Dark Angels Neophyte Undergoing Surgeries
|
This game is going to be played at 5000 Points using 5th Ed rules as well as some homebrew here and there. I will be fielding 5k of my marines, and of course my opponent is fielding 5000 points of Dark Eldar. The table for this game is going to be huge, representing the prior warning I've been given concerning the attacking group. It will be divided roughly into three 6'x'2'-ish sections that represent a portion of my cities' Eastern wall and some of the buildings right inside, Followed by a field of desert sparcley covered in rocks, a few ruined bunkers maybe, some random objectives, and plenty sight-lines as well as some cover for the attacker. The final section of the table is going to be the forest in which the Raiders are to emerge from. Objectives are not going to be critical to win, but instead we're making rules to where each objective has a perk for the player who controls it. These perks include weapon implacements, Communication relays (grants easier acces to DSing units, garrison buildings (Might be able to replace one wound every turn)... Stuff like that. So holding objectives might help you win but it's still a cleanse mission at the end of the day.
My list is representing elements from the first three companies (loosely based on the Dark Angels Formations) tasked with holding the outer perimeter from the attackers. Remember that the marines have been getting slaughtered up until now, so now that they have enough time to coordinate a defense, all of the big players are coming out. please keep in mind that "Named" units are going to be converted later into Unique characters for my Successor Chapter. They might have weird war gear selections that might look like a waste of points.. Just work around that. Also, FO is open with the minimum 1 HQ 2 Troops Choice.
This is what I have so far.
HQ-
"Gambre" Captain of the First Company, Master of the Gyrphyon Wing- Terminator Armor, 2x Thunder Hammers, Digital Weapons. (Based loosely on Marneus Calgar and Lysander.) 175
"Draxus" Captain of the Second Company, Master of the Watch- Artificer Armor, Bolter w/ Hellfire rounds, Power weapon.(Pedro Kantor and Sicarius) 170
Command Squad- 4x Storm Bolters, Apothecary. RazorBack TL AC, XA<- Optional
"Niklos" Captain of the Third Company, master of the Wyvern Wing- Artificer armor, 2x Lightning Claws, Aux Grenade launcher (Shrike and Khan) 175
Elites-
Assault Terminators- x5,TH SS 200
Terminator Squad- x10, x9 SB&PF, x1 SB&PW 400
Venerable Brother "Lazarus"- Ven Dred, x2 Auto Cannons, Drop Pod. 220
Sternguard- x10 Veterans, x4 combi-Plasmaguns. Drop Pod w/Deathwind 300
Troops-
2x Tactical Drop Squads- x10 Marines, 1x Meltagun, 1x Multi-Melta, Sergeant- Bolt Pistol&CCW, Drop Pod- Locator Beacon (220) 440
3x Tactical Rhino Squads- x10 Marines, 1x Heavy Bolter or 1x Missile Launcher, 1x Flamer. Rhino- PmSB Sergeant - BP&CCW, Teleport Homer (230) 690
1x Tactical Razorback Squad- x10 Marines, 1x Meltagun, 1x Plasma cannon, 1x PW&PP. Razorback- TL Heavy Bolters, HK, PmSB 270
^Will Combat Squad this unit^
Scouts- x9, Telion Upgrade, x7 Sniper Rifles, x1 Heavy Bolter 200
^Will Combat Squad this Unit^
Fast Attack-
"Maelstrom Squadron" - 2x Land Speeder Storms, 2x Land Speeder Tornados, 1x landspeeder Typhoon. 370
^All Deploy separately^^ 1 Scout Squad each ^ ^ Heavy Bolter, Assault C.^ ^ Typhoon ML, Heavy Bolter^
1x Vanguard Squad- x5 Veterans, x5 BP&pw, Jump Packs 250
Deploys with Assault captain as Body Guard.
2xAssault Squads- x10 Marines, x10 BP&CCW (190) 380
Heavy Support
land Raider/ Redeemer- Chronus Upgrade, MM, PmSB, HK. 330
Carries Gambre and Squad when it deploys
2x Predator Escort- Auto Cannon, x2 Heavy Bolters, PmSB, XA (120) 240
2x Thunder Fire Cannons 200
1x Devastator Squad- x10 Marines, x4 ML's, BP&CCW
If this set up isn't workable, and if someone has the time to help out, Just an even mixed wing style list would be fine. Replacing bikers with Assault Marines and Storm Speeders.
9
|
Dark Angels Neophyte Undergoing Surgeries
|
Yeah... I know.. It makes so much more sense to do it that way, and I really should swap one out for at least a PW. But the flavor behind getting that extra attack with a TH is what I wanted more. The image of a relentless juggernaught charging forward, shrugging off rounds with his Terminator armor and Halo, each swing (He now get's 4/5 on the charge) Exploding with the force of a Thunder Hammer. all the while calmly directing his men, advancing like an unstoppable tide of controlled fury. That visual alone is worth spending the points on another TH. Besides, my 3rd captain is going to be the initiative speed demon fighter stereotype.
Speaking of this, I know that I'm still on the wrong forum for this, but I haven't been able to find much, but is there some homebrew system for pointing out all of the special abilities/drawbacks from the unique characters? It would be helpful to have some sort of "Player Accepted" system for that. I'll go ahead and use "Gambre" as an example. He's sort of being written to represent the guy who sold me my DA's models and who introduced me to this game. He's always had weird voodoo with his minis, naming them, giving them personalities, keeping track of really cool things they've done in past games (Lazarus earned his name because out of all the games he played while he owned my DA's, Lazarus NEVER fell completely, that continued during my few games with him until my MC of a pup knocked him off my table and chewed his back off). I kind of wanted to continue that now that I'm finally finishing my collection and creating a successor chapter. This guy is huge... physically and in personality, and he's always been a really good player, so I thought it fitting to make his "character" my chapter's "master of the deathwing" But it just seems too bland and insufficient to my friend to personify a generic captain. Since I don't play in tournaments and my friends are all doing the same for their UIC's, I was hoping that someone has a balanced system for creating UIC's that we could all use to stay even.
|