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![[Post New]](/s/i/i.gif) 2007/03/04 04:58:38
Subject: New Codex DA list
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Regular Dakkanaut
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After sitting down with the new 'dex for a bit and trying to decide where I wanted to go with my existing models and some of the stuff I'd pre-ordered in anticipation (mostly veteran and vehicle sprues), I got an idea that, I think, works pretty well, and I thought I'd throw it up here for people to look over. HQ: Sammael, Master of the Ravenwing on Jetbike Elites Deathwing Terminator Squad #1 (5 models) -Sargeant w/ Power Sword and Stormbolter -Assault Cannon -1 model w/ lightning claws Deathwing Terminator Squad #2 (5 models) -Sargeant w/ Power Sword and Stormbolter -Assault Cannon -1 model w/ Thunder Hammer and Storm Shield Deathwing Terminator Squad #3 (5 models) -Sargeant w/ Power Sword and Stormbolter -Assault Cannon -1 model w/ lightning claws Troops: Ravenwing Attack Squad #1 - 6 bikes - 1 Apothecary - Sargeant w/ Power Sword, Plasma Pistol, and Meltabombs - Attack Bike w/ Multi-melta - 2 Bikers w/ Meltaguns - Support Landspeeder w/ Assault Cannon Ravenwing Attack Squad #2 - 3 Bikes -2 Bikers w/ Flamers -Sargeant w/ Bolt Pistol, CCW, & Meltabombs -1500 points I'll be the first person to admit that this list requires a lot of turbo boosting and maneuver to win, but I think that with the ability to split the larger squadron into 3 separate combat squads, Sammael's high saves and decent amount of wounds, and the large amount of anti armor or template weapons this list lets me throw around, plus the fire from the Terminators once they arrive. The bike mounted apothecary also really doesn't hurt.
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![[Post New]](/s/i/i.gif) 2007/03/04 21:27:21
Subject: RE: New Codex DA list
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Fresh-Faced New User
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The list might work, but at least get some homers in there. That way the terms are more reliable coming in...
Try it and see if it works, it is a very small numbers list, but it will be fun in a non-tournament setting...
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![[Post New]](/s/i/i.gif) 2007/03/04 23:50:07
Subject: RE: New Codex DA list
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Rough Rider with Boomstick
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All the ravenwing bikers have homers, correct?
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With the galaxy as large as it is the odds of the average guardsmen seeing and fighting a marine or MEQ are relatively slim. Unfortunately the guardsmen in your (and anyone else who plays IG's) army are the REALLY, REALLY LUCKY ones that fight marines ALL the time... |
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![[Post New]](/s/i/i.gif) 2007/03/05 01:26:16
Subject: RE: New Codex DA list
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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Yes they do. I played the new DA on Saturday. There is a lot of versatility in the list with RavenWing and Deathwing combos. DA do work though they are a finesse not raw power list.
Each Ravenwing Boxset is one complete choice on the force organisation chart, split into four scoring units. Get two boxsets and a squad of Assault marines and you have nine FA choices and a lot of variety even without having to draw on the Ravenwing command special rules.
The bikes all get a 12" scout move. Then on the first turn you Deepstrike two of your three Deathwing units. They have a shot with the Assault cannon and are already most of the way accross the board.
This sets you up for a Ravenwing/Deathwing assault combo slam on turn two or three.
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2007/03/05 01:32:19
Subject: RE: New Codex DA list
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Fresh-Faced New User
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The homers are for free, mm, have to remember that if I start my own DA-army...
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![[Post New]](/s/i/i.gif) 2007/03/05 08:26:50
Subject: RE: New Codex DA list
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Regular Dakkanaut
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Yeah - it's a very, very tricksy business now. All the bikes have homers, everything splits around, and I suspect that a turn 2 hammering's very possible. (Heck, with Scout moves, turbo boosts, and a turn 1 termie strike, you could easily rip apart quite a few units on turn 1!
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![[Post New]](/s/i/i.gif) 2007/03/05 10:39:39
Subject: RE: New Codex DA list
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Regular Dakkanaut
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I don't have the new DA codex but I'm just curious, does it restrict you by not allowing you to take allies?
Just wondering before I go out and to take a look at it. If it doesn't restrict it, then I might pick up start a small Ravenwing force to Deep Strike my Grey Knights (starting on turn 2 rather than the turn 1 strike that the Deathwing are allowed).
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"Someday someone will best me. But it won't be today, and it won't be you." |
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![[Post New]](/s/i/i.gif) 2007/03/05 10:52:01
Subject: RE: New Codex DA list
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Tunneling Trygon
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Heck, with Scout moves, turbo boosts, and a turn 1 termie strike, you could easily rip apart quite a few units on turn 1! Does DA dex allow turboboost scout moves? I thought that was disallowed like the SM scout bikes. Otherwise I can't see how you can use turbo to rip apart enemies on turn 1. Still, the scout move gets the terminators placed a good 31" from the board edge on turn 1 (12" deploy + 12" scout + 6" homer + ~1" from DS deploy). It's too bad the Lightning claw upgrade cost so much, as AC and 4 twin LC would be a wicked surprise.
