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Made in us
Been Around the Block



Albany, Ga

list changed to be more resilient to flyer attack.

company master
storm bolter power sword
tac squad (10)
melta, ml w/flakk
sgt w/bolter power fist
rhino w/storm bolter
tac squad (10)
plasma cannon
sgt w/bolter power fist
rhino w/storm bolter
devastators (10)
3 ml w/flakk plasma cannon
5 bolters
sgt w/bolter chainsword
rhino w/storm bolter
deathwing terminators (8)
3 thss, lc, heavy flamer, chainfist
sgt w/storm bolter power sword
land raider crusader w/melta

1497points

This message was edited 3 times. Last update was at 2013/05/22 04:05:00


 
   
Made in gb
Annoyed Blood Angel Devastator




2 points i would make. I don't rate the dakka banner because it means you have to clump up I don't know about your local meta but riptides are all the rage atm and you are just giving them one massive target to shoot at, I prefer the FNP banner as it's bubble is 12" and it makes your gun-line more survivable.
2nd point your devastator squad is too mixed up, give them a purpose and go for the same weapon or at most mix autocannon and missile launchers or heavy bolters.

 
   
Made in us
Been Around the Block



Albany, Ga

Point taken, list amended.
   
Made in gb
Annoyed Blood Angel Devastator




Better, if you can find the points give the missile launchers flakk, maybe by dropping the lascannon for a 4th missile launcher and the hunter kill from the land raider, i dont have the codex to hand so not sure about the points.

 
   
Made in us
Rough Rider with Boomstick





Georgia, US

Seems solid to me.

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 cincydooley wrote:
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1,500 Points II 1,500 Points II 125
Have a nice day. 
   
Made in us
Been Around the Block



Albany, Ga

Was taking the lascannon to help pop armor... Should I swap it with the ml in the troop squad, or drop it all together?


Automatically Appended Next Post:
ran the points and was over 1500 w/addition of flakk and sof. what do ya'll think?

This message was edited 1 time. Last update was at 2013/05/20 00:21:19


 
   
Made in au
Sneaky Sniper Drone




company master w/power sword and storm bolter
command squad w/standard of fortitude
5 chainswords, 5 bolters

You don't want these guys in combat really, so personally I would drop the power sword
Also you pay a lot of points just to have someone precision shot that banner, these can be a huge point sink for nothing in return
As for the company commander himself, his inner circle rule only works with anything wearing terminator armour. From this I then go on to think, A chappy or libby do it better in terminator armour, and a libby is a much better investment for gun lines, especially in devastator squads!

tac squad (10)
sgt w/bolter chainsword
plasma cannon

Alright, but I think tacs in this codex SHOULD be in a drop pod and SHOULD come out with a surprise meltgun and Missile Launcher, or for a gunline, forward flamer with missile launcher.

tac squad (10)
sgt w/bolter chainsword
missile launcher w/flakk

I like to hide my flakk missile in a sniper/flakk scout squad with camo cloaks. This is an awesome unit for points and a threat to anything in game really... In tacs I think there's too many points to fit in the flakk

deathwing termies (9)
sgt w/power sword storm bolter
1 lightening claw, 4 THSS, heavy flamer, 2 chainfist

Big squad like this needs Belial and if you have Belial, he also needs no land raider. I've seen effective Belial (oh and just as I remember, the FAQ gives him an IRON HALO!!!!!!!!!!!!!!!!!!!!!!!!) Sword/stomrbolter, Serg as is, 1 chainfist, and plus 5 TH/SS with 2 cyclones. That's 2 cyclones with split fire 5 stomies with split fire, Belial with precisions, ect... ect...

devastators
sgt w/chainsword bolter
Missile launcher, missile launcher, missile launcher, plasma cannon

I run these guys in a pod so I can run them into cover then do some shooting. I also add 5 marines and combat squad. This is to put 2 anti-tank weapons in one of the 5 man splits and 2 anti infantry weapons in a 5 man split. Works well with 2 missiles 2 plasmas or 2 missiles 2 heavy bolters ect. This builds up your multiple small units or if you want them grouped, your missiles and plasmas can template small units or glance those apc's to death. Devs are VERY good in DA lists, even more so with a libby hanging with them. (Libby has bike or jump pack to run away if need be)

land raider
storm bolter, deathwing vehicle

IF you take Belial you no longer need this toy, I'd drop it for pods and maybe a rifle dread (Or mortis, I'm not sure how you really work that guy into a codex with FW rules ect)
Also, if you add this as a heavy support choice, you don't need to pay for the DW vehicle upgrade. And the crusader tastes better.
   
Made in us
Been Around the Block



Albany, Ga

the tournament is wysiwyg, so it's effectively crippled the way I've been playing with my father. I bought belial, but don't have him yet, nor do I own any drop pods.

