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Tallarn 22nd Imperial Guard vs. Dark Angels [Corrin's Riddle Pt.5]  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Loud-Voiced Agitator






[Part 1: http://www.dakkadakka.com/dakkaforum/posts/list/592511.page
The Tallarn 22nd had been dropped at the wrong location, separated from their reserves and a long way from the front lines. Not only that they had been ambushed by some unknown legion of space marines and forced to take a round about way to the rendezvous with their reinforcements.

Part 2: http://www.dakkadakka.com/dakkaforum/posts/list/593171.page
The 22nd had encountered a swarm of Tyranids as it reached the rendezvous point to try collect their battle orders and map shipment that had been dropped for them. After the aliens were repulsed and the critical package retrieved, the 22nd dug in and waited for their reserves to arrive.

Part 3: http://www.dakkadakka.com/dakkaforum/posts/list/593847.page
The 22nd had taken a mauling holding out for their reserves, but they had finally shown up just as the 22nd had to start making a retreat from the rendezvous point. Information collected indicated that there were other imperial forces scattered close by, the 22nd had decided the best course of action was to try link up with these forces to attempt to understand what was actually going on on Corrin's World.

Part 4:http://www.dakkadakka.com/dakkaforum/posts/list/594755.page
The 22nd had made contact with the Sisters of Eternal Sorrow and rushed their most mobile units to aid them in retrieving vital Inquisitorial equipment. This venture was partially successful, with a number of sealed Inquisitorial packing crates retrieved before the position was overrun with Tyranids.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Part 5:


The Sisters of Eternal Sorrow had supplied the 22nd command with new information. Finally the mystery of this planet was beginning to come to light.

The Eternal had made planetfall ahead of an Inquisitorial battleforce lead by Inquisitor Ellias of the Ordo Hereticus. The Eternal had been sent to capture or destroy an artifact of immense power that had been discovered by imperial engineering crews called in to evacuate automated imperial heavy mining equipment in the face of a Tyranid Infestation. What the artifact was or did was not known to the Canoness, but its location was known and is in a now heavily infested part of the planet.

News of the find had been leaked out through internal channels to the enemies of the imperium, resulting in a major administrative purge buy the Ordo Hereticus. This purge was apparently the reason for the lack of information received by the 22nd, as the departments controlling their movements had suddenly ceased to exist. The leak seemed to have traveled far as quite a number of enemy forces had started to move towards Corrin's World. Perhaps they knew more about the artifact then the imperium, or more likely the Ordos Heriticus was just not passing that information onto their military commanders.

The plan going forward was to move to meet up with the Inquisitor and his forces, and create a spearhead into the infested lands towards the Artifact. Apparently a large strike-force of Flesh Tearers Space Marines had made landfall much closer to Artifact site and had been charged with keeping the area free of the enemy and opening up a corridor towards the Inquisitors larger forces from the other end. The Flesh Tearers mission sounded like a suicide mission to tell the truth, but one that may have need to be done if the Inquisitor Ellias, The Eternal and The 22nd were going to get there before the enemy claimed the Artifact for themselves.

The Tallarn 22nd Infantry Command received all this news over vox channels, and changed their route to meet with the Tallarn 22nd Mechanised and The Sisters of Eternal Sorrow, as well as perhaps the Ordos Hereticus. Just as they altered their heading warnings started coming in from the scouts that there was a Dark Angels force baring their way. With no time to go around, and the Dark Angels once again unresponsive to the Tallarn hails, the 22nd had no option but to move their heavy support through the Dark Angels lines. What where the Dark Angels even doing here and why were they so aggressive? Maybe the Inquisitor could provide an explanation?

