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Made in us
Longtime Dakkanaut




Maryland

If the swap of knights for another regular squad works, count my in. That's another DV set from ebay, which is much cheaper.

   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I think in that list swapping the DW Knights for regular Termies is a good idea, because Knights really need a Land Raider to work well. If you do drop them, I think I'd swap out the Ancient for either an Apothecary or a Champion, or even a Terminator Librarian.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Regular Dakkanaut




I don't know, maybe I'm just getting lucky, but I had another crushing win with my Deathwing today for the Konor campaign mission.

It's been a long time since i've felt like Deathwing might be better than just a fluffy army. And to think, they might get better with our new codex...
   
Made in us
Near Golden Daemon Caliber






Illinois

I think it would be a real dick move to keep non-codex marine power fists at 20 points after both nilla and chaos saw the drop to 12. That's 32 points a unit for typical shooty DWT squads, can't complain there. Plus relics, strategems, all that jazz.

Of course then there's crap like chaos losing cult marines as troops and certain things being dropped and only available in legacy index...so I guess we'll see.

 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

 GrimDork wrote:
I think it would be a real dick move to keep non-codex marine power fists at 20 points after both nilla and chaos saw the drop to 12. That's 32 points a unit for typical shooty DWT squads, can't complain there. Plus relics, strategems, all that jazz.

Of course then there's crap like chaos losing cult marines as troops and certain things being dropped and only available in legacy index...so I guess we'll see.

I agree on the Power Fist thing, but the new Chaos FAQ just gave World Eaters and Emperor's Children their cult troops back.

32 point Deathwing Terminators would be sweet! Although with only the change to the cost of Fists they'd be 40 (26 for body, 12 for fist and 2 for storm bolter), so still better than what we've got now. I could actually take a decent Deathwing contingent and still have a solid presence on the ground on the first turn beyond just Azrael and a couple of Venerable Dreads.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Regular Dakkanaut




 GrimDork wrote:
I think it would be a real dick move to keep non-codex marine power fists at 20 points after both nilla and chaos saw the drop to 12. That's 32 points a unit for typical shooty DWT squads, can't complain there. Plus relics, strategems, all that jazz.

Of course then there's crap like chaos losing cult marines as troops and certain things being dropped and only available in legacy index...so I guess we'll see.


Yes, the new FAQ just dropped today and fixed the chaos cult troops. I'm still concerned our Deathwing won't be troops though, this gives me a little hope that they might be, or be unlockable as troops at least. I've been playing with the new power fist points costs. I always ask my opponent since GW can't be bothered to give clarity, but the argument has been made too many times to me that you just use the unit entry of the index and the updated points costs out of the SM codex per that GW statement, even though it seemed a bit unclear as to the intent.

In 2k games I've been running 27 terminators (Belial and the ancient included), and my 3 DA flyers (2 nephs and a DT), and every game the flyers are the stars as they can put fire power exactly where I need it from almost anywhere on the board, and the terms sit on objectives and DS in where needed to soften targets up. It's been super consistent and very strong so far in 8th.
   
Made in us
Near Golden Daemon Caliber






Illinois

Sorry I meant saving 32 points per unit of 5 DWT, not 32/model

 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

So, now that I've got a Repulsor under construction I was wondering about loadouts. I'll be magnetizing my model extensively (of course!), but I'd still be curious to hear some opinions on what weapons would be better on it as opposed to another unit.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Near Golden Daemon Caliber






Illinois

Fly and PotMS together mean it will basically always shoot and at full capacity. Which is pretty neat.

My gut says the 4 lascannon shots (yes two are talon but still) and the 5-30 bolter/grenade shots or so you can get. Then it's basically armed with the same main guns of both phobos and crusader pattern land raiders at once

Otherwise... You could tailor it to either cover whatever it's passengers can't do (lascannon support for Aggressors, onslaughts for Hellblasters) or double down on what they're already packing... I imagine deploying 3 Aggressors with gravis captain and a lieutenant from an onslaught+grenade Repulsor world just melt hordes.

I can't decide on the autolaunchers. It's cool that you could, in theory, pop smoke every round and give plasma fits (overcharge becomes 33% mortality rate lol)... But it seems like such a waste to give up 7-8 guns worth of shooting to do so. And then again...if the thing is absorbing your opponents entire shooting turn...may be worth it. Makes me wonder about sending it out with a dark shroud hidden behind it to make -2 lol. Or you can assume you'll always shoot and merrily slap on another grenade spammer...

 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I don't see myself ever taking the auto launchers over the extra frag launchers. I do like the idea of 5d6 shots, but I think Storm Bolters could have their place on this thing as well especially if points are really tight. Too bad the Repulsor is a Dedicated Transport instead of Heavy Support; I could use it to help fill a Spearhead detachment otherwise.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Near Golden Daemon Caliber






Illinois

Storm bolters are probably cheaper and more reliable too.

One thought: the grenades are all 18" right? To fully benefit from SBs you'll need to be 6" closer, whereas 18" +2 from the Repulsor field keeps you hard to charge in one turn.

