Gadzilla666 wrote: Sounds fun to me. Fluffy for da while taking advantage of their new rules. Love those
dw knights models. Would enjoy a chance to kill them.
Try asking a local
DA player to run some in a game sometime. I think a lot of players have these 'bad models' that they never get to field so I bet they'd jump at a chance to actually use them.
Elbows wrote:It lacks some of the more common Dark Angels units which make that army a bitch to play against...so...kinda fun?
I don't have the fliers to run a flying circus-style list and I'm not sure I want to go that hard on a meta ITC list when I'm just getting back into things.
Not to mention that even this proposed list might not see the table for a few more paydays + painting and assembly time so who knows what the meta will be by then.
Saturmorn Carvilli wrote:That is a whole lot of Infiltration and fast movers you got there. I guess if could be a fun army when place your army all over no man's land and state, "Ha,Ha you fell for my ambush/trap." or whatever. These probably aren't units that are going rock most casual army lists I see, but it does feel a little spammy to me. That could just be that I have a very few duplicate non-Troop slot stuff in my armies. In fact, it probably is. Your army list definitely screams recce force.
I can't remember off the top of my head if Phobos Librarians have enough non-Phobos armor powers to be worth two as it appears you just have Infiltrator to target with those buffs. I suppose as long as you keep one near the Infiltrators it works. I would suggest to take a look at the Phobos Librarian powers to see if you really do want the pair of them. I will caution you if you haven't already disregarded it, Infiltrators aren't as good at taking on high toughness units as some might believe. They are an okay unit, but not nearly as amazing as their price would have one believe. Their anti-deep strike is usually the best aspect for them. You kinda have enough cheap-ish MSU scouts to control where your opponent can deep strike if they have any though.
I am a little concerned that Scouts appear to be there mostly as a Troop tax for the double battalion. Granted everybody and their mother runs double battalions for those sweet, sweet CPs. I just l personally like my Troop to do a little more, and I have my doubts that your scouts are crumble fast. But I don't know for sure.
Which is probably fine as you got lots of bikes which is probably where the interesting bit of your army is. I can't really commit on bikes since I don't make use of them in my marine armies and I don't really see others doing the same. I have been trying to get a bike heavy game of my GSC vs. one of our Dark Angel players though.
Beyond that you don't seem to have much anti-tank though you also don't have much anti-tank wants to shoot either. Plus, you have a lot of speed there to work with.
Again, I don't see anything inherently tedious in playing against this army. It skews heavy toward Infiltration/speed but, I can't see that being a fun wrecker on its own.
The goal of this list is to own the midfield and try to get ahead on objectives early in missions where that matters and where I go first. In missions where that doesn't matter or in games where I go second the scouts can screen my bikes from melee threats and my Libbys can ensure the bikes don't get shot at until all the scouts are gone. From there it'll either play to kill the enemy or play the objectives depending on what my opponent brings.
As for the anti-tank, the math looks reasonably favorable for 12 Rapid Fire 2 S8
AP -3 (-4 T2 and 3) D3 weapons. That's the theory anyway, in practice we'll see what shakes loose.
ccs wrote:Q: Is the list Fun?
A: Play it in some real games & tell us wether or not you had fun.
Q: Is it effective?
A: It looks OK on paper....
You're going to get all manner of opinions on that though, most based upon wonky math, wild assumptions, & spiels about how things are playing out in tourneys you'll never attend. But in reality its effectiveness will depend upon where & who you play.
I originally posted the list to General as a tongue-firmly-in -cheek way of poking at the fluff bunnies and seeing if they approved of my list.
Besides, it's better to ask before you drop $$$ on models and books.
Smirrors wrote:Dark Angels dont have many ways to buff a 9in charge. They do so now with PA giving them a 6" charge but with the assistance of bike unit. You dont necessarily need your DWK to attack the same targets as your RW BK so the Apothecary is the happy medium being able to double move and get the DWK into position and get the protection with character keyword for that early turn positioning.
The Ancient can get the warlord trait master of maneuver to give you rerolls which you must take if you aren't going down the RW Apothecary route. Nothing sadder than banking on a 9" charge for multiple units.
I am not sure that is the best use of a libby, particularly that you dont already own the model yet, but its your money.
I never suggested dropping the dark shroud, i suggested dropping one of the excess librarians.
I see what you're getting at with the
RW Apothecary. I had pictured the
RW BKs being the ones to drop the
DW Knights but having a 3rd option never hurts. That might be worth cutting either a Libby or the Darkshroud for.
The Ancient will be getting assigned Master of Maneuver and I'll be happy that it only costs 1
CP to give it to him.
The Libby's are there partially to test a theory. That theory being that I can use 2 casts of Shrouding to allow my scouts to screen my
RW BKs from both shooting and assault. In games where objectives matter more than keeping my bikes alive. I also have the option to instead cast the power on my infiltrated objective holders and buy them a free turn or two of being safe from incoming shooting in games where that means more. Their second power will probably be Temporal Corridor though Mind Raider might also be a fun way to recover some
CP in the mid-game.
This might be theory smart practice stupid but that's why I'm posting here first.