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Made in us
Happy We Found Our Primarch



Oswego, NY

So far the army consists of

-2x tac squad w/plasma guns & cannons

-Ezekiel

-Black Knights w/ 3x plasma talons, 3x Corvus hammers

-deathwing terminator squad w/ assault cannon, 1x chainfist

- deathwing Knights

And last but not least a Ravenwing attack squadron consisting of

-land speeder w/ typhoon launchers and a mm
-Ravenwing bike squad w/ plasma gun and attack bike with mm

Thinking maybe a Ravenwing support squadron and more black Knights? An imperial knight? Really just aiming for a well balanced force that can hold their own against varied opponents. Any suggestions would be awesome!

This message was edited 1 time. Last update was at 2016/02/08 16:22:46


Dark Angels 2500
Imperial knight warden 
   
Made in us
Slippery Scout Biker





The strength of DA comes from their Black Knights.

Seriously, run as many of them as you physically can, they are absurdly good. Match them with a Librarian for invisibility if possible and watch as your enemies either focus every ounce of shooting power they have on them, or run in hopes of not getting into CC with them, because 4 attacks on the charge with rending hammers is stupid. Throw in a couple of the Ravenwing grenade launchers with bio grenades to drop T4 to T3 for those wounding on 2's.

The jink save forcing snap firing next round hardly makes them care due to twin linked on the plasma talons.

It's honestly the only thing that makes DA stand out over vanilla marines.
   
Made in ca
Secretive Dark Angels Veteran




Canada

Hektik wrote:
The strength of DA comes from their Black Knights.

Seriously, run as many of them as you physically can, they are absurdly good. Match them with a Librarian for invisibility if possible and watch as your enemies either focus every ounce of shooting power they have on them, or run in hopes of not getting into CC with them, because 4 attacks on the charge with rending hammers is stupid. Throw in a couple of the Ravenwing grenade launchers with bio grenades to drop T4 to T3 for those wounding on 2's.

The jink save forcing snap firing next round hardly makes them care due to twin linked on the plasma talons.

It's honestly the only thing that makes DA stand out over vanilla marines.
oh look another spam bikers competitive lemming come to spoil the fun of others

anyway look to getting some transports, get mobile son some rhino's/razors/drop pods would be nice for the tacticals and a land raider for the deathwing, without these they really cant rise and shine

from here look to getting a venerable dreadnaught, nice big ol dready is a solid investment, always always always use him as a venerable and nothing less he is a lot better this way, i typically use mine as a tank sniper with a lascannon and powerfist so he can do double duty as an anti deepstrike tool.

look at getting some scouts, people downplay scouts a ton but there so tough not to at least own some of. i usually run 7 with the heavy bolter /w hellfire shells and bolters or 5 snipers/4 snipes + missile. good for holding objectives, good as cc sacrifice players, good at lane poke. why wouldnt you want some and for pennies on the dollar no less. 5 of them cost as much as a clamshell hq does!

i also want to rant and rave about the darkshroud for a bit, seriously so good is this thing, park it behind a nice thick wall and blanket an area in cover saves and ignore overwatch, such a strong tool

finally anti-tank, you dont have any anti-tank really beyond your terminators right now and as you play bigger games there ability to just punch through your problems goes away, devestators are always a good look, the las predator isnt bad, the vn dread as noted above can be a good supplement to other anti tank units like a standard land raider or maybe a las razorback. you cant go wrong man

WHEN YOU"VE COVERED SOME OF THE BASES ABOVE heres something your going to want:

anti-air anti-air is a bit of an elephant of a problem for the dark angels because the nephilim is a fail of a plane compared to other things out there, and the dark talon cant fend off attackers. there are a few solutions however ill go over them:

land raider excelsior/rhino primaris (uk only/ebay big spenders): you get a land raider that can just give whoever you want skyfire/interceptor; also doubles as a normal land raider with lascannons, comes with a free razorback with a twin linked plasma gun for a weapon, it can also call down an air strike once per game which is pretty sweet. there expensive though like 200 or so for the set, rules come in box

deredeo dreadnaught, perhaps the toughest meanest mother for ground to air fighting in the game, the deredeo dreadnaughts autocannons are second to none, his missiles and heavy bolters are just icing on the cake, keep in mind that this is forgeworld so all the caviats apply, but you can find knock-offs on ebay for 75 bucks with all the fixings most weekends. the rules for it are currently out as a PDF but there getting a possible update in the next imperial armour (book 16 i think it is?)

