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Made in ca
Fresh-Faced New User




Hi everyone,

I am looking for some advice on this list, which I would be using competitively.

Dark Angels Battalion :

HQ:
Azrael - 180pts
Lieutenant - 63pts

TROOPS :
3x 5man Scout Squad - 165pts

HEAVY SUPPORT :
Devastators (Sergeant, 3 bolters, Missile Launcher, Cherub) - 95pts
Devastators (Sergeant, 3 bolters, Heavy Bolter, Cherub) - 80pts
10man Hellblaster Squad - 330pts

Blood Angels Battalion :

HQ:
Captain (Jump Pack, Thunder Hammer, Storm Shield, Angel's Wing relic) - 129pts
Captain (Jump Pack, Thunder Hammer, Bolt Pistol, Veritas Vitae relic) - 114pts

TROOPS:
3x 5man Intercessor Squad - 270pts

ELITE:
Death Company (Jump Pack, 3xpower fist/bolt pistol, rest bolt pistol/chainsword) - 236pts

Ultramarines Battalion :

HQ:
Captain (Warlord with adept of the codex) - 77pts
Librarian - 96pts

TROOPS :
3x 5man Scout Squad

Total : 2000pts

Reason for having 3 battalions is that i can go wild on CP usage since BA need a crapton. Same reason for getting UM captain to be the warlord, as i am using a lot of 2/3 CP stratagems. I am aware that the guard can do a lot more for me than Ultramarines but I really want to play pure marine army. Two squads of devastators are there to utilize Flakk Missile/Hellfire shells stratagem and double it up with the cherub, rest are just ablative wounds.

Any thoughts or recommendations what to replace/remove/add are very much welcome. Thanks

This message was edited 1 time. Last update was at 2018/04/24 11:41:33


 
   
Made in us
Been Around the Block




This list seems woefully light on units that actually DO things, especially non-characters. You have really only the hellblasters and death company as true threats. It feels like a whole lot of screening units with nothing to screen! This looks like 2 threats, 11 units of tacticals by different names (scouts, intercessors, devastators w/out guns) and then a whole lot characters. I'd be worried that many opponents can kill or tie up all the hellblasters turn 1/2 Then you're Death company arrive, punch something to death and get obliterated, since there is nothing else worth shooting anyway.

0) I really like how this would look on the table. I like how troop-heavy you are. Almost feels like horde space marines.

1) There are strong diminishing returns to scouts. The first unit gets that perfect infiltrate onto an objective in cover on a board corner. The 6th unit.... stands with your line as bad tactical marines? I would probably drop 3 units and free up some points there.

2) 3 batallions is 18 CP, and you have the ultramarines warlord trait as well. That almost feels like TOO many CP's, especially since you don't actually have much punch to pair them with. I would drop an entire battalion somewhere for more actual units in the other 2.

3) The whole point of devastators is heavy weapons. If you are using them as is, you can just turn those 2 units into good-ole tacticals with exactly the same loadout. They gain objective secured that way. Otherwise, find some extra points and give them a bunch more lascannons. Heavy bolters are probably not where you need to be at given you already have 55 bolters.

4) Swap the scouts and the intercessors. The intercessors gain a lot by being DA to benefit from azreal and the lietenant and almost nothing by the BA chapter tactic since you don't really want them charging. Alternatively the UM fallback and shoot thing is solid for them.
   
Made in ca
Fresh-Faced New User




Thanks for the feedback!

First off, i guess i do need to clarify why i am doing what i am doing.

0 - Thanks, i feel the same, army looks damn good

1 - I agree, but there is nothing cheaper in marine codex to fill the troops slots in the batallions. I am aware that guard would serve me a LOT better but there it is, unfortunately.

2 - I need all the CP's I can get. I use 5 before the battle (which i can not regain) for 2 BA relics and 2 to get captains to have black rage. Turn 1 i usually use 6 CP's, bar any for rerolls. Flakk Missile, Hellfire shells, Weapons of the dark age, Upon the wings of angels and descent of angels. I can(and often do) use 3 more if i want either DC or the captain to fight again. So, without any CP regen, I would be looking at 14 CP's spent at the end of turn one (without any rerolls, which i usually use 1-2). I could also use 2 more if my captain died in the fight phase and i want another fight phase...you see where i am going with this

I have 2 means of getting them back with this list, one is UM trait and the other is Veritas Vitae, and even with both of those, i tend to run out of CP's turn 2. Again, guard would give me 3rd one but i do not want any guardsmen

3 - Point of these devastators are the Hellfire Shells / Flakk missile stratagems. With the cherub, you get to do 2d3 mortal wounds with each stratagem and you can continue to do more mortals on subsequent turns.

4 - I completely agree on this one. They would gain more. I kind of want them to advance and charge but in reality they just die, as there are no better targets for opponents heavy weapons (i hide and screen my hellblasters). Thanks !

Note about BA characters, they are deceptively strong. They can take on almost anything in the game and kill it in the first round (with fight twice/+1d3+1 attack(stratagem + black rage), 3+ thunder hammers that wound just about everything on a 2+ or a 3+ for T8+) . Ultramarines captain is the only one that "sucks" and does not really do anything.

Threat-wise, you are right, i do not have many of them. Only DC, captains and Hellblasters are the true threats. I plan to protect the gak out of hellblasters and count on character rules for the captains. But man, those are some real threats. What i love doing is getting the captain to declare a multicharge and get to fight (potentially) 3 times. OW is not an issue with angel's wing. I can even give him might of heroes for additional killing power/protection.

Just wanted to point out why exactly I am doing what I am doing. Feel free to give further comments and advice, thanks !



   
Made in de
Nihilistic Necron Lord






Germany

Running DC without lemartes, without JP, without transport, is a very bad idea.
   
Made in rs
Fresh-Faced New User




Right, sorry, they have jump packs, forgot to mention them!
   
Made in de
Nihilistic Necron Lord






Germany

Ok, then its still a bad idea.
   
 
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