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Made in us
Fresh-Faced New User




Hey all, to start off this is the first list I've posted (here or anywhere), though not the first I've made.

Dark Angels - 1973pts
HQ - 130pts
Librarian - Lion's Roar, Terminator Armor, Lv 2 - 130pts

Troops - 288pts
Tac Squad - 6 models, +Vet Sergeant, + Plasma Cannon -109pts
Tac Squad - 6 models, +Vet Sergeant, + Plasma Cannon -109pts
Scout Squad - 5 models, + Vet Sergenat, all Snipers - 70pts

Elite - 490pts
Deathwing Knights - 5 Models, Perfidious Relic - 245pts
Deathwing Knights - 5 Models, Perfidious Relic - 245pts

Fast Attack - 500pts
Black Knights - 5 Models - 210pts
Black Knights - 5 Models - 210pts
Darkshroud - 80pts

Allies - Imperial Guard
HQ - 165
Command Squad - 5 models, 4 Plasma Guns - 110pts
Chimera Transport - 55pts

Troops - 140pts
Veteran Squad - 10 models, 70 pts
Veteran Squad - 10 models, 70 pts

Fast Attack - 260pts
Vendetta Squadron - 2 models, 260pts


Tactics - Ideas
I stick the Libby with the Deathwing and DS them (turn 2) after my bikes turbo-boost with their teleport homers.
Deathwing Knights are better (in my opinion) than normal Terminators in CC because even though their weapon is AP2 once per game it strikes at initiative, giving a huge advantage against enemy terminators.
Ravenwing Knights focus on zooming around shooting plasma where it counts.
Darkshroud moves flat-out for its 2+ cover save every turn, while giving its stealth to friendlies.
Scouts sit on backfield objectives while tac's move forward, sticking to cover.
I take the Vendetta as a squadron of 2 because even with the detriments of being a squadron they are awesome flyers. Plus a single vendetta has iffy odds of killing a Helldrake a turn. I stick the vet's in 'em so they can be deployed behind the enemy lines, preferably on objectives.
The command squad is obvious, 4 plasma shots coming out of a fairly mobile transport is cool. Not powerful enough to be a must kill for the enemy and not a huge investment if its crappy armor gives out.
The last few points in my army can be spent on upgrades or if I shave off 40ish points I can take a barebones tac squad.

What are your thoughts?
   
Made in gb
Executing Exarch






If the tacticals are moving forward, swap the plasma cannon for plasma guns.
Not keen on the Vet Sarge's, particularly in the scouts. Use those points plus the remaining for either extra tactical bodies or a rhino / razorback.
   
Made in us
Using Inks and Washes




St. George, Utah

Veteran Sergeant is just an awful upgrade for loyalist marines in general. We get the least out of it compared to any other codex' sgt. upgrade cost. Eldar get a stat boost to literally their whole stat line, Chaos (even though it's always on their guys and not simply an option) really need the leadership bump, etc. etc. Marines aren't can't get swept AND auto-regroup so it's only useful if you are facing a lot of pinning weaponry. +1 attack is pretty useless for units that should avoid close combat.

As cool as the Lion's Roar is on paper, it's not worth it. Typically a small blast template only hits two guys to begin with, so you're better off just shaving points and going with a combi-plas. Sad but true.

I highly recommend swapping out one squad of knights for a regular DW squad. Knights are our only anti-MC unit, but assaulting in general this edition is pretty bad and it's ALL they can do, whereas regular DW are still really good in assault and pretty capable in the shooting phase because of Split Fire and a heavy weapons guy.

Alternatively, as they won't be scoring units anyway without Belial, take it as a command squad if it's just going to be 5 guys. Gives you more options, and a really capable champion to be challenge bait if some crazy uber-HQ unit assaults you after you deep strike. I highly recommend the FNP banner for them.