The Game: Big Guns Never Tire
Deployment: Dawn of War (Dark Angels Choice of Side)
Initiative: Imperial Guard (Dark Angels Choice)
Night Fighting: Yes - Turn 1




Imperial Guard - 1850pts
PRIMARY – Astra Militarum
HQ
Company Command – Lascannon, Sniper, Regimental Standard (outflank 1 squad)
Commissar – Power Axe
Priest

TROOP
Veteran Squad – Forward Sentries, Lascannon, Sniper x 3
Veteran Squad – Forward Sentries, Lascannon, Sniper x 3
Veteran Squad – 2 x Meltagun, Heavy Flamer, Chimera - Hull H.Flamer
Platoon Command – 2 x Meltagun, 2 x Flamer, Chimera – Hull H.Flamer
Infantry Squad – Power Axe, Autocannon
Infantry Squad – Power Axe, Autocannon
Conscripts x 20

FAST ATTACK
Scout Sentinel x 3
Scout Sentinel x 3
Armored Sentinel x 3 – Plasma Cannons

HEAVY SUPPORT
Hydra – Heavy Stubber
Hydra – Heavy Stubber
Manticore

ALLIES – Militarum Tempestus
HQ
Tempestus Command Squad – Bolt Pistol, 4 x Plasmagun

TROOPS
Tempestus Scion Squad x 5 – Bolt Pistol, 2 x Meltagun
Tempestus Scion Squad x 5 – Bolt Pistol, 2 x Meltagun



Dark Angels - 1850pts
HQ
Company Master Eremiel- Artificer Armour, Iron Halo, Power Sword, Meltabombs (Feel no Pain on an Objective)
Command Squad - Apothecary, 2 x Plasmagun, 2 x Meltagun
Ezekiel (Invisibility, Prescience, Mind Worm)

TROOPS
Tactical Squad x 10 - Plasmagun, Missile Launcher, Rhino
Tactical Squad x 10 - Plasmagun, Missile Launcher, Drop Pod
Scouts x 10 - Sniper Rifles, Camo Cloaks, Missile Launcher
Scouts x 8 - Close Combat Weapons, Camo Cloaks, Heavy Bolter

ELITES
Dreadnought - Plasma Cannon
Dreadnought - Assault Cannon

FAST ATTACK
Assault Squad x 5 - 2 x Flamer, Meltabombs
Assault Squad x 5 - 2 x Plasma Pistol, Meltabombs

HEAVY SUPPORT
Land Raider Redeemer
Devastator Squad x 5 - 4 x Lascannon

Imperial Guard Deployment
Conscripts (Ash Waste Nomads) with Priest, Hydra, Platoon Command Chimera and Plasma Sentinels on the near side.


Veteran Squad hiding under the mushrooms in the middle.
20 man Power Axe Blob with a Commissar next to them.




Company Command and Veterans in the strip of forest.
Hydra and Manticore behind them.
Scout Sentinels on the flank


Chimera Veterans and Scout Sentinel outflanking.
All Stormtroopers deepstriking.

Dark Angels Deployment

Rhino Squad deploys with both Dreadnoughts.
Devastators deploy behind.


On the far side the Landraider deploys in ruins with the Command, Master and Ezekiel inside.
The Sniper Scouts deploy into the forest.


Combat Scouts Outflanking
Both Assault Squads deepstriking.

The Battlefield:


Three objectives clustered together in the ruined town.


Two more objective strung out across the board.


Imperial Guard - Turn 1
The conscripts and the vehicles behind them move forward.


The Power Axe Blob moves forward.
The Scout Sentinels move up the board after scouting forward.


Both large squads run forward.


Due to nightfight the Guard kill a total of 2 scouts via shooting. The Manticore doesn't even bother shooting.


And the rain rolls on in.


Dark Angels - Turn 1
The Landraider turns invisible and advances through the ruins.


It then proceeds to try burn the Sentinels into slag.


Which doesn't work. But the searchlight helps the Scouts to take one down.


The Green Marines advance through the ruined building. The Marines rolled low on their disembark move.


The Drop Pod deploys to support the side with 3 objectives.
Shooting kills 9 Conscripts after they get spotlighted by the Rhino.


