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Made in us
Longtime Dakkanaut






 ChargerIIC wrote:
Aeri wrote:
 ChargerIIC wrote:
Some tidbits if you ran Fallen, but nope - pretty much the Dark Talon nerf

Wonder how much work it'll be to convert a dark talon to a nephilim..


its super easy!

Just take off the magnetized riftcannon, hurricane bolters and stasis bomb and exchange it with your magnetized nephilim bits.


I got lucky as heck. The 'Dark Talon' I was buying off a friend turned out to be a 100% Nephilim Fighter. I ain't complaining. Course now I have two fighters I need to pry the avenger bolters off of to do some magnetizing of the nose weapons.


Automatically Appended Next Post:
Noneisbackhere wrote:
People getting all salty and wanna convert DT into Nephilim without even playing a game? Seriously? Yes, Dark Talon was undercosted for the benefits it gave and yes the 40p increase is too steep imo but i think its still viable. There is no Flyer in the game which can fly 60'' over a 10man dev squad/reaper sq 1st turn from the edge of the table and deliver that many mortal wounds just for passing over with a single cp.
And dont forget that some guy walked into LVO with 8 Dark Talons...
As for the DS nerf, its Beta rule and i dont think its gonna pass. So scouts still playable for the most part.


I've played with both and even got in a post-FAQ game in last night. Both are good fighters but are really similar in performance. The Dark Talon edges out because of the Stasis Bomb but that's not worth 25 points of difference. I'm swapping from 2 Dark Talons, 1 Nephilim to two nephilim, 1 dark talon.


I played a post Faq game last night as well.. ran 3 DTs and 1 Neph. I still found the DT to be better in every way. The Hurricanes hitting on 2s and the SB is so good situationally.

Unfortuantly ran against Eldar and took a loss. But i still think the DT is way better.

 
   
Made in us
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 zedsdead wrote:
 ChargerIIC wrote:
Aeri wrote:
 ChargerIIC wrote:
Some tidbits if you ran Fallen, but nope - pretty much the Dark Talon nerf

Wonder how much work it'll be to convert a dark talon to a nephilim..


its super easy!

Just take off the magnetized riftcannon, hurricane bolters and stasis bomb and exchange it with your magnetized nephilim bits.


I got lucky as heck. The 'Dark Talon' I was buying off a friend turned out to be a 100% Nephilim Fighter. I ain't complaining. Course now I have two fighters I need to pry the avenger bolters off of to do some magnetizing of the nose weapons.


Automatically Appended Next Post:
Noneisbackhere wrote:
People getting all salty and wanna convert DT into Nephilim without even playing a game? Seriously? Yes, Dark Talon was undercosted for the benefits it gave and yes the 40p increase is too steep imo but i think its still viable. There is no Flyer in the game which can fly 60'' over a 10man dev squad/reaper sq 1st turn from the edge of the table and deliver that many mortal wounds just for passing over with a single cp.
And dont forget that some guy walked into LVO with 8 Dark Talons...
As for the DS nerf, its Beta rule and i dont think its gonna pass. So scouts still playable for the most part.


I've played with both and even got in a post-FAQ game in last night. Both are good fighters but are really similar in performance. The Dark Talon edges out because of the Stasis Bomb but that's not worth 25 points of difference. I'm swapping from 2 Dark Talons, 1 Nephilim to two nephilim, 1 dark talon.


I played a post Faq game last night as well.. ran 3 DTs and 1 Neph. I still found the DT to be better in every way. The Hurricanes hitting on 2s and the SB is so good situationally.

Unfortuantly ran against Eldar and took a loss. But i still think the DT is way better.


How are you hitting on 2s? Are you hovering and not moving? I tried that but found out the hard way that hovering Dark Talons can be charged by ground units, if they aren't shot off the board since they don't have Hard To Hit when hovering either.

Heh. I was running against Eldar as well. Fire Dragoons wrecked two my flyers, but not before they alpha'd one of those big wraith walkers off the board. I should have paid the CP to Hover-Advance the Dark Talon. Might have kept it in a good bracket.

This message was edited 1 time. Last update was at 2018/04/17 20:41:18


Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.


