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Made in us
Fresh-Faced New User




Hi all,

Getting back in to 40k from a hiatus started at the end of 6th Edition. Trying to figure out how to use my DA in this edition. I had been thinking half assault and half gun line, but I am not sure the new terrain rules and quantity will allow it to work well. Without the gun line how to take advantage of our chapter tactic? Well I got to thinking that maybe my boys will just have to move turn 1 and then hunker down save the bikes.

HQ:

{Warlord: Trait Outrider}
Captain on Bike (110)
Teeth of Terra
Combi Melta

Primaris Chappy on Bike (140)
Master of Sanctity
Benediction of Fury (Replaces Crozius)
[-2 CP to give extra relic & warlord trait]


Core:

5 Incursors (105)

5 Tacs (110)
Plasma Gun
Combi Plasma on Sgt.

5 Tacs (105)
Lascannon

Elite:

5 Company Vets (152)
Heavy Flamer & Storm Shield
Lightning Claw & Storm Shield
Lightning Claw & Flamer
Lightning Claw & Flamer
Power Fist & Flamer

5 Company Vets (167)
Plasma Gun & Storm Shield
Lightning Claw & Storm Shield
Power Fist & Plasma Gun
Power Sword & Plasma Gun
Power Sword & Plasma Gun

7 Black Knights (315)
Huntsmaster w/ Power Sword
Knight w/ Corvus Hammer (x6)

5 Deathwing Terminators (190)
Lightning Claws (x3)
Thunder Hammer & Storm Shield (x2)
Watcher in the Dark

5 Deathwing Knights (240)
5 Knights
Watcher in the Dark

Ravenwing Apothecary on Bike (115)
Chief Apothecary
[-1 CP to give warlord trait]


Fast Attack:

Attack Bikes (110)
Attack Bike with Multi Melta (x2)


Transport:

Drop Pod w/ Deathwind (70)

Drop Pod w/ Stormbolter (70)

1999 Pts

Pregame Setup:
Start with the Incursors forward deployed to protect drop zones. The BKs & Captain are deployed to the front of the deployment zone. If I get first turn, pregame I move 12" forward to objectives, otherwise I use the 12" movement to get the captain and BKs to cover. The Apoc, Chappy and attack bikes start in cover/obscured. Everything else in reserve. Chappy deals good damage and buffs while the Captain provides re-roll 1's to the BK's & Plasma Vets for overcharged plasma. The two Company Vet units keep the characters save from shooting as they are bodyguard units.

Turn 1: Bikes and Drop Pods move to the center of the board to take and hold. Drop pods have 1 Tac and 1 Vet unit each.
Turn 2: Termies join the fun with combined assault hopefully getting the DWKs a turn 2 charge.

Contemplating dropping 2 BKs for a Land Speeder Vengeance who's Plasma Storm Battery is like ~4 lascannons this edition.

Constructive feedback and suggestions are most welcome.

Ananiel

This message was edited 3 times. Last update was at 2020/12/17 01:24:09


 
   
Made in us
Regular Dakkanaut





Only thing I see is dark angels company veterans can’t take a heavy flamer. We don’t get access to that like the sternguard veterans do.
   
Made in us
Fresh-Faced New User




Stalked21 wrote:
Only thing I see is dark angels company veterans can’t take a heavy flamer. We don’t get access to that like the sternguard veterans do.


It would appear that you are quite right! Thank you. I have Blood Angels also and it looks like their company vets could take the heavy flamer, I must have confused them.

Thank you for the help. Any thoughts on the force organization?

Ananiel
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

You might get more mileage out of melta/combimelta on the one tac squad. I'm also not a fan of company veterans, especially with the hybrid loadout. If you're married to the idea of running those, I would go with storm shields on all of them, along with your choice of melee weapon (preferably chainswords or LCs). If you want some plasma firepower that drops in, perhaps look into getting some Inceptors with plasma. Those things are straight fire this edition. The tac squad with the lascannon is okay, although I would put it on a backfield objective rather than in a drop pod. I do like the idea of swapping 2 BKs for a LSV; it removes some vulnerability to Blast weapons from the BKS, and as you said the Speeder has pretty decent firepower (pity it isn't Core).

Just my 2 cents.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 40 | Current main painting project: Tomb Kings
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Made in us
Regular Dakkanaut





For force organization it looks pretty fun I can see the army doing a lot with the smaller table size but I would also have to ask what other units you would have me personally I use my veterans as a quick drop them in do a lot of damage than count them as lost since they are gonna get shot to death the next turn. For a lot of assault fun I’d suggest using Deathwing knights they will have more survivability and hit and wound a lot more plus the combo with the ravenwing can keep some of the terminators in shooty role if there 9 inch charge fails.
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Your black knights are gonna put in WORK.

I have found that at 2000pts, units of 5, 7 or 10 have worked out well. I've preferred 5x or 7x lately, though. Either way is appropriate.

This message was edited 1 time. Last update was at 2020/12/23 02:04:04


 
   
 
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