Strategy wise, tactical marines don't need to move forward, especially if you go Plasma cannon. I don't feel like our scouts are worth it. I think you're better off with a tactical squad with an HW guy in every situation, really. Same points for the squad, slightly more because of the big gun. It's just, sniper rifles are atrociously bad. 5 of them when 4 are BS3 and one is BS4, you're only CAUSING like a wound, and unless you rolled a 6, it'll just bounce off armor. Granted it's the kind of range they'll all get to shoot every turn, but I'd rather take even just the 24" on a boltgun if it means S4 weapon on BS4.

I'd split the black knights up into a group of 6 and a group of 4. The smaller squad for harassment, the bigger squad to make a B-Line straight at enemy HQ or big threats and hopefully kill it before it's a problem. 6 guys means you get to take two RW Grenade launchers, which is really important because I guarantee you'll lose a fair number of dudes before they get to where they need to be so having a backup Rad Grenade is really important.

Also remember Black Knights (and all RW bikers for that matter) have Scout, so you can scout move them before turn 1 and pretty much be where you need to be for the teleport homers to get your deathwing on the board sooner. Especially if you want to go assault heavy, the sooner they're on the board, the sooner they can actually get into close combat.
   
Made in us
Fresh-Faced New User




Thanks, I'll tweak the list as suggested and post the 2nd draft soon.
   
Made in us
Jovial Plaguebearer of Nurgle





West Bend, WI

Love me some Dark Angels...
HQ - No Lions Roar---horrible and arguably the only Relic worth taking is the Mace of Redemption--25pts???

Troops - The Vet upgrade is kinda worthless for what you get and if you are going plasma cannons then you need to stay put--30pts

Elites - Make the Deathwing Knights into one big blob of 10 if you are helbent on keeping them both. They will get shot to death if they are down to 5 men strong and you will save--10pts

Fast Attack - The Black Knights are prefect..6 is better but overkill in my opinion. The Darkshroud is not worth it in my opinion as it is a very easy First Blood point for your opponent--80pts

So with 145pts you could get an insanely good HQ to make your big blob of DW Knights even more powerful and personally my favorite...

2nd HQ
Interragator-Chaplain - Terminator Armor & Mace of Redemption - Not sure of the points but he always performs very well for me...

Or you can use the 145 points for other upgrades or more troops...
   
Made in gb
Gangly Grot Rebel



Scotland

Surely this list wants azzy as HQ?



Automatically Appended Next Post:
Then drop the lacklustre tacticals and take bikes and termies as troops instead?

This message was edited 1 time. Last update was at 2014/02/23 11:59:18


I'm a god damned sexual Tyrannosaurus.
 
   
Made in us
Fresh-Faced New User




Here's my updated list.

Dark Angels 1999pts
HQ - 595pts
Librarian - Terminator Armor, Lv 2 - 100pts
Deathwing Command Squad - Assault Cannon, FNP Banner - 325pts
Interrogator Chaplain - Mace of Redemption, Terminator Armor - 170pts


Troops - 170pts
Tac Squad - 5 models, + Plasma Cannon -85pts
Tac Squad - 5 models, + Plasma Cannon -85pts

Elite - 291pts
Deathwing Knights - 6 Models, Perfidious Relic - 291pts

Fast Attack - 378pts
Black Knights - 3 Models - 126pts
Black Knights - 6 Models - 252pts

Allies - Imperial Guard
HQ - 165
Command Squad - 5 models, 4 Plasma Guns - 110pts
Chimera Transport - 55pts

Troops - 140pts
Veteran Squad - 10 models, 70 pts
Veteran Squad - 10 models, 70 pts

Fast Attack - 260pts
Vendetta Squadron - 2 models, 260pts

The Libby joins the Command Squad, the Chaplain joins the Knights. Both DS in.
   
Made in us
Jovial Plaguebearer of Nurgle





West Bend, WI

I like it...a lot! One change, take the relic in the Knights and use the 10pts to purchase to TH/SS upgrades in your CC Squad.
   
 
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