Of course if you're gonna drive some d00ds up close and unload them, that extra range may be moot.

 
   
Made in us
Regular Dakkanaut




2 points for a 4 shot storm bolter is so good...
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

bobafett012 wrote:
2 points for a 4 shot storm bolter is so good...

I know, right? I only finally got around to building a Tactical Sergeant with a storm bolter for when I don't have points for a combi-weapon. Storm bolters used to be a stupid choice for a character, now they are a very nice little point filler, good for squeezing every last point out of a list.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Bounding Dark Angels Assault Marine





So I was just, is anyone having any luck with running pure greenwing or pure ravenwing? I've been playing around with pure greenwing and have had some success with it though I've pretty much given up on trying to make tac marines worth anything, at least outside of very casual games. Even then they are pretty terrible.

And I guess it's not technically "pure" greenwing since I have a Dark Shroud and Dark Talon in every list. Pretty sure I'm getting another Dark Talon though. Great for hordes/conscript killing and the Rift Cannon is pretty awesome.

Anyways, just wondering if anyone else is trying this.

Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

 ILegion wrote:
So I was just, is anyone having any luck with running pure greenwing or pure ravenwing? I've been playing around with pure greenwing and have had some success with it though I've pretty much given up on trying to make tac marines worth anything, at least outside of very casual games. Even then they are pretty terrible.

And I guess it's not technically "pure" greenwing since I have a Dark Shroud and Dark Talon in every list. Pretty sure I'm getting another Dark Talon though. Great for hordes/conscript killing and the Rift Cannon is pretty awesome.

Anyways, just wondering if anyone else is trying this.

In my last tournament I basically ran nothing but greenwing. I had Azrael, a Primaris Lieutenant, three Dreadnoughts (one of which was Venerable), three Razorbacks, a Land Raider Crusader, a couple of Devastator squads, and the only non-Greenwing options I had were a Darkshroud and a Nephilim Jetfighter. Okay, technically the Venerable Dreadnought is Deathwing, but whatever. I actually had 1 win, 1 tie, and 1 loss. In the game I lost (which was against Genestealer Cult/Tyranids), I played a lot better than I scored. I kept rolling crappy Maelstrom objectives (usually on the other side of the table) and I could never get to the Relic because my vehicles kept getting locked in combat. I managed to break free and kill everything on my side of the table, but the game ended before I could accomplish anything else. Azrael was a BAWSS, killing not one but TWO Patriarchs during the intense melee combat (not on the same turn, even Azrael isn't that badass). The tie game involved me just surviving against an Astra Militarum gunline including a Shadowsword. I only tied because I actually rolled good Maelstrom objectives and my opponent did not. The win was an easy game against a fairly non-optimized Tau list. I put a little mini-report in this thread a page or two back, read it for a little more detail.

TL;DR: Greenwing may be the best way to run Dark Angels right now. Azrael is a must take for competitive play; his auras are just too good to live without. Bring a firebase of Dreadnoughts and Devastators and perhaps some AssCan Razorbacks and you'll wreck some face, provided you can keep those units out of melee combat (bring some cheap Tacticals, Scouts, or maybe even Intercessors for bubble wrap purposes). Darkshrouds are also solid, as are the flyers (Dark Talon is better but I don't have mine built yet).

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





I'm building pure RW currently in a slow grow league (currently at 1000pts expanding to 1250pts). I've been mostly outmatched in my early games as I don't have a lot of models or any hard hitters, but this changed as soon as I added the dark Talon at 1000pts. I had a good shot of winning a game last weekend but rolled a double 1 for damage with 2 meltas (used a command reroll already and wasn't in 6") at a contemptor dread.
I thinkmy list will be better at 1500pts when I finally add Sammael and a darkshroud.
   
Made in it
Perfect Shot Dark Angels Predator Pilot





Sesto San Giovanni, Italy

How do you face the lack of HS we have compared to Vanilla Marines?

This message was edited 1 time. Last update was at 2017/08/25 16:20:32


I can't condone a place where abusers and abused are threated the same: it's destined to doom, so there is no reason to participate in it. 
   
Made in us
Bounding Dark Angels Assault Marine





@Zergsmasher - Went back and read the report. I appreciate it and glad to know i'm not the only one doing this. Due to moving and crap I haven't been able to play a tournament (only causal games) but am doing something similar. I'm lookinga at running Azzy, Libby, Prim Lt., 3 x scouts, 4 x razors with TL asscans, Shroud, Talon, 2 x dev (1 ML/1LC) and 2 las preds. I haven't kept track of W/L but i think I'm ahead on wins so far. I've been trying tac squads for screening but they have been pretty lackluster. Going to give the scouts a go. My biggest concern with this has been mobility really since the majority of my points don't move much. I was wondering if that's been an issue for anyone else running something similar.

@bullyboy - I haven't put any bikes on the table yet. I feel like they took a big hit loosing jink and re-roll saves. I wasn't sure if they would last long with all the AP-, multi-wound causing weapons. What's been giving you the most headaches?