Imperial Guard - Turn 2
All the Guard reserve except a single melta stormtrooper squad comes on.
The Veterans outflank behind the Landraider.
The Melta Stormtroopers drop in front of it.


I sure hope this works.


The Plasma Command Squad drops behind the Devastators


The Scout Sentinels come on to support the Conscripts.


The Conscripts move towards the Drop Pod Squad to get some shots.
The Blob Squad move to control the board centre.

Shooting starts and the Command Squad gives itself "Ignore Cover" and explodes the Landraider.
Everything else around shoots at the squad inside, but feel no pain works well and only a single Plasma Marine is killed.


The Stormtrooper Command gives itself "preferred enemy". But only kills 2 Devastators after they go-to-ground.


The conscripts fail to pass the rank fire order, which starts a trend where I don't pass another order test for the rest of the game.
Combined fire brings the Drop Squad down to four




Dark Angels - Turn 2
All the Dark Angels reserves come on.
The Flamer Assault squad drop in front of the Veterans and Command


The Combat Scouts come on to help out.


The Plasma Assault Squad comes on behind the Platoon Command Chimera.


The Dark Angels make some odd choices here.
The Commander goes to try Meltabomb the Chimera, while the Command Squad move towards the Stormtroopers.


The full Tactical Squad sits happily on its objective.
The Dreadnoughts move forward and the 4 Drop Pod Tactical Marines move behind them.


The flamers kill 2 from the Command, including the regimental standard, and 5 from the Vet Squad.


The Plasma Assault Squad explodes the Chimera. One dies in the blast.


The rest of the Platoon Command is killed by the Assault Cannon Dreadnought


The Commander misses with his Meltabomb.
But the Stormtrooper Squad is destroyed.


More Conscripts go down. But the Armored Sentinels prove to be very durable, dodging all the firepower directed at them.


In the back the Scout squad heads toward the Stormtrooper Command, but fails to do any shooting damage to them.


Imperial Guard - Turn 3
The Chimera attempts to tank shock through the Commander to get at the Scouts.


But tank shocking someone with meltabombs is a very bad idea.


The Manticore destroys the Plasma Cannon Dreadnought.


The Vet Squad, Command and Sentinels kill off the Flamer Assault Squad.


The now pinned Veterans snap shoot at the Commander and both hit. One of them kills hi outright. (Was I allowed to do this?)


The Hydra kills the Apothecary and a Meltagun


The Stormtrooper Command kills off the rest of the Devastator Squad.


The other Assault Squad has hot armor saves and only loses a single member. But fails morale.


Dark Angels - Turn 3
The Combat Scouts move towards the objective.
Whats left of the Command Squad moves towards the Sentinels.
Ezekiel forgets Mindworm is only 12" range and moves to get shots at the Camo Veterans.


The Assault Marines automatically regroup and move to assault the mushroom Veteran Squad.


The Scouts move towards the Stormtroopers.


Killing a couple with bolt pistols.


The Marines open fire on the Conscripts.


Killing them all.


The Command Squad destroys both the Sentinels.
The scouts would kill two Veterans in the wrecked Chimera, causing the remaining meltagunner to run...towards them!


The Assault Squad kill one with hammer-of-wrath.


But fail to hit with any normal attacks.


Luckily they take no damage and the one casualty is enough for the Veterans to flee off the board.


The Scout Assault the Tempestor Prime


Killing him.




Imperial Guard - Turn 4
The Veterans make a run for the objective.


The Melta Veteran regroups on snake eyes, but misses with his snapshot.


The last stormtroopers come on, but scatter into the front arc of the Assault Cannon Dread. They only stun it.
The Hydra takes out the Assault Squad.
The Sentinels kill the Drop Pod Squad down to just the Missile Launcher.

Dark Angels - Turn 4
Ezekiel joins back up with the Command Squad, and shoot down some Vets


Shooting kills both Stormtrooper meltaguns, and shakes the Hydra.


The regrouped meltagun Veteran dies to Scout bolters.

The Command Squad makes a long charge.


