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Made in us
Regular Dakkanaut





I rise from the dead! 8th intrigues me, and I've busted out a few of my old models and made a list or two, and I'm looking for feedback.

Battalion:
HQ- Company Master standard plus relic blade
HQ- Interrogator Chaplain plus plasma pistol and jump pack
Elite- Apothecary
Company Champion
Company Ancient
Company Vets all standard
Troops- 10 Tac Squad: plasma cannon, plasma gun, plasma pistol
Troops- 5 scouts: 2 bolters, 2 snipers, missile launcher
Heavy- 5 Devastator: 2 lascannon, 2 missile launcher, armorium cherub
Heavy- Whirlwind: castellan launcher, storm bolter
Elite- 5 Deathwing: 2 TH/SS, 2 LC, heavy flamer
Heavy- Land Raider: twin heavy bolter, 2 twin lascannon
Fast- 5 Assault: 2 flamers, power fist, jump packs
Fast- 3 Ravenwing Bikes: plasma gun
Fast- 3 Ravenwing Speeders: Assault cannons, heavy bolters
1999 points

The command squad, tac squad, devastators and whirlwind form a firebase, while the Deathwing termies mount up in the Land Raider to go forth and hit things. The bikes and speeders harry lightly armored targets while the Scouts set up to pressure a flank from cover. At some point the Chaplain and Assault squad drop in and burn/punch things to death as needed.

Thoughts?
   
Made in us
Longtime Dakkanaut





Arashen, Segmentum Pacificus

Very balanced and well-rounded for all comers.

I saw with eyes then young, and this is my testament.
 
   
Made in us
Regular Dakkanaut





Not very familar with Dark Angels, but believe Batallion requires 3 troop choices.

Duno if you mis-labeled one or forgot one.
   
Made in us
Regular Dakkanaut





Bigdoza wrote:
Not very familar with Dark Angels, but believe Batallion requires 3 troop choices.

Duno if you mis-labeled one or forgot one.

You are correct! Easily fixed, just split the 10 man tac into 5 mans, one with cannon, one with gun/pistol
   
Made in za
Dakka Veteran






Cape Town, South Africa

The list is only okay in my opinion.

You are giving your opponent multiple different target toughnesses to approach. His heavy weapons can target the LR, medium weapons into speeders and light weapons into infantry. I feel you need to force him to have wasted points on one or more of these target categories by not offering him targets in that category.

I would drop the vets and apothecary for more tacs or devs, especially if they're your firing base.

The LR is unnecessary since the termies can teleport in. I would also give them a Terminator armour or jump pack Company Master to drop in alongside them, then you have a dual threat of chaplain with jump packs and termies with HQ of choice causing havock in enemy lines.

The LR and whirlwind can be substituted with a second assault marine squad and more tacs and devs.
Or if you really want vehicles replace them with two preds.

Just my 2 cents, hope it helps .

This message was edited 1 time. Last update was at 2017/06/09 14:06:08


2500 pts | 1500 pts | 1000 pts | 1000 pts

 
   
Made in us
Fresh-Faced New User




Are you bringing three land speeders? If that is the case, swap one for a Dark Shroud. You'll lose a few shots but the -1 to hit might be a giant boon with very shooty armies. For the Land Raider, I would switch that with a Dark Talon. Adie said it really well that the terminators can teleport in. I'm not sure I've seen many games yet with land raiders were used. So I'm not sure if it is worth the points.

 
   
Made in za
Dakka Veteran






Cape Town, South Africa

KewlImp wrote:
Are you bringing three land speeders? If that is the case, swap one for a Dark Shroud. You'll lose a few shots but the -1 to hit might be a giant boon with very shooty armies. For the Land Raider, I would switch that with a Dark Talon. Adie said it really well that the terminators can teleport in. I'm not sure I've seen many games yet with land raiders were used. So I'm not sure if it is worth the points.



2500 pts | 1500 pts | 1000 pts | 1000 pts

 
   
Made in us
Regular Dakkanaut





adielubbe wrote:The list is only okay in my opinion.

You are giving your opponent multiple different target toughnesses to approach. His heavy weapons can target the LR, medium weapons into speeders and light weapons into infantry. I feel you need to force him to have wasted points on one or more of these target categories by not offering him targets in that category.

I would drop the vets and apothecary for more tacs or devs, especially if they're your firing base.

The LR is unnecessary since the termies can teleport in. I would also give them a Terminator armour or jump pack Company Master to drop in alongside them, then you have a dual threat of chaplain with jump packs and termies with HQ of choice causing havock in enemy lines.

The LR and whirlwind can be substituted with a second assault marine squad and more tacs and devs.
Or if you really want vehicles replace them with two preds.

Just my 2 cents, hope it helps .

