Switch Theme:

Where should I round out my last 90 points in this Dark Angels list?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Been Around the Block





I'm currently sitting at 1910 / 2000 points and am trying to decide where to fill out my last few points. The ideas I'm kicking around are;
1: Two rhinos to haul around the two tactical squads sporting Plasma Cannons.
2: A 6 man scout squad with sniper rifles and camo cloaks to pick off special weapon units.
3: A second predator without any upgrades, since I'm a little lacking in heavy armor.
4: Two more terminators bringing the two squads to 6 each just for a little more teleporting-in-your-face-firepower.
5: 6 More marines because it's a shooty army, and I can stand to have more shooty.

I'm really in favor of the first two, but the other options seemed to have some merit to them. What would you do to fill out the last 90 points in the following army list?

----------------

HQ - Terminator Librarian with command squad (1 Librarian with Terminator Armor, Power Sword, Storm Bolter, - 5 Terminators, Assault Cannon, Chain Fist, Apothecary 370 points)

TROOP 1 - Tactical Marine Squad (1 sergeant with bolter - 1 marine with plasma cannon and bolt pistol, 4 marines with boltgun and bolt pistols, all units have frag and krak grenades, 99 points)

TROOP 2 - Tactical Marine Squad (1 sergeant with bolter - 1 marine with plasma cannon and bolt pistol, 4 marines with boltgun and bolt pistols, all units have frag and krak grenades, 99 points)

TROOP 3 - Tactical Marine Squad (1 sergeant with bolter - 1 marine with rocket launcher frag, krak and flakk missles and bolt pistol, 4 marines with boltgun and bolt pistols, all units have frag and krak grenades, Rhino 144 points)

TROOP 4 - Tactical Marine Squad (1 sergeant with bolter - 1 marine with rocket launcher frag, krak and flakk missles and bolt pistol, 4 marines with boltgun and bolt pistols, all units have frag and krak grenades, Rhino 144 points)

ELITE 1 - Terminator Sqaud (1 sergeant with storm bolter and power sword, 1 terminator with assault cannon and power fist, 1 terminator with storm bolter and chain fist, 2 terminators with storm bolter and power fists 245 points)

ELITE 2 - Terminator Sqaud (1 sergeant with storm bolter and power sword, 1 terminator with assault cannon and power fist, 1 terminator with storm bolter and chain fist, 2 terminators with storm bolter and power fists 245 points)

FAST ATTACK 1 - Bike Squad (1 Ravenwing sergeant with chainsword, and twin-linked bolt guns, 1 biker with plasma gun and twin-linked bolt guns, 2 bikers with bolt pistol and twin-linked bolt guns, 1 attack bike with multi-melta gun and twin-linked bolt guns 177 points)

FAST ATTACK 2 - Bike Squad (1 Ravenwing sergeant with chainsword, and twin-linked bolt guns, 2 bikers with plasma gun and twin-linked bolt guns, 1 biker with bolt pistol and twin-linked bolt guns, 1 attack bike with multi-melta gun and twin-linked bolt guns 192 points)\

HEAVY 1 - Predator (1 Predator with Auto Cannon, and Heavy Bolter Sponsons, 95 points)

FORTIFICATION - Aegis Defense Line (1 Aegis Defense Line with Quad Cannon, 100 points)

This message was edited 1 time. Last update was at 2014/04/24 06:27:40


 
   
Made in us
Fixture of Dakka





dead account

I like option 1.

Option 3 sounds cool too.
   
Made in us
Executing Exarch





The Twilight Zone

For your six options, I vote for 3 by a fair amount. Do find points to get the bolter sponsors though. On that note, your points are slightly off, your list is ~1930 by my count.

Right off the bat, drop the plasma pistols. They are one of the worst weapons a marine sarge can take. You pay a premium for a short ranged one shot weapon that might kill you. Realistically, you only get 1-2 shots with a plasma pistol a game. If you manage to get over four luck is seriously on your side. Your squads don't seem to be designed to get close to the enemy, so I doubt they will be in range. Then consider the squad surviving, etc. Having the plasma shot is decent though, but you could get a combi plasma for less. At pistol range, you get 2 shots, but you have the option for long range plasma if you need it. Taking combi plas over pistols nets you those sponsons for the 2nd pred.

Small teams on foot behind the ADL are ok, but don't expect a lot. You could take 10 bodies in the rhinos, then combat squad, keeping the heavy weapons behind the line, and putting a special weapon and the sarge in the boxes. Plasma cannons are OK, but not great. Missiles are the same, but don't bother with flak missiles. A single S7 shot won't scare most fliers, and wastes the squad's shooting. I could see an exception if you have a squad on the quad gun, then a flak missile there is somewhat justified.

Terminators, command squad and libby all look great. If your planning on using deathwing assault for the libby/command squad, consider an auspex. Might also consider a deathwing champ depending on your playstyle and meta. You lose a stormbolter/fist, but gain a character who is decently scrappy in a challenge for cheap.

