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Made in us
Longtime Dakkanaut






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!

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Made in de
Dakka Veteran




looking forward to that ravenwing admech combo^^
   
Made in de
Fresh-Faced New User




I am not a huge fan of your list to be honest. You have very few command points and smite "spam" will absolutely destroy you. Split your troops into six units and buy two more characters (one of them should be a Librarian) in order to get two battalion detachments.

Deathwing Knights are cool, but you have no reliable way to get them into combat. Even with rerolls they only have a 50% chance to reach their target after deep striking. They really need a Land Raider (Crusader) or a Stormraven to be viable. Otherwise replace them with a 10 man unit of shooty Terminators (Cataphractii are quite good) and let them shoot twice.

Not sure why you have Sammael in your list. He is only worth it if you have some other Ravenwing units in your army. Make the Deathwing Ancient your warlord instead and give him Master of Manoeuvre. Or keep him and get a large unit of Ravenwing Black Knights.

You could also consider dropping the Devastators. They are not terrible, but I think you can spend your points better elsewhere.

This message was edited 1 time. Last update was at 2017/12/11 13:16:14


 
   
Made in us
Longtime Dakkanaut






Thanks for the feedback.

Scouts can help absorb smite but it'd get really rough after turn 2, yes.

Another battalion is a neat idea, but all Marine HQ are really expensive.

As for charging Deathwing, "it only takes one." I've a lot of experience playing them and I think charge re-rolls are what they've always needed. A Land Raider can't get them there first turn.

You're right that Sammeal doesn't quite fit. I did just paint him tho. And he's great for the late game.

This message was edited 1 time. Last update was at 2017/12/12 02:02:52


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Made in us
Longtime Dakkanaut






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[Thumb - IMG_20171211_002534.jpg]


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