this new codex is ill. First concept is a max Alpha Strike army, below.
+++ Alpha Strike 2017-12-11 (Warhammer 40,000 8th Edition) [110 PL, 1999pts] +++
++ Battalion Detachment +3CP (Imperium - Dark Angels) ++
Belial: Sword of Silence & Storm Bolter
Sammael on Corvex Warlord Trait: Master of Manoeuvre
Intercessor Squad: Bolt rifles, 9x Intercessor, Intercessor Sergeant
. 10 models
Scout Squad
. 10 models
. Heavy Weapon Scout: Heavy bolter
. 3x Scout (Boltgun)
. 4x Scout (Combat Knife)
. Scout (Shotgun)
. Scout Sergeant: Chainsword, Combi-flamer
Scout Squad
. 10 models
. Heavy Weapon Scout: Missile launcher
. 8x Scout (Boltgun)
. Scout Sergeant: Bolt pistol, Combat knife
Deathwing Ancient
. Thunder Hammer & Storm Shield: Storm shield, Thunder hammer
. Relic: Shroud of Heroes
Deathwing Knights: Watcher in the Dark
. 5 models
Deathwing Knights: Watcher in the Dark
. 5 models
Inceptor Squad: 5x Inceptor, Inceptor Sergeant
. 6 models
. Plasma exterminators
Devastators: 4x Space Marine
. 9 models total
. 2x Space Marine (Lascannon): 2x Lascannon
. Space Marine (Missile launcher): Missile launcher
. Space Marine (Plasma Cannon): Plasma cannon
. Space Marine Sergeant: Bolt pistol, Chainsword
5 units start on the board: Sammeal the warlord, devastators, and 3 troops. I could lose all of them except Sammeal on the first turn and be fine, but Grim Resolve will limit losses from Morale to just one model each.
In my first movement phase, Sammeal advances an average of 24", flying over any obstacles. Deathwing units line up 9" away from enemy ranks and 6" away from Sammeal. Plasma Inceptors line up behind Deathwing, 18" away from target and within 6" of either Sammeal or Belial.
In the shooting phase, I spend one
CP to increase plasma Inceptor damage by 1 with Weapons from the Dark Age. Re-rolling 1's and supercharging, they do an average of
31 unsaved Wounds to one or more T7 3+ targets. They have about a 2/3 chance to lose one model.
In the charge phase, 4 Deathwing units can re-roll failed charges thanks to Sammeal's Warlord Trait Master of "Manoeuvre". They'll make an average of 1.9 charges. If an extra 6" is worth it, one can spend 3CP to fight again at the end of the fight phase with Honour the Chapter. In some games I may charge the Inceptors into a weak unit to keep them safe from shooting; they can fly back and shoot next turn.
The Deathwing have several extra defenses in melee beyond the crucial 2+/3++. The two characters are -1 to hit (Belial's sword and the Ancient's relic Shroud of Heroes.) The Knights may spend 1CP to give all enemies -1 to Wound them with Fortress of Shields. Watchers in the Dark help protect from Smite; their biggest weakness. The two characters, if positioned well, grant all Deathwing full re-rolls and +1 Attack.
This list is very min/maxed to leverage all of the new Dark Angel rules. (I could do just one unit of 10 Deathwing Knights to max stratagem value as they can Combat Squad into two units to max charge odds.) The first turn shooting and melee combination will cripple some armies, but I do fear some others could weather that storm, like Tyranid and Ork hoards. The best part is I have most of these models painted and all of them built except for the plasma Inceptors, tho I have bolters built to proxy. 6 command points is a weakness but I'm counting on not needing any after the first turn! What else should this army fear? Smite spam is pretty rough.
I'll prolly workshop a Ravenwing list and an AdMech combo soon too. Codex hype!