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		<title><![CDATA[Latest posts for the thread "Where should I round out my last 90 points in this Dark Angels list?"]]></title>
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				<title>Where should I round out my last 90 points in this Dark Angels list?</title>
				<description><![CDATA[ I'm currently sitting at 1910 / 2000 points and am trying to decide where to fill out my last few points.  The ideas I'm kicking around are;<br /> 1: Two rhinos to haul around the two tactical squads sporting Plasma Cannons.<br /> 2: A 6 man scout squad with sniper rifles and camo cloaks to pick off special weapon units.<br /> 3: A second predator without any upgrades, since I'm a little lacking in heavy armor.<br /> 4: Two more terminators bringing the two squads to 6 each just for a little more teleporting-in-your-face-firepower.<br /> 5: 6 More marines because it's a shooty army, and I can stand to have more shooty.<br /> <br /> I'm really in favor of the first two, but the other options seemed to have some merit to them.  What would you do to fill out the last 90 points in the following army list?<br /> <br /> ----------------<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - Terminator Librarian with command squad (1 Librarian with Terminator Armor, Power Sword, Storm Bolter, - 5 Terminators, Assault Cannon, Chain Fist, Apothecary 370 points)<br /> <br /> TROOP 1  - Tactical Marine Squad (1 sergeant with bolter - 1 marine with plasma cannon and bolt pistol, 4 marines with boltgun and bolt pistols, all units have frag and krak grenades, 99 points)<br /> <br /> TROOP 2 - Tactical Marine Squad (1 sergeant with bolter  - 1 marine with plasma cannon and bolt pistol, 4 marines with boltgun and bolt pistols, all units have frag and krak grenades, 99 points)<br /> <br /> TROOP 3  - Tactical Marine Squad (1 sergeant with bolter - 1 marine with rocket launcher frag, krak and flakk missles and bolt pistol, 4 marines with boltgun and bolt pistols, all units have frag and krak grenades, Rhino 144 points)<br /> <br /> TROOP 4 - Tactical Marine Squad (1 sergeant with bolter - 1 marine with rocket launcher frag, krak and flakk missles and bolt pistol, 4 marines with boltgun and bolt pistols, all units have frag and krak grenades, Rhino 144 points)<br /> <br /> ELITE 1 - Terminator Sqaud (1 sergeant with storm bolter and power sword, 1 terminator with assault cannon and power fist, 1 terminator with storm bolter and chain fist, 2 terminators with storm bolter and power fists 245 points)<br /> <br /> ELITE 2 - Terminator Sqaud (1 sergeant with storm bolter and power sword, 1 terminator with assault cannon and power fist, 1 terminator with storm bolter and chain fist, 2 terminators with storm bolter and power fists 245 points)<br /> <br /> FAST ATTACK 1 - Bike Squad (1 Ravenwing sergeant with chainsword, and twin-linked bolt guns, 1 biker with plasma gun and twin-linked bolt guns, 2 bikers with bolt pistol and twin-linked bolt guns, 1 attack bike with multi-melta gun and twin-linked bolt guns 177 points) <br /> <br /> FAST ATTACK 2 - Bike Squad (1 Ravenwing sergeant with chainsword, and twin-linked bolt guns, 2 bikers with plasma gun and twin-linked bolt guns, 1 biker with bolt pistol and twin-linked bolt guns, 1 attack bike with multi-melta gun and twin-linked bolt guns 192 points)\<br /> <br /> HEAVY 1 - Predator (1 Predator with Auto Cannon, and Heavy Bolter Sponsons, 95 points)<br /> <br /> FORTIFICATION - Aegis Defense Line (1 Aegis Defense Line with Quad Cannon, 100 points)]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 05:29:07]]> GMT</pubDate>
				<author><![CDATA[ Archerd]]></author>
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				<title>Re:Where should I round out my last 90 points in this Dark Angels list?</title>
				<description><![CDATA[ I like option 1.<br /> <br /> Option 3 sounds cool too.]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 05:33:55]]> GMT</pubDate>
				<author><![CDATA[ djphranq]]></author>
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				<title>Where should I round out my last 90 points in this Dark Angels list?</title>
