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[1850] - Dark Angels - Lion's Blade - Want your opinion to see how competitive this is  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Bounding Dark Angels Assault Marine





Hey everyone. I'm trying to come up with a list thats as competitive as I can get using the Lion's Blade. I already have most of this but wanted to see what everyone thought before I got anything else. Any feed back is greatly appreciated!

Lion's Blade Strike Force

Core 1

-- Assault Squad - 2 x Flamer, Drop Pod

-- Devastator Squad - 2 x Grav Cannon, Rhino

-- HQ: Chaplain -- Combi-Grav

-- Command Squad -- 5 x Meltagun, Drop Pod

-- Company Veteran Squad -- 5 x Combi-Grav, 5 x Lightening Claw, Drop Pod

-- 5 Man Tactical Squad -- 1 x Grav Gun, Razorback, AC

-- 5 Man Tactical Squad -- 1 x Grav Gun, Razorback, AC

-- 5 Man Tactical Squad -- 1 x Grav Gun, Razorback, AC

Core 2

-- Assault Squad - 2 x Flamer, Drop Pod

-- Devastator Squad - 2 x Grav Cannon, Rhino

-- HQ: Company Master -- Artificer Armor, Combi-Plasma, Power Sword, Auspex

-- Command Squad - 5 x Meltagun, Drop Pod

-- 5 Man Tactical Squad -- 1 x Meltagun, Razorback, AC

-- 5 Man Tactical Squad -- 1 x Meltagun, Razorback, AC

-- 5 Man Tactical Squad -- 1 x Meltagun, Razorback, AC

Auxiliary
10th Company Support -- 5 x Scouts, 5 x Sniper Rifles

1850 on the nose

I have 5 pods so I know three will come in turn 1. It will give me a little flexibility depending on what can do the most damage. Obviously the command squads with meltaguns will try to blow up/immobilize/stun the bigger threats. I'm not sure I like the veteran squads load out. My original thinking was to put the chaplain with them (possibly the Chapter Master as well but not sure I can?). I gave the combi-grav to deal with more elite units and lightening claws so they are somewhat lethal in close combat. I plan on using them to grab an objective/do some damage to an elite unit when they come. I want to try and drop them where they have cover or block LOS against anything that can wipe them out right toff the bat which will be tricky. Next turn they can charge in or sit on an objective and shoot at whatever comes close to them. I'm ok with them not getting the +1 with the LC since they have 2 base attacks and between zealot/shred they should be able to do some damage to anything without a 2+/3++ or better. Even if I drop them on something and they can't shoot first turn I thought that would be a nice, well rounded unit, that can deal with just about whatever come their way (save WK and what not). The tac squads and dev squads will be laying down fire and grabbing objectives. I tried to scatter grav and melta throughout the list so that I can have multiple units fill the same roles. I gave the Razorback ACs for 2 reasons. 1) They will be moving up the field and I wanted something that can handle light armor/infantry so I don't have to waste melta shots on it 2) I have NO answer to flyers so, in a pinch, i can shoot them at anything in the air to at least make it jink if not wound it out right to try and dispute their shooting. The scouts are going to sit in the back (hopefully on an objective) and try to pick off models. A big glaring weakness here are my lack of psykers but you can't have it all right?

Just in case some people don't know, the Lion's Blade lets you take free transports and fire Overwatch at full BS. Anyways, thanks for taking a look and I look forward to what y'all think. Thanks!

This message was edited 1 time. Last update was at 2016/10/05 20:28:17


Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Longtime Dakkanaut






this is a good start. you'll have success without changes.

things to drop:
- lightning claws on veterans. too many points for one Wound models.
- combi-weapons on HQ. keep pistols; these are the only models you have for assault and they need all the Attacks they can get.

things to change:
- grav guns to grav cannons on Tactical Squads if you can get the bits
- meltaguns and razorbacks don't line up. meltaguns go in droppods, plasma guns and grav cannons are ok for AC razorbacks.
- maybe vary Razorback weapons to add versatility?

things to add:
- Ravenwing!

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in us
Bounding Dark Angels Assault Marine





Ok! If i drop the lightening claws and combi-weapons that will free up several points.

I can also change some points around for plasma and grav cannons. I have the plasma so that shouldn't be to hard to start out with.

I've been debating going 3 razorbacks with AC and 3 with twin-linked plasma/las?

I've been debating the HQ choice. They just aren't the greatest at assault and i'm trying to decide if they are worth having at all? I'm tempted to take them out and give a tac squad with meltagun a drop pod instead of a rhino so I still have 5.

I'd love to add Ravenwing but i'd have to work out points. The models aren't an issue and if I can get the points shuffled around I'm leaning towards a RWSS to start with.

Do you think dumping the points into the Chapter master is worth it or should i just keep it stock and treat it as a tax (which is what I normally do)?

This message was edited 1 time. Last update was at 2016/10/06 13:39:54


Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Longtime Dakkanaut






One or two Razorbacks with TL lascannon and one with heavy flamer. I love my old pewter las/plas razorback but it can only fire one weapon at full BS when it moves 6". AC is still the best.

HQ choices are the best assault available to Battle Company. To make them most effective they need mobility, so prolly a 10 man assault squad with jump packs. Company Master can get Storm Shield and Relic Blade. Chaplain doesn't need upgrades other than jump pack or bike; his big value is Zealot.


Automatically Appended Next Post:
If you need points, change a few more Razorbacks to Rhinos, let their passengers do the shooting.

This message was edited 1 time. Last update was at 2016/10/06 14:11:29


Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in us
Bounding Dark Angels Assault Marine





I'm wary to give the assault squad jump packs just because the seem to get shot off the board before I can do much with them. I may just be having bad luck though haha. I stuck them in the drop pod with flamers to come in and toast something at least before that happens.

