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Made in ie
Fresh-Faced New User




I'm trying to create a solid all-rounder DA list, with a heavy focus on the Ravenwing. I've been running variations of this list with proxies for a while now and I was just hoping to get some feedback on it as once I have it finalised I'm going to use that to inform what actual model purchases I make.


CAD

HQ
Interrogator Chaplain | Bike | Power Fist

Troops
2 x Scout Squads | Sniper Rifles

Elites
Venerable Dreadnought | Lucius Pattern Dreadnought Drop pod | Heavy Flamer | Power Fist | Storm Bolter

The CAD is serving two functions. A guaranteed presence on the table turn one (as the Ravenwing will often choose to Outflank) and a Dreadnought that can both deal with mobs (via the Heavy Flamer) and heavy armour (via the Power Fist) At the same time I hope to disrupt the enemy's battle plan by landing an armour 12 Drop Pod with a Shrouded save in their midst, that the Dreadnought can choose to hide inside for a turn if I want.


Ravenwing Strike Force

HQ
Librarian | Bike | Interromancy

Fast Attack
5 x Black Knights
5 x Black Knights
5 x Black Knights
Darkshroud

Elites
Ravenwing Command Squad | Apothecary | Champion | Ravenwing Company Banner

The Ravenwing is my main battle force. Four tough squads that can get around the board quickly and deal with most threats. In Maelstrom I envision my Scout Squads sitting on my two nearest objective markers while the Black Knights rush around scoring the rest. The Command Squad, with the Librarian and Interrogator-Chaplain joining as needed, should be able to take on almost anything in close combat - and with the sheer number of Plasma Talons on the board I ought to be able to cut down almost anything, regardless of toughness. Plus with Grim Resolve everybody is firing Overwatch at BS2, which is pretty nice when you're rocking Twin-Linked Rapid Fire Plasma Talons.

The Chaplain is there to give Zealot to whoever needs it and provide a Power Fist with three attacks base should a squad need a bone-cruncher. The Librarian is rocking Interromancy with the goal of debuffing powerful enemy squads before my Black Knights charge them.


Ravenwing Support Squadron

3 x Land Speeders | Multi-Melta | Typhoon Missile Launcher
Darkshroud

These are my heavy hitters. Depending on how the enemy deploys and whether or not I've got first turn they might start on the board or they might Outflank. Either way their job is to find the vehicle with the highest armour value or the monstrous creature with the highest toughness and torpedo it as soon as possible - and then hopefully survive under cover of the Darkshroud long enough to do it again. I gave them Typhoon Missile Launchers so that I have the option of keeping them out of harms way while still in range to cut swathes out of my opponent's vanguard.


I realise I don't have any anti-air. I just can't find a good option (short of taking a DA flyer, which just seem like a waste to me). I know I could take an ally with access to better AA, but as much as I want to be competitive, I also want to stay fluffy. I feel like I've got a good compromise at the moment - plenty of Ravenwing power play, backed up by a single Dreadnought (which I think suits the shock + awe blitzkrieg style of the Ravenwing) and some snipers (who're just the advance scouts that've spotted the enemy and are calling in the main army).

But I'd appreciate any thoughts or feedback you guys have. I've only been playing a year or so (just got back into the hobby recently), so any feedback or guidance is welcome.
   
Made in us
Bounding Dark Angels Assault Marine





Not a bad list. Here's my 2 cents, for what its worth.

Interrogator - Chaplain : I usually run him with the mace of redemption, strength +3, AP3, Blind, Concussive and AP1 against CSM. I've seen Ravenwing command squads win CC against stuff like TWC with the chappy set up like that, some buffs from the Libby and Zealot. Just the weight of attacks coming in is pretty awesome. Plus, the BK Corvus hammer has rending and you have the speeders to take care of major armor threats. Fist is fine but this set up may be more efficient.

Black Knights: Are you taking a grenade launcher on any of them or the Command Squad? The stasis grenade can really give you an edge in CC and is completely worth it IMO if you think you'll be getting these guys int o CC with a nasty unit. This cold allow you to roll for something like divination to get forewarning and a 4++. This with the BK stats, Zealot, and the Stasis grenade debuff can make them mean in CC and durable.