The lr is for anti armor and was gonna drop the command squad in it for the 12" bubble from the hull. I'll look into dropping the company master for a Libby. That sounds like a good idea. As does adding Marines to thedev squad, but I have no bike or jump pack for my Libby.
   
Made in us
Been Around the Block



Albany, Ga

changed the list after a quick run through with my father in law. added rhinos for survivability/defense against flyers ( you know someones going to have a helldrake or five...) dropped the command squad and banner to add the rhinos and extra bodies for the devs.
   
Made in us
Bloodthirsty Bloodletter






USA, OREGON

That list sounds good.... adding more marines for surviability and a couple rhinos will keep the whole army at a good armored pace. Might try running myself.

The Good: 8,000
Ultramarine, Scouts, Blood Angels, Dark Angels
The Bad: 8,000
Chaos, Daemons, Dark Eldar, Orks
VS  
   
Made in us
Xeno-Hating Inquisitorial Excruciator





NJ, USA

Nice list, I might offer a few minor tweaks:

1. The plasma cannon can't fire at flyers (blast), so it's not quite optimal placing in a squad with three flakk launchers.
2. You may be using them because of WYSIWYG rules, but chainsword and bolt gun is a downgrade from bolt pistol and bolt gun (you lose the ability to fire a single shot before a charge, with no offsetting gain)
3. I personally find that 10 bodies in a Dev squad is a touch many -- but this is strictly to taste and depends on how much cover you can get for them. I feel that the points from dropping one or two could be spent on either combi-weapons that match the special weapons in tac squads, or artificer armor for the company master, which lets you tank things on his 2+ save.

Solid list, though, these are just very minor optimization potential.

Cheers,

V

For the greater glory of the Zoat Empire!


 
   
Made in us
Deathwing Terminator with Assault Cannon






Any reason why you're taking a company master over a librarian? Librarians are most pt efficient HQ for DA if taken as compulsory.

This message was edited 1 time. Last update was at 2013/05/22 18:01:43


 
   
Made in us
Been Around the Block



Albany, Ga

 Verthane wrote:
Nice list, I might offer a few minor tweaks:

1. The plasma cannon can't fire at flyers (blast), so it's not quite optimal placing in a squad with three flakk launchers.
2. You may be using them because of WYSIWYG rules, but chainsword and bolt gun is a downgrade from bolt pistol and bolt gun (you lose the ability to fire a single shot before a charge, with no offsetting gain)
3. I personally find that 10 bodies in a Dev squad is a touch many -- but this is strictly to taste and depends on how much cover you can get for them. I feel that the points from dropping one or two could be spent on either combi-weapons that match the special weapons in tac squads, or artificer armor for the company master, which lets you tank things on his 2+ save.


dropped the plasma cannon in the dev squad for infantry hits, incase there's no flyers. it's a risk, but i'd rather have it in the dev squad than in my other tac squad, incase they both drop quick, you know?

tournament is wysiwyg which is why i went boltgun chainsword

the extra bodies is for anti infantry (deepstrike will knock out my devs easily with out a little extra support, and gives me bodies to drop before i start losing my anti air.) i thought about artificer armor, but i just didn't feel comfortable dropping bodies and wargear to pick it up.


Automatically Appended Next Post:
skchsan wrote:
Any reason why you're taking a company master over a librarian? Librarians are most pt efficient HQ for DA if taken as compulsory.


taking the company master over a librarian for 2 reasons.

1, i've only been playing for a couple of months, so i'm still not that comfortable with the psyker abilities. i end up forgetting about them most of the times, which makes them a waste to me.
2, taking the company master gives me a hard hitting tactical option that i can rush out of the rhino with one of my tacs and make my opponent have to think about which unit he's going to focus on. i can wade through (if the dice are kind) an infantry unit relatively easy with him.

This message was edited 1 time. Last update was at 2013/05/22 18:45:15


 
   
Made in au
Sneaky Sniper Drone




list changed to be more resilient to flyer attack.

Don't bother, the general rule among the more experienced players is to ignore the fliers. This is because they're either hovering and easy to hit or zooming and you can milk the "only 90 degree turn" restriction on them. The truly resilient flier lists are generally Belial, 3 termy squads and 2 tac squads in pods with teleport homers. Deep striking behind the fliers. Having said that you can include some anti-flier fun in the form of dread with 2 twin linked autocannons or a cheap dev squad with 4 flakk missiles.

company master
storm bolter power sword

learn the psyker abilities and love them. Soon you'll be gating termies all over the field but for now, trust in the divination!
Also, he's not nearly as hard hitting as a chaplain. And again, inner-circle = wants to be with terminators. Otherwise to make him 'punchy' give him a mantle and a jump pack but now he's just supah expensive!