My worry about the Termies without the Raider is that they don't have anything to give them a reroll on the charge distance, so they're far too likely to 'port in and just stand there for a turn. If I were to drop it, it would be in favor of making the termies a ranged unit to drop in and turn on the hose, coupled with reinforcing the firebase with a dreadnought. The last time I played was in 4th or 5th ed, so I've been there, done that with nothing but 6 man las/plas tac squads and ML devs to be maximally efficient, and I'd like to use my other units now

KewlImp wrote:Are you bringing three land speeders? If that is the case, swap one for a Dark Shroud. You'll lose a few shots but the -1 to hit might be a giant boon with very shooty armies. For the Land Raider, I would switch that with a Dark Talon. Adie said it really well that the terminators can teleport in. I'm not sure I've seen many games yet with land raiders were used. So I'm not sure if it is worth the points.

I don't have a Dark Shroud, it's after my time. And the idea of fighter planes in 40K is frankly heretical to me (I started in the Rogue Trader era, ask me about my "Chuck" Contemptor), so I stubbornly refuse to get any, and I'm glad I don't have to take newfangled anti-air units to deal with them in this edition.

Thanks for the feedback, though. I may end up dropping the LR, vets, and WW for more marines, a dread, and shooty termies, I'll see how this tests out.
   
Made in za
Dakka Veteran






Cape Town, South Africa

 frightnight wrote:
adielubbe wrote:The list is only okay in my opinion.

You are giving your opponent multiple different target toughnesses to approach. His heavy weapons can target the LR, medium weapons into speeders and light weapons into infantry. I feel you need to force him to have wasted points on one or more of these target categories by not offering him targets in that category.

I would drop the vets and apothecary for more tacs or devs, especially if they're your firing base.

The LR is unnecessary since the termies can teleport in. I would also give them a Terminator armour or jump pack Company Master to drop in alongside them, then you have a dual threat of chaplain with jump packs and termies with HQ of choice causing havock in enemy lines.

The LR and whirlwind can be substituted with a second assault marine squad and more tacs and devs.
Or if you really want vehicles replace them with two preds.

Just my 2 cents, hope it helps .

My worry about the Termies without the Raider is that they don't have anything to give them a reroll on the charge distance, so they're far too likely to 'port in and just stand there for a turn. If I were to drop it, it would be in favor of making the termies a ranged unit to drop in and turn on the hose, coupled with reinforcing the firebase with a dreadnought. The last time I played was in 4th or 5th ed, so I've been there, done that with nothing but 6 man las/plas tac squads and ML devs to be maximally efficient, and I'd like to use my other units now

KewlImp wrote:Are you bringing three land speeders? If that is the case, swap one for a Dark Shroud. You'll lose a few shots but the -1 to hit might be a giant boon with very shooty armies. For the Land Raider, I would switch that with a Dark Talon. Adie said it really well that the terminators can teleport in. I'm not sure I've seen many games yet with land raiders were used. So I'm not sure if it is worth the points.

I don't have a Dark Shroud, it's after my time. And the idea of fighter planes in 40K is frankly heretical to me (I started in the Rogue Trader era, ask me about my "Chuck" Contemptor), so I stubbornly refuse to get any, and I'm glad I don't have to take newfangled anti-air units to deal with them in this edition.

Thanks for the feedback, though. I may end up dropping the LR, vets, and WW for more marines, a dread, and shooty termies, I'll see how this tests out.


I respect that. I also loathe flyers and super heavies being in the game. Use the models you want .

2500 pts | 1500 pts | 1000 pts | 1000 pts

 
   
Made in us
Regular Dakkanaut





 adielubbe wrote:


I respect that. I also loathe flyers and super heavies being in the game. Use the models you want .

And I also want to say that I don't want to come off like someone who came and asked for advice, only to turn up my nose when I got criticism. Your comment on the varying toughnesses is a mechanic related thing I wouldn't have thought of since I've been out for so long, and is something I'm going to be paying attention to as I test stuff out on the table, so thanks very much for that.
   
Made in us
Fresh-Faced New User




I think we all get it. I play pure Ravenwing because that is my army. I know a lot of people will be looking for different ways to play in the new edition since anything can wound anything and so forth. The variety is good the hobby. I will be honest, I'm not fond of flyers but if they are there, I want the Dark Talon on my side lol.

 
   
Made in us
Regular Dakkanaut





Okay, made some changes and I'll probably test out both lists. This clocks in, I think, at 2K on the nose:

Battalion:
HQ- Company Master standard
HQ- Interrogator Chaplain plus plasma pistol and jump pack
Company Champion
Company Ancient
Troops- 10 Tac Squad: plasma cannon, plasma gun, plasma pistol
Troops- 10 Tac Squad: Missile launcher, plasma gun
Troops- 5 scouts: 2 bolters, 2 snipers, missile launcher
Heavy- 5 Devastator: 2 lascannon, 2 missile launcher, armorium cherub
Heavy- Whirlwind: castellan launcher, storm bolter
Elite- 5 Deathwing: Power sword, Assault Cannon, Chainfist, 4 SB, 4 PF
Elite- Dreadnought: Twin lascannon, Missile launcher
Fast- 5 Assault: 2 flamers, power fist, jump packs
Fast- 5 Assault: 2 flamers, power fist, jump packs
Fast- 3 Ravenwing Speeders: Assault cannons, heavy bolters

Same basic principle, only moreso.

This message was edited 1 time. Last update was at 2017/06/13 06:59:08


 
   
 
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