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Lisbon, Portugal

DT has Strafing Run. If the target unit doesn't sport the FLY rule, DT has +1 to hit. Hurricane Bolter is a Rapid Fire weapon, so DT's BS 3+ gets a +1 to hit vs infantry (except those with fly), war walkers and the monsters (again, not those with fly).

Not all Eldar armies are Alaitoc FLY-spam stuff

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 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
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 Vector Strike wrote:
DT has Strafing Run. If the target unit doesn't sport the FLY rule, DT has +1 to hit. Hurricane Bolter is a Rapid Fire weapon, so DT's BS 3+ gets a +1 to hit vs infantry (except those with fly), war walkers and the monsters (again, not those with fly).

Not all Eldar armies are Alaitoc FLY-spam stuff


Huh - didn't realize it was RapidFire 6, the output with strength 4 and AP 0 I rarely have to worry about its statline. I was facing Sam-Hain.

Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.


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Belgium

The FAQ concerning charges with Fly units made me happy today. Facing a Farsight bomb, I DSed my jet pack Master with TH as well as 3 Inceptors on a building 9" from the target, then passed Righteous Repugnance on him, and sent him on a charge 7" horizontally, rolled 8. By the way I used the 3CP strat to make a character fight again, and that allowed me to maul Farsight to death in one go. I believe I'll always include my jet pack Master, and consider using more jet pack characters in the future. Notably a Librarian or Interrogator-Chaplain for Ld debuffs with other units.

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 Aaranis wrote:
The FAQ concerning charges with Fly units made me happy today. Facing a Farsight bomb, I DSed my jet pack Master with TH as well as 3 Inceptors on a building 9" from the target, then passed Righteous Repugnance on him, and sent him on a charge 7" horizontally, rolled 8.
Both the setup distance and charge move should be measured diagonally, so I don't see how you're getting one to be short than the other

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 Brother Payne wrote:
 Aaranis wrote:
The FAQ concerning charges with Fly units made me happy today. Facing a Farsight bomb, I DSed my jet pack Master with TH as well as 3 Inceptors on a building 9" from the target, then passed Righteous Repugnance on him, and sent him on a charge 7" horizontally, rolled 8.
Both the setup distance and charge move should be measured diagonally, so I don't see how you're getting one to be short than the other

Here's the bit of the FAQ I'm talking about:
Q: When a unit that can Fly declares a charge move against a
unit that is on the upper levels of a ruin, do I need to include
the vertical distance when making the subsequent charge move
for the unit?
A: No. A unit that can Fly effectively ignores vertical
distances when making a charge move. Note though that
the charging unit must still be within 12" (measured
directly ‘base-to-base’, i.e. diagonally) to be able to
declare the charge in the first place.

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Melbourne, Australia

Interesting. Rereading it I guess your interpretation is probably correct. I figured that ignoring vertical movement meant that you moved the diagonal distance as opposed to making two right-angled movements (eg. 6" horizontally, 3" vertically)

Edit: just read the YMDC thread on this and wow that makes charging ruins on arrival super easy...

This message was edited 1 time. Last update was at 2018/04/19 01:05:17


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 axisofentropy wrote:
 Brother Payne wrote:

What do people think of black knights now that theyre one of the few units that can turn 1 charge? I think a big unit of them (or two) with supporting characters is looking more viable
you don't pay 46 points for their hammers. You generally don't want them in combat, you want them exactly 18" away from your opponent's scariest units. Sure I can imagine using Speed of the Raven into a big screen and then Intractable the next turn, but then they risk getting too far from the Darkshroud.

Anyway I have a max unit of 10 in my competitive list now. We'll see how that goes in May.


i actually use them in c&c a lot and no need to fall back as most targets are dead after the fight phase, I also bring Sammael on corvex with them of course
   
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Melbourne, Australia

SpaceJS wrote:
 axisofentropy wrote:
 Brother Payne wrote:

What do people think of black knights now that theyre one of the few units that can turn 1 charge? I think a big unit of them (or two) with supporting characters is looking more viable
you don't pay 46 points for their hammers. You generally don't want them in combat, you want them exactly 18" away from your opponent's scariest units. Sure I can imagine using Speed of the Raven into a big screen and then Intractable the next turn, but then they risk getting too far from the Darkshroud.

