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So, thinking of going DA for ITC this year (mono dex).
Right off the bat I'm looking at how to handle knights. For starters I think using our psychics to degrade them is the best start, but a smart opponent will employ a Culexus to counter this.
Other options of course include overcharged plasma and lascannons.
For the former I'm thinking Plasma Cannon dev sqds instead of hellblasters. Primarily because they are cheaper and have less of a bullseye on them.than the usual Hellblaster, Azzy, Ancient (which is very points intensive).
As for lascannons, I'm looking at either ven dreads, preds or even a Sicaran. Of course with any vehicle, haywire is a thing, and something I would have to think heavily about.
For anti-horde I'll probably run some Ravenwing with Sammy/TM and 2 dark talons.
Other things I'm really looking at is a large blob of deathwing knights and possibly some of the new Shadowspear units.
bullyboy wrote: So, thinking of going DA for ITC this year (mono dex).
Right off the bat I'm looking at how to handle knights. For starters I think using our psychics to degrade them is the best start, but a smart opponent will employ a Culexus to counter this.
Other options of course include overcharged plasma and lascannons.
For the former I'm thinking Plasma Cannon dev sqds instead of hellblasters. Primarily because they are cheaper and have less of a bullseye on them.than the usual Hellblaster, Azzy, Ancient (which is very points intensive).
As for lascannons, I'm looking at either ven dreads, preds or even a Sicaran. Of course with any vehicle, haywire is a thing, and something I would have to think heavily about.
For anti-horde I'll probably run some Ravenwing with Sammy/TM and 2 dark talons.
Other things I'm really looking at is a large blob of deathwing knights and possibly some of the new Shadowspear units.
Lots to think about overall.
I'm also going to try to go mono-dex for ITC this year, hence why I'm having to change my list (can't bring the Loyal 32 if I'm mono-dex). I think 2 Dark Talons is a must take, and quite possibly 2 Talonmasters as well for anti-horde duty. The current list I'm now trying out is the following:
Spoiler:
Battalion 1
Ravenwing Attack Squadron
Sammy in Sableclaw
Talonmaster with Monster Slayer (Warlord: Brilliant Strategist)
3x 5 Scouts
Darkshroud
10 Black Knights
2x Dark Talon
Battalion 2
Talonmaster with Heavenfall Blade (for 1 CP)
Librarian
5 Intercessors with Bolt Rifles
6 Scouts with Sniper Rifles
5 Scouts with Sniper Rifles
The real question for this list is whether to spend an extra CP to make the second Battalion into an Attack Squadron, as the only thing that will benefit is the Talonmaster. I have lots of anti-horde with 3 character speeders and 2 planes, and the Black Knights can kill some big stuff potentially, assuming I can keep them alive long enough. The Darkshroud helps with that, as does the Libby if he can get Aversion off on some nasty shooty unit. 2 units of sniper scouts puts some pressure on enemy characters; not as much as a Vindicare or even a unit of Eliminators, but better than nothing for sure. I actually tried this list out earlier tonight against my friend's shiny new Chaos list using their latest toys. I lost, but my list did some work and could have won had a few die rolls gone my way. The ability of the Black Knights to charge, beat some stuff up, and then burn 2 CP with the formation strat to immediately get out of combat should not be underestimated. And the other strat from the formation is pretty nice as well, as it negates the hit penalties from the Speeders' heavy weapons if they move, and it lets the Black Knights supercharge their weapons safely.
As for plasma, I think plasma Devs are a trap. They are much squishier than Hellblasters, can't get more than 4 cannons in a squad, and their output is too swingy. Their weapons are also Heavy, meaning they really need to sit still, whereas Hellblasters can actually move and still shoot effectively, which allows for at least limited board control with them (you should always move them if possible, as their range is too short to be a static gunline). Being able to take them in larger units (up to 10 per squad) gets you more mileage with Weapons from the Dark Age, and putting them around Azzy and a banner is cash money.