@Cybtroll - Honestly, I haven't seen a huge problem with a lack of HS compared to smurfs. Mainly because Azzy is one of the strongest HQs out their imo. His reroll hits and 4++ is pretty clutch. Also, I've occasionally thrown a techmarine in there and my preds rarely die and do A LOT of damage. I'm really hoping ours get the same points reduction the C:SM got. Competitively, I think (and someone correct me if I'm wrong) smurfs are really good taking a lot of ML devs and Guilliman. Azzy and a Prim Lt. are doing about the same thing for about 100 pts less, as far as rerolls are concerned, while also granting a 4++ bubble.

Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in ca
Fresh-Faced New User




Calgary

 ZergSmasher wrote:
 ILegion wrote:
So I was just, is anyone having any luck with running pure greenwing or pure ravenwing? I've been playing around with pure greenwing and have had some success with it though I've pretty much given up on trying to make tac marines worth anything, at least outside of very casual games. Even then they are pretty terrible.

And I guess it's not technically "pure" greenwing since I have a Dark Shroud and Dark Talon in every list. Pretty sure I'm getting another Dark Talon though. Great for hordes/conscript killing and the Rift Cannon is pretty awesome.

Anyways, just wondering if anyone else is trying this.

In my last tournament I basically ran nothing but greenwing. I had Azrael, a Primaris Lieutenant, three Dreadnoughts (one of which was Venerable), three Razorbacks, a Land Raider Crusader, a couple of Devastator squads, and the only non-Greenwing options I had were a Darkshroud and a Nephilim Jetfighter. Okay, technically the Venerable Dreadnought is Deathwing, but whatever. I actually had 1 win, 1 tie, and 1 loss. In the game I lost (which was against Genestealer Cult/Tyranids), I played a lot better than I scored. I kept rolling crappy Maelstrom objectives (usually on the other side of the table) and I could never get to the Relic because my vehicles kept getting locked in combat. I managed to break free and kill everything on my side of the table, but the game ended before I could accomplish anything else. Azrael was a BAWSS, killing not one but TWO Patriarchs during the intense melee combat (not on the same turn, even Azrael isn't that badass). The tie game involved me just surviving against an Astra Militarum gunline including a Shadowsword. I only tied because I actually rolled good Maelstrom objectives and my opponent did not. The win was an easy game against a fairly non-optimized Tau list. I put a little mini-report in this thread a page or two back, read it for a little more detail.

TL;DR: Greenwing may be the best way to run Dark Angels right now. Azrael is a must take for competitive play; his auras are just too good to live without. Bring a firebase of Dreadnoughts and Devastators and perhaps some AssCan Razorbacks and you'll wreck some face, provided you can keep those units out of melee combat (bring some cheap Tacticals, Scouts, or maybe even Intercessors for bubble wrap purposes). Darkshrouds are also solid, as are the flyers (Dark Talon is better but I don't have mine built yet).


Venerable can be either wing iirc.

And the Angels of Darkness descended on pinions of fire and light... The great and terrible Dark Angels. 
   
Made in kr
Death-Dealing Dark Angels Devastator





London

hello
sorry if this answer exists before,
but does the darkshroud modifier stack?
thanks
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

 Snail22 wrote:
hello
sorry if this answer exists before,
but does the darkshroud modifier stack?
thanks

Based on the wording, I'd say it does not stack. It says "If a unit is within 6" of any Ravenwing Darkshrouds...", which leads me to believe it's like the Tau Drone Controller, which also doesn't stack for the same reason.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Perfect Shot Dark Angels Predator Pilot






I've had a couple games now with Asmodai + DW Ancient + DW Knights and it's been pretty good for me. I have not made one charge out of deep strike yet, but putting a dark shroud near them keeps them alive for the next turn.
The extra attacks help out a ton on the knights.

meanwhile, I've yet to have any luck with ravenwing knights. Might be my dice, but twice now they've been tarpitted by 10x scouts or tacts and slowly whittled down. The plasma talon is just too situational. Not enough shots to do real damage, or you overcharge and get wrecked by get's hot with all the minus 1's to hit.
I think they are getting subbed out by 2 typhoon landspeeders next game.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