Dreadnought: I'm not a fan but i've heard mixed results. This is definitely the way to go about getting him into CC. Other option you could look at is giving him a MM/PF/HF so the turn he comes in he can maybe pop some armor but that's just an option.

Darkshroud: The one rolling with the RSS is exactly how I run my RSS. The one with the BK i'll say is hit or miss depending on the rules you're using. For ITC it may be a little redundant since the best re-roll they can get from the 2+ is a 4+ and if you don't take the Darkshroud they get 3+/3+ jink save. Otherwise I won't take it at all or will take it for my regular Ravenwing Bikers. Other than that its solid. Just something to keep in the back of your mind.

RSS: I think this setup gives you some good versatility. I usually try to keep the weapon systems very similar if not the exact same but that really comes down to personal preference. My favorite way to run them is with HB/AC to drown something coming in from reserves with fire and for all that overwatch when something charges my bikes. Again, just food for thought.

AA: I usually don't take AA. I just don't see enough flyers to feel like its justified. At least for now. The only solid AA DA have access to though, besides the Aegis maybe, is a Deredeo Pattern Dreadnought. Give it TL autocannons and the Aiolos (spelling?) ML. It has skyfire and intercept if IIRC. Forgeworld model but can really do some damage to flyers. That's probably going to be my answer if I feel like I ever need it since the DA flyers are a little lack luster.

Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in gb
Executing Exarch






How many models are in the RW command squad?

I'd try and scrounge some points for a pair of Auspexes (for the bike characters) and camo cloaks for the scouts - as pretty much your sole board prescence, they're going to get shot by anything that can't hurt AV12 in the first turn, so will be spending it Gone To Ground if they want to survive.
   
Made in ie
Fresh-Faced New User




@ILegion

I would've taken the Mace if I'd had the points - I definitely agree it's a beast in CC.

I take grenade launchers when I think I'll need them. So when I'm going against high Initiative armies like Eldar or something like that. I didn't list them cause they're free to swap out anyway.

The Dreadnought is my Daemon Prince (or equivalent beast) killer. I've had my entire Command Squad wiped out in one turn by a Daemon Prince before and I just didn't have the Strength or Weapon Skill to fight back. So he's my heavy hitter. Multi-melta is definitely a good idea. I'm rocking him as a turn 1 mob killer, turn 2 tank hunter at the moment - but having the option to do both on turn one is worth considering.

Can you explain a little more what you mean about the Darkshroud? Are you saying it's cover buffs don't count under ITC rules?

Swapping the Support Squad for a mob killer loadout is something I'll definitely consider when going up against an opponent who's likely to have lots of troops.

I agree about AA. I like the Deredeo, but it's just too expensive for what I'm trying to do.


@Quanar

The Command Squad is at full capacity.

Why do you recommend Auspexes? I haven't had much trouble dealing with squads in cover as by the time I get into Plasma Talon range I'm usually ready to charge.

I took the Scouts cloaks away to free up some points for my Support Squadron, but I agree - they need more survivability. I'll see if I can find the points elsewhere.
   
Made in gb
Executing Exarch






Only recommending them as they're cheap and a cover save is all that most units get against talons - against enemies with Shrouded or other cover shenanigans going from a 2+ to a 3+ is huge, but if you don't run into Nurgle DP's or Stealth Suits in your meta then I can see why you wouldn't bother.

ILegion is talking about a rule in ITC tournaments where you can't get a flat 2+ re-rollable, instead the re-roll only works on a 4+ instead of a 2+. This means that a 3+/3+ (which BK's get standard) is as statistically effective as the 2+/4+ they would get from the Shroud. It doesn't stop the Stealth bubble from working, but isn't much use on BK's, only on regular RW.
   
Made in ie
Fresh-Faced New User




Aw man. They don't let us have any fun.
   
Made in us
Bounding Dark Angels Assault Marine





@Quanar
Exactly! Thanks haha. I sometimes don't explain stuff the best.

Ahhhh i got the Dreadnought set up now. I don't have a lot of DP in my meta, lots of Tau, SM, Eldar and use other stuff to deal with them. I can definitely see why a dreadnought would be useful there.


Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
 
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