Personally I think pure Dark Angels have only two possible builds that are truly competitive: the tried-and-true Azrael Gunline (and you really should commit to it as much as possible, so don't skimp on the support stuff), or a mobile Ravenwing build with Sammael, at least 2 Talonmasters, and some Dark Talons, with mobile units to taste (usually Black Knights or regular Ravenwing). Supporting cast for these lists can vary some, and don't forget that you can build your list to 1915 points and use the strat to get an Assassin while still being pure DA for ITC purposes. I think Eliminators and Sniper Scouts together might have some promise, as long as you don't have to undermine the main parts of the list to get them in. Scout Bikes are a decent choice for the Azrael gunline list, as they provide good mobility, but you probably want Ravenwing bikers in the mobile list since they synergize better with the Attack Squadron buffs.
My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 23 | Current main painting project: Tomb Kings
Mad Doc Grotsnik wrote: You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
i think I have to disagree with you on the plasma devs vs hellblaster situation. For the latter, you invest in 10 of them (330pts), add Azrael (180pts) and then an Ancient (63pts) and probably an Lt (63pts) for a total of 636pts. I've seen them just drop to a stiff breeze because they are ultimately the first thing targeted. A plasma dev sqd with 4 PC, cherub and 3 additional marines is 173pts. It can sit in cover and use the extended range of the PC plus reroll 1s to hit. Losing the unit is not such a burden as losing the hellblasters plus I'm not investing in the support characters for them.I my even just take 7 guys to drop points to 160pts total.
The hellblaster mob is a one trick pony and ultimately won't surprise anyone, I plan to steer clear of it.
bullyboy wrote: i think I have to disagree with you on the plasma devs vs hellblaster situation. For the latter, you invest in 10 of them (330pts), add Azrael (180pts) and then an Ancient (63pts) and probably an Lt (63pts) for a total of 636pts. I've seen them just drop to a stiff breeze because they are ultimately the first thing targeted. A plasma dev sqd with 4 PC, cherub and 3 additional marines is 173pts. It can sit in cover and use the extended range of the PC plus reroll 1s to hit. Losing the unit is not such a burden as losing the hellblasters plus I'm not investing in the support characters for them.I my even just take 7 guys to drop points to 160pts total.
The hellblaster mob is a one trick pony and ultimately won't surprise anyone, I plan to steer clear of it.
Yeah the hellblasters castle is not that good at all
The problem is as others have pointed out we don't have a lot of competitive options. I've been wracking my brain trying to come up with something different but we struggle on so many levels as a codex.
2019/04/06 09:49:27
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
Inceptors are an interesting option but they are damned expensive and fragile once landed. However, whenever I field Black Knights they tend to drop immediately too, at least the Inceptors are safe from first strike. As dumb as it sounds, I may even start looking at combi-plasma vets with SS as a plasma delivery system. You're only paying 13pts for the gun and shield and an overall cost of 135pts for the 5 man sqd, but you do have to then pay for a delivery system such as rhino or drop pod. I'm wondering if multiple smaller units of compact plasma (dev sqds, combi-plasma vets, inceptors etc) are better off than the huge investment in a large unit. yes, they all can't benefit from WotDA but at least one of them should be alive to actually use the strat. I'd even consider the LS vengeance if it didn't have the dumb rule of not being able to fire it again if you roll a one to overcharge it. Amazingly, plasma dreads don't have that problem. Although with the point drops, the redemptor is better now anyway,
This message was edited 1 time. Last update was at 2019/04/06 13:31:11
2019/04/06 13:48:34
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
I refuse to put all the points into that Hellblaster blob. All those points for a bunch of guys who can't fight in close combat to save their own ass. There are too many units in the game that will wreck them
bullyboy wrote: Inceptors are an interesting option but they are damned expensive and fragile once landed. However, whenever I field Black Knights they tend to drop immediately too, at least the Inceptors are safe from first strike. As dumb as it sounds, I may even start looking at combi-plasma vets with SS as a plasma delivery system. You're only paying 13pts for the gun and shield and an overall cost of 135pts for the 5 man sqd, but you do have to then pay for a delivery system such as rhino or drop pod. I'm wondering if multiple smaller units of compact plasma (dev sqds, combi-plasma vets, inceptors etc) are better off than the huge investment in a large unit. yes, they all can't benefit from WotDA but at least one of them should be alive to actually use the strat. I'd even consider the LS vengeance if it didn't have the dumb rule of not being able to fire it again if you roll a one to overcharge it. Amazingly, plasma dreads don't have that problem. Although with the point drops, the redemptor is better now anyway,
Man, if Devastators get the Havocs treatment, I believe drop pods will come back hot!