So, I've been brainstorming tournament list ideas recently, and I fiddled around in Battlescribe and came up with this:
Detachment 1: Vanguard Detachment
HQ:
Azrael
Primaris Lieutenant: MC Auto Bolt Rifle
Elites:
Dreadnought: Missile Launcher, Twin Lascannon
Dreadnought: Twin Lascannon, DCW w/Storm Bolter
Venerable Dreadnought: Twin Lascannon, DCW w/Storm Bolter
Fast Attack:
Ravenwing Darkshroud: Heavy Bolter
Dedicated Transport:
Repulsor: Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon, 5x Fragstorm Grenade Launcher, Twin Lascannon, Ironhail Heavy Stubber
Detachment 2: Air Wing Detachment
Ravenwing Dark Talon
Ravenwing Dark Talon
Nephilim Jetfighter: Twin Lascannon
Detachment 3: Patrol Detachment
HQ:
Lord Commissar: Bolt Pistol, Power Sword
Troops:
25 Conscripts
25 Conscripts
Total 1998 points
In my local meta, bubble wrap can mean the difference between victory and defeat, as we've got some nasty turn 1 charge alpha strike lists as well as Smite spam used frequently, hence the Conscripts. Otherwise my list is all vehicles and characters, which renders my opponent's anti-infantry weapons useless unless he just feels like scragging 3 point conscripts that aren't really accomplishing much anyway after the first couple of turns. The Dark Talons and Repulsor can provide some good horde control, as well as the sheer number of Concripts' lasguns, while the Nephilim and Dreads are mainly there to pick on opposing tanks. I'd prefer to have more anti-tank than this, but I couldn't really find the points unless I drop the Guard stuff completely, and then I'm very vulnerable to things like Genestealer Cult ambushing hordes of Purestrains into my stuff, as well as Smite spam. I could drop some of the cultists and take an AM Heavy Weapons Squad with Lascannons, but I'm not sure that would be worth doing. I'm already going to have to borrow the Guard models as I don't currently own any since I don't play that army. What do you guys think of this list?

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





 ILegion wrote:

@bullyboy - I haven't put any bikes on the table yet. I feel like they took a big hit loosing jink and re-roll saves. I wasn't sure if they would last long with all the AP-, multi-wound causing weapons. What's been giving you the most headaches?
.


Mainly just lack of model count at the low point levels, and inability to strip wounds off the larger monsters/vehicles I'm facing. I do understand that the list will get much better as the points increase but relying on melta to take out large wound models is tough due to range. The Nephilim seems like a great equalizer but I don't want to rely on too many fliers at this point. I'd rather sharpen my tactics with what I have for now and then expand.

At 1250pts my list is currently

Chaplain HQ
4 Black Knights
Apothecary
3 bikes with 2 meltas
Attack bike with MM
Landspeeder with AC/HB
4 bikes with 2 plasmas
LS vengeance
Dark talon

I believe I have points for combi-weapons etc.

At 1500pts I plan to add Sammael and Darkshroud. Not a huge fan of the Typhoon (overpriced) but it does give me the ranged multi-wound killing potential I need, so may add that soon. Only othe models I currently have to add are another LS with AC/HB, typhoon, 4 man bike sqd, 2nd Attack Bike, Librarian and Ancient.
   
Made in us
Bounding Dark Angels Assault Marine





 ZergSmasher wrote:
So, I've been brainstorming tournament list ideas recently, and I fiddled around in Battlescribe and came up with this:
Detachment 1: Vanguard Detachment
HQ:
Azrael
Primaris Lieutenant: MC Auto Bolt Rifle
Elites:
Dreadnought: Missile Launcher, Twin Lascannon
Dreadnought: Twin Lascannon, DCW w/Storm Bolter
Venerable Dreadnought: Twin Lascannon, DCW w/Storm Bolter
Fast Attack:
Ravenwing Darkshroud: Heavy Bolter
Dedicated Transport:
Repulsor: Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon, 5x Fragstorm Grenade Launcher, Twin Lascannon, Ironhail Heavy Stubber
Detachment 2: Air Wing Detachment
Ravenwing Dark Talon
Ravenwing Dark Talon
Nephilim Jetfighter: Twin Lascannon
Detachment 3: Patrol Detachment
HQ:
Lord Commissar: Bolt Pistol, Power Sword
Troops:
25 Conscripts
25 Conscripts
Total 1998 points
In my local meta, bubble wrap can mean the difference between victory and defeat, as we've got some nasty turn 1 charge alpha strike lists as well as Smite spam used frequently, hence the Conscripts. Otherwise my list is all vehicles and characters, which renders my opponent's anti-infantry weapons useless unless he just feels like scragging 3 point conscripts that aren't really accomplishing much anyway after the first couple of turns. The Dark Talons and Repulsor can provide some good horde control, as well as the sheer number of Concripts' lasguns, while the Nephilim and Dreads are mainly there to pick on opposing tanks. I'd prefer to have more anti-tank than this, but I couldn't really find the points unless I drop the Guard stuff completely, and then I'm very vulnerable to things like Genestealer Cult ambushing hordes of Purestrains into my stuff, as well as Smite spam. I could drop some of the cultists and take an AM Heavy Weapons Squad with Lascannons, but I'm not sure that would be worth doing. I'm already going to have to borrow the Guard models as I don't currently own any since I don't play that army. What do you guys think of this list?


I've thought about doing something similar to this with the conscripts. I have a bunch of IG lying around and they would be better bubble wrap than scouts. From what I can tell, it doesn't seem like HWT with lascannons would be worth it considering they hit on 4+ unless you can find points to add in a character giving them rerolls but I don't think it'd be worth it for 1 HWT. Plus, I think you're better off sticking with DA for shooting. They're more accurate and more durable. How many points are the repulsor? Just wondering if you'd be better off with 2 razors w/twin asscans and maybe more AT? Not sure you'd have the points for it though? I will say the repulsor being able to fly out of combat and still shoot is pretty appealing.


Automatically Appended Next Post:
 bullyboy wrote:
 ILegion wrote:

@bullyboy - I haven't put any bikes on the table yet. I feel like they took a big hit loosing jink and re-roll saves. I wasn't sure if they would last long with all the AP-, multi-wound causing weapons. What's been giving you the most headaches?
.


Mainly just lack of model count at the low point levels, and inability to strip wounds off the larger monsters/vehicles I'm facing. I do understand that the list will get much better as the points increase but relying on melta to take out large wound models is tough due to range. The Nephilim seems like a great equalizer but I don't want to rely on too many fliers at this point. I'd rather sharpen my tactics with what I have for now and then expand.

At 1250pts my list is currently

Chaplain HQ
4 Black Knights
Apothecary
3 bikes with 2 meltas
Attack bike with MM
Landspeeder with AC/HB
4 bikes with 2 plasmas
LS vengeance
Dark talon

I believe I have points for combi-weapons etc.

At 1500pts I plan to add Sammael and Darkshroud. Not a huge fan of the Typhoon (overpriced) but it does give me the ranged multi-wound killing potential I need, so may add that soon. Only othe models I currently have to add are another LS with AC/HB, typhoon, 4 man bike sqd, 2nd Attack Bike, Librarian and Ancient.


I think Sammael could do a lot for you. His rerolls would allow you to get a lot more out of the Knights plasma talons. You can more reliably overcharge but may not want to reroll any 2s with all the -1 to hit floating around. How's the attack bike working out? I haven't used them yet since they move a lot and would spend most the game hitting on 4+. I love the Dark Talon though. I want to get another one in fact. I haven't used a Nephilium yet but if you're doing all ravenwing it would be great for AT.

This message was edited 1 time. Last update was at 2017/08/30 14:29:52


Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

 ILegion wrote:
I've thought about doing something similar to this with the conscripts. I have a bunch of IG lying around and they would be better bubble wrap than scouts. From what I can tell, it doesn't seem like HWT with lascannons would be worth it considering they hit on 4+ unless you can find points to add in a character giving them rerolls but I don't think it'd be worth it for 1 HWT. Plus, I think you're better off sticking with DA for shooting. They're more accurate and more durable. How many points are the repulsor? Just wondering if you'd be better off with 2 razors w/twin asscans and maybe more AT? Not sure you'd have the points for it though? I will say the repulsor being able to fly out of combat and still shoot is pretty appealing.

The Repulsor as I've kitted it out in that list is 346 points. So yes, I could take 2 AC Razorbacks and a TLC Razorback and that would probably be more optimal, but I really want to try the Repulsor at some point. Right now I've been gaming with my Chaos army, but when I come back to my Dark Angels I hope to have the Repulsor and my flyers ready to play. I really wish I could just swap in the Repulsor for the Land Raider in the list from my last tournament, but sadly it is a Dedicated Transport instead of Heavy Support and so I'd have to come up with another Heavy Support choice (could swap the flyer for some Hellblasters perhaps) for the Spearhead detachment.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

