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Made in us
Death-Dealing Dark Angels Devastator




California

Hello,

I am pretty sure I need more troops ( I read that small units aren't good, so this leads me to believe I need 10 man tac squads)

I only have 10 Tacs and 5 scouts. For Dark Angels.

So, since I'm pretty sure I need more troops, the question is, how many more TACs do I need, or should I get more scouts?

I don't have any specific direction I want to go with my army, but this is what I own:

1 x Captain
10 x Tacs
5 x Scouts
10 x Assault Marines
5 x Terminators
5 x Death Wing Knights
1 x Land speeder
1 x Nelphlim Fighter
1 x Storm Talon (Don't know why, I got it for 15$ on eBay)
6 x Ravenwing bikes
1 x Attack bike
1 x Preditor
10 x Veterans (thinking about using these as TACs)

Thank you for any advice as to what I should get to round out my army.


DA: 8-2-0 in 7th Edition
Dwarfs: 1-0-0
Dark Elves: 3-0-0
Brets: 1-1-0 
   
Made in ca
Regular Dakkanaut





Use your captain as azrael to make your terminators and bikers into troops.

Should solve your problem.

As for what to get next,

Bikers with dakkabanner is the most competitive build right now. a combined arms, featuring command squad with banner in LRC with 1 or 2 Tac squads in rhinos to jump out when you get to range, followed by bikers joind by a biker librarian or tech marine with pfg, may also work.

This message was edited 2 times. Last update was at 2014/05/10 01:21:54


 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Strictly speaking, you only need two troops choices. Of course, as mentioned, DA have some pretty cool troops options with the right characters. Deathwing are pretty hefty for a troops choice.

The only reason you're going to want to have more DA TAC marines is if you don't want to run ravenwing or deathwing. In that case, you're running either mech, or a power armor horde, which is going to need another 10-20 or 30-40, respectively. And some razorbacks or devs, of course.



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Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

A generic rule of thumb is one troop pick per 500 points. DA have a number of ways to shuffle what counts as troops, so you might be fine with what you have.

As an Ultramarine, I frequently run 2 full tac squads and a 5 man scout squad in a 1,500 point list. YMMV.

   
Made in us
Decrepit Dakkanaut





Vallejo, CA

And it depends too on what you're using them for, of course. Yes, on the one hand sometimes things that aren't troops are given a wink, nod, and scoring status, but you can still use them as non-troops (deathwing, ravenwing, etc.), but there are also strategies on the other hand that are troops-focused.

In DA's case, it's the salvo bolter spam, among the other usual options.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

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Made in us
Death-Dealing Dark Angels Devastator




California

I've played a lot of fantasy, and literally no 40k -- how important is it to have at least on pysker?

What are some popular pysker kits and schools of magic to take for DA ?

DA: 8-2-0 in 7th Edition
Dwarfs: 1-0-0
Dark Elves: 3-0-0
Brets: 1-1-0 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

It isn't. Psykers are completely different in 40k than wizards are in fantasy.

There are rumors flying that 40k is going to get a magic phase soon, but rumors are rumors. Until proven otherwise, psykers are nothing more than models that either do shooting attacks in interesting ways, or roll leadership tests to see if they can buff a squad or two every turn.

It's much, much more simple, and much, much less mandatory.

As for popularity, nothing beats a psyker who can take divination, because he has guaranteed access to a power that allows him to give twin-linking to a squad.

Otherwise, psychic powers are pretty random. It's more you take a psyker because you want a buff unit, and then figure out which buffs he'll have that particular game (and thus how to use him), than because you want to add something specific to your army.

And as for DA, I'm pretty sure they're like the other space marines where their only psykers are librarians.



Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in au
Shunting Grey Knight Interceptor





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Made in gb
Is 'Eavy Metal Calling?





UK

 Nevelon wrote:
A generic rule of thumb is one troop pick per 500 points. DA have a number of ways to shuffle what counts as troops, so you might be fine with what you have.

As an Ultramarine, I frequently run 2 full tac squads and a 5 man scout squad in a 1,500 point list. YMMV.

I agree, 1 troops unit per 500 points is generally enough. That said, at larger points levels, I like to take either Azrael or Belial and have the bulk of my army scoring. It gives a lot more redundancy and makes the DW/RW far more useful.

 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

 Ailaros wrote:
It isn't. Psykers are completely different in 40k than wizards are in fantasy.

There are rumors flying that 40k is going to get a magic phase soon, but rumors are rumors. Until proven otherwise, psykers are nothing more than models that either do shooting attacks in interesting ways, or roll leadership tests to see if they can buff a squad or two every turn.


For the meantime, they are different. Go and have a look at the 7th Ed rumours thread. There are shots of WD that confirm they will become more Fantasy like with a magic/Psychic Phase.

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Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

I usually aim for 1 + 1 per 500 points - however Space Marines with Combat Squads can be flexible enough to ignore this if they wish.

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Made in us
Longtime Dakkanaut



Cheyenne WY

bryceloop wrote:
Hello,

I am pretty sure I need more troops ( I read that small units aren't good, so this leads me to believe I need 10 man tac squads)

I only have 10 Tacs and 5 scouts. For Dark Angels.

So, since I'm pretty sure I need more troops, the question is, how many more TACs do I need, or should I get more scouts?

I don't have any specific direction I want to go with my army, but this is what I own:

1 x Captain
10 x Tacs
5 x Scouts
10 x Assault Marines
5 x Terminators
5 x Death Wing Knights
1 x Land speeder
1 x Nelphlim Fighter
1 x Storm Talon (Don't know why, I got it for 15$ on eBay)
6 x Ravenwing bikes
1 x Attack bike
1 x Preditor
10 x Veterans (thinking about using these as TACs)

Thank you for any advice as to what I should get to round out my army.



I personally consider 4 Troops to be the "minimum"....but Space Marines are an exception, because you can split out 5 man teams, and they are so dang survivable. So...I'd reccomend adding one more 10 man Tac squad. That'll give you 3 Troops, with the ability to split out up to two more.

The will of the hive is always the same: HUNGER 
   
 
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