Ravenwing attack squads are generally better off taking melta over plasma, as the price of a plasma bike is equal to a black knight, which is far superior. The advantages of fast ravenwing attack squads are the attack bikes, melta guns and cost. I would consider getting full squads so you can combat squad, 2 meltas each, maybe a combi melta if you can afford. Alternatively, get some black knights for plasma, rad/stasis grenades, skilled rider, and serious assault punch. There is no reason you could not have a squad of each...

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Been Around the Block





I think the points are a bit off because I've got me sergeants with bolters and not plasma pistols and I forgot to update that on my *.doc (I do all my point calculating in excell)

The raven wing bikers have plasma guns because I built this army off of 3x Dark Vengeance box sets (bought one, traded half, and a friend owed me some figures and plays CSM) - But I'll see if I can snag a couple with meltas off E-bay to round those out. At that point I'd drop enough points to go with the Predator.

The Flakk missiles are the only thing outside of the Aegis Quad Gun that's anti-air, even if they're not spectacular I felt I need to have something (Eventually I'm going to get an IG/AM detachment with Vendettas and that'll get filled better) - Are you sure it's safe to lose them completely?
   
Made in us
Executing Exarch





The Twilight Zone

Yeah, swapping the plasma to melta is pretty easy, I had to do a bit of swapping myself.

Yes, the flak missiles are your only AA besides the quad, but they are pretty bad for what they do. Most of the scary fliers are Av12, so your odds of doing damage are pretty low. Against Av10, you only have a 30% chance of doing something(considering they will probably evade). Best to just ignore fliers altogether and focus on the ground game.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Been Around the Block





Well, with the dropped Flakk missiles that paves the way for putting heavy bolters on a second predator. . . Hmmm. . .
   
Made in gb
Dakka Veteran





Drop the flakk and plasma pistols on the Tacticals and take a Storm Talon would be my suggestion.

Nothing is better for AA than a flyer.

Having tried for a good few games to get round flyers with massed flakk missiles and failing to shoot down a single one I tired a Storm Talon with Twin linked LasCannons and the Assault Cannon and took down a Tau flyer in one turn...

The Talon is worth every point.

3000 Points - Right Hands of the Emperor, Imperial Fists Successor
1000 Points - Right Hands of the Emperor Elite PDF force
Bolt Action 1500 pts US Army
Bolt Action 1000 pts US Airborne
X Wing - Giant rebel fleet
Halo Fleet Battles - 1000 pt UNSC Force, 1000 pt Covenant Force

======Begin Dakka Geek Code======
DR:80S++G++MB+IPw40k96#+D+A++/areWD-R+T(T)DM+
======End Dakka Geek Code====== 
   
Made in gb
Numberless Necron Warrior




UK

I personally like the Scout option, more because of the sheer number of riptides, wraithknights and fexes going around.... rending is mighty handy against them, plus will give you a unit to take advantage of your quad gun for your home objective so the rest of your units can stay at full strength.

Another spanner in the works would be to free up 10 points and get a Thunderfire Cannon, because like, thunderfire cannons are amongst the best heavy support choices in the entire of 40k...

 
   
Made in us
Death-Dealing Dark Angels Devastator







Dark Angels can't take the Storm Talon without other SM allies, though. I agree with Dr. Serling, the best bet for AA without radically changing this list is to hope that the ADL doesn't whiff and focus on the ground. If you get lucky with reserve rolls the game could be decided before they even came in (caveat: luck is involved here).

I played a game the other day with a (mostly) pure RW list. I had killed all of a CSM player's troops by the time his Hellturkey came in. All it did the entire battle was roast a scout that was already fleeing. The rest of the game his flier was just trying to chase down my bikes that were turbo boosting between objectives to prevent vector strikes and flaming.

If you end up with some extra points after the edits suggested above, consider adding some more marines to your TAC squads or adding a banner to the command squad.

Sanguine Fist Lion's Claw

Gitsplitta wrote:Yes, please note that the arrival of the cat coincided with my complete failure militarily. Cats not only suck the breath out of little babies, they sucked the life out of my counter attack!
 
   
Made in gb
Boosting Space Marine Biker




midlands UK

option 1 and 3

Blood Ravens, 1700pts

Empire 40 wounds

Astra Militarum 2250pts

Khorne 750pts

Space Wolves 1550pts

Orks 500pts

 
   
Made in us
Longtime Dakkanaut




United States of America

Option #1 is the best suited, though if you can find points for Hb sponsons another predator that would be better.

11k+
4k
7k
3k 
   
Made in gb
Been Around the Block




Personally I would drop the Heavy Weapons choices from your tac squads and get a Dev squad and thunderfire cannon.

If you move your tac squads then plasma cannons cannot fire. If you move the units with missile launchers then you have to use Krack missiles as snap shots, but as your unit can't split fire your blotters have to be shooting into the same unit. If it is just MEC then it is a waste of a S8.

I would suggest dropping all of the Heavy weapons getting a bargain TFC including tech marine who can then bolster the defence of the ruins where you place your new dev squad.
   
 
Forum Index » 40K Army Lists
Go to: