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		<title><![CDATA[Latest posts for the thread "[1500] - Dark angel - First ever list"]]></title>
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				<title>[1500] - Dark angel - First ever list</title>
				<description><![CDATA[ Hello, first ever list so please be gentle haha looking for any pointers or changes as some of the stuff (Knights, veterans) still yet to be built. Points wise it's just shy of 1500<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> Company master - bolt pistol power sword<br /> <br /> Librarian <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 bolt pistol force sword<br /> <br /> Troops<br /> <br /> Tactical x10 plasma cannon and framer , set with combi melta<br /> <br /> Tactical x5 sgt, plasma pistol<br /> <br /> Tactical x 5 sgt , plasma pistol <br /> <br /> Elites<br /> <br /> Company veteran squad x5 , 2 storm shields, 1 flamer , 1 multi melta <br /> <br /> Deathwing Knights x5 <span class="glossaryitem" onmouseover='gp(150);'>wysiwyg</span><br /> <br /> Terminator squad 1 with assault cannon, <br /> <br /> Fast Attack<br /> <br /> Ravenwing Bike Squad x3 inc sgt 2x grav gun chainsword with sgt<br /> <br /> raven wing Land speeder with multimelta and assault cannon<br /> <br /> 1290pts<br /> <br /> Thanks for reading feedback greatly appreciated]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 15:05:39]]> GMT</pubDate>
				<author><![CDATA[ CrimsonRake]]></author>
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				<title>[1500] - Dark angel - First ever list</title>
				<description><![CDATA[ I’m an Ultramarine player, so am going to just stick to broad-stroke marine generalizations.<br /> <br /> Where are your <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> going and what’s their job?  They should always have a place and a job, and be geared for it.  They don’t look bad from a gear POV (although almost everyone does better on bikes, and if your company master can take artificer armor, he should) but they don’t really have a decent place to be.  You don’t have any foot <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units, and they don’t have the gear to hang with the bikers/terminators.<br /> <br /> Pic a job and gear for it.  Who do you want to be killing with your big <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad?  Hordes with the flamer?  Heavy tanks with the melta?  Light armor/elite troops with the plasma?  The last thing you want is for guys you paid points for sitting around while one guy does all the work.  If you do want to gear for an alternate target (like melta in a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad) make sure you get enough shots to warrant the bolter boys sitting around for a turn while you try to take down the tank. So going full melta (<span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta sarge) when you shoot at that tanks, all three of of notable guns are going to be effective, and have a decent chance of actually doing some damage.<br /> <br /> I don’t like plasma cannons on <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, as they don’t work well on the move.  Plasma pistols are also comically overpriced; avoid them.  You probably want transports for your <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads (and in general).  Footslogging is a good way to be shot off the table before getting anything done.  Rhinos/razors/drop pods all have their pros/cons.  Worth looking into if you are going to continue with basic guys in power armor.<br /> <br /> I’m not sure what options you have with your vets, but I’ll reiterate what I said back about the tacticals.  Pick a job and own it.  A single <span class="glossaryitem" onmouseover='gp(330);'>MM</span> is not going to get much done.  He would be better served in a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad.  <br /> <br /> Can’t speak on the knights.  <br /> I tend to field my tactical terminators with an assault cannon and a chainfist in the squad.  Just be careful with them.  They are not as tough on the table as the fluff would have you believe.<br /> <br /> Grav bikers are good in general.  If you can take a combi on the sage it can be worth it.<br /> <br /> I like a TML/<span class="glossaryitem" onmouseover='gp(51);'>HB</span> speeders.  Not a huge fan of having to get in close to work, as small arms can bring them down.  I’d consider 2xMM, rather then mixing weapons.  The <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/AsC is going to be more flexible, but not as good at it’s job.  It’s a trade-off.<br /> <br /> Lastly, look at your formations.  There is a lot of free power there to be had, if you build your list around it.  No idea what they are like for <span class="glossaryitem" onmouseover='gp(25);'>DAs</span> though.<br /> <br /> Good luck, and purge the heretic!]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 16:20:43]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Re:[1500] - Dark angel - First ever list</title>
				<description><![CDATA[ Nev's advice is, as usual, spot on - work out a plan ahead of time about who goes where and what they're meant to be doing. There is something to be said for versatility, but efficiency and redundancy are my preferred ways to build lists.<br /> <br /> Transports for the foot-slogging marines would be my recommendation, swap the plasma pistols in the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads for plasma guns (you haven't used up the special slot on them, they're going to be rapid-firing bolters anyway, and the plasma has better range & output). <br /> <br /> Drop the multi-melta from the vet unit - they'll either be moving forward to fire the flamer, or expecting to be in combat (you want to make use of those 2 base attacks, right? You've already paid for them...). The alternative with vets would be to load them up with special weapons (flamers or meltas, pick one) and stack them in a drop pod - they're the nearest thing <span class="glossaryitem" onmouseover='gp(25);'>DA</span> get to sternguard for that sort of thing.<br /> <br /> Deathwing Knights can be very nasty, but the difficulty is getting them into a position to charge without having them whittled down to 2 or less. A Land Raider is an expensive way, but it gets the job done. Teleporting means a T3 charge at best, and usually gets them shot first. I haven't tried using a non-dedicated Drop Pod yet, that's next on my list.]]></description>
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				<pubDate><![CDATA[Sun, 1 May 2016 17:31:30]]> GMT</pubDate>
				<author><![CDATA[ Quanar]]></author>
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				<title>Re:[1500] - Dark angel - First ever list</title>
				<description><![CDATA[ Thanks so much for the great feedback, I think you both have hit the nail on the head I'm so new and not really played any games with them That I'm just picking what looks/sounds good from the codex and rule book.<br /> <br /> Trying to work towards the formations (the speeder and bikes give me one) and I will probably build not build the term set as knights just another normal term squad for a bit more versatility. I will deffo have a sit down with each unit and look at their weapons and what the intention is for each]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 08:59:55]]> GMT</pubDate>
				<author><![CDATA[ CrimsonRake]]></author>
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				<title>[1500] - Dark angel - First ever list</title>
				<description><![CDATA[ Good to see someone coming into the hobby. I hope we can make you feel welcome.<br /> <br /> The key to Space Marines (and <span class="glossaryitem" onmouseover='gp(3);'>40k</span> in general, to be honest) is to specialise your units, as the other respondents have said. All the Plasma (gun and combi-, possibly also Cannon if you want to sit on a home objective) will give you a good, versatile build and will be decently fluffy to boot. That's only an example, mind. Your taste is what matters.<br /> <br /> Also, transