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[1850] - Dark Angels - Ravenwing, a CAD, and an Assassin  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Here's an idea I had for a list I could take to a tournament next weekend. The list rules are 1850 points, 3 detachments max, and some restrictions on Lords of War (which don't apply to me as the only LOW I have for this army is Azrael, and he's not that good).
Detachment 1: Ravenwing Strike Force
HQ:
Librarian: ML2, Space Marine Bike, Force Sword
Elites:
Ravenwing Command Squad: 6 men, Champion, Apothecary, 1x Grenade Launcher, RW banner
Fast Attack:
Bike Squad: 6 men, 2x Gravgun, Power Sword for Sgt., Veteran Sgt. upgrade, Melta Bombs, Attack Bike w/Multimelta
Bike Squad: 3 men, 2x Gravgun, Lightning Claw for Sgt., Veteran Sgt. upgrade, Melta Bombs
Ravenwing Darkshroud
Ravenwing Land Speeder: Typhoon Missile Launcher
Ravenwing Land Speeder: Typhoon Missile Launcher
Detachment 2: Combined Arms Detachment
HQ:
Librarian: ML2, Force Sword
Troops:
Scout Squad: 5 men, 4x Sniper Rifle, Heavy Bolter, Camo Cloaks
Tactical Squad: 5 men, Plasmagun, Combi-plasma, dedicated Razorback w/TL Lascannon
Fast Attack:
Drop Pod: Deathwind Launcher
Heavy Support:
Devastator Squad: 10 men, 2x Lascannon, 2x Gravcannon w/Gravamp, dedicated Rhino
Detachment 3: Officio Assassinorum Detachment
Culexus Assassin
Ideally, I would put the libby from the CAD on a bike, but I don't have a model for it. I would also switch out the Power Sword for a Lightning Claw on the one bike sarge, but again I don't have the model. The plan is to pod in the Assassin near any kind of psychic deathstar (I've seen plenty of CentStars and Jetseer Councils around here before) and rip it up. The Devastators split into combat squads, with the sarge and the Lascannons staying back in cover and hitting heavy targets, while the Gravs take the Rhino and park somewhere in the middle of the table and murder stuff. The bike libby stays with the Ravenwing Command Squad and rolls on Telepathy, hoping against hope for Invisibility. This unit will need to stay the hell away from the Assassin so as not to foul up my own psychic power, although the Assassin could use the warp charges for his own weapon in a pinch. The CAD libby goes with the tacs, although I'm not sure what powers to roll for (thinking either Interromancy or Divination). I put a Deathwind launcher on the pod because with only one model in it there is less chance of friendly fire. This way the pod itself is a threat and can draw some fire away from the other stuff. I am curious as to what Dakka thinks about this list, is using a Drop Pod for a Culexus Assassin a solid tactic? Is the rest of the list any good? I know I post a lot of lists, but that is because I am looking to improve my game and posting my ideas for people to critique seems like the best way.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Regular Dakkanaut




I know you're limited to 3 detachments but what about formations? One more land speeder would let you take a Ravenwing Support Squadron.
   
Made in us
Longtime Dakkanaut






You said there's restrictions on Lords of War? What are they? A meta without Stomps is a meta full of death stars, so your culexus is crucial.

Drop pod for assassin is better than infiltrating, but many put him in a Rhino for mobility and protection.

Sargent upgrades for bike squads aren't really worth it, except melta bombs.

Force axes are usually preferred to stick wounds on riptides and wraithknights.

Outside of a Battle Company, Scouts are much better than tactical marines.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in us
Dark Angels Neophyte Undergoing Surgeries



Kansas City, MO

Claas wrote:
I know you're limited to 3 detachments but what about formations? One more land speeder would let you take a Ravenwing Support Squadron.


I couldn't agree more with this. The Speeder formation is the best detachment IMO in the codex. Using it in combination with your RW Command Squad is incredible force. You may also want to get rid of the vet. sgt and weapons upgrades in your RW bike squad sergeants. Since you have the models, you could split them up into a third squad. It just becomes more to manage for your opponent and you can grab more objectives. I have played a similar list with the drop pod culexus and he was 1 of only 3 models left on the board. I literally won the game due to his abilities and debuffs. As for the psychic abilities for your librarians, Interromancy is always my go-to. The only turd in the bunch is the neural shock ability.

Another possibility is to run the Lions Blade Detachment, which is 3 tac squads, an assault squad and devastator squad. You're pretty close since you have the 10-man dev squad. And, you'd be able to fit the Speeder Support Formation inside that Detachment so you make the tournament rule that way. This would also give you full BS overwatch.

Hope this helps...

This message was edited 1 time. Last update was at 2016/02/13 19:15:14


Murdoc024
3000+ pts 2000+ Knights x2 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

@Claas and murdoc024: I would run the RWSS as I do in fact have another Typhoon Speeder, but the rules state that a formation counts as a detachment. As for the Lion's Blade, the other idea I had for the tournament would have been such a list, but I wanted to do something different (plus a Lion's Blade means no RWCS). As for the vet upgrades and weapons, they have come in very handy before, especially in challenges. My meta has a lot of Space Marines in it, so having some AP3 weapons really helps. Plus I have modeled the sarges that way, so for WYSIWYG I usually go with the weapons. I could probably drop the vet upgrades, although I would lose some swings with the weapons. The big bike squad will combat squad into some smaller units that the opponent will have to try to track down and kill. I think I will go with Interromancy, as taking Telepathy means that I am more likely to get junk powers instead of Invisibility (although an invisible RW Command Squad is a nightmare for the opponent...).

@axisofentropy: The restriction is actually not on Lords of War, but rather on Superheavies and Gargantuan Creatures. The rule is that a single unit (SH or GMC) may not exceed 40% of the tournament point total (which is 1850), and that collectively they may not exceed 66% of the total. So I sometimes do see multiple Imperial Knights, Wraithknights, and Stormsurges.

Thanks for the advice, I shall indeed consider it. More opinions are, of course, welcome!

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 7 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
 
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