So, now that we have all of the Primaris releases out, I thought I might provide some commentary on all of the units available to the Unforgiven right now, and my opinion on how good each unit is. I'll rate each unit on a scale of Outstanding, Competitive, Solid, Underwhelming, or Useless. Keep in mind this is really just my opinion and feel free to disagree and discuss it in the thread. I'm going ahead and keeping it in the DA Tactics thread instead of starting a new one because we really don't need two Dark Angels threads right now and I feel this is at least somewhat on topic. Anyhow, here goes:
HQ:
Azrael: Outstanding: This guy is a must-take in competitive DA armies right now. His aura abilities are phenomenal especially for his points, and he gives you an extra Command Point just for showing up. Combines very well with vehicles, which only have to have a corner within 6" to get the aura benefits.
Belial: Outstanding: Another must-take character, although less so than Azrael since his ability mainly affects only Deathwing units. Still, if you want to run Deathwing this guy is an auto-include. He should usually take his Sword of Silence, as it has some nice special rules.
Ezekiel: Competitive: Probably the best anti-Psyker defense Dark Angels get short of allying in a Culexus Assassin or Sisters of Silence. Plus he can sling a couple of spells of his own each turn, although the Interromancy powers are somewhat underwhelming.
Sammael on Corvex: Competitive: This guy is for Ravenwing what Belial is for Deathwing. It's a pity that Ravenwing or in fact bikes in general aren't very strong in 8th edition. Still a good buy if you want to run an all-Ravenwing army, and he's no slouch in combat.
Sammael in Sableclaw: Underwhelming: This version of Sammael costs more than the jetbike version and can't hide even though he's a character, meaning he'll be a bullseye with wings. His firepower is pretty sweet, though, so he might be good in casual play.
Asmodai: Underwhelming: He's better in 8th edition than he was in at least the two previous editions, but unfortunately that isn't saying much. His only real use is giving DA units around him +1 attack, as his Blades of Reason still can't penetrate armor worth a damn.
Company Master: Solid: This is your Swiss army knife character; he can be kitted out in various ways including a jump pack or Terminator armor, but there still isn't an option for a bike. Usually it's better to take one of the named characters, but some lists can get some mileage out of a regular Company Master.
Primaris Company Master: Solid: Basically a regular Company Master with a little extra kick, including an extra attack and wound. He can take standard Mk. X armor or be given Gravis armor, although his weapon options are limited for either one (just one loadout for Gravis).
Primaris Lieutenants: Outstanding: These are excellent buff characters, giving rerolls to wound within 6" (albeit only Wound rolls of 1). Very solid for the points, and pairs very well with Azrael. Can even take two of them in one HQ slot, which could come in handy if detachments are limited.
Chaplain: Solid: This guy is a melee force multiplier, but lacks significant punch on his own. Usually it's better to take a character who can buff both shooting and melee combat, but paired with some units, like Assault or even Reiver squads, this guy can do some work. Can take a jump pack, bike, or Terminator armor for maximum versatility.
Primaris Chaplain: Solid: This character is to the regular Chaplain what the Primaris CM is to the regular one. Basically a "stretch" version with an extra wound and attack. This is a common theme with Primaris equivalents of other units, especially characters.
Librarian: Solid: The only thing keeping standard Librarians from being rated better to me is the fact that they are stuck with the mediocre Interromancy discipline. Hopefully when Dark Angels get a codex they improve Interromancy. Still, for psychic defense you can't go wrong with one of these guys. Has same mobility options as Chaplain.
Primaris Librarian: Solid: Higher cost and same benefits for being Primaris compared to the Company Master and Chaplain. Unfortunately you are stuck with the Force Sword instead of having an option for something else, but the Sword is at least decent.
Interrogator-Chaplain: Solid: For more points, you get an improved Chaplain, but he's really not worth it currently. The Morale debuff is situational at best, and the improved statline is probably not worth the extra points on a character that is ultimately still taken more for the reroll ability than anything else.
Techmarine: Underwhelming: Really only useful to repair vehicles, so can do work in some lists but usually there are better things to spend points on. At least he can take a bike for the added mobility.
Land Raider Excelsior: Underwhelming: Basically a Land Raider with a Company Master's buff aura and an invulnerable save, the Excelsior could be a useful unit to take if it weren't so expensive. It has pretty good firepower, but it will ultimately be a big target in competitive games and won't last long. It's just too expensive for what it does.
Rhino Primaris: Underwhelming: Basically a Rhino that gets a one-off orbital bombardment and can buff the shooting of a nearby LR Excelsior. It also has a neat little Servo Skull Hub ability that gives you different little buffs for different situations. Really too expensive for how fragile it is.
TROOPS:
Tactical Squad: Solid: Tacticals are a "jack of all trades but master of none" unit that can make a decent filler for a list. They can be used to camp backfield objectives in cover or perhaps move up and grab midfield objectives if they have a transport. I'd rate them higher, but they are outshone by more specialized units.
Scout Squad: Competitive: The reason I rate them better than Tacticals is the fact that they do the "cheap filler" or "bubble wrap" roles for less points, plus they can be outfitted to kill characters (Sniper Rifles).
Intercessor Squad: Competitive: Intercessors are like more durable, longer-ranged Tactical marines. They can camp objectives well but will struggle to hurt larger opponents as they can't take special or heavy weapons. One thing some players forget is that they are actually decent in melee combat as well.
ELITES:
Apothecary: Solid: A good choice if running multi-wound characters that get in combat a lot, or for healing a Librarian that just got hit with Perils of the Warp. The revive ability is hit-and-miss, and leaves your apothecary stuck for the turn if he fails, so I wouldn't bank on it. It's nice when it works, though!
Primaris Apothecary: Competitive: This model is not a straight upgrade from the non-Primaris version, as he gets a couple of funky new pistols that make him a marked improvement over the standard Apothecary. The Narthecium ability is the same, though. Well worth the extra points over the non-Primaris version.
Company Ancient: Competitive: Giving a dying Devastator, Hellblaster, or Aggressor an extra shooting attack before removing the model can be clutch. Well worth including one of these guys if you run a lot of these units.
Primaris Ancient: Competitive: Same abilities as the standard Ancient, but more durable and has the Bolt Rifle like an Intercessor. Can be worth the extra points over the non-Primaris version if you have them to spare.
Company Champion: Underwhelming: Much better than the vanilla Champion thanks to getting a Blade of Caliban, but still not that great for its points. Can be a nasty surprise for a charging enemy character, though!
Imperial Space Marine: Underwhelming: I want to like him, but there are a lot better ways to spend the points. His gun is cool and can let the guy punch above his weight, but usually it's hard to get him into range to make it count. Fun for casual games, but not good for competitive play.
Company Veterans: Solid: These guys are good for bringing a large number of special weapons and even a single heavy weapon to bear, but are expensive when loaded for bear. They can be taken in units as small as 2 models, meaning they can be used to fill out a transport's capacity together with a character and another squad.
Aggressor Squad: Solid: They have great firepower up close, but getting them close enough is a problem, especially if you want to use their double shot ability (they will be a priority target for most competent opponents). At least they are tough and can soak some fire before dying. An Ancient could be hilarious next to a large squad of these guys!
Reiver Squad: Solid: These are what Assault Marines want to be. Being Primaris, these guys actually have enough attacks in melee to make a dent in an enemy unit, and their overwatch-nullifying grenades can help them safely reach combat.
