elfmagic wrote:I've tried a DOA much like yours and cant get it to win consistently. Sure it is fun and strikes fear into people, but it is easily countered by heavy mech lists. Everything has to work perfectly on the DS and then you need your ALL your meltas to hit and kill vehichles, otherwise they just stay in their transports. I've switched to a 4 predator and LR list and have had much more consistent results.
I totally agree. I play test this last night against mech guard and the angels won but it was a pyhrric victory with only 5 two Marines left and half the Guard army. Half the Angels came down on turn 2 (so I'll have some humble pie with that!) but didn't do a fat lot, next turn the Guard wiped them all out except one unit which got seriously mauled and the rest of the Angels come down. The Angels managed to tackle half of the Guard army but with mass plasma, melta, flamers and Manticores about the Angels just got hammered. Problem I found is jump pack lists need Priests and Librarians to survive (shield) and both these models came down on turn 3 (except Honour Guard) which meant no
FnP or shield for the units which did arrive on turn 2.
I think I'm going to try a jump list moving across the board instead.
Falco wrote:elfmagic, i would love to see that list as I have been thinking about running something similar myself. I actually played a DOA list last night and it did not go well to say the least.....
See above about
DoA! I'm starting to think it's over rated, Razor Spam is much better so far.
MrEconomics wrote:In the mech list, how necessary is the lone priest? I'm building up my mech army, and I'm planning on running 1 with no honor guards at 1000. Just curious what your experience is.
At 1,000 points a single Priest should be fine. I tend to take a Priest per 2 units, in the H.G case the Priest is bulit into that unit so serves that unit plus another two.
kaiservonhugal wrote:I think having 2 VV units is important to improve odds that one will show up. Im looking forward to a betrep!!
Having two Vanguard was cool but they was nothing but one trick ponies. They died quickly achieved nothing and cost a packet of points, each unit is another Assault Squad.
Automatically Appended Next Post:
I'm going to try this list moving across the board, so no
DoA. I'll be running this on Sunday against mech Guard again so will be interesting.
HQ
Librarian jump pack, shield of sanguinus & unleash rage
Librarian jump pack, shield of sanguinus & unleash rage
Honour Guard jump pack & 4 x meltaguns
Elite
2 x Sanguinary Priests jump packs
Troops
10 x Assault Marines 2 x meltaguns - sgt w/ power fist
10 x Assault Marines 2 x meltaguns - sgt w/ power fist
10 x Assault Marines 2 x flamers - sgt w/ power weapon
10 x Assault Marines 2 x flamers - sgt w/ power weapon
5 x Assault Marines plasma gun
Fast Attack
5 x Devastators 4 x missile launchers
5 x Devastators 4 x missile launchers
5 x Devastators 3 x missile launchers
total
Automatically Appended Next Post: A different
DoA; 64 Marines if my maths is right and a more c.c killy Vanguard seems I failed on the heroic intervention rule :(
HQ
Librarian jump pack, shield of sanguinus & unleash rage
Librarian jump pack, shield of sanguinus & unleash rage
Honour Guard jump pack & 4 x meltaguns
Elite
2 x Sanguinary Priests jump packs
Troops
10 x Assault Marines 2 x meltaguns - sgt w/ power fist & infernus pistol
10 x Assault Marines 2 x meltaguns - sgt w/ power fist & infernus pistol
10 x Assault Marines 2 x meltaguns - sgt w/ power fist
10 x Assault Marines 2 x flamers - sgt w/ power weapon
10 x Assault Marines 2 x flamers - sgt w/ power weapon
Fast Attack
5 x Vanguard jump packs, 2 x power weapons, power fist - sgt w/ power fist