I find that the LCs are necesary against Leman Russ's. I need to bust his armor before my assault elements can move in. Same with the Tau, although it is less crutial. I ussually have a hard time if I can't kill the rail head though... Believe it or not, I like the LCs against the tyranids too. The hive tyrant is very hard to kill without AP 2. LC's are completely unnecesary against the kroot. My friends with Orks and Chaos use minimal armor and could likely be handled by the auto cannon. I'll consider giving this a try. I agree on the bikes. I used the Power weapon just cause he was modeled that way. You're right though, the points could be better spent. Do you think it would be better with Flamers/meltabombs, or no meltabombs and 2 meltaguns? As for the Chaplin, IC's can deepstrike with the termies if they're attached to the squad. I don't know what page it's on, but I read it in the new codex.
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| Corporal ![]() | Dark Angels dont get the terminator command squad, so its just a regular squad with standard bearer and apothecary... on page 28 it says "Independent Characters wearing terminator armor may also be deployed via Deathwing assault. They must join and enter play with a Deathwing squad in order to do so."
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| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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normally you would have to roll seperately so that's a huge advantage you now get. as for your anti-tank, you still have 4 krak rockets spread between 2 squads when you split the devies... carefull deployment should allow you pot shots at a russ' much more squishy side armour. (putting your rockets on your flanks is the best way - his tanks move, then they expose themselves!) you could also give the bikers meltaguns for some very speedy anti-tank as you can easily get into range even by turn 1 in some missions due to your scout move! i'd keep the bombs too just because guard players i find like to keep their tanks sitting still! (so auto-hitting his prescious russ in assault will make him cry!) against the 'nids i understand the need for the ap2 shot though... or else you could just stick to the assault cannon and hope for some rending goodness?! overall with your list though, i'd probably expect the termies to be the ones to take down the tyrant! cheers!
__________________ "Who are you to question my methods?! A 'Puritan' is simply a coward who hides behind a veil of pretended faith and denounces his loyal brother as a traitor out of simple jealousy!" - Inquisitor Odion ![]() | |
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| In all honesty, yes. The autocannon performs admirably as mid-anti tank AND is vicious against infantry. Add to the fact that the meltaguns will more than make up for any loss of the LC (because of scout move,turbo-boost etc.. range is no prob). And, in all reality, you have MORE tank hunting potential. Before, you took a big hit in the tank hunter area if you lost the dread. Now, you can take a lick and keep on ticking. I find survivability is a lot more valuable than overpowerment when it comes to any army. SM especially, because there is that tendancy to 'uber-doom' things. |
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| Corporal ![]() | the 15 points savings is with the pred equiped w/ auto cannon and dred equipt w/ TLLC dred is also easier to kill... which could make it a really bad choice... if almost all my anti tank goes...i'm flushed...
__________________ Last edited by Lord Commander Erus..; 03-15-2007 at 11:16 PM. |
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| Hmmm.. I'd say that would work just fine, as long as the preds sponsons are heavy bolters. I have never like las sponsons, but it is just peronsal pref. there. I would say don't perma-fix the parts on, but try a proxy match with both, against the same opponent, same list, and see which you like best. |
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