I'm going to play around with the razorback and rhinos to and see if I can't come up with some extra points!

Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Slippery Scout Biker




 axisofentropy wrote:

HQ choices are the best assault available to Battle Company. To make them most effective they need mobility, so prolly a 10 man assault squad with jump packs. Company Master can get Storm Shield and Relic Blade. Chaplain doesn't need upgrades other than jump pack or bike; his big value is Zealot.


I tend to look at this the other way - the army is inherently lousy at assault and they're basically tax units. I'd dump everything but a combi weapon on the captain and refocus that effort on grav cannons on tacticals, extra combi weapons on sergeants, etc. Paying 100 points to then cash out on >300 points of transports is a pretty nice trade. Dumping another 60 points into the captain really doesn't help much as SM companies don't really offer a good delivery system or a good unit for him to go with. Assault marines in this type of list are better off cruising around flamering gak than trying to back up an assault character.
   
Made in us
Longtime Dakkanaut






Look at all the special weapons in this list. If that's not enough shooting, two more combi weapons won't tip the balance. Equipping a couple characters for melee at least gives options against assault focused armies, and helps counter things like wraithknights.

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Made in us
Slippery Scout Biker




 axisofentropy wrote:
Look at all the special weapons in this list. If that's not enough shooting, two more combi weapons won't tip the balance. Equipping a couple characters for melee at least gives options against assault focused armies, and helps counter things like wraithknights.


But that point, is a relic blade on a now S6 3 attack model without many useful units to join going to do anything to counter a wraith knight? Better off pounding it with more grav shots. you're pretty much banking in this list that an invis assault death star can't kill enough of your units to win, and MSU assault armies will really just get mowed down anyway.
   
Made in us
Bounding Dark Angels Assault Marine





Ok. I've retooled the list and have come up with this so far taking some of this into consideration. I think i'm going to go back to just treating the CM as a tax. Like you said J0hnnyllama, 100 points for triple that in free transports is a nice trade off.

I'm also dropping the idea of anything being assault oriented really. I just cringe when I think about charging with Dark Angels haha.

So this is what i've come up with so far.

Lion's Blade

Core 1

-- Assault Squad - 2x flamer, drop pod

-- Dev Squad - 2x Grav Cannon, Rhino

--Chaplain - Auspex

--Command Squad - 5x Meltagun, drop pod

--Tac Squad - 9x Marines, 1x Grav Cannon, 1x Grav Gun, Sgt. w/combi-grav, Rhino

--Tac Squad - 4x Marines, 1x Grav Gun, Sgt w/combi-grav, Razorback w/AC

--Tac Squad - 4x Marines, 1x Grav Gun, Sgt w/combi-grav, Razorback w/AC

Core 2

--Assault Squad - 2 x flamers, Drop pod

--Dev Squad - 2x Grav Cannon, Rhino

--Chapter Master - Combi-plasma, Auspex

--Command Squad - 5x meltaguns, Drop Pod

--Tactical Squad - 9x marines, 1x Grav Cannon, 1x grav gun, sgt w/combi-grav, Drop Pod

--Tactical Squad - 4x marines, 1x meltagun, sgt w/combi-melta, razorback w/AC

--Tactical Squad - 4x marines, 1x metlagun, sgt w/combi-melta, razorback w/AC

Auxiliary
--10th Company Support - 5x scouts, 5x sniper rifles

1850 points

I am going to combat squad the tac squad in the Drop Pod for sure, I may do it to the one in the Rhino as well just to give myself more options.

This still leaves me with 4 AC Razorbacks and 5 pods. I had 10 points left over so gave each HQ choice an auspex. I will likely put them with a squad in a rhino to help lower cover saves with each model on an opposite end of the board. Right now it would be a Dev squad since the Tac squad rhinos are full up.

I know I have a lot of melta in pods and very few in the tac squads but I'm not sure I like have a Grav Cannon/melta gun in a 10 man squad instead of mixing them up. Then again, if I combat squad them I don't guess it really matters since they can choose their own targets. Thoughts on this?

Another option would be to take the two 10 man tac squads back down to 4 and try to fit a librarian on a bike w/shroud of heroes in here for at least SOME psychic defense/offense.

Anyways, I appreciate the advice!

Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Longtime Dakkanaut






a meltagun riding in a razorback is not likely to get within the 6" it needs. try to line up those engagement ranges. remember grav takes vehicles out of the fight almost as well as melta.

the rest is great you'll often do fine.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in us
Bounding Dark Angels Assault Marine





That's easy enough. I can drop the auspex to change all the combi-melta/melta to the grav equivalent no problem.

Only reason I was throwing in the melta was to deal with duper heavies. Got a guy in my meta that frequently runs at least 3 renegade knights since they ignore the immobilize result stuff with grav. But taking a step back and looking at all the grav, AC, and meltapods i don't think I should have TO much trouble with those kinds of list. Even if a command squad can't blow one when they come in they still get to overwatch at full BS if he charges (assuming he does charge and they survive the shooting phase haha).

But thanks for the advice. I wanted to hammer out a good list before i put together the models I have and buy the few more i still need.


Automatically Appended Next Post:
One other question, is it possible that I have to much grav in this army? I've been thinking about the Nids and Daemon armies. With all those grav, it really only leaves a few flamers, AC, and the Melta squads to deal with them. I was thinking about going back and adding some plasma to this list. Any thoughts on this?




Automatically Appended Next Post:
One other thing i wanted to ask about. With all this grav I feel like I may struggle against deamon armies and Nids. I'm debating sprinkling some plasma in there to deal with it but i'm not sure if it would be better then all the grav.

This message was edited 2 times. Last update was at 2016/10/07 21:20:20


Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
 
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