Anyway I have a max unit of 10 in my competitive list now. We'll see how that goes in May.


i actually use them in c&c a lot and no need to fall back as most targets are dead after the fight phase, I also bring Sammael on corvex with them of course
How many out of intrest? And do you bring a Talonmaster +/or RW ancient for good measure?

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Lost in the warp while searching for a new codex

SpaceJS wrote:
 axisofentropy wrote:
 Brother Payne wrote:

What do people think of black knights now that theyre one of the few units that can turn 1 charge? I think a big unit of them (or two) with supporting characters is looking more viable
you don't pay 46 points for their hammers. You generally don't want them in combat, you want them exactly 18" away from your opponent's scariest units. Sure I can imagine using Speed of the Raven into a big screen and then Intractable the next turn, but then they risk getting too far from the Darkshroud.

Anyway I have a max unit of 10 in my competitive list now. We'll see how that goes in May.


i actually use them in c&c a lot and no need to fall back as most targets are dead after the fight phase, I also bring Sammael on corvex with them of course


Whats your reasoning behind bringing Corvex and not Saberclaw? Personally I think the extra pts are well worth it. With Black Knights and Hellblasters the plasma should not be necessary.

I cannot believe in a God who wants to be praised all the time.
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Melbourne, Australia

I agree - if you can afford it Sableclaw is always better

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 Brother Payne wrote:
 Aaranis wrote:
The FAQ concerning charges with Fly units made me happy today. Facing a Farsight bomb, I DSed my jet pack Master with TH as well as 3 Inceptors on a building 9" from the target, then passed Righteous Repugnance on him, and sent him on a charge 7" horizontally, rolled 8.
Both the setup distance and charge move should be measured diagonally, so I don't see how you're getting one to be short than the other


Hmmm yes I would agree with Brother Payne here. I would have to look at the Deepstrike rule wording again, but surely its intended the 9" is just 9" (so a direct/diagonal 9" not 9" horizontal + vertical)? But maybe another question for a future FAQ.

As for the current FAQ...

"Q: When a unit that can Fly declares a charge move against a
unit that is on the upper levels of a ruin, do I need to include
the vertical distance when making the subsequent charge move
for the unit?
A: No. A unit that can Fly effectively ignores vertical
distances when making a charge move. Note though that
the charging unit must still be within 12" (measured
directly ‘base-to-base’, i.e. diagonally) to be able to
declare the charge in the first place."

This only specifically answers whether you include vertical distance. It would have been better to specify how you would measure the charge distance - whether only including the horizontal distance or a direct/diagonal distance (base to base).

This message was edited 1 time. Last update was at 2018/04/19 23:40:50


 
   
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Melbourne, Australia

MaxB wrote:
 Brother Payne wrote:
 Aaranis wrote:
The FAQ concerning charges with Fly units made me happy today. Facing a Farsight bomb, I DSed my jet pack Master with TH as well as 3 Inceptors on a building 9" from the target, then passed Righteous Repugnance on him, and sent him on a charge 7" horizontally, rolled 8.
Both the setup distance and charge move should be measured diagonally, so I don't see how you're getting one to be short than the other


Hmmm yes I would agree with Brother Payne here. I would have to look at the Deepstrike rule wording again, but surely its intended the 9" is just 9" (so a direct/diagonal 9" not 9" horizontal + vertical)? But maybe another question for a future FAQ.

As for the current FAQ...

"Q: When a unit that can Fly declares a charge move against a
unit that is on the upper levels of a ruin, do I need to include
the vertical distance when making the subsequent charge move
for the unit?
A: No. A unit that can Fly effectively ignores vertical
distances when making a charge move. Note though that
the charging unit must still be within 12" (measured
directly ‘base-to-base’, i.e. diagonally) to be able to
declare the charge in the first place."

