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Made in us
Uhlan




Texas

First off, I am an avowed 6th edition hater, but I am jonesing to roll some dice and my flgs has a tourney tomorrow. In addition to that I actually like my Dark Angels army, I just hate pretty much everything in the current rule set with a passion. My goal is going to actually try to lose as much as possible but still make it past turn 4 every game. I want to see if this list will accomplish both my goals? Let me know what you think.

Tourney rules are no Lords of War, No fortifications with D Weapons @ 1850 points.

So here is the list:

HQ:
Azrael

Interrogator Chaplain with Mace of Redemption

Command Squad with Champion, Apothecary, Banner of Devestation and 1 Power Fist

TROOPS:
10 man Tactical Squad with Multimelta, Meltagun, Veteran Sergeant with Power sword & Bolt Pistol

5 man Tactical Squad with Lascannon

5 man Tactical Squad with Lascannon

5 man Tactical Squad with Lascannon

5 man Tactical Squad with Plasma Cannon

5 man Scout Squad with Camo Cloaks and 5 x Sniper Rifles

FAST ATTACK:
10 man Assault Squad with 2 x Plasma Pistols, Veteran Sergeant with Power Sword & Bolt Pistol

HEAVY SUPPORT:
10 man Devestator Squad with 2 x Flak Missle Launchers & 2 x Lascannons

5 man Devestator Squad with 4 x Heavy Bolters

FORTIFICATIONS:
Aegis Defense Line with Quad Cannon
   
Made in gb
Executing Exarch






Which units are you intending to attach characters to? Which units will Combat-Squad (The 10 man Dev squad presumably?)

Which units are your darlings? (i.e. which units are you more attached to and which units could we suggest alternatives for?)

By "try to lose as much as possible" do you mean intentionally or would you be happy to win a game just not expecting it or bothered if you lose?
   
Made in us
Uhlan




Texas

Both Characters will be attached to the Command Squad.

I will combat squad the Devestator Squad only.

There is no "darling" unit other than the Command Squad. This is a "Greenwing" army that is 90% stationary and just puts as much dakka out there as possible. The HQ's are a counter assualt unit for when an enemy makes it into my line. The Assault Squad is a nuisance / distraction unit.

I, in no way shape or form, want to win a single game. I do not, however, intend to roll over and play dead. As stated, I want to make it at least until turn 4 every game if not all the way to the end.
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

 bigyounk wrote:
I, in no way shape or form, want to win a single game. I do not, however, intend to roll over and play dead. As stated, I want to make it at least until turn 4 every game if not all the way to the end.


I have a similar goal whenever I play with my Tyranids... I just want to get 1 Victory Point during the game. If I get my 1 point each game then i can go home happy. I don't mind losing, but I do not like getting tabled!

The list looks fine. I would have just gone with a full Battle Company (6x Tactical Squads, 2x Assault Squads, 2x Devastator Squads, a Captain or Librarian and a Command Squad) for the lolz.

"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in ca
Secretive Dark Angels Veteran




Canada

Ditch the 5 man devestator team. In its place bring a whirlwind and more regular marines and scouts. Or heck, drop a marine and take a razorback as fire support

The whirly will let you blast apart bands of generic dudes regardless of cover and the razorback is a twin linked h. Bolter with smoke launchers. So basically you are dropping two heavy bolters for a people fether upper in the whirlwind

This message was edited 1 time. Last update was at 2014/04/12 02:23:56


DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in gb
Executing Exarch






Since the tourney is today, you're probably already stuck in...

The main issues I see are:

Standard of Devastation combined with every squad having a heavy weapon means your army is almost entirely stationary - this will be a nightmare for any army that needs to get close (Orks / Tyranids?) but a Tau army will out-range you (basic Tau weapon is 30") and have no incentive to try and get close. In this scenario your devs will take the brunt of the attention.

You've only really got the one Assault squad to try and push them onto a fight on your terms, maybe take a Drop Pod or Rhino so you can move one of the Tac squads in support of the jump-pack guys?

The only real assault units that are doing to make it to your lines are Flying Monstrous Creatures (which Azreal and the Int. Chaplain should be able to deal with) or a unit in a Land Raider - which if it's non-chaos terminators could be a problem due to a lack of AP2 in the "counter-assault" unit.

All that said, you've got alot of bases covered - Anti-air, Anti-tank, Anti-infantry - you'll just have rock-paper-scissors games with armies that don't need to leave their deployment zone.
Have fun!
   
 
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