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![[Post New]](/s/i/i.gif) 2014/06/15 14:04:31
Subject: dark angels tactics 7th
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Grim Dark Angels Interrogator-Chaplain
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Hey all my fellow da players out there, I'm starting this thread with the aim to see how we all feel that the dark angels have improved (or not) with 7th.
I shall start with the obvious, Deathwing vehicles got a giant buff it seems, the venerable rule combined with the 7+ to kill vehicles has made these the toughest non fw land raiders in the game, thoughts?
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![[Post New]](/s/i/i.gif) 2014/06/15 14:10:41
Subject: dark angels tactics 7th
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Nasty Nob
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No reserve limit.
Belial, Termies, and then scoring land raiders.
An expected move to more melta might reduce the amount of plasma flailing about.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2014/06/15 14:11:41
Subject: dark angels tactics 7th
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Is 'Eavy Metal Calling?
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Yeah, Deathwing vehicles are now only exploding on a 1/36 chance against AP2, 1/9 against AP1. So they're very durable indeed, and deliver Termies better than ever. With the changes to Smash, MCs are less of a threat as well.
Here's the original DA in 7th thread, there's some good stuff in there. It starts as purely a Deathwing thread, goes general about 10 posts in:
http://www.dakkadakka.com/dakkaforum/posts/list/0/598536.page
and my thoughts from it:
Paradigm wrote:I think there are a few buff that apply to all SM in 7th, but some go double for DA, or are useful at the very least:
Super-Scoring Drop Pods: Aside from the obvious bonus of another super-scoring unit, Pods benefit DA in that they can add a lot to a Deathwing assault, contributing even more to an alpha-strike. A Combi-melta/plasma Company Vet squad coming down with DW can go for the hard targets and bigger threats to the termies and hopefully put them down.
More Durable Vehicles: 7+ to explode is nice, but doubly so for DA with access to the Deathwing Vehicle rule. Having to roll a 6 twice with an AP2 weapon drops the chance of an explosion to a 1/36 chance, making Deathwing Land Raiders nigh-unkillable.It might also herald the return of Deathwing Dreadnoughts as well, and the changes to Smash mean they are a viable answer to Monstrous Creatures that would otherwise be smashing up Terminators.
Weapon Firing: A little situational, but Deathwing can now use the Storm Bolters to try and clear out parts of a squad and leave higher-value targets open for Assault Cannon/Plasma Cannon hits. Less effective against Characters, but this combined with freedom of deployment means you have a good chance of setting up a kill on a Special/Heavy weapon.
There are probably more.
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![[Post New]](/s/i/i.gif) 2014/06/15 14:17:44
Subject: dark angels tactics 7th
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Grim Dark Angels Interrogator-Chaplain
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Nice guys, with the loss of precision... Everything on characters it seems that dw knights got a little buff too, being able to assault a blob or nob sqaud and pick out the commisar or painboy is a great benefit.
Also reading the New faq it seems the power field generator hasreverted back to it's original roll, can anyone confirm this?
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![[Post New]](/s/i/i.gif) 2014/06/15 14:22:25
Subject: dark angels tactics 7th
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Is 'Eavy Metal Calling?
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The new FAQ's have caused all sorts of problems with some stuff being omitted that has previously been corrected. Some are playing it that everything therefore reverts to pre-FAQ state, others that, unless strictly overwritten, the older ones stand, as nothing has reversed that ruling.
I'm playing it the latter way, on the basis that the FAQ's were RAI clarifications rather than changes to the rules (not Eratta), but it's worth checking with your opponent before the game to see what their stance is, especially if relying on things like PFG in a LR.
On the subject of Deathwing Knights, the fact they are now scoring is also a buff, that was the one thing that meant TH/SS termies were sometimes better. Now, I'd take DWK every time.
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![[Post New]](/s/i/i.gif) 2014/06/15 14:35:06
Subject: dark angels tactics 7th
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Stubborn Dark Angels Veteran Sergeant
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The best DA army ATM is deathwing land raiders taken as DT to DWT. With a tech/ lib on bike with PFG
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Wyzilla wrote:
Because Plague Marines have the evasion abilities of a drunk elephant.
Burn the Heretic
Kill the mutant
Purge the Unclean |
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![[Post New]](/s/i/i.gif) 2014/06/16 13:15:28
Subject: dark angels tactics 7th
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Grim Dark Angels Interrogator-Chaplain
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So how do you all think greenwing has fared with the New ed?
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![[Post New]](/s/i/i.gif) 2014/06/16 13:22:10
Subject: dark angels tactics 7th
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Is 'Eavy Metal Calling?
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Greenwing got a lot of the same buffs as every other SM army. Objective Secured on a list that tends to bring a lot more troops than some is great, everything from Rhinos to Vindicators are now harder to kill (particularly in 1 shot), all transports score, and we didn't really lose anything.
The only slight loss to Greenwing is perhaps on Malestrom missions they might lack a little mobility; nothing a single squad of Ravenwing won't fix.
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![[Post New]](/s/i/i.gif) 2014/06/17 13:48:11
Subject: dark angels tactics 7th
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Grim Dark Angels Interrogator-Chaplain
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Something I have been having some success with is this
Captain, power axe, conversion field, pistol
Librairian, level 2 pyromancy, lions wrath combi plasma cannon
2 tactical squads, plasma, combi plasma, rhinos
2 ravenwing attack squadrons, 6 bikes, 2 plasma, 2 attack bikes with mm, land speeder typhoons
2 8 Man dw knight units, 2 relics
Its been doing me well so far Automatically Appended Next Post: Btw I know it's not competitive, but it's pretty to look at
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This message was edited 1 time. Last update was at 2014/06/17 13:54:37
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