This only specifically answers whether you include vertical distance. It would have been better to specify how you would measure the charge distance - whether only including the horizontal distance or a direct/diagonal distance (base to base).
Aaranis is correct here. There was an image shared in the YMDC thread from the Know No Fear starter book that clearly displayed an interceptor moving onto a building but only measuring the horizontal movement, so I think it's clear that Fly units now only measure horizontal distance. Which makes charging from / into leveled terrain a bit of a gimmick but it works nonetheless

Edit: typos

This message was edited 1 time. Last update was at 2018/04/20 01:59:11


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 Brother Payne wrote:
Aaranis is correct here. There was an image shared in the YMDC thread from the Know No Fear starter book that clearly displayed an interceptor moving onto a building but only measuring the horizontal movement, so I think it's clear that Fly units now only measure horizontal distance. Which makes charging from / into leveled terrain a bit of a gimmick but it works nonetheless

Edit: typos


Well then fair enough haha! I always thought a simple diagram would work wonders. Wish the BRB included something like this. Thanks for the info
   
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Stealthy Dark Angels Scout with Shotgun




tedurur wrote:
SpaceJS wrote:
 axisofentropy wrote:
 Brother Payne wrote:

What do people think of black knights now that theyre one of the few units that can turn 1 charge? I think a big unit of them (or two) with supporting characters is looking more viable
you don't pay 46 points for their hammers. You generally don't want them in combat, you want them exactly 18" away from your opponent's scariest units. Sure I can imagine using Speed of the Raven into a big screen and then Intractable the next turn, but then they risk getting too far from the Darkshroud.

Anyway I have a max unit of 10 in my competitive list now. We'll see how that goes in May.


i actually use them in c&c a lot and no need to fall back as most targets are dead after the fight phase, I also bring Sammael on corvex with them of course


Whats your reasoning behind bringing Corvex and not Saberclaw? Personally I think the extra pts are well worth it. With Black Knights and Hellblasters the plasma should not be necessary.


I already use two talonmasters in that list and I do not have more landspeeders in the same configuration. My darkshroud also follows the Knights, no other buffing characters unless a talonmaster is near.


Automatically Appended Next Post:
 Brother Payne wrote:
SpaceJS wrote:
 axisofentropy wrote:
 Brother Payne wrote:

What do people think of black knights now that theyre one of the few units that can turn 1 charge? I think a big unit of them (or two) with supporting characters is looking more viable
you don't pay 46 points for their hammers. You generally don't want them in combat, you want them exactly 18" away from your opponent's scariest units. Sure I can imagine using Speed of the Raven into a big screen and then Intractable the next turn, but then they risk getting too far from the Darkshroud.

Anyway I have a max unit of 10 in my competitive list now. We'll see how that goes in May.


i actually use them in c&c a lot and no need to fall back as most targets are dead after the fight phase, I also bring Sammael on corvex with them of course
How many out of intrest? And do you bring a Talonmaster +/or RW ancient for good measure?


8 Knights including the sergeant with sammael and a darkshroud and maybe a talonmaster when it is near.


Automatically Appended Next Post:
This is the list I use


++ Battalion Detachment +5CP (Imperium - Dark Angels) [38 PL, 701pts] ++

+ HQ +

Librarian on Bike [8 PL, 129pts]: 3) Righteous Repugnance, 4) Trephination, Bolt pistol, Force stave
. Space Marine bike: Twin boltgun

Sammael on Corvex [10 PL, 183pts]

+ Troops +

Scout Squad [4 PL, 55pts]: 4x Scout (Boltgun)
. Scout Sergeant: Bolt pistol, Chainsword

Scout Squad [4 PL, 65pts]
. Heavy Weapon Scout: Heavy bolter
. 3x Scout (Boltgun)
. Scout Sergeant: Bolt pistol, Chainsword

Scout Squad [4 PL, 69pts]
. Heavy Weapon Scout: Heavy bolter
. 3x Scout (Boltgun)
. Scout Sergeant: Bolt pistol, Power sword

+ Flyer +

Ravenwing Dark Talon [8 PL, 200pts]: 2x Hurricane bolter

++ Outrider Detachment +1CP (Imperium - Dark Angels) [24 PL, 461pts] ++

+ HQ +

Ravenwing Talonmaster [9 PL, 188pts]
. Land Speeder: Twin assault cannon, Twin heavy bolter
. Talonmaster: Power sword

