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Made in us
Dark Angels Neophyte Undergoing Surgeries




Hi guys, new member and new player here. Currently building a Dark Angel army centered mainly around the Deathwing. Ive just recently bought a DW Command Squad and am looking for a bit of advice about how to set it up really. This is my current list:

Belial - prob gonna run with sword/SB
2x 5 DW Squads, standard loadout with AC and rest SB/PF
1x DW Knights - all with standard maces/shields.
Also got a Land Raider with LC and Heavy Bolter twin linked.

My current "idea" is as follows.

The 2 DW squads are more abour fire support/range, so will probably put the CML from my Command squad box on one of those squads. Land Raider included in this also.
Ill most likely pair Belial up with either the knights or command squad and DS these behind the enemy or close to key targets/objectives. Whichever squad belial is with obviously gets his no scatter rule, and was planning on using a small Ravenwing force with their Homer to bring the other squad close to the action.
Obviously the knights are all about CC so its the command squad im having a bit of trouble working out. Should i make them all about the CC as well, given their "job" is somewhat similar to the knights (plus make use of the +1 attack from the DW banner), or include a more balanced loadout so they can support the Knights with some firepower.

Was thinking of either of the following options:
1. Sergent with S/B and sword, Champion, LCs on 3 of the terminators.
2. Sergent with S/B and sword, Champion, TH/SS on 3
3. Sergent with S/B and sword, Champion, LC on 1, Heavy (PC?) on 1, S/B and CF on 1.

Which brings me to another question: The invul save on the SS, does this "stack" with the invul saves DW get already? So for example would they get Armour save, Invul Save, Invul Save AND then FNP (if applicable) or does it replace the invul save from their Terminator armour?

Like i said im knew to this so im very much open to suggestions. and am after a balanced army that can deal with no enemies, needs to be pretty flexible. Ive not got multiple "copies" of ech squad to swap in with different loadouts, and all the other units are built so really the command squad is the only one i can "customise" at this point.

Thanks in advance
   
Made in gb
Fixture of Dakka




You only take one save. So you'd take either one armour save or one invul save. FNP is technically not a save so you do always get that assuming there isn't anything like Instant Death to prevent it.
So it goes: Armour/Invul save. FNP.

The invul from the TDA isn't replaced but you always use the best save

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in us
Longtime Dakkanaut






Unfortunately the best competitive advice is to not play terminators. If you must play terminators, pair them with other Dark Angel units like Ravenwing. Also Belial isn't worth those points so play his model as a Company Master in Terminator Armor.

That said, Deathwing Knights are the best thing to put within the Land Raider. They can drive up, hammer your opponent's most valuable unit, and then drive off to steal someone else's lunch money.

However, it looks like you're fielding a Deathwing Strike Force detachments. Most opponents will not let you use a Land Raider within this detachment because everything must Deep Strike. Most technically, the Deep Strike rule for this detachment is just like the Drop Pod Assault rule, so many believe that Land Raiders CAN Deep Strike. BUT it's still a bad idea because it's huge and will often mishap. To play your Land Raider effectively, you'll need a Combined Arms or Allied detachment; preferably with 1-2 units of Scouts.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in us
Dark Angels Neophyte Undergoing Surgeries




pm713 wrote:
You only take one save. So you'd take either one armour save or one invul save. FNP is technically not a save so you do always get that assuming there isn't anything like Instant Death to prevent it.
So it goes: Armour/Invul save. FNP.

The invul from the TDA isn't replaced but you always use the best save


Thanks for clarrifying that. I could certainly see the advantage of using the SS/TH on the banner carrier.


Automatically Appended Next Post:
 axisofentropy wrote:
Unfortunately the best competitive advice is to not play terminators. If you must play terminators, pair them with other Dark Angel units like Ravenwing. Also Belial isn't worth those points so play his model as a Company Master in Terminator Armor.

That said, Deathwing Knights are the best thing to put within the Land Raider. They can drive up, hammer your opponent's most valuable unit, and then drive off to steal someone else's lunch money.