Dreadnought: Competitive: A very versatile gun platform that can also do close combat if kitted for it, these are a mainstay in many Dark Angels list and do well if within Azrael's auras. The fact that Dreads do not degrade when damaged is key to their success compared to Predators and other vehicles.
Venerable Dreadnought: Outstanding: Even better than the standard Dread, these guys almost never miss with their guns if they can get near Azrael or a Company Master. The Venerable 6+++ save can really come in handy if you are lucky enough to roll some 6's, keeping this monster shooting for longer.
Redemptor Dreadnought: Competitive: Like other Dreads, the Primaris Dread is a great fire support platform and can be even better in CC than its smaller cousins. The weakness is that the unit does degrade with damage. It's also expensive, but the firepower definitely makes up for that.
Servitors: Useless: Probably the crappiest unit in the Dark Angels lineup, if not all of 40k. Too fragile to survive shooting, too low Ballistic Skill to get much out of their own ranged weapon options, and not enough attacks and too low Weapon Skill to do anything in melee. No, just no.
Deathwing Terminator Squad: Competitive: Terminators are actually good in 8th edition! They can take a fair amount of punishment before succumbing, and they can even be accompanied by a Watcher in the Dark to protect them from psychic attacks, something that is an Achilles' heel to Termies.
Deathwing Knights: Competitive: These are what regular Marines' Assault Terminators want to be. For less points than a TH/SS squad, they actually hit harder. They do need a delivery system other than deep striking (like a Land Raider), as otherwise they can easily fail their charge and get kited all game long.
Deathwing Apothecary: Solid: While the ability to heal things or revive models is nice, it's usually not worth paying the premium for Terminator armor on an Apothecary. That said, there are far worse choices and putting one of these with a squad of Deathwing Knights is not a terrible idea.
Deathwing Ancient: Competitive: This guy is a great force multiplier for Deathwing, in particular Deathwing Knights, and combines well with Asmodai for +2 attacks for all Deathwing within 6" of both characters. If he runs with Knights, he needs to ride in a Land Raider with them or risk being left behind if they make their charge.
Deathwing Champion: Solid: Better than the standard Champion, especially if facing a horde of enemies (like a charge from a huge blob of Ork Boyz). Can benefit from the DW Ancient for even more hilarity.
Ravenwing Apothecary: Competitive: This is my go-to Apothecary; expensive, but very mobile and packing a pretty nice weapon (Plasma Talon). The mobility lets him get where he's needed far more easily than a footslogging Apothecary.
Ravenwing Ancient: Solid: Same aura as the DW Ancient, but for Ravenwing. Really only useful with Ravenwing Black Knights, as regular Ravenwing don't want to be in melee combat. What's hilarious is that Sammael benefits from this guy for +1 Attack with the Raven Sword!
Ravenwing Champion: Underwhelming: Very mobile, but expensive and will have a tough time earning his points back in most situations. The mobility doesn't help if he is doing what he's good at (close combat).
FAST ATTACK:
Assault Squad: Underwhelming: For being a CC-oriented unit, they really aren't good at CC at all. Taking a pair of Flamers makes a decent charge deterrent, but in that case most opponents will just shoot them, which isn't difficult to do.
Inceptor Squad: Useless: I want to like these, I really do, but they cost way too much for what they do. They can murderize weaker units like Orks and Tyranid Gaunts, but MEQ will laugh at them for the most part. They got better with the price drop from 75 to 60 points per model, but really they are still just too expensive to really consider.
Ravenwing Bike Squad: Underwhelming: Too expensive when given special weapons, which they need if they want to actually do anything. At least they are mobile enough to get where they're going quickly, and they do make great objective grabbers in a Maelstrom game.
Ravenwing Attack Bike Squad: Useless: Attack Bikes got nerfed into the ground in 8th edition. Their heavy weapon will miss way too often for what they cost, and with a unit like this you don't generally want to sit still as you are paying points for the mobility.
Ravenwing Black Knights: Solid: The best Ravenwing bike unit, but still too expensive in most situations. At least they can do work in both shooting and melee, especially with a buff character or two. The fact that Plasma Talons are Assault weapons should not be overlooked.
Ravenwing Land Speeders: Useless: One of the most disappointing units Dark Angels have. For the same cost as a Typhoon speeder (TML and Heavy Bolter), you can get a Dreadnought with Twin Lascannon and Missiles, and the Dread will last way longer if it's shot at. Case closed.
Land Speeder Vengeance: Solid: Ironically, these are now way better than a standard Land Speeder for the points. They are actually cheaper than the Typhoon and more durable, and have roughly the same firepower. Use the Overcharge profile at your own risk and only if sitting still.
Ravenwing Darkshroud: Outstanding: The aura from this thing will significantly increase the lifespan of nearby units, at least until the opponent focuses down the Darkshroud itself (which means less guns firing at your other stuff). Well worth the points.
HEAVY SUPPORT:
Devastator Squad: Competitive: A great source of heavy firepower, particularly with Lascannons or Missiles. They make a great candidate to sit in ruins within the aura abilities of a character and put shots downrange.
Hellblaster Squad: Competitive: Very durable, and can put out a surprising amount of firepower if they overcharge the plasma weapons. Of course, this will necessitate a reroll aura character like a Company Master, but you would probably want one of those anyway, right?
Land Raider: Solid: Not great as a transport for Terminators as you can't put a character with them, but it does have good firepower and ridiculous durability.
Land Raider Crusader: Solid: Probably the best of the Land Raiders, the generous capacity allows it to carry some DW Knights along with an Ancient and a Chaplain or Belial, keeping them safe until you are close enough to reliably charge them all into combat. Plus its weapons will turn hordes into fine red mist.
Land Raider Redeemer: Underwhelming: The short range of the flamestorm cannons is this LR variant's undoing, as most enemies will just charge a nearby unit and then pile in/consolidate into contact with the vehicle to avoid its deadly overwatch. Take a Crusader instead for less points and more utility.
Predator: Solid: Much better than they were in 7th edition, but still not as good as a Razorback or Dreadnought for the points (you can almost take 2 Razorbacks for the cost of a single Predator). Not a terrible choice, though.
Whirlwind: Underwhelming: Too expensive for what it does, although it can disrupt horde armies pretty well. Generally there are better, cheaper anti-horde options.
Vindicator: Underwhelming: Good firepower, but very swingy in damage output. Also too expensive, although it is tough.
FLYER:
Nephilim Jetfighter: Solid: Can do anti-tank with its twin Lascannon option, or anti-hordes with its Avenger Mega Bolter. Definitely the best incarnation of the model's rules to date in this edition, although the Dark Talon is generally better.
Ravenwing Dark Talon: Competitive: The change to the flyer rules killed the lists that spammed these, but they are still one of the best horde control options Dark Angels have.
DEDICATED TRANSPORT:
Rhino: Solid: The basic metal bawks is a solid choice if all you need is a way to move a squad in relative safety from point A to point B. Can even take two five-man squads in a pinch. If you only need to move one squad, take a Razorback instead.
Razorback: Outstanding: One of the most points-efficient units in the Dark Angels army, this thing can do just about anything. Probably best with a Twin Assault Cannon for anti-horde work.
Drop Pod: Useless: I'm still struggling to find a use, even a niche one, for these. They are just too expensive, and the restrictions on where they can drop severely limits their utility compared to past editions.
Repulsor: Solid: Probably better than a Land Raider for the points, and has the added bonus of being able to fly out of combat (meaning it can't lose its shooting to a single Ork tagging a fender). If you need to get a Primaris squad into position downfield, this is the only option as Primaris squads can't ride other transports.

