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		<title><![CDATA[Latest posts for the thread "Essential Units for a White Scars/Dark Angels doubles team ?"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Essential Units for a White Scars/Dark Angels doubles team ?"]]></description>
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				<title>Essential Units for a White Scars/Dark Angels doubles team ?</title>
				<description><![CDATA[ Having started <span class="glossaryitem" onmouseover='gp(3);'>40K</span> with Space Marines and having the 6th edition codex, i'm considering going back to them for a bit. But having played Ultramarines and having found their chapter tactics not particuarly useful, i wanted to switch to something else. White Scars seems the best choice, going by the codex and online forums. As well as this, i have a doubles tourney in a couple of months, and my teammate has a Dark Angels biker army that he has almost completed. So my question is in the title.<br /> <br /> The first obvious choice seems like Khan with Moondrakkan. Bike troops that can either move further with scout or outflank in a game of The Emperor's will. Plus the Instant death on a 6 weapon plus d3 plus victory points when you kill an enemy warlord. Looks like a good start to me !<br /> <br /> Command Squad (with Apothacary), equipped with Grav-guns, and bikes.. Bike gives the squad jink. Jink becomes 4 + when Turbo boosting. Then becomes 3+ with White Scars chapter tactics. Then becomes 2+ because apparently some Dark Angels banner or something similar gives Stealth to friendly units within 6". Packing enough fire power to bring Wraithknights to their knees, as well as Daemon Princes (if they equip warp forged or power armour) in one turn of shooting. 2+ save when turbo boosting, 3+ when shooting normally and all the while having T5 and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. Hell to the yes. Can also glance vehicles to death quickly ! <br /> <br /> I was also thinking of a Hunter or two, alongside a Stalker. This makes up for the lack of Skyfire on the bikes. <br /> <br /> What i was thinking was using the Skyfire to ground Flying Monstrous Creatures, such as Princes. Then the Grav would be unleashed, and the Concussive effect would make the target Initiative 1. Then finish it off in assualt. <br /> <br /> And thats all ive got really. Any advice would be massively appreciated !]]></description>
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				<pubDate><![CDATA[Tue, 4 Mar 2014 10:29:30]]> GMT</pubDate>
				<author><![CDATA[ tophit101]]></author>
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				<title>Essential Units for a White Scars/Dark Angels doubles team ?</title>
				<description><![CDATA[ The Dark Angels <strike>Arbiter</strike> Darkshroud gives Stealth to friendly units in 6". It's 80 points, and tends to die the moment it gets shot at by something with ignores cover because it's just land speeder profile and not part of a squadron. It's still pretty great to run alongside some White Scars guys because you're only really using it for that first turn because beyond that, bikers are going to do that biker thing where they zip in and out of assaults the rest of the game.<br /> <br /> You've got the right idea with Grav Spam.<br /> <br /> In this tournament, are you and your ally allowed to utilize Battle Brothers tactics to have <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> join squads from the other army? If so, having his Sammael ride around with your biker grav-gun spam command squad is pretty silly because it gives them Skilled Rider. White Scars chapter tactics doesn't actually confer the Skilled Rider <span class="glossaryitem" onmouseover='gp(136);'>USR</span> and the way it's worded, just a single guy in the unit needs it. Means you're getting a 3+ cover save just for moving, so the Darkshroud behind it puts it up to 2+.<br /> <br /> Also, have his Ravenwing Command Squads tail your guys, with a Librarian on a bike. Prescience on the Grav-gun spam is just silly. You can fire it at anything and make it very dead because with that many shots, you will likely get two 6s' and immobilize a vehicle twice, making it very dead.]]></description>
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				<pubDate><![CDATA[Wed, 5 Mar 2014 02:01:44]]> GMT</pubDate>
				<author><![CDATA[ SRSFACE]]></author>
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				<title>Essential Units for a White Scars/Dark Angels doubles team ?</title>
				<description><![CDATA[ Yeah, i believe we are running the tournament as all armies are Battle Brothers, ignoring the allies matrix. Thats an interesting idea with Samael. I'm not too concerned about weapons that ignore cover, as i'm the only Tau player at the club, and no-one has anything more than flamers or a few barrage weapons, and barrage won't get rid of the jink/skilled rider saves (i believe).I've been thinking that instead of a few Hunters/Stalkers, that i would instead bring a couple of Stormravens (as well as two Stormtalons) as you get more points for your money, plus they support the idea of a fast attack army, plus no-one at the club has enough Skyfire to throw off 4 flyers, plus unlike the tanks they won't sit in deployment and get attacked by a deep striking melee Daemon/Necron unit, or get shot from across the board by a Stompa, which one person is taking.]]></description>
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				<pubDate><![CDATA[Thu, 6 Mar 2014 09:17:51]]> GMT</pubDate>
				<author><![CDATA[ tophit101]]></author>
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