Hey dakka dakka. This is my new revised competitive dark angels list. I am going for a highly competitive (yes i know DA aren't that competitive right now). But heres my shot anyways. I have only been able to play proxy games with it so far because of the obvious lack of models but I wanted to get some feedback from you.
HQ
Interrogator chaplain
(warlord)
jump pack, melta bomb
145
belial
lc
130
TROOP
10 tactical marines
rhino
200
10 tactical marines
rhino
200
5 terminators
serg w/ lc
4x w/ th+ss
apothecary, banner
270
FAST ATTACK
10 assault marines
serg w/ power axe, melta bombs
255
1 land speeder
multi melta, typhoon missile launcher
75
1 land speeder
multi melta, typhoon missile launcher
75
HEAVY SUPPORT
land raider crusader
250
vindicator
125
vindicator
125
The idea of this list is to be in your face with 3 different spearheads that operate at close range.
The first vanguard is belial and his terminators in the land raider. The drive forward front and center, they wish to be seen and heard. They are very durable with land raider first and the 6 fnp 2+/3++ (yah i know 2 are only 5++ but they stay in the back). You can either pour a lot of firepower into them to take them out or ignore them and be sorry when they reach your lines.To boot, they are also scoring but I really could care less about that, its just another factor that will soak up more fire.
The second vanguard is the int chappy and his assault marines. They don't look as fearsome as the other two but they do still have a big bite. When math hammered they have some serious power. They also love challenges with a str 6 ap4 chappy and a str 5 ap 2 i 1 serg, together they can take on all range of opponents including vehicles with their melta bombs. They move up near the land raider so that (hopefully) they can hide in plain sight behind what is considered a bigger threat.
The last vanguard is just the two vindicators, who drive up side by side to protect one of there sides and be more of a wall of av13. They may also move up with the raider on there one side and there other side to the board edge. The assault marines may also run up alongside the side because, placed correctly can obscure one vindicator.
All three of the vanguards can deal with any type of opponent making each be able to run independant of the others.
The two typhoons will play support shooting where needed, melta-ing where needed. Th will also shoot at flyers only where nessecary, otherwise flyers are nearly ignored in this list.
Then there are the 2 tac squads who will likely combat squad in there rhinos and hide behind vidicator protecting there back (making more of a cube of vehicles) and branching off 3rd or 4th turn towards objectives.
Objectives and lack of troops are not of huge concern to me because of this. In 1/6 missions, its kill points anyways, 2/6 make my fast attack/heavy support scoring as well. 1/6 is the relic ( termies grap 1st turn with deathwing assault and drive away into the sunset in raider 2nd turn), 1/6 only have 2 objectives (2 combat squads stay behind, 2 combat squads/rhinos and termies go to other side) and 1/6 use 3-5 objectives (this is the worry mission) where I really gotta step up my game to win. Plus my warlord is taking personal traits and one of them makes him scoring (not that I can really count on that, but you know...). So lack of scoring units is not of major concern.
Im wondering what you guys think of this list, I beleive it is very competitive myself but I have only played proxy games so far... C&C is welcome
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