Reivax26 wrote: I refuse to put all the points into that Hellblaster blob. All those points for a bunch of guys who can't fight in close combat to save their own ass. There are too many units in the game that will wreck them
Well, that is just flat out wrong. I've had my Hellblasters take on Ork Boyz and come out on top. You definitely need to have the rerolls available from Azrael and company. And to make the Hellblaster castle work in general, you really need to commit to it and have some other stuff that can be more mobile, hence why I mentioned Scout Bikers and Dark Talons earlier. I've found that having the -1 to hit from a Darkshroud really does increase the longevity of the Hellblasters. Yes, it's a massive points sink once you take all the bells and whistles (especially since I actually run TWO big Hellblaster units next to Azzy and friends), but it does terrible, terrible things to vehicles and elite infantry. I would tend to agree that the more mobile build with Sammael is probably better though.
My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 23 | Current main painting project: Tomb Kings
Mad Doc Grotsnik wrote: You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
Surely, investing just 44pts for a Company Champion to sit <3" behind the hellblasters would be a nice bolster to their close combat capability. He is really efficient for the points.
2019/04/07 08:31:18
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
I'm very keen to paint up some Plasma Inceptors - I think they would compliment Sammy, TM and Dark Talons nicely. Possibly combo'd with the Phobos Lt with the +1 to hit warlord trait? Definitely would only expect them to drop, melt something, then die, but for the right trade off it would be worth it. At least they won't get shot before shooting themselves.
I love Hellblasters but have had many frustrating games where my opponent keeps them out of rapid fire range long enough to chip away at their numbers, or they just get focus fired on T1 and die. Against other marine armies they are great - but that's not really our biggest problem.
Similar problems with Black Knights - either just too far away, or they die first. Had luck with the new RW vigilus strat in a couple of recent games. A unit of 6 buffed with Sam, TM and +1 to hit did 27 wounds to a Storm Raven. Though against T8 the numbers drop significantly.
I think you are onto something. I have not abandoned Hellblasters, but I am examining Plasma Devs as well as an alternative. Price is right, although the damage output is less predictable. My Plasma Inceptors have been one-hit wonders, but I will keep exploring. My Black Knights have dropped enemy Knights in one volley, but they are a little vulnerable themselves.
Talonmasters are great - I might start running two. Character armour is better than an Invul save for a shooter.
I do worry how Assasins will affect our lists. We are a character-dependent as an army.
All you have to do is fire three rounds a minute, and stand
That's one of the benefits of Talonmasters; they are a vehicle and so don't care too much about the dreaded Vindicare Assassin, or even any of them really. Plus their shooting really murders horde armies like Orks.
My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 23 | Current main painting project: Tomb Kings
Mad Doc Grotsnik wrote: You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
2019/04/09 14:21:40
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
I've been slowly moving away from black Knights to inceptors as ive found if you don't go first black knight just get nuked of the board turn one I've not tried duel talonmaster yet do people rate it then?
2019/04/09 15:06:26
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
I've been slowly moving away from black Knights to inceptors as ive found if you don't go first black knight just get nuked of the board turn one I've not tried duel talonmaster yet do people rate it then?
Two Talonmasters is fantastic. So much fire power. Add in Sammy on the Sableclaw and it's a pretty deadly trio, albeit an expensive trio.
I haven't used Inceptors, but the ability to deepstrike in plasma is very tempting. I agree about BKs being a huge target if you go second (as I often do). On paper I think I prefer the BKs still, you just have to try and get them out of LOS or range as best you can.
