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Made in ca
Secretive Dark Angels Veteran




Canada

so this list is designed to be sort of a big pet project of mine. ive tried various ways to build the list between 7th and 8th editions and the transition hasnt been all id hoped this being said heres what i got. the name is in reference to what i think should be the hallmark of dark angels instead of the "push all the bikes out the door" that has been our mainstay for so long cause screw making an army diverse lets just give them the same crutches weve been using everywhere else.

battalion detachment

HQ:

land raider excelsior + rhino primaris (575)

Troops:

1x5 intercessors, 1 aux grenade launcher, sgt with power sword (89)

1x10 tactical squad, 1 heavy bolter, 1 plasma gun (151)

1x5 intercessors, aux launcher and power sword (89)

Elite:

deredeo dreadnaught, aelios missile launcher, anvilus autocannons, twin heavy bolter (200)

1x5 deathwing knights, maces and flail, storm shields (185)

Primaris ancient (69)

heavy:


1x5 devestators, 2 lascannons (110)

1x5 devestators, heavy bolter, plasma cannon (96)

Fast:

1×6 Ravenwing bike squad, plasma gun, melta gun, chainswords, Sgt with power sword (155)

super heavy aux detachment

1x1 Imperial Knight Errant: heavy stubber, thermal cannon, reaper chainsword, house raven

total points 1999/2000


basically i have a big pile of ugly guns, i went with the errant over the paladin or castellan because it favours a more aggressive play for the knight which is something id want to do with it to support the land raider excelsior. the rhino primaris is there to buff the knight as well offsetting at least some of the damage with improved shooting and repairs as i need them this is further made awesome because the knight and the rhino have a good range at 12"

the land raider excelsior makes for an excellent HQ choice. killing a land raider while not difficult is time consuming especially since it has an invul save and can again be repaired if only a little bit by the rhino. this creates priority confusion between the knight and land raider for my opponent realizing one is a threat and the other is my warlord and STWL is always on the minds of your opponents.

the knights as a whole (imperial and deathwing) serve as a melee deterrent against manual can opens and the deredeo is simply put the king of flakk guns, no weapons platform in the game can drop planes like bad habits like the deredeo dreadnaught and if no air targets are present it will wreck havoc with ground targets too. the ravenwing knights are my reserves coming on from my table edge as necissary though ive debated subbing for assault marines or interceptors as a form of deepstrike protection. i have enough AT i feel for 2k with the thermal, the knights, 2 rwin las and 2 single lascannon along with the deredeo's anvilus autocannons considering most armor isnt high enough to irrelevant its mighty guns

the troops are mainly to support the rest of the army providing bodies, anti infantry and gunfire where relevant.


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

 
   
Made in us
Spawn of Chaos




Bellevue

I like it, it's both well balanced but still varied and fun to play/play against

I'm a cool guy 
   
Made in ca
Secretive Dark Angels Veteran




Canada

brazenjaw wrote:
I like it, it's both well balanced but still varied and fun to play/play against
at 2500 i can really turn the list out but 2500 is also when games get super long, usually then i add the darkshroud and a vindicator laser array as well as expand the intercessor numbers. i really hope the hq command tanks get a price reduction someday their wildly overpriced if the land raider excel hits 200 points before wargear from its current 325 i could make this list fething sing for me sweet melodies of victory

one thing i thought of doing was dumping the plasma and bolter devestators and taking 6 assault marines with a power weapon which would free up a 2nd point. it would give me a second deepstrike squad and increase my body count by 1 model but idk if it will ever work right

This message was edited 2 times. Last update was at 2019/02/11 08:43:52


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

 
   
Made in us
Longtime Dakkanaut






get a ml in one of the dev squads for the strat vs fly. make sure the devs have cherubs

 
   
Made in ca
Secretive Dark Angels Veteran




Canada

 zedsdead wrote:
get a ml in one of the dev squads for the strat vs fly. make sure the devs have cherubs
my rhino can give them a cherub any turn 1 want if i so desire or skyfire equivalent to its weapons. however i have a deredeo while rules are normally barred h8 8/ -1/ 2 and he has skyfire on all weapons. so i really dont care about planes, i can drop a nephilim to under 5 wounds on that alone before his missiles and his heavy bolters. i can 1 time a nephilim thats really strong anti air. nevermind that i could give someone else +1 bs to negate the lost bs from a flyer and end 14 wound planes

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

 
   
Made in it
Perfect Shot Dark Angels Predator Pilot





Sesto San Giovanni, Italy

I will swap the Knight for a Gallant for sure. At least, the enemy have something it need to destroy immediately.
The rest may work, but I think you have too much elite, and few bodies and CP.

A single devastator squad is enough (and thanks to our morale buff, you can go over the msu). Saving some point here and there may give you a second battalion, or better equipment.l, or even the Damocles rhino (that i prefer to the Primaris rhino and is still an HQ).
Also, I suggest a techmarine since you have few important vehicles.

Basically, you have a list that is very easy for opponent to target. You need not redundancy or difficult choices to force on your opponent.

Right now you have 3 AT target: a Knight that can be ignored (the Errant isn't menacing enought), a juicy Land Raider that may be Warlord and a Deredeo that is the heavy hitter.
A Gallant is more disruptive for your opponent plans.

I can't condone a place where abusers and abused are threated the same: it's destined to doom, so there is no reason to participate in it. 
   
Made in ca
Secretive Dark Angels Veteran




Canada

 Cybtroll wrote:
I will swap the Knight for a Gallant for sure. At least, the enemy have something it need to destroy immediately.
The rest may work, but I think you have too much elite, and few bodies and CP.

A single devastator squad is enough (and thanks to our morale buff, you can go over the msu). Saving some point here and there may give you a second battalion, or better equipment.l, or even the Damocles rhino (that i prefer to the Primaris rhino and is still an HQ).
Also, I suggest a techmarine since you have few important vehicles.

Basically, you have a list that is very easy for opponent to target. You need not redundancy or difficult choices to force on your opponent.

Right now you have 3 AT target: a Knight that can be ignored (the Errant isn't menacing enought), a juicy Land Raider that may be Warlord and a Deredeo that is the heavy hitter.
A Gallant is more disruptive for your opponent plans.
how is a melee only knight threatening? wouldnt a crusader be better then?

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

 
   
Made in de
Nihilistic Necron Lord






Germany

A knight gallant can pull off a turn 1 charge.
   
 
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