And does its job, unsurprisingly.


Imperial Guard - Turn 5
Hydra zips forward 12" to grab an objective.
Blob move into the ruins to grab another.


Stormtroopers and the other Hydra move to hold another objective.


Yet more orders failed, this time the shoot and run one.
Shooting still does the job and kills the Dreadnought.


Scout Sentinels kill the last man from the Drop Pod Squad.


Plasma Cannon Sentinels and the Hydra hammer the Command Squad. Leaving Ezekiel on a single wound.


Dark Angels - Turn 5
Marines kill a couple of Stormtroopers causing the last man to flee.


Ezekiel moves to try charge the Guard warlord and get linebreaker.
He mindworms the Company Commander, taking a wound and reducing his WS and BS to 1 for the remainder of the game.
He then would fail his charge.


We roll to see if the game goes on...


..and it doesnt.

Amazingly all 5 objective are being held.

Imperial Guard hold 3 objectives






Dark Angels hold 2.




Imperial Guard Win

Imperial Guard - 9 Objective Points + 2 Heavy Support + Warlord + First Blood = 13 Points
Dark Angles - 6 Objective Points = 6 Points

Post Game Thoughts:
Well that was a fun game again.

The Dark Angels list was a little weak this time around. My opponent wanted to try a traditional "Greenwing". I had a look at his codex to see if I could give any ideas how this could be done better, but came up completely short, the Dark Angels codex is pretty weak when you dont use Deathwing or Ravenwing. Does anybody know of any good Greenwing lists. The only one I could see is the very gimicky Bolter Banner with heaps of Bolter Scouts.

My list was a bit of a throwback to my 5th edition list that I got very good with. To tell you the truth I still like it a lot.

The Sentinels were awesome as usual. 9 multilaser shots is great. Not sold completely on the plasma cannons, but they fill a hole in my lists.

The Hydras are great, they put out 10 shots which is great. They are a bit swingy (sometimes they just do nothing, sometime they do really good), but well worth the 75pts. I am preferring them to the Punisher as they can threaten more targets and can zip forward in a hurry to get a good firing angle.

The conscripts are cheap, but pretty lame. Good screening unit, but with 9 Sentinels they aren't really necessary. Also the Chimeras were just deathtraps this game.

Anyway, thanks for reading, the next game should be 7th edition by the looks of it. Please leave any comments, questions or suggestions below, they are much appreciated.

This message was edited 4 times. Last update was at 2014/05/22 09:50:34


 
   
Made in au
Raging Ravener






Great write up again Ash.
   
Made in nl
Sure Shot Scarecrow Sniper






Great report again. Nice to see some more unusual lists too.
   
Made in gb
Boom! Leman Russ Commander






I've been reading all your battle reports and I have tosay they are really good ! Love to see a new one up on my lunch break at work

   
Made in us
Wing Commander





The Burble

Loved it, especially the beautiful terrain.

Abadabadoobaddon wrote:
Phoenix wrote:Well I don't think the battle company would do much to bolster the ranks of my eldar army so no.

Nonsense. The Battle Company box is perfect for filling out your ranks of aspect warriors with a large contingent from the Screaming Baldies shrine.

 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Brilliant batrep, great photography (kudoes for the 'infinity' shot with the board blending into your backyard) and it's always great to see a well done Tallarn force.

Do you have an army profile, I'd like a better look at some of the conversions. Especially what did you use for your Storm Troopers and Scion officer.

 
   
Made in au
Loud-Voiced Agitator






Thanks Guys

 Kid_Kyoto wrote:
Brilliant batrep, great photography (kudoes for the 'infinity' shot with the board blending into your backyard) and it's always great to see a well done Tallarn force.

Do you have an army profile, I'd like a better look at some of the conversions. Especially what did you use for your Storm Troopers and Scion officer.


I don't have an army profile yet. I will have a look at whats involved, could be fun.