This message was edited 1 time. Last update was at 2019/04/09 15:07:42
2019/04/09 15:10:10
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
I've been slowly moving away from black Knights to inceptors as ive found if you don't go first black knight just get nuked of the board turn one I've not tried duel talonmaster yet do people rate it then?
Two Talonmasters is fantastic. So much fire power. Add in Sammy on the Sableclaw and it's a pretty deadly trio, albeit an expensive trio.
I haven't used Inceptors, but the ability to deepstrike in plasma is very tempting. I agree about BKs being a huge target if you go second (as I often do). On paper I think I prefer the BKs still, you just have to try and get them out of LOS or range as best you can.
Yeah at for me is one of the best thing about inceptors is the deep strike ability they can't get shot up turn one
2019/04/09 16:14:33
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
So, I usually wanted to play Black Knights, but I've kind of changed my mind. So, I made a new list that is pure DA. I'd like if you could find flaws in it or rate it, or tell me how to improve it.
EDIT: The list is pretty simple, core with Azrael, ancient and lieutenant with hellblasters and devastrators and maybe some Intercessors to screen. Dark shroud supports core with hellblasters, bikes go for other objectives and to clear hordes while they screen for Talonmaster or even Librarian who wants to debuff enemy shooting. I guess it's not very dangerous, but it's capable of playing objectives and maybe screening enough, I mean as much as you can screen without IG or other super cheap options.
EDIT2: Changed the list slightly.
This message was edited 2 times. Last update was at 2019/04/09 23:10:30
"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."
2019/04/10 03:19:25
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
necr0n wrote: So, I usually wanted to play Black Knights, but I've kind of changed my mind. So, I made a new list that is pure DA. I'd like if you could find flaws in it or rate it, or tell me how to improve it.
EDIT: The list is pretty simple, core with Azrael, ancient and lieutenant with hellblasters and devastrators and maybe some Intercessors to screen. Dark shroud supports core with hellblasters, bikes go for other objectives and to clear hordes while they screen for Talonmaster or even Librarian who wants to debuff enemy shooting. I guess it's not very dangerous, but it's capable of playing objectives and maybe screening enough, I mean as much as you can screen without IG or other super cheap options.
EDIT2: Changed the list slightly.
I actually like this list, but I think you should definitely try to get at least one Dark Talon in there somehow. Those things are amazeballs for the points, and can really do a number on Hordes. Failing that, get a second Talonmaster to replace your regular Lieutenant (put the Libby in the first detachment with Azrael so that both Talonmasters benefit from Ravenwing Attack Squadron). Regular bikes are not terrible, but not super great either, although they do make a decent way to grab objectives if you can keep them alive.
My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 23 | Current main painting project: Tomb Kings
Mad Doc Grotsnik wrote: You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
2019/04/10 07:32:12
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
I actually like this list, but I think you should definitely try to get at least one Dark Talon in there somehow. Those things are amazeballs for the points, and can really do a number on Hordes. Failing that, get a second Talonmaster to replace your regular Lieutenant (put the Libby in the first detachment with Azrael so that both Talonmasters benefit from Ravenwing Attack Squadron). Regular bikes are not terrible, but not super great either, although they do make a decent way to grab objectives if you can keep them alive.
At first I wanted to have 4 units of 3 bikers, so I can get max ammounts of Stormbolters, but then I couldn't get more than 3 FA in the Battalion so for RAS I made one squad 6 bikers.
Now, as for the suggestions, I want to get a Dark Talon too, in there but I can't think of how I get the points. Do I keep my assassin or skip assassin and 5 bikers and go for Flyer?
Also, I think Lieutenant supporting Hellblasters and Devastrators and Intercessors is kinda worth it for the shooting, no? Or do you think it's just extra and I should just go for more dakka through a second Talonmaster?
Maybe drop the Librarian, keep the Lieutenant and go for the second Talonmaster? Although, I do like Aversion and Mind Wipe for potential big threat units.
But, the only way to get the flyer in is drop Devastrators and then I'm supporting 1 unit of hellblasters with 3 characters. I'd like to keep the Devastrators.
So, I don't know if I can find way to fit in a Dark Talon.
2nd Talonmaster list is just instead of 12 bikes have 8 bikes (2 units of 4) and also remove the librarian, so no Powers or Deny (although I do have an assassin still). And I'm not sure a Talon master is worth 4 bikes + librarian? He does shoot a lot, but that much? I don't know.
I think in order to fit in a Dark Talon I have to remove bikes and I can't remove devastrators. (That's because Devastrators are unique in their role in the list, while bikes provide something fast that anti-hordes, which is what the Dark Talon also does). Removing enough bikes is not easy. The easiest thing to do is skip the assassin, but I think he provides a lot of help in a lot of match ups and is worth it for just 85 points. However, here's the list without him:
Bearing in mind, I can't think of other things to drop as I think hellblasters/devastrators are core to the list and the rest is pretty much required for the Double Battalion (and the assassin is too good for the points)
Here's the following questions:
--Is the second Talonmaster worth a Librarian and 4 bikes (which also means I'm dropping to 2 units)?
--Is the Dark Talon worth 5 bikes (again, drops to 2 units) and an assassin?
Which of the two is the better option? I think Talonmaster is easier to include because he doesn't replace the Assassin as he can replace an HQ, which are required for Minimum Battalions.
This message was edited 1 time. Last update was at 2019/04/10 10:18:21
"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."
So what are people's best Ravenwing loadouts? How much do you invest?
Sammael 216
Talonmaster 188
Darkshroud 138
2 Dark Talons 400
6 Black Knights 228
That's 1170pts....quite significant. But is it worth it? What do you include/remove. Definitely see the possibility of dropping both Dark Talons and adding a second Talon Master bringing it to 958pts. Also thinkingmaybe going 2x5 Black knights (have had no luck with one big unit...too much of a bullseye)
bullyboy wrote: So what are people's best Ravenwing loadouts? How much do you invest?
Sammael 216
Talonmaster 188
Darkshroud 138
2 Dark Talons 400
6 Black Knights 228
That's 1170pts....quite significant. But is it worth it? What do you include/remove. Definitely see the possibility of dropping both Dark Talons and adding a second Talon Master bringing it to 958pts. Also thinkingmaybe going 2x5 Black knights (have had no luck with one big unit...too much of a bullseye)
Yeah that seem the cookie cutter options have not run 2 talonmaster so can't say how good that is I've tried 2 5 man black Knights it's ok. I've been trying some lists with Other units I've had some ok success with 2 max units of land speeders. I'm at the moment playing around with a list based round 3 max units of normal bikes and support units
bullyboy wrote: So what are people's best Ravenwing loadouts? How much do you invest?
Sammael 216
Talonmaster 188
Darkshroud 138
2 Dark Talons 400
6 Black Knights 228
That's 1170pts....quite significant. But is it worth it? What do you include/remove. Definitely see the possibility of dropping both Dark Talons and adding a second Talon Master bringing it to 958pts. Also thinkingmaybe going 2x5 Black knights (have had no luck with one big unit...too much of a bullseye)
I'm trying the above but without the Black Knights, instead running 2 x 3 man RW Bike units with storm bolters on sergeants. A bit over 1000pts - 80 Bolter shots, 24 Autocannon, 12 Heavy Bolter, 2xD3 rifts cannons...hoping to clear some screens lol.
This message was edited 1 time. Last update was at 2019/04/11 06:37:27
bullyboy wrote: So what are people's best Ravenwing loadouts? How much do you invest?
Sammael 216
Talonmaster 188
Darkshroud 138
2 Dark Talons 400
6 Black Knights 228
That's 1170pts....quite significant. But is it worth it? What do you include/remove. Definitely see the possibility of dropping both Dark Talons and adding a second Talon Master bringing it to 958pts. Also thinkingmaybe going 2x5 Black knights (have had no luck with one big unit...too much of a bullseye)
Sammy on Sableclaw and 2 Talonmasters will absolutely shred. I'm trying to always include these 3 units since they do a lot of work, especially in melee.
The Dark Shroud is an unfortunate, but necessary tax.
Dark Talons and Black Knights i'm really torn on.
For me, the Dark Talon's hurricane bolters do the most work. The rift cannon 9 times out of 10 wiffs and wiffs hard. You want to fly over units to drop the bomb, but if you do that you're not going to be in re-roll range from Sammy or the Talon Masters, hence the wiffing. The stasis bomb -- if I can even get it off before it gets shot off the board -- will do 4-5 mortal wounds consistently.
Black Knights. Super deadly if they stay alive and can get in range. I'm thinking about trying out 3 units of 4 -- force my opponent to split up fire vs having one large blob. That's 456pts though.
Plasma Inceptors could be interesting to try. The deepstriking would be fantastic, but I feel like you'd probably want to land them near your castle to get re-rolls so they don't just kill themselves if they overcharge.
Since the hurricane bolters have been doing well, i'm tempted to just take a bunch of ravenwing bikers. 6 bikers will get you to 24 bolter shots. Add in some plasma guns or melta guns to add some teeth.
My biggest challenge at the moment is figuring out how to deal with Knights assuming any/all Black Knights are going to be their #1 target.
This message was edited 1 time. Last update was at 2019/04/11 14:54:42
bullyboy wrote: So what are people's best Ravenwing loadouts? How much do you invest?
Sammael 216
Talonmaster 188
Darkshroud 138
2 Dark Talons 400
6 Black Knights 228
That's 1170pts....quite significant. But is it worth it? What do you include/remove. Definitely see the possibility of dropping both Dark Talons and adding a second Talon Master bringing it to 958pts. Also thinkingmaybe going 2x5 Black knights (have had no luck with one big unit...too much of a bullseye)
Sammy on Sableclaw and 2 Talonmasters will absolutely shred. I'm trying to always include these 3 units since they do a lot of work, especially in melee.
The Dark Shroud is an unfortunate, but necessary tax.
Dark Talons and Black Knights i'm really torn on.
For me, the Dark Talon's hurricane bolters do the most work. The rift cannon 9 times out of 10 wiffs and wiffs hard. You want to fly over units to drop the bomb, but if you do that you're not going to be in re-roll range from Sammy or the Talon Masters, hence the wiffing. The stasis bomb -- if I can even get it off before it gets shot off the board -- will do 4-5 mortal wounds consistently.
Black Knights. Super deadly if they stay alive and can get in range. I'm thinking about trying out 3 units of 4 -- force my opponent to split up fire vs having one large blob. That's 456pts though.
Plasma Inceptors could be interesting to try. The deepstriking would be fantastic, but I feel like you'd probably want to land them near your castle to get re-rolls so they don't just kill themselves if they overcharge.
Since the hurricane bolters have been doing well, i'm tempted to just take a bunch of ravenwing bikers. 6 bikers will get you to 24 bolter shots. Add in some plasma guns or melta guns to add some teeth.
My biggest challenge at the moment is figuring out how to deal with Knights assuming any/all Black Knights are going to be their #1 target.
Bikers are too fragile, they wont live long enough to kill knights.
Best bet is deepstriking blood angels captains, or getting a knight yourself
2019/04/11 15:12:08
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
Bikers are too fragile, they wont live long enough to kill knights.
Best bet is deepstriking blood angels captains, or getting a knight yourself
But I think Bullyboy was mostly interested in running a mono codex with the new ITC changes to best in faction. If that's the case, looking at DA options on taking down knights.
2019/04/11 15:33:45
Subject: Dark Angels Tactics 2018 - Chapter Approved page 41
I'm surprised more people don't mention the DA Librarian. On 6+ he can reduce BS by 1 (Aversion). On 7+ Mind wipe he can reduce BS and WS by 1 for the remained of the match. These also have a long range 18-24 unlike say null zone.
With Reavers and a Relicy and re-rolls the Libb has a very good chance of getting off Mind Wipe. Thus a top tier Knight is hitting on 5+, and 6+ if its degraded.