Like I said above, these ratings are based on my personal experiences with these units, and my speculations concerning units I have yet to try out. Feel free to discuss; I'd be very interested in hearing the feedback of others on our various units. Hopefully when DA finally get a proper codex they can fix the useless units and make them at least playable.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in ca
Secretive Dark Angels Veteran



Canada

Zerg,

I think you have some excellent analysis there.

One area where I am still undecided is the Ravenwing units. I have found the Bike Squadrons to be alternate between being rock-stars one game and being very ho-hum the next. They have been eating hordes, but get bullied by folks with heavy weapons. I think they could do with a point drop and perhaps a more useable Jink. The Ravenwing Attack Bikes have done some good work for me, either as a unit on their own or augmenting a Bike Squadron. Paying the movement penalty for the heavy weapons is, though, not a great idea for game play. The Black Knights have shone against power-armour foes, but have been swamped by hordes. I've been using all these guys in fluffy Ravenwing Detachments, and I am not sure they really have a place as support for foot-slogging Dark Angel armies when there are better options.

The Ravenwing Landspeeders certainly need some changing. Having said that, they've done great in two games. A Squadron of three puts out mobile dakka and the Fly keyword has some nice aspects: the look on my Ork opponent's face when the Landspeeders fell back from combat and then blasted the Orks with firepower was great. Still, even a broken clock is right two times a day and I would not recommend them to anybody to use. A squadron of two costs more than a Dark Talon, however, and the Dark Talon does everything better.





All you have to do is fire three rounds a minute, and stand 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

My problem with Ravenwing is purely based on their cost. The extra wound is nice, but when they cost as much as Terminators when they take special weapons and aren't nearly as durable. Of course, I think some of the special weapons are overcosted, especially Meltaguns. Maybe I just need to try a proper mobile army list with them; take a bunch of Ravenwing bikes and some Greenwing squads in transports and see how that does. Maybe then I'll feel better about Ravenwing. Of course we're likely to get a price drop on regular bike squads at least since vanilla marines did. That will help a lot.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in kr
Death-Dealing Dark Angels Devastator





London

Sorry for not finding the right place but, with dreads kitted with dual ranged wèapons, do they get s6 0ap attacks?
   
 
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