tac squad (10)
melta, ml w/flakk
sgt w/bolter power fist
rhino w/storm bolter

Will work better with a pod. Go the pod over anything. Once your rhino is destroyed, in the first or second turn, that's it, game over. In a pod they arrive when and where you want them, then, you have a nice piece of LoS blocking terrain that, after all your shooting (or what your opponent thinks is all your shooting) you say, "And now my drop pod will snipe that guy there!". Think... he's not going to shoot your pod, but if he doesn't it's going to keep shooting him.
Second, unless your serg is a vet serg, DON'T give him a power fist. He's only got 1 attack and will be killed by an enemy character before he gets to use it. Either run him as a serg w/ bolter or a vet serg with p/sword+ pistol if in the forward combat squad or p/sword and boltgun.

tac squad (10)
plasma cannon
sgt w/bolter power fist
rhino w/storm bolter

This squad looks alright in a rhino, still weigh up the possibilities with the pod and get rid of that fist >.>

devastators (10)
3 ml w/flakk plasma cannon
5 bolters
sgt w/bolter chainsword
rhino w/storm bolter

pod, pod pod pod, pod pod. pod pod? pod pod pod!
In this case, give your serg a power sword and bolt pistol. He should be using his signum every turn instead of firing and you want a bit of bit.

deathwing terminators (8)
3 thss, lc, heavy flamer, chainfist
sgt w/storm bolter power sword
land raider crusader w/melta

If taken as a dedicated transport you need to make the land raider a deathwing vehicle. Don't go the heavy flamer, go the assault cannon or the Launcher above that. Also, with the 1 wound termies have, don't give them lightening claws. These guys obviously want to be in CC so give them the survivability they need to get there!

1497points



You'll free up a lot of points if you just take a libby on a bike. And if you want to stick a HQ unit in terminator armour take Belial and drop the land raider.
   
Made in us
Been Around the Block



Albany, Ga

Robinson92 wrote:
list changed to be more resilient to flyer attack.

Don't bother, the general rule among the more experienced players is to ignore the fliers. This is because they're either hovering and easy to hit or zooming and you can milk the "only 90 degree turn" restriction on them. The truly resilient flier lists are generally Belial, 3 termy squads and 2 tac squads in pods with teleport homers. Deep striking behind the fliers. Having said that you can include some anti-flier fun in the form of dread with 2 twin linked autocannons or a cheap dev squad with 4 flakk missiles.


tournament is wysiwyg

company master
storm bolter power sword

learn the psyker abilities and love them. Soon you'll be gating termies all over the field but for now, trust in the divination!
Also, he's not nearly as hard hitting as a chaplain. And again, inner-circle = wants to be with terminators. Otherwise to make him 'punchy' give him a mantle and a jump pack but now he's just supah expensive!


being my first event, and only having a couple of days, there is no time.

tac squad (10)
melta, ml w/flakk
sgt w/bolter power fist
rhino w/storm bolter

Will work better with a pod. Go the pod over anything. Once your rhino is destroyed, in the first or second turn, that's it, game over. In a pod they arrive when and where you want them, then, you have a nice piece of LoS blocking terrain that, after all your shooting (or what your opponent thinks is all your shooting) you say, "And now my drop pod will snipe that guy there!". Think... he's not going to shoot your pod, but if he doesn't it's going to keep shooting him.
Second, unless your serg is a vet serg, DON'T give him a power fist. He's only got 1 attack and will be killed by an enemy character before he gets to use it. Either run him as a serg w/ bolter or a vet serg with p/sword+ pistol if in the forward combat squad or p/sword and boltgun.


i has no pods...

tac squad (10)
plasma cannon
sgt w/bolter power fist
rhino w/storm bolter

This squad looks alright in a rhino, still weigh up the possibilities with the pod and get rid of that fist >.>


still no pods on my work desk...

devastators (10)
3 ml w/flakk plasma cannon
5 bolters
sgt w/bolter chainsword
rhino w/storm bolter

pod, pod pod pod, pod pod. pod pod? pod pod pod!
In this case, give your serg a power sword and bolt pistol. He should be using his signum every turn instead of firing and you want a bit of bit.


why is it i still have no pods? also, older dev sets didn't come with signums... jerks...

deathwing terminators (8)
3 thss, lc, heavy flamer, chainfist
sgt w/storm bolter power sword
land raider crusader w/melta

If taken as a dedicated transport you need to make the land raider a deathwing vehicle. Don't go the heavy flamer, go the assault cannon or the Launcher above that. Also, with the 1 wound termies have, don't give them lightening claws. These guys obviously want to be in CC so give them the survivability they need to get there!


lrc does have deathwing vehicle. heavy flamer is for squads. what's better than getting to hit more than one unit at a time, aside from having drop pods of course?

You'll free up a lot of points if you just take a libby on a bike. And if you want to stick a HQ unit in terminator armour take Belial and drop the land raider.


again, wysiwyg ties my hands.
   
 
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