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snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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![[Post New]](/s/i/i.gif) 2007/03/05 10:57:00
Subject: RE: New Codex DA list
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Longtime Dakkanaut
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Turbo is disallowed on the scout move
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![[Post New]](/s/i/i.gif) 2007/03/05 11:28:55
Subject: RE: New Codex DA list
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Regular Dakkanaut
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I thought that since you scout before the first turn, but after placement, so you could Place figs, Scout, then turbo in the movement phase of turn 1? If I've got it wrong, just lemme know.
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![[Post New]](/s/i/i.gif) 2007/03/05 12:36:40
Subject: RE: New Codex DA list
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Tunneling Trygon
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You can turbo on turn 1 but it won't affect the DS of terminators, as they'd arrive before turboboosting. The bikes can't do anything offensive the turn they turbo boost (and skyth confirms no scout move turbo). So basically I didn't understand how turbo boosting would figure into "ripping apart" units on turn 1. Maybe turn 2 (if they survive) but not turn 1.
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snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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![[Post New]](/s/i/i.gif) 2007/03/06 00:29:02
Subject: RE: New Codex DA list
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Fresh-Faced New User
Bath, UK
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Yes this is a pretty exciting DW/RW combo much as Games Workshop envisaged these two companies working together.
You might want to consider taking Belial instead of Sammael, using the Termies as troops and the RW as fast attack. That way the Apothecary might be more use in one of the squads to Deathwing Assault in. Plus, Belial can join a termy squad to deepstrike in on turn one too. Just my thoughts.
A
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![[Post New]](/s/i/i.gif) 2007/03/06 09:11:10
Subject: RE: New Codex DA list
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Khorne Veteran Marine with Chain-Axe
Kutztown, PA
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Yeah I agree, make the termies troops choices and leave the RW fast attack. I heard DA can have up to 3 venerable dreads, and to be honest I love venerable dreads, they always stomp the table when I take one now, I would love to see 3. Aztralwolf
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David William Toy: 7/11/1953 - 12/27/09, My Father My Friend, Rest in Peace.
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![[Post New]](/s/i/i.gif) 2007/03/06 10:46:58
Subject: RE: New Codex DA list
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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I dont know if you can turboboost and deepstrike terminators as you cant do anything while turboboosting. However I see no reason why you cannot make an ordinary bike move of 12" and teleport in Deathwing. If you set up your bikes as far forward as possible the terminators will be deepstriking - without error - in the nemy deployment zone on turn one. No good if the enemy has basilisks or Fire Dragons but otherwise that must hurt. Have fun with lightning claws!
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2007/03/06 14:48:44
Subject: RE: New Codex DA list
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Regular Dakkanaut
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I suspect I'll end up playtesting versions with both Belial and Sammael - I really like the nastiness of Sammael being able to swoop across the board and perhaps act as an HQ headhunter, but I can see the points being made about having the Terminator apothecary (and perhaps standard bearer).
My plan for 1850 with this list is basically to include Dreadnoughts, and maybe a squad of Devs set up to spit into a combat squad (mounted in a Razorback) and the standoff weapons.
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![[Post New]](/s/i/i.gif) 2007/03/06 17:11:06
Subject: RE: New Codex DA list
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Regular Dakkanaut
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The one thing you might want to consider is that Sammael on the jetbike isn't an IC. I'm not sure how he's more durable, as the jetbike or as the land speeder.
It's my thought that by taking the guy on the jetbike you're getting some pretty nice stuff, but that it can be targetted by anyone without regard to IC characteristics. Sure, he's got 3+/4++/adamantine mantle, but he's still going to give up at least half of his VP over the course of a game. On the other hand, if you play conservatively with him, deepstriking units need to beware.
On the other hand, the landspeeder is 14/14/10, but has all of the weaknesses that vehicles have (ie they coulud die to the first shot they take). The landspeeder has the ability to cluster with the other landspeeders and either distract heavy weapons from the lesser speeders, or to go unscathed while the other speeders take some abuse.
How goes the thinking on which one is better to use?
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![[Post New]](/s/i/i.gif) 2007/03/06 18:13:55
Subject: RE: New Codex DA list
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Longtime Dakkanaut
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I love venerable dreads, they always stomp the table when I take one now, I would love to see 3. Meh, Doctrine marines can take 6 Venerable dreadpods! Try it sometime! I like this DA list, indeed, but not a lot of models. What happens vs bugs or IG, getting closer would be bad. Easy to paint though, I like that! Sure would look cool too!
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![[Post New]](/s/i/i.gif) 2007/03/07 12:15:01
Subject: RE: New Codex DA list
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Tunneling Trygon
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I dont know if you can turboboost and deepstrike terminators as you cant do anything while turboboosting. However I see no reason why you cannot make an ordinary bike move of 12" and teleport in Deathwing. Deepstrike uses the reserve rules and reserves come in before other movement occurs. So first turn the farthest the Ravenwing bikes and their homer could have travelled is 12" from their deployment (scout move). Subesquent turns there's no reason why you couldn't use a homer that turboboosted on the previous turn.
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snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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