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Made in us
Been Around the Block




working on a list with a tid bit of fluff to it.

Interrogation retinue and each member has a certain aspect they focus on when ... errrr... umm... "questioning" a captive fallen.

Interrogator Chaplain = Master of the Soul - questions and tests your soul and intentions and purpose

Epistolary (level 3 librarian - counts as Ezekiel) = Master of the Mind (perhaps he's #2 librarian in rank behind Ezekiel) - questions and tests your mind and knowledge

Apothecary = Master of the Body - questions and tests the flesh and tissue and bones of your body and any mutations

Techmarine = Master of the Machine - questions and scrutinizes cybernetics and mechanical augmentations and grafts and implants

pair of Lexicaniums (level 1 librarians) = Assistant Interrogators

Command Squad = Retinue and Wardens and Guards etc

Only facet not included in the list would be something from Deathwing to make it a bit all encompassing...

Dark Angels - Combined Arms Detachment: 833 points

145 - Interrogator-Chaplain - Mace of Redemption, MB

240 - Command Squad x5 - Apothecary, Champion, DA Chapter Banner, 4x LC, DP

94 - Shades Squad x5 - CC, SR x4, ML + Flakk

94 - Shades Squad x5 - CC, SR x4, ML + Flakk

130 - Ravenwing Bike Squad x4 - GG x2

130 - Ravenwing Bike Squad x4 - GG x2

Dark Angels - Formation Detachment: 1015 points

275 - Librarius Conclave - Ezekiel, 2x Level 1 Libby's w/ Force Staff

740 - Hammer of Caliban - LRR w/ MM, 3x Vindi's w/ Siege Shields, Techmarine w/ Servo-Arm, Auspex, 3x Servitors

Tallies up to 1848/1850 at the moment.

Chappy, Librarians and CS mosey on down in the DP hopefully close to the action or to block an objective.

LRR and pushes forward with flanking vindi squad and goes head first into whatever gives them a dirty look or dares showing the beady whites of their eyes.

The Bikers were kept small and will focus on zipping to get a good line of fire on some side/rear AV.

Scouts are there to provide basic anti-air and minimal objective securing if needed.

Could swap the CS 4x LC's for 2x power mauls and swap the vindi siege shields for dozer blades and the MB on chappy to upgrade the other libby's to level 2 for more dice for Ezekiel to use.

Could also take Ezekiel by himself as a 2nd HQ and drop the extra libby's and grab a 3rd RW bike squad with grav-guns.

Could drop the DP and servitors and give the Techmarine a Servo Harness and everyone rides in the redeemer but that just seems like too big a prize for opponent not to focus fire down.

Probably not the most competitive list but it looks like it might be fun to throw down on the table.

Interromancy for Ezekiel fluff-wise, but if i do include the extra libby's, wondering what disciplines and powers should i try to get for everyone?

Any thoughts or suggestions to swap units and/or upgrades around?

Thanks,

Tak

 
   
Made in us
Longtime Dakkanaut






No Asmodai? He's chief interrogator!

All those HQ would be much more effective on bikes and in Ravenwing squads. Note that if Ezekiel is in the land raider, conclave members can cast his powers within 12" of the hull.

Also don't take Flakk.

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Made in fi
Fully-charged Electropriest






axisofentropy wrote:
No Asmodai? He's chief interrogator!

All those HQ would be much more effective on bikes and in Ravenwing squads. Note that if Ezekiel is in the land raider, conclave members can cast his powers within 12" of the hull.

Also don't take Flakk.


Asmodai isn't the chief interrogator, Sapphon is.

Don't waste points on the flakk missiles, maybe buy combi-gravs on your sergeants instead.

7000 pts 1000 pts 2000 pts 500 pts 3000 pts
 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.
 xSoulgrinderx wrote:
No. but jink is cover and if the barrage its center they wont be getting cover
 
   
Made in us
Been Around the Block




hmm ok 2 folks say no to flakk missile upgrade. thats interesting. may i ask why? there are some fliers ive seen in the meta around. scouts have bs4 now (old bs3 upgraded) so it seems they'd have a fair chance at anti-air.

Can't upgrade Asmodai with the MoR which is just wtfbbqleetsauce

yeah i was trying not to spam bikes bikes n bikes and more bikes and even more bikes and some extra spare bikes just to table opponent on turn 2.

besides i don't have lots of bikes anyways hehe (id have to get more to do this list - have the rest of the models). my collection for DA comprises far more greenwing than anything else hehe.

 
   
Made in gb
Executing Exarch






takana77 wrote:
hmm ok 2 folks say no to flakk missile upgrade. thats interesting. may i ask why? there are some fliers ive seen in the meta around. scouts have bs4 now (old bs3 upgraded) so it seems they'd have a fair chance at anti-air.
It's all about the probability to cause damage - flakk are strength 7, ap4, heavy 1, and you've got 2, at BS4, so you've got 1+1/3rd hits, let's say against an AV11 flyer (storm talon or croissant), meaning each hit has a 50% chance to do nothing, so on average you've caused 2/3rd of a hull point as damage. If one of those is penetrating, in order to destroy the flyer (because you get no bonuses to the table as it's not AP1/2 nor open-topped) you need to roll a '6' (immobilized) followed by a '1' or '2' to get the crash and burn result. Now factor in either Jink or Daemon (Heldrake) saves, and you're unlikely to do much more than suppress (i.e. cause to Jink) a single flyer all game.

Now whilst there's obvious value to forcing (or 'encouraging') a flyer to Jink to reduce it's firepower, it's costing you two units (~200pts) of shooting a turn.
   
Made in us
Been Around the Block




I get jinking makes it practically impossible to kill fliers. but for 20 points to downgrade a fliers overall dmg output seems like not that bad a tradeoff. the scouts are cheap anyways not doing much except parking on objectives or coming in from reserves later on. so at base value for a pair of scout squads i've dropped 110 points to fit them into the list. cloaks rifles and ml just give them a bit more dmg and survivability. that extra 20 points above that seems like its flexibility expenditure.

if someone spends the effort to put a stop to scouts harassing their fliers then that's not attacks directed at something more vital in my list.

the meta ive seen also just ignores fliers when someone shows up with one and just rides out whatever dmg they pump out.

2 scout squads harassing a heldrake or valkyrie seems like just enough of an annoyance to be a thorn for whoever.

2 combi-weapons are done after 1 use (never been a big fan of them - MB and orbital strike seem worthwhile 1 use attacks though to me). flakk can be reused until they get assaulted.

i definitely could be "seeing point expenditures wrong" hehe.

 
   
Made in us
Longtime Dakkanaut






Bikes are a pain to assemble and paint but they help out HQ so much

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Made in us
Stealthy Dark Angels Scout with Shotgun



Allentown PA

Hey, just a thought, the new interrogator chaplain is really easy to put on a bike and he looks amazing. I know rules are iffy on if you can take a ravenwing chaplain, but the model looks amazing I highly recommend it it, is a really easy kit bash and looks just so awesome.
   
 
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