The Tempestor is actually a converted Warmachine miniature. http://privateerpress.com/hordes/gallery/minions/solos/saxon-orrik

The stormtroopers themselves are a bit of a mix. The bodies are bretonian men at arms, the hotshots are converted Cadian arms, special weapons are Elysian and Death Korps, the backpack are old forgeworld Tallarn (when you could buy an Tallarn weapon pack) and the heads are from ramshackle games http://shop.ramshacklegames.co.uk/index.php?main_page=product_info&cPath=18&products_id=212

Also I think the sergeant weapons are from this model http://www.reapermini.com/OnlineStore/6%20arms/sku-down/14474

This message was edited 1 time. Last update was at 2014/05/20 22:03:55


 
   
Made in us
Spawn of Chaos





Chicago, IL USA

Sweet Battle. Great Report. A pleasure to read, thank you.

8th Grand Company (Iron Warriors 8,000pts): 36-11-2
Antiocan Forgeborn (Traitor IG 3,000pts): 11-4-2
Heavy Rain Cadre (Tau 4,000pts): 9-3-0
Hive Fleet Lunulata (Tyranids 2,000pts): 6-4-0
/ G.L.O. Genestealer Cult (IG/Tyranids 2,000pts): 0-2-0
[Stats current as of 9/8/13]

Good Pics with Some of Everything: http://www.dakkadakka.com/gallery/images-44940-37559_Glamor%20Shots.html
Battle Reports: http://www.dakkadakka.com/dakkaforum/posts/list/562168.page 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Cheers!

 
   
Made in au
Mighty Chosen Warrior of Chaos






Really enjoying these batreps, keep em coming.


 
   
Made in au
Raging Ravener






Hey Ash, you forgot the two points the 22nd got for killing the DA heavy support squads!
   
Made in us
Water-Caste Negotiator






Ohio

Wow, more goodness from the 22nd. Glad to see them get a win.

I also see you did not immobilize any vehicles on terrain this time.

I think 7th should give your vehicles a little bit more omph. Might want to bring back some LR tanks.

Thanks,
Duncan

For the Greater Good!
40K, SW:Armada, Bolt Action, Legions Imperialis(maybe…) 
   
Made in us
Stalwart Dark Angels Space Marine




Very nice battle reports.

I think if your going to go for synergy and a greenwing list. then bolter spam is a great way to go, with the banner of devastation.
I think the land raider is a huge wast of points even if didn't get blown up first turn. there's no reason for it.
You might try this
[code]
+++ Greenwing (1844pts) +++
+++ 1850pt Dark Angels 6th Ed (FAQ April 2013) +++

Selections:
Dark Angels 6th Ed (FAQ April 2013) (Apocalypse) Selections:

+ HQ +

* Company Master
(Independant Character)
* Artificer Armour, Displacer Field (), Jump Infantry (), Lightning Claw (), Power Fist ()

* Interrogator-Chaplain ()
(Independant Character, Zealot)
Combi-Melta (), Crozius Arcanum, Frag and Krak Grenades, Power Armour, Power Field Generator ()

* Command Squad
(And They Shall Know No Fear)
banner of Fortitude , 5x Veterans
* Rhino

+ Troops + (747pts)

* Tactical Squad ()
Plasma Cannon (), Plasmagun (), Power Armour, 9x Tactical Marine ()
* Rhino ()

* Tactical Squad (205pts)
Plasma Cannon (), Plasmagun (), Power Armour, 9x Tactical Marine ()
* Rhino ()

* Tactical Squad (205pts)
Plasma Cannon (), Plasmagun (), Power Armour, 9x Tactical Marine ()
* Rhino ()

* Tactical Squad ()
Meltagun (), No Transport, Power Armour, 5x Tactical Marine ()
* Sergeant ()
Boltgun, Combi-Melta (10pts)
*Drop pod

+ Fast Attack + ()

* Assault Squad ()
(And They Shall Know No Fear, Combat Squads, Grim Resolve)
9x Assault Space Marine 2x Flamer (), Frag and Krak Grenades, Power Armour
* Assault Space Marine Sergeant ()
Melta Bombs ()

+ Heavy Support + (345pts)

* Predator ()
Lascannons (), Twin Linked Lascannon ()

* Predator ()
Lascannons (), Twin Linked Lascannon ()

* Whirlwind ()

This message was edited 2 times. Last update was at 2014/05/22 01:04:02


For Dark Angel's content and great comic batreps checkout: http://legionofcaliban.blogspot.com/ 
   
Made in au
Raging Ravener






Polythemus wrote:
Very nice battle reports.