However, it looks like you're fielding a Deathwing Strike Force detachments. Most opponents will not let you use a Land Raider within this detachment because everything must Deep Strike. Most technically, the Deep Strike rule for this detachment is just like the Drop Pod Assault rule, so many believe that Land Raiders CAN Deep Strike. BUT it's still a bad idea because it's huge and will often mishap. To play your Land Raider effectively, you'll need a Combined Arms or Allied detachment; preferably with 1-2 units of Scouts.


Yeah for the larger battles i was always going to use Ravenwing alongside my Deathwing, mainly to get models on the board Turn 1 as ive read it can be a problem using DW only armies.

Thanks for the advice about the Knights. What loadout should i use on my Command Squad? Should i go ultra defensive with SS/TH and run in melee with my Knights, or load them out with more range to support the knights that way? Are they useful at holding objectives?

Cheers

This message was edited 1 time. Last update was at 2016/06/23 08:37:29


 
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries




Any more advice on Command Squad load out?

Deffinitely gonne give banner carrier TH/SS
Champion with Halberd
apothecary with assault cannon?
Serg with sword and SB?
Final model with LCs or another TH/SS?

Cheers :-)
   
Made in us
Longtime Dakkanaut






garetheves wrote:
Any more advice on Command Squad load out?

Deffinitely gonne give banner carrier TH/SS
Champion with Halberd
apothecary with assault cannon?
Serg with sword and SB?
Final model with LCs or another TH/SS?

Cheers :-)
no value in sergeant especially if you already have a champion for challenges. One heavy weapon is fine, thunder hammers are good for the rest.

This is the challenge of terminators: shooting is secondary. you're paying for that power fist and it's good but only if they successfully charge, but they're too slow to catch things like wraithknights or vehicles.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in us
Dark Angels Neophyte Undergoing Surgeries




 axisofentropy wrote:
garetheves wrote:
Any more advice on Command Squad load out?

Deffinitely gonne give banner carrier TH/SS
Champion with Halberd
apothecary with assault cannon?
Serg with sword and SB?
Final model with LCs or another TH/SS?

Cheers :-)
no value in sergeant especially if you already have a champion for challenges. One heavy weapon is fine, thunder hammers are good for the rest.

This is the challenge of terminators: shooting is secondary. you're paying for that power fist and it's good but only if they successfully charge, but they're too slow to catch things like wraithknights or vehicles.


Cool thanks for the advice. I was planning on putting this squad in a land raider the majority of the time and either dropping them off next to my DW Knights to support them, or use them as objective grabbers/holders, hence increased defences.

Can Apothercary take the assault cannon because this would be ideal im thinking, then put TH/SS on the rest.

Now to find 3 spare Thunder Hammers....
   
Made in us
Regular Dakkanaut



Portland, OR

Terminators are not easy to play, and have little room for error. Deathwing are better than some, but you have to play them really tight. Heavy Flamers are actually not a bad call here and there. Terminator Librarians can both tank wounds and deep strike with nasty Interromancy powers, I have run two with some success. Interrogator Chaplain with Mace of Redemption is pretty dangerous. You'll do one of two things: Play to objectives very carefully, and win narrowly if your dice hold out, or lose really big. Good luck, it's a very tough army to master.
   
Made in fi
Stalwart Tribune





 axisofentropy wrote:
However, it looks like you're fielding a Deathwing Strike Force detachments. Most opponents will not let you use a Land Raider within this detachment because everything must Deep Strike. Most technically, the Deep Strike rule for this detachment is just like the Drop Pod Assault rule, so many believe that Land Raiders CAN Deep Strike. BUT it's still a bad idea because it's huge and will often mishap. To play your Land Raider effectively, you'll need a Combined Arms or Allied detachment; preferably with 1-2 units of Scouts.


Draft of Dark Angle FAQ says you can use land raider but must be placed in reserve. Problem is that they come earliest in turn 2 so you need some other unit too, maybe dread in drop pod?.

If you wish to grow wise, learn why brothers betray brothers. 
   
Made in us
Regular Dakkanaut



Portland, OR

If you do play Dreadnaughts, play at least two, in pods. They start to be decent in multiples but tend to be crap singly. They can definitely take some pressure off the Terminators and if they actually reach close combat they can be a major threat to armour and infantry alike.
   
 
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