+ Fast Attack +

Ravenwing Bike Squad [5 PL, 81pts]
. Ravenwing Biker: Chainsword
. . Space Marine bike: Twin boltgun
. Ravenwing Biker: Chainsword
. . Space Marine bike: Twin boltgun
. Ravenwing Sergeant: Chainsword
. . Space Marine bike: Twin boltgun

Ravenwing Bike Squad [5 PL, 81pts]
. Ravenwing Biker: Chainsword
. . Space Marine bike: Twin boltgun
. Ravenwing Biker: Chainsword
. . Space Marine bike: Twin boltgun
. Ravenwing Sergeant: Chainsword
. . Space Marine bike: Twin boltgun

Ravenwing Bike Squad [5 PL, 111pts]
. Ravenwing Biker: Chainsword, Plasma gun
. . Space Marine bike: Twin boltgun
. Ravenwing Biker: Chainsword, Plasma gun
. . Space Marine bike: Twin boltgun
. Ravenwing Sergeant: Power sword
. . Space Marine bike: Twin boltgun

++ Outrider Detachment +1CP (Imperium - Dark Angels) [47 PL, 838pts] ++

+ HQ +

Ravenwing Talonmaster [9 PL, 188pts]
. Land Speeder: Twin assault cannon, Twin heavy bolter
. Talonmaster: Heavenfall Blade
. Warlord: Fury of the Lion

+ Elites +

Ravenwing Apothecary [5 PL, 92pts]
. Black Knight Bike: Plasma Talon

+ Fast Attack +

Ravenwing Attack Bike Squad [3 PL, 47pts]
. Ravenwing Attack Bike: Heavy bolter
. . Space Marine bike: Twin boltgun

Ravenwing Black Knights [23 PL, 373pts]: 7x Ravenwing Black Knight
. Ravenwing Huntmaster: Corvus Hammer, Melta bombs
. . Black Knight Bike: Plasma Talon

Ravenwing Darkshroud [7 PL, 138pts]: Heavy bolter

++ Total: [109 PL, 2000pts] ++

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This message was edited 2 times. Last update was at 2018/04/20 22:26:36


 
   
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 TedNugent wrote:
I'm not exactly playing anything competitive, but I have noticed that literally everyone making competitive lists is using Scouts.

I've always been opposed to the aesthetics and the idea of Scouts as troops in a mainline list.

I realize that Tacticals are not that exciting, albeit with two considerations - 1 the infiltration nerf and 2 - the number of genuine improvements they have seen since 5th edition.

I lean towards them in terms of fluff and aesthetics - plus, I have a lot of them from Dark Vengeance.

Is there any reason that I should be categorically opposed to running 5 man tactical combi plas/plas, or even 10 man combi/plas/cannon squads?

Perhaps I just have a mental block against Primaris marines in DA since it doesn't really make sense in their tiered knowledge setup. Ironically I view standard greenwing marines as being elite, old guard DA in comparison to Primaris newbie scrublords. Incidentally even though the Primaris Lieutenant Zakariah looks great in his robe, I also find this offensive. What is that clown doing with rank and in robes, when he is wet behind the ears in comparison to my standard bolter pleb in olive drab?

Anyway, what's the deal. I know people are against tacticals, but are they still so atrocious that I am a fool to use them?


I haven't tried it yet, but what about arming the 5 man squad with a Heavy Bolter? They probably won't move much anyway, and they have the possibility of handing out D3 mortal wounds for 1CP.
   
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Dark Talon is now overpriced compared to other flyers... again.

180 points with wargear would put it in a good place. There is no way it is at all comparable to the 210 point Eldar psyker flyers with S10 AP -4 flamers.
   
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Canada

So, I picked up a Dark Talon last week on a work trip to Germany (couldn't find one here). Lovingly carried across the Atlantic. Was half-way through painting it when the FAQ dropped...