I think if your going to go for synergy and a greenwing list. then bolter spam is a great way to go, with the banner of devastation.
I think the land raider is a huge wast of points even if didn't get blown up first turn. there's no reason for it.


Thanks Polythemus, I think I have the mini's for that many tac squads...I'll give it a go and see how they do. Time to get painting!

   
Made in us
Death-Dealing Dark Angels Devastator




California

Great BR,

Only issue is I think you're missing the dreads in the Army list...

Even if it didn't do super well, I am interested by his use of Assault marines...

And as other's said, the LR was a complete waste, I think if you're not using it for the assault ramp or to transport something killy -- there's not much reason to take it.

I loved the rain shot, thanks for sharing.

DA: 8-2-0 in 7th Edition
Dwarfs: 1-0-0
Dark Elves: 3-0-0
Brets: 1-1-0 
   
Made in us
Stealthy Space Wolves Scout






Man, I love the way you do the battle reps.. It really is like telling a story and you can get involved in the individual victories and crushing blows.

I hope the next one involves allied Sisters. I enjoyed reading that last rep with them.

One last thing, I saw "Company Command and Veterans in the strip of forest" and read "Company Commander and Veterans strip in the forest" which provoked laughter for a good two minutes... I know I'm 27, but I still feel 10 sometimes.


DR:80-S++G+M-B---I+Pw40k#10++D+A++++/cWD-R+++T(T)DM+
(Grey Knights 4500+) (Eldar 4000+ Pts) (Tyranids 3000 Pts) (Tau 3000 Pts) (Imperial Guard 3500 Pts) (Doom Eagles 3000 Pts) (Orks 3000+ Pts) (Necrons 2500 Pts) (Daemons 2000) (Sisters of Battle 2000) (2 Imperial Knights) 
   
Made in au
Loud-Voiced Agitator






mekugi wrote:Hey Ash, you forgot the two points the 22nd got for killing the DA heavy support squads!


Your not supposed to point out that I beat you even worse than originally written. Updated.

vadersson wrote:Wow, more goodness from the 22nd. Glad to see them get a win.

I also see you did not immobilize any vehicles on terrain this time.

I think 7th should give your vehicles a little bit more omph. Might want to bring back some LR tanks.

Thanks,
Duncan


After those few games I am really strugglng to see the goodness in the Leman Russ. So expensive and slow.

I am not sure how to take the shift in the pen chart. I feel like its great for open topped vehicles.

Polythemus wrote:Very nice battle reports.

You might try this
[code]
+++ Greenwing (1844pts) +++
+++ 1850pt Dark Angels 6th Ed (FAQ April 2013) +++



Thanks heaps for the list. I have some questions though.

The interrogator chaplain deploys in the drop pod? Why not a librarian? Just for the better combat ability? Is the idea to deploy him out of line of sight then pop out turn 2 , melta a vehicle and charge the contents?

Plasma cannons, would you normally combat squad and deploy these in cover, or do you just keep all your troops and banner together as a swarm? Wouldn't you get a multimelta then, at least you could snap fire it.

Does the assault squad normally advance behind the rhino wall? or deepstrike?

I realise that the options I am asking above are variable dependent on the game, but I like the list a lot and wold like to see it in action kicking my ass.

Also why have I never seen anybody use the banner of fortitude? it looks awesome.

bryceloop wrote:Great BR,

Only issue is I think you're missing the dreads in the Army list...