contempor mortis dreadnaught, we dark angels are blessed with the contempor mortis dreadnaught, this is a custom variant on the contempor dreadnaught from forgeworld, you can get most of the mortis in betrayal at calth box set, you need only find a second dreadnaught assault cannon arm and mount it to the other arm where his fist would normally go. forgeworld will sell the second arm for 20 bucks or you can go to the ebay and again probably find a knockoff for 12. whatever your preference is. and twin assault cannons is really how you want to run him, the rules for this dreadnaught are in imperial armour 3: third edition (which you can yank down from yonder e-bucaneer as a pdf).

aegis defense line: really only good if you buy devestators as then the sargeant can man the gun platform. its over the counter and its cheap like 50 bucks a box, but its also stationary where the others can be mobile, you can buy the gun emplacement on larger fortifications but then you need to probably go out and buy stronghold assault, rules for the aegis line can be found inside the warhammer 40,000 core rulebook (6th edition, both the cheap miniature pocket book and the big expensive megabook)

This message was edited 2 times. Last update was at 2016/02/08 23:05:48


DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in us
Happy We Found Our Primarch



Oswego, NY

Awesome write up man, I'll be picking up a venerable dread and some scouts asap. As for anti tank, do you think the land raider and a dev squad with some Grav weapons would be better than the Ravenwing support squadron with the dark shroud and three or four speeders with meltas and a mix of typhoons/assault cannons? I figure that might give me a decent way to counter hordes and put some hurt on heavy armor plus keep them with the bikes and have all the bonuses from that.

Would love to pick up the excelsior/primaris combo, maybe someday when I get to warhammer world.

This message was edited 1 time. Last update was at 2016/02/09 17:03:46


Dark Angels 2500
Imperial knight warden 
   
Made in ca
Secretive Dark Angels Veteran




Canada

I'll take swords for 300 wrote:
Awesome write up man, I'll be picking up a venerable dread and some scouts asap. As for anti tank, do you think the land raider and a dev squad with some Grav weapons would be better than the Ravenwing support squadron with the dark shroud and three or four speeders with meltas and a mix of typhoons/assault cannons? I figure that might give me a decent way to counter hordes and put some hurt on heavy armor plus keep them with the bikes and have all the bonuses from that.

Would love to pick up the excelsior/primaris combo, maybe someday when I get to warhammer world.



anyway devestators are fine but not with gravs, the only time ive seen the grav devestator work is when there rolling around in a rhino but thats a bit flimsy, a razorback can also work, i prefer lascannons or missiles, are they better then the support squadron? sometimes yes sometimes no, really its a situational trade, the lascannon/missile devestators put in work from safety but this means they cant hit multiple targets at once, they also dont have melta's as weapons really (you never want melta devestators they are just worthless, heavy meltas are better in veterans or tacticals). but the support squadron has that sweet sweet cover save, bt its also a lot more of a points investment, land speeders can add up quick and while the base number is like what 230 points? after upgrades it starts to get pretty silly how many points it costs, so it becomes a game of cost versus functionality vs situation and there isnt a right or wrong answer

the land raider isnt primarily a weapon for anti-tank but if you can make it work its a good supplement to other anti-tank weapons, im a bigger fan of the crusader or the redeemer as a raider the excel really is the exception to the rule because its utility offsets its lack of short range assault weapons, a land raider is a big ugly aggressive assault tank, it wants to get into peoples faces and a land raider that sits back and shoots lascannons is a bit of wasted potential, especially when a lascannon devestator squad can output compareable damage.

also be aware that there is a difference between the dreadnaught boxes, the venerable is the only way (outside of forgeworld or hackjobbing pieces togeather) to get the plasma cannon arm or the fancy 4 fingers hand, meanwhile the only way to get the missile launcher (other then forgeworld or a hackjob with other parts) is to buy the normal dreadnaught kit. also neither kit actually comes with a multi-melta its actually a real chore to get the basic dreadnaught/ven dread loadout, the only way to get a multi-melta arm is forgeworld, the space wolf dreadnaught box, or by buying the assault on black reach plastic dreadnaught ( which is currently only on ebay for a premium price, however it might get re-released later this year in a bundle box but i promise nothing) which sounds silly i know, but its true

This message was edited 1 time. Last update was at 2016/02/09 17:54:05


DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in us
Happy We Found Our Primarch



