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[1850] - Dark Angels - DA, Vanilla SM, and Assassin for ITC Tourney  [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

It's been a while since I posted a possible army list, so I thought I'd post this list that I'm considering running at a local tournament. The tournament format is ITC rules and FAQ's.
Detachment 1: Ravenwing Strike Force (Codex: Dark Angels)
Interrogator-Chaplain: Bike, Mace of Redemption
Librarian: Bike, Mastery Level 2, Force Sword
Ravenwing Command Squad: 6 bikes, Apothecary, Champion, RW banner, 1x Grenade Launcher
Ravenwing Darkshroud
Ravenwing Bike Squad: 5 bikes, 2x Gravgun, Veteran Sgt. upgrade, Lightning Claw, Melta Bombs
Ravenwing Bike Squad: 4 bikes, 2x Gravgun, Melta Bombs
Ravenwing Attack Bike Squad: 1 bike, Multimelta
Ravenwing Land Speeder: Typhoon Missile Launcher
Ravenwing Land Speeder: Typhoon Missile Launcher
Ravenwing Land Speeder: Multimelta, Assault Cannon
Detachment 2: Allied Detachment (Codex: Space Marines)
Chapter Tactics: Ultramarines
HQ:
Librarian: Bike, Mastery Level 2, Force Axe
Troops:
Scout Squad: Heavy Bolter
Fast Attack:
Drop Pod
Heavy Support:
Centurion Devastator Squad: 3 men, 3x Gravcannon w/Grav-amp, 3x Hurricane Bolter, Omniscope
Detachment 3: Officio Assassinorum Detachment
Culexus Assassin
Tactics: Culexus Assassin infiltrates into a good position to deal with enemy psykers/deathstars. Grav Centurions pod in where they can kill 1 or 2 high-priority targets (like Wraithknights). The DA libby rolls on either Interromancy (for Righteous Repugnance or Aversion) or Telepathy (looking for Invis, but otherwise pretty much just using Shriek), with the vanilla libby taking Biomancy (looking for Iron Arm). Both Libbys and the Interrogator go with the command squad to form a mini-deathstar that really wants to kill stuff in melee, with the Darkshroud providing those sweet 2+ rerollable saves (although the ITC nerfs the save to 2+/4+). The Scouts are a tax unit, but can at least camp an objective and harass the enemy with their Heavy Bolter). The bikes and speeders mainly want to run around the board shooting stuff, although the squad with the tooled-up sergeant can have a go in melee if necessary (great for dealing with those pesky Warp Spiders, although the squad must hold its fire to take those on).

I'm open to any kind of helpful advice. The list is not super-optimized, but I'm open to suggestions on how to make it better.

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: 13 | 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
Longtime Dakkanaut






You can never have too many Black Knights in a Ravenwing Strike Force.

Culexus needs transport and in ITC that's still an option. You could add another unit of Scouts (they're not a tax lol; leverage their Objective Secured) to make a Combined Arms Detachment and get another Rhino, which carries most Culexus in ITC.

But because you're playing Ravenwing, you can make a decent argument for putting Culexus in your second drop pod. With your mobility, Jink, and clever positioning you should be able to limit losses from deathstars to one unit on each of the first two turns, then when the Culexus arrives on turn 2 or 3, every bike can pounce. (This strategy prolly leaves the Centurions dead but at least they baited the deathstar to exactly where you want it.)

Ravenwing bike Sargents are not good candidates for upgrades because they have only one close combat weapon. Again, Black Knights are better.


Automatically Appended Next Post:
Also I'm kinda surprised you're not taking Tigerius with those Centurions.

This message was edited 1 time. Last update was at 2016/10/26 14:50:34


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Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I'm definitely thinking of adding more Black Knights; depending on my financial situation in a week or 2 I may just be able to get some in time for the tournament. I considered a transport for the Culexus, but I figured that I'd better get used to not having one since the ITC will eventually adopt the FAQ. I'll definitely keep it in mind, though. As for the Scouts, should I maybe come up with a Land Speeder Storm or 2 for them (if I were to run 2 units)? I've never even seen one used, so I have no idea if they're good or not.

I realize that RW sergeants are not that great for upgrades, but I've had some success with my LC one kitted out as above. I'd probably drop him if I added more Black Knights though.

As for Tigurius, I figured he wasn't probably necessary unless running a true CentStar or something. He's really good, but I figure those Cents are going to be a bullseye with legs once they drop. If I did change things up and run him, what powers should he roll on? Probably Divination, but is that the best choice?

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: 13 | 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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