Even if it didn't do super well, I am interested by his use of Assault marines...

And as other's said, the LR was a complete waste, I think if you're not using it for the assault ramp or to transport something killy -- there's not much reason to take it.

I loved the rain shot, thanks for sharing.


I love assault marines, but they are a little hard to play as deep strikers unless your blood angels. That said there has been games when they get a little luck and that last assault marine just takes out half my army.

Yeah I am not a huge fan of landraiders. I think the lascannon version is still the best though.

Pyeatt wrote:Man, I love the way you do the battle reps.. It really is like telling a story and you can get involved in the individual victories and crushing blows.

I hope the next one involves allied Sisters. I enjoyed reading that last rep with them.

One last thing, I saw "Company Command and Veterans in the strip of forest" and read "Company Commander and Veterans strip in the forest" which provoked laughter for a good two minutes... I know I'm 27, but I still feel 10 sometimes.


I have been painting Seraphim, so am hoping to get them done for the next game.

This message was edited 3 times. Last update was at 2014/05/22 10:09:35


 
   
Made in us
Stalwart Dark Angels Space Marine




My thoughts are to vary the use of the chaplain as the situation dictates. If the the enemy is using tons of chimeras and vehicles use the chaplain to drop with the suicide melta squad and try to get him out of LOS but still. Or he can go with the rhino wall and walk behind the tacts rhinos to give them a 4++. I would not deep strike with the assault team, instead jump them forward with an expected arrival into combat no later than on turn 3. You'll need to focus fire to get troops exposed either way for the assault team to be effective. Obviously you wanted to take a list which requires you to take all comers since your OB fighting the same list all the time or at least the same opponent so you can dictate how these changes are used. this might mean that you drop the power feel generator for something that's more useful to your particular strategy. I do feel you are handicapping yourself by not taking rave wing or death wing...

For Dark Angel's content and great comic batreps checkout: http://legionofcaliban.blogspot.com/ 
   
Made in au
Loud-Voiced Agitator






Polythemus wrote:
My thoughts are to vary the use of the chaplain as the situation dictates. If the the enemy is using tons of chimeras and vehicles use the chaplain to drop with the suicide melta squad and try to get him out of LOS but still. Or he can go with the rhino wall and walk behind the tacts rhinos to give them a 4++. I would not deep strike with the assault team, instead jump them forward with an expected arrival into combat no later than on turn 3. You'll need to focus fire to get troops exposed either way for the assault team to be effective. Obviously you wanted to take a list which requires you to take all comers since your OB fighting the same list all the time or at least the same opponent so you can dictate how these changes are used. this might mean that you drop the power feel generator for something that's more useful to your particular strategy. I do feel you are handicapping yourself by not taking rave wing or death wing...


Thanks, the list is a good start I think. As you said we play against a limited number of armies so can adjust for that, we just need to be careful for when we then head out to a tournament and face random lists.

It looks like one of the few things Dark Angels have to make them stand out are the power field generators and standards, so we should use them.

We do use Deathwing, and yes it is definitely good.
   
Made in fr
Regular Dakkanaut




I love your reports !
Thanks a lot for this one, a pleasure to read
   
Made in ca
Mutilatin' Mad Dok





Another fantastic report. Keep them coming!
   
Made in us
Regular Dakkanaut




Always love reading your reports! Great job

~2k
~4k

kill team 
   
Made in au
Hurr! Ogryn Bone 'Ead!






Western Australia

I usually as a DA player spam the Tactical Squads and try and kit each sergeant with either a power weapon or fist. I don't have a single tank in my 3500 list and still have come out with winning. Though without Deathwing is pretty hard, but just have Missiles, Plasma and a lot of melta and no scouts and you've got a pretty shooting killing list.

"Tell the Colonel... We've been thrown to the Wolves." -Templeton.
1W OL 1D

I love writing fiction based upon my experiences of playing; check 'em out!
http://www.wattpad.com/user/baxter123  
   
 
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