				<description><![CDATA[ For your six options, I vote for 3 by a fair amount. Do find points to get the bolter sponsors though.  On that note, your points are slightly off, your list is ~1930 by my count.<br /> <br /> Right off the bat, drop the plasma pistols. They are one of the worst weapons a marine sarge can take. You pay a premium for a short ranged one shot weapon that might kill you. Realistically, you only get 1-2 shots with a plasma pistol a game. If you manage to get over four luck is seriously on your side. Your squads don't seem to be designed to get close to the enemy, so I doubt they will be in range. Then consider the squad surviving, etc. Having the plasma shot is decent though, but you could get a combi plasma for less. At pistol range, you get 2 shots, but you have the option for long range plasma if you need it. Taking combi <span class="glossaryitem" onmouseover='gp(166);'>plas</span> over pistols nets you those sponsons for the 2nd pred.<br /> <br /> Small teams on foot behind the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> are ok, but don't expect a lot. You could take 10 bodies in the rhinos, then combat squad, keeping the heavy weapons behind the line, and putting a special weapon and the sarge in the boxes. Plasma cannons are OK, but not great. Missiles are the same, but don't bother with flak missiles. A single S7 shot won't scare most fliers, and wastes the squad's shooting. I could see an exception if you have a squad on the quad gun, then a flak missile there is somewhat justified.<br /> <br /> Terminators, command squad and libby all look great. If your planning on using deathwing assault for the libby/command squad, consider an auspex. Might also consider a deathwing champ depending on your playstyle and meta. You lose a stormbolter/fist, but gain a character who is decently scrappy in a challenge for cheap. <br /> <br /> Ravenwing attack squads are generally better off taking melta over plasma, as the price of a plasma bike is equal to a black knight, which is far superior. The advantages of fast ravenwing attack squads are the attack bikes, melta guns and cost. I would consider getting full squads so you can combat squad, 2 meltas each, maybe a combi melta if you can afford. Alternatively, get some black knights for plasma, rad/stasis grenades, skilled rider, and serious assault punch. There is no reason you could not have a squad of each...]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 06:10:52]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>Where should I round out my last 90 points in this Dark Angels list?</title>
				<description><![CDATA[ I think the points are a bit off because I've got me sergeants with bolters and not plasma pistols and I forgot to update that on my *.doc (I do all my point calculating in excell)<br /> <br /> The raven wing bikers have plasma guns because I built this army off of 3x Dark Vengeance box sets (bought one, traded half, and a friend owed me some figures and plays <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>) - But I'll see if I can snag a couple with meltas off E-bay to round those out.  At that point I'd drop enough points to go with the Predator.<br /> <br /> The Flakk missiles are the only thing outside of the Aegis Quad Gun that's anti-air, even if they're not spectacular I felt I need to have something (Eventually I'm going to get an <span class="glossaryitem" onmouseover='gp(69);'>IG</span>/<span class="glossaryitem" onmouseover='gp(682);'>AM</span> detachment with Vendettas and that'll get filled better) - Are you sure it's safe to lose them completely?]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 06:26:34]]> GMT</pubDate>
				<author><![CDATA[ Archerd]]></author>
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				<title>Where should I round out my last 90 points in this Dark Angels list?</title>
				<description><![CDATA[ Yeah, swapping the plasma to melta is pretty easy, I had to do a bit of swapping myself. <br /> <br /> Yes, the flak missiles are your only <span class="glossaryitem" onmouseover='gp(805);'>AA</span> besides the quad, but they are pretty bad for what they do. Most of the scary fliers are Av12, so your odds of doing damage are pretty low. Against Av10, you only have a 30% chance of doing something(considering they will probably evade). Best to just  ignore fliers altogether and focus on the ground game. ]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 13:41:46]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>Where should I round out my last 90 points in this Dark Angels list?</title>
				<description><![CDATA[ Well, with the dropped Flakk missiles that paves the way for putting heavy bolters on a second predator. . . Hmmm. . .]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 14:10:17]]> GMT</pubDate>
				<author><![CDATA[ Archerd]]></author>
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				<title>Where should I round out my last 90 points in this Dark Angels list?</title>
