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![[Post New]](/s/i/i.gif) 2017/12/23 08:37:16
Subject: [2000] - Dark Angels - Rise of the Machines
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Infiltrating Broodlord
New York
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++ Spearhead Detachment +1CP (Imperium - Adeptus Mechanicus) ++
Forge World: Mars
+ HQ +
Belisarius Cawl: Warlord
+ Elites +
Cybernetica Datasmith: Autocaduceus of Arkhan Land, Gamma pistol, Power fist
+ Heavy Support +
Kastelan Robots
4x Kastelan Robot: 3x Heavy Phosphor blaster
Onager Dunecrawler: Broad Spectrum Data-tether, Icarus Array
Onager Dunecrawler: Broad Spectrum Data-tether, Neutron laser & cognis heavy Stubber
++ Vanguard Detachment +1CP (Imperium - Dark Angels) ++
+ HQ +
Belial
+ Elites +
Deathwing Apothecary: Storm bolter
Deathwing Knights
4x Deathwing Knight: 4x Storm shield
1x Knight Master: Storm shield
Deathwing Terminators: Watcher in the Dark
4x Deathwing Terminator: Power fist, Storm bolter
3x Deathwing Terminator: Chainfist, Storm bolter
2x Deathwing Terminator: Cyclone missile launcher, Power fist, Storm bolter
1x Deathwing Sergeant: Storm Bolter & Power Sword
Stratagems on Deck:
Secret Agenda 1cp [Great for Maelstrom]
Hunt the Fallen 1cp [Pretty solid option to kill hard targets with Deathwing]
Deathwing Assault 3cp [Deathwing Terminators shooting twice is great tho expensive]
Tech-Adept 1cp
Protector Doctrina Imperative 1cp [Onagers love this thing]
Wrath of Mars 2cp [Kastelan robots obviously]
Fortress of Shields 1cp [Deathwing Knights benefit]
Game Plan: While I would normally run Dark Angels Greenwing to support the Deathwing. I thought that Admech could performed the same role even better at the cost of some CP loss. Cawl and company will open up at range and let the Deathwing do what the Deathwing does best. Get in the opponents face and strike them down! Deathwing knights can be used offensively or defensively in this list to protect the Admech from competent CC units.
I feel that this list would be a strong performer competitively as I pack some serious firepower against all targets and good deal of melee to counter assault and deep strikers which is what the Admech would be weak against.
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1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts |
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![[Post New]](/s/i/i.gif) 2017/12/25 06:57:06
Subject: [2000] - Dark Angels - Rise of the Machines
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Longtime Dakkanaut
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Play a few games without the data smith. You don't need him if you plan well.
Deathwing Apothecary is not a good deal cuz he lacks a real weapon. Deathwing Ancient is incredible, especially with a storm shield and hammer.
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![[Post New]](/s/i/i.gif) 2017/12/25 21:10:09
Subject: [2000] - Dark Angels - Rise of the Machines
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Infiltrating Broodlord
New York
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axisofentropy wrote:Play a few games without the data smith. You don't need him if you plan well.
Deathwing Apothecary is not a good deal cuz he lacks a real weapon. Deathwing Ancient is incredible, especially with a storm shield and hammer.
I would need to spend CP to change protocols though. I'll consider it, may be worth it.
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1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts |
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![[Post New]](/s/i/i.gif) 2017/12/26 21:44:39
Subject: [2000] - Dark Angels - Rise of the Machines
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Longtime Dakkanaut
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Yeah it takes just one command point but you can do it immediately at the end of your first movement phase, the best possible time. Then they're stuck for the rest of the game so it's a big risk you gotta mitigate by planning ahead. So play a game or two and see if you love it or hate it. Rough against tyranids but great against demon primarchs to smoke them.
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