Ran it anyway in a 1250 list to prep for a tourney next month along with a Ravenwing detachment. Its still better than the Nephilim, but the 40 point increase meant I had to do some surgery on the list I penned at a nice café in Germany. My Ravenwing surprised an Eldar force with their brashness/early damage output but were wiped out. Against Custodes the Ravenwing did much better, using mobility and WfTDA to float annoyingly out of range.

As an aside, I've gained a new appreciation for Ravenwing carried Meltaguns. Since the Black Knights hog WfTDA each turn, the Meltaguns have proved useful. They are also good against targets that frustrate my Plamsa weaponry (things with a -1, damage reduction etc).

On my next business trip maybe I'll pick up some Dark Reapers or Wave Serpents...Maybe that will bring an additional nerf on them!

All you have to do is fire three rounds a minute, and stand 
   
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Melbourne, Australia

TangoTwoBravo wrote:
So, I picked up a Dark Talon last week on a work trip to Germany (couldn't find one here). Lovingly carried across the Atlantic. Was half-way through painting it when the FAQ dropped...

Ran it anyway in a 1250 list to prep for a tourney next month along with a Ravenwing detachment. Its still better than the Nephilim, but the 40 point increase meant I had to do some surgery on the list I penned at a nice café in Germany. My Ravenwing surprised an Eldar force with their brashness/early damage output but were wiped out. Against Custodes the Ravenwing did much better, using mobility and WfTDA to float annoyingly out of range.

As an aside, I've gained a new appreciation for Ravenwing carried Meltaguns. Since the Black Knights hog WfTDA each turn, the Meltaguns have proved useful. They are also good against targets that frustrate my Plamsa weaponry (things with a -1, damage reduction etc).

On my next business trip maybe I'll pick up some Dark Reapers or Wave Serpents...Maybe that will bring an additional nerf on them!
I'm a big fan of my melta RW. I run the with a HB attack bike to tank wounds (I don't think the MM is worth it when you're constantly moving)

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So how would everyone rate 8ed DA compared to the most competitive armies? I'm getting a very 2nd or 3rd tier vibe (which seems to be the usual for DA).

Also, any word on when or if The Lion will be released as a model?

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2500 pts
3000 pts

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 Retrogamer0001 wrote:
So how would everyone rate 8ed DA compared to the most competitive armies? I'm getting a very 2nd or 3rd tier vibe (which seems to be the usual for DA).

Also, any word on when or if The Lion will be released as a model?


No word yet on a model of the Lion. Next Primarch is supposed to be loyalist but my guess is that Russ will be it. I've heard rumor after rumor so don't quote me on this.

No idea how we tier up. I'm not going to try.

Praying to get a game of 9th edition in before Summer. 
   
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Dark Angels are similar to other space marine factions. Good but won't be on top tables without allies.

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Hey - I've been a bit out of the loop on Dark Angels / SM's since 8th dropped but I know there's been a lot of negative talked associated with Drop Pods. So what exactly's the negative press with these guys? At 85 points, it doesn't seem too terrible as a delivery mechanism, especially for squads of Devastators and such..
   
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I just noticed our tactical srgs have more flexibility in their weapons selection, notably we can equip a tactical srg with 2 storm bolters or 2 combi weapons. Personally I am loving that idea, a 5 man tactical with the srg having 2 storm bolters puts out 8 shots at 24" or 16 at 12", all for 68 pts. That's crazy effective for the points. I am thinking of running 3 of these "dakka" squads in a land raider crusader because I don't want to put anything expensive in there and if they don't get far they at least get somewhere. Or even putting 2 squads like that in a rhino with 2 storm bolters, that's 74 pts for the rhino and 136 for the men for a ton of firepower. Yeah, they are bolters, but everyone has to fail some wounds at some point.
   
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eternalxfl wrote:
Hey - I've been a bit out of the loop on Dark Angels / SM's since 8th dropped but I know there's been a lot of negative talked associated with Drop Pods. So what exactly's the negative press with these guys? At 85 points, it doesn't seem too terrible as a delivery mechanism, especially for squads of Devastators and such..


Drop Pods aren't bad, but before the FAQ they were pretty outdated. A few more points got you a better armed/armor transport. Several units (and a few stratagems) could deepstrike natively, which reduced the desire to pay 85pts for a deepstrike. If Tactical Marines go up in value or Intercessors become more viable in melee we might see them come back. I suppose if they get to DS turn 1, that might make them 'money' again.