				<description><![CDATA[ Drop the flakk and plasma pistols on the Tacticals and take a Storm Talon would be my suggestion.<br /> <br /> Nothing is better for <span class="glossaryitem" onmouseover='gp(805);'>AA</span> than a flyer.<br /> <br /> Having tried for a good few games to get round flyers with massed flakk missiles and failing to shoot down a single one I tired a Storm Talon with Twin linked LasCannons and the Assault Cannon and took down a Tau flyer in one turn...<br /> <br /> The Talon is worth every point.]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 14:17:00]]> GMT</pubDate>
				<author><![CDATA[ throwoff]]></author>
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				<title>Re:Where should I round out my last 90 points in this Dark Angels list?</title>
				<description><![CDATA[ I personally like the Scout option, more because of the sheer number of riptides, wraithknights and fexes going around.... rending is mighty handy against them, plus will give you a unit to take advantage of your quad gun for your home objective so the rest of your units can stay at full strength.<br /> <br /> Another spanner in the works would be to free up 10 points and get a Thunderfire Cannon, because like, thunderfire cannons are amongst the best heavy support choices in the entire of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>...]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 14:19:50]]> GMT</pubDate>
				<author><![CDATA[ xandermacleod]]></author>
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				<title>Where should I round out my last 90 points in this Dark Angels list?</title>
				<description><![CDATA[ Dark Angels can't take the Storm Talon without other <span class="glossaryitem" onmouseover='gp(119);'>SM</span> allies, though. I agree with Dr. Serling, the best bet for <span class="glossaryitem" onmouseover='gp(805);'>AA</span> without radically changing this list is to hope that the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> doesn't whiff and focus on the ground. If you get lucky with reserve rolls the game could be decided before they even came in (caveat: luck is involved here). <br /> <br /> I played a game the other day with a (mostly) pure <span class="glossaryitem" onmouseover='gp(744);'>RW</span> list. I had killed all of a <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> player's troops by the time his Hellturkey came in. All it did the entire battle was roast a scout that was already fleeing. The rest of the game his flier was just trying to chase down my bikes that were turbo boosting between objectives to prevent vector strikes and flaming.<br /> <br /> If you end up with some extra points after the edits suggested above, consider adding some more marines to your <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> squads or adding a banner to the command squad.]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 14:50:07]]> GMT</pubDate>
				<author><![CDATA[ Ricedaddy]]></author>
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				<title>Where should I round out my last 90 points in this Dark Angels list?</title>
				<description><![CDATA[ option 1 and 3]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 19:14:31]]> GMT</pubDate>
				<author><![CDATA[ blood ravens addiction]]></author>
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				<title>Where should I round out my last 90 points in this Dark Angels list?</title>
				<description><![CDATA[ Option #1 is the best suited, though if you can find points for <span class="glossaryitem" onmouseover='gp(51);'>Hb</span> sponsons another predator that would be better.]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 19:24:05]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>Where should I round out my last 90 points in this Dark Angels list?</title>
				<description><![CDATA[ Personally I would drop the Heavy Weapons choices from your <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads and get a <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad and thunderfire cannon.<br /> <br /> If you move your <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads then plasma cannons cannot fire. If you move the units with missile launchers then you have to use Krack missiles as snap shots, but as your unit can't split fire your blotters have to be shooting into the same unit. If it is just MEC then it is a waste of a S8.<br /> <br /> I would suggest dropping all of the Heavy weapons getting a bargain <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> including tech marine  who can then bolster the defence of the ruins where you place your new <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad.]]></description>
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				<pubDate><![CDATA[Thu, 24 Apr 2014 19:50:49]]> GMT</pubDate>
				<author><![CDATA[ madd_leeroy]]></author>
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