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[1850] - Dark Angels / Mechanicus - Ravenwing, Deathwing, Destroyers  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut






I wanted to make a mostly Dark Angel army using only the models I have today and WYSIWYG. I hate painting bikes but I'll get more. Until then, I've added terminators and Mechanicus grav destroyers. Yes, this is four detachments until I replace one by growing the Ravenwing Strike Force. And I'm using a Librarian for the Ravenwing HQ because I don't have a Sammael model yet; my group is fine with this.

My friend plays a competitive Eldar list with scatbikes, a wraithknight, Dark Eldar, and solo Harlequins. I'd like to at least have a chance against that but maybe it's too much to wish for. Only my grav Destroyers really threaten the Wraithknight. We often play Maelstrom with cards.

++ Dark Angels Ravenwing Strike Force detachment ++

Librarian
····Power Armour [Bolt Pistol, Force Sword, Space Marine Bike]
····Psyker [Level 2]

Ravenwing Command Squad [5x Black Knight, Ravenwing Apothecary, Ravenwing Grenade Launcher]

Ravenwing Bike Squadron [2x Meltagun, 3x Ravenwing Biker]
····Ravenwing Attack Bike [Multi-Melta]
····Ravenwing Sergeant [Chainsword, Melta Bombs]

Ravenwing Attack Bike Squadron
····Ravenwing Attack Bike [Multi-Melta]
The core of this list, these guys will Scout forward, then use their detachment's rule in their first turn to Turbo-boost, giving them Jink saves they can re-roll but allowing them to act normally on their second turn, right where they need to be.

++ Dark Angels Ravenwing Attack Squadron formation ++

Ravenwing Attack Squadron [Plasmagun, 3x Ravenwing Biker]
····Ravenwing Sergeant [Bolt Pistol]

Ravenwing Support Squadron
····Ravenwing Land Speeder [Assault Cannon, Heavy Bolter]
These guys could be within the detachment above, but I want to experiment with this formation's ability to Summon the Deathwing. They don't get the turbo-Jink first turn, but they can still Jink when shot at. They may also turbo-boost to get to the right spot for the terminators to arrive without scattering within 12" on the second turn.

++ Dark Angels Deathwing Strike Force detachment ++

Ezekiel

Deathwing Terminator Squad [Assault Cannon, Chainfist, Deathwing Terminator Sgt, 4x Deathwing Terminators]

Deathwing Terminator Squad [Deathwing Terminator Sgt, 4x Deathwing Terminators, Heavy Flamer]
Deathwing may still be too expensive, but I haven't played them in a year so they're coming off the shelf now. They always twin-linked after Deep Striking, and this detachment allows each unit to automatically pass/fail reserve rolls, and then run/shoot or shoot/run when they arrive.

A subtlety: Ezekiel qualifies as Deathwing to arrive without scatter within 12" of the Attack Squadron above, but only Terminator armored units may use the other detachment's 6" Teleport Homers.

++ Cult Mechanicus Combined Arms Detachment ++

Tech-Priest Dominus [Macrostubber, Stasis field, Volkite blaster]

Kataphron Destroyers
····3x Kataphron Destroyer [Heavy grav-cannon, Phosphor blaster]

Kataphron Destroyers
····3x Kataphron Destroyer [Heavy grav-cannon, Phosphor blaster]
In my games this week, the Ravenwing's slick saves just caused my opponent to fire at whatever else was on the board, so durability is key for allies. I didn't want to include vehicles to invite all anti-tank, but I kept these guys because they hit so hard. The Dominus won't have much value stuck in the backfield, but he can fight my friend's charging Dark Eldar jetbikes and the stasis field should keep them alive a turn if I don't go first.

This leaves 50 points. I could just add another terminator but I lack the models and slots for much else. Is there some relic or wargear that would really help this list? Maybe I'll proxy another biker or two.

The big strategic risk here is that I'm effectively giving up my first turn and relying upon those re-rollable cover saves. This risk may be mitigated by night fighting, going first, and both Librarians rolling on Telepathy for Invisibility and/or Shrouding. But if two of those three pre-game rolls don't go my way, it may be a short game.

Moar bikes, a darkshroud, and Sammael are coming in the next few weeks because Ravenwing seem the strongest players in this new codex. I may also get one of the new Imperial Knights with anti-air. Should he replace the Mechanicus or replace the Deathwing? Who else makes a good ally for Ravenwing?

Created with BattleScribe
We're still working on the new Dark Angel codex data file, but it'll be released soon enough.

This message was edited 1 time. Last update was at 2015/06/25 16:59:04


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