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Lisbon, Portugal

Azuza001 wrote:
I just noticed our tactical srgs have more flexibility in their weapons selection, notably we can equip a tactical srg with 2 storm bolters or 2 combi weapons. Personally I am loving that idea, a 5 man tactical with the srg having 2 storm bolters puts out 8 shots at 24" or 16 at 12", all for 68 pts. That's crazy effective for the points. I am thinking of running 3 of these "dakka" squads in a land raider crusader because I don't want to put anything expensive in there and if they don't get far they at least get somewhere. Or even putting 2 squads like that in a rhino with 2 storm bolters, that's 74 pts for the rhino and 136 for the men for a ton of firepower. Yeah, they are bolters, but everyone has to fail some wounds at some point.


They can't take 2 Storm Bolters.

SERGEANT EQUIPMENT
Up to two weapons can be chosen from the following list:
-snip-

One weapon can be chosen from the following list:
-snip-
Storm Bolter


They can pick a Storm Bolter only once. If you want a S4 font of dakka, either go Aggressors or Company Veterans with Storm Bolters (the entire squad can take it)

This message was edited 1 time. Last update was at 2018/04/23 21:31:15


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 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
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Belgium

What's you guys thoughts on Repulsors ? I'm thinking about including one in the DA battalion accompanying my AdMech. I'm thinking of filling it with Intercessors (I love these guys so far) but wonder if I can't fit in a useful character or two. The Primaris Master looks nice, I'm thinking about giving him the power sword and plasma pistol loadout, or the power fist to have more punch (literally). Maybe fit in a Lieutenant too, with the power sword and plasma pistol too ?

It would help me reduce the number of drops in my list, while providing a way to travel safely for my Intercessors. I don't know how to equip the Repulsor itself though, I'm thinking about keeping it cheap so as to not put all my eggs in one basket.

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Melbourne, Australia

 Aaranis wrote:
What's you guys thoughts on Repulsors ? I'm thinking about including one in the DA battalion accompanying my AdMech. I'm thinking of filling it with Intercessors (I love these guys so far) but wonder if I can't fit in a useful character or two. The Primaris Master looks nice, I'm thinking about giving him the power sword and plasma pistol loadout, or the power fist to have more punch (literally). Maybe fit in a Lieutenant too, with the power sword and plasma pistol too ?

It would help me reduce the number of drops in my list, while providing a way to travel safely for my Intercessors. I don't know how to equip the Repulsor itself though, I'm thinking about keeping it cheap so as to not put all my eggs in one basket.
imo they're not great. Your AdMech can shoot better, and it's a seriously big points sink. That being said if you're running AdMech and Primaris you don't have much of an option in terms of transports. If you do run one I'd consider filing it with something of more value than Intercessors. I'd run scouts to protect your AdMech gun line (alpha strikes are still a thing), and fill the Repulsor with either Hellblasters or Aggressors with a supporting character

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Belgium

 Brother Payne wrote:
imo they're not great. Your AdMech can shoot better, and it's a seriously big points sink. That being said if you're running AdMech and Primaris you don't have much of an option in terms of transports. If you do run one I'd consider filing it with something of more value than Intercessors. I'd run scouts to protect your AdMech gun line (alpha strikes are still a thing), and fill the Repulsor with either Hellblasters or Aggressors with a supporting character

Ah yes I was thinking about 2x5 Scouts to fill the remaining Troop slots. Why didn't I think about Hellblasters ? I could either run 10 of them inside with my jet pack Master close by, or 9 with a Primaris Master. Good idea thanks. I'll ask a friend to borrow his Repulsor for a game to try it out someday.

I want to use my DA to provide mobility mostly, with already 2x3 Bikes and 3 Inceptors with their jet pack Master. So far they've been good, but the bikes die all the time. Very happy of my Master and his Inceptors. I always include a Librarian as a second HQ to deny enemy Psykers, buff the Master (or the DW Knights when I use them) and just generally annoy the enemy.

40K: Adeptus Mechanicus
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