Oswego, NY

hmmm alright so after reworking the list I'm right at 1850 with

-Ezekiel

- 2x 5-man scout squads with snipers and cloaks

-3x black Knights with Corvus hammer and plasma talons

- deathwing terminator squad w/assault cannon and chain fist

-deathwing Knights

-venerable dread w/TL las cannons and power fist/SB

-dev squad w/ 3x las cannons 1x launcher w/flakk and combi-flame

-predator w/las cannons and heavy bolters

-Ravenwing attack squadron
-speeder w/typhoon and mm
-3x bikes w/plasma gun and attack bike w/mm

-Ravenwing support squadron
-dark shroud w/assault cannon
-3x land speeders w/ 2x typhoon's w/mm's and 1x assault cannon w/HB



Thinking I can deep strike the terminators using the homers on the bikes, after bringing them into the fray and engaging quickly. use the scouts to hold objectives and hold the dev squad and predators back and use them to take out heavy armor. The dread I figured I could use as needed for interdiction or to address any units that get close to my anti tank guys. As for Ezekiel, I'm starting to wonder if he's the right choice for the list, maybe remove the attack bike and bring sammael into the mix? I love the idea of a librarian leading my force, but I feel that I won't be able to utilize him to his fullest without some type of transport.

This message was edited 1 time. Last update was at 2016/02/09 21:28:52


Dark Angels 2500
Imperial knight warden 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

An interesting thing I did last game was take heavy flamer themed deathwing.

I took the lions blade detachment and one of the auxiliaries the Deathwing Redemption Force.

The terminators get to run then shoot or shoot then run the turn they deepstrike and you can choose for them to come on turn 2.

I took a ravenwing attack squad as well which allows the deathwing to deepstrike without rolling within 12 inches.

I gave my deathwing heavy flamers and terminator librarian pyromancy.

So this lets you auto come in turn 2, deepstrike without scatter in a wide area, then run to get your heavy flamers and heavy-flamer-like psychic ability (it is the primaris for pyromancy) into the perfect position.

Then, anything that charges them gets full ballistic overwatch (since they are in the lions blade detachment) and wall-of-flame.


Automatically Appended Next Post:
On another note - my devastator squad was 4 plasma cannons - which was fun - BUT they can't overwatch because small blast. So....next time I would totally take 4 grav cannons (or maybe 2 since they are expensive) because technically since they don't move on your opponents turn they get to fire full ballistic skill overwatch with the higher salvo value for not moving (this would even work with tacticals that are on the move your turn but on your opponents turn technicall didn't move that turn)

This message was edited 1 time. Last update was at 2016/02/09 22:00:00


 
   
Made in ca
Secretive Dark Angels Veteran




Canada

 chaosmarauder wrote:
An interesting thing I did last game was take heavy flamer themed deathwing.

I took the lions blade detachment and one of the auxiliaries the Deathwing Redemption Force.

The terminators get to run then shoot or shoot then run the turn they deepstrike and you can choose for them to come on turn 2.

I took a ravenwing attack squad as well which allows the deathwing to deepstrike without rolling within 12 inches.

I gave my deathwing heavy flamers and terminator librarian pyromancy.

So this lets you auto come in turn 2, deepstrike without scatter in a wide area, then run to get your heavy flamers and heavy-flamer-like psychic ability (it is the primaris for pyromancy) into the perfect position.

Then, anything that charges them gets full ballistic overwatch (since they are in the lions blade detachment) and wall-of-flame.


Automatically Appended Next Post:
On another note - my devastator squad was 4 plasma cannons - which was fun - BUT they can't overwatch because small blast. So....next time I would totally take 4 grav cannons (or maybe 2 since they are expensive) because technically since they don't move on your opponents turn they get to fire full ballistic skill overwatch with the higher salvo value for not moving (this would even work with tacticals that are on the move your turn but on your opponents turn technicall didn't move that turn)
the problem is that grav cannons are 24" if i was going to take them they would be better in tactical squads or in a rhino firing from hatches like burnas in a wagon

DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in us
Happy We Found Our Primarch



Oswego, NY

Yeah, that's why I'm thinking las cannons. It would be handy to have an armor killer to chill in cover. As for the flamers, I like the idea of it, but I already have terminator squads built so the only option I'd have is to put heavy flamers on the land speeders, but since my intention is to have them as more crowd control than being a straight up assault unit I'm thinking assault cannons/typhoon launchers. Especially with that dark shroud, I'd rather run them cover to cover putting the hurt on gun lines and stuff. If I'm wrong about that, and there are better units for it, by all means, I'm open to suggestions.

Dark Angels 2500
Imperial knight warden 
   
 
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