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Made in ca
Navigator






I am quite new to the world of 40k and am wondering if you will give me some direction on where I went right and where I went wrong with this list. It's for a 2000 point DA force that I would like to be a contender in a tournament. Please be forthright with your criticisms and advice, just make it constructive too.

The force is as follows:

Tactical Squad
- 10 men
- Plasma gun
- plasma cannon
- Veteran sergeant z. plasma pistol

Tactical Squad
- 10 men
- Meltagun
- Multimelta
- Veteran sergeant with plasma pistol, chainfist/ meltabombs
- Rhino

Scout squad
- 5 men
- Snipers
- Missile Launcher

Terminator squad
- 10 men
- Assault Cannon
- 5 thunder hammer/ storm shield
- Cyclone missile launcher
- Land Raider crusader
- Multimelta
- Deathwing Vehicle

Vindicator
- siege shield

Devistator squad
- 3 missile launchers
- 1 heavy bolter
- Veteran Sergeant with lascannon

Nephilm Jetfighter

Company master
- Artificer Armour
- Storm Shield
- Foe smiter

Command Squad
- Apothecary
- Flamer
- Combi flamer
- 2 meltagun
- Drop pod

The idea would be a direct assault with the land raider and vindicator taking terminators up to the enemy/ blasting the way through. The scouts would generally piss off the opponent by providing some fire from the side. The Devistator squad would also be firing from the side, removing heavy support. Tactical squads are for holding objectives. The command squad enters via drop pod once the terminators/ land raider/ vindicator have thinned down the enemy.
The Jetfighter provides air support and acts as an early strike to thin out the enemy before the tanks/ command arrive.

Thanks in advance.
   
Made in us
Executing Exarch





The Twilight Zone

For 2000 points, 3 troop units are far too few, and DA have subpar troops. Your best bet is to unlock deathwing and/or ravenwing with a special character. Since you already have deathwing in the list, I suggest belial or azreal.

I would get a second rhino for the tac squad, and keep the sarges cheap. Plasma pistols are expensive and risky, while a combi plasma does the same job for less and can do better. Sure, it is only one shot but at least you have the boltgun backup. You will probably only shoot the plasma pistol 1-2 turns anyways, might as well combi-plas. For the melta squad, take a combi melta. The sarge does not need a powerfist(can't take a chainfist so I assume you mean pfist). Melta bombs are OK with spare points, but not really required. Being stubborn and having ATSKNF, the veteran upgrade is also something for spare points, but drop otherwise.

All of the aforementioned savings gets you another rhino for the tac squad on foot.

The terminator squad won't fit in the crusader(each terminator counts as 2 models) but that is cool, as it is in your best interest to combat squad anyways. Take 2 cyclone launchers over the cyclone and assault cannon. Put 1 5 man team in your backfield(or deathwing assault T1 if the situation calls for it) with both CML's for a strong missile firebase. Put the TH/SS terminators in the raider. If you are going to have an IC ride with, only take 4 TH/SS dudes and the sarge(stupid FAQ means he is stuck with the storm bolter and sword) so he can eat challenges. For the crusader, take a storm bolter if you have spare points-more dakka and weapon destroyed insurance.

Dev squad is a good choice, but don't mix weapons. I would go 4 lascannons(sarge can't take one) or 4 launchers, possibly with flak(probably not)

The company master is not set up to deal with any particular threat. Tough, but not much in CC with a slightly decent storm bolter. Belial would be much tougher in CC, and unlock deathwing as troops. A cheaper option would be a librarian in terminator armor for psychic support.

The command squad is OK, but they will be coming in turn 1 due to drop pod rules. Even with an apothecary, they will likely die. Stick them to 1 role, such as flamers or melta, not both. A cheaper option would be company veterans w/3 combi weapons and the respective special weapon.

Using some freed up points, try to get more boys on the table. Generally, you want boys before toys. Upgrades and gear has its place, but make sure you are fielding sufficient models first.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in ca
Navigator






Thanks a lot, being new to the game, that's a lot of useful advice.
   
Made in gb
Beast of Nurgle





I would drop your company master and replace with Belial, arm him with Thunder Hammer Storm Shield and place with your Terminator Assault squad in the land raider. THey can assault the turn they disembark and with 6 TH/SS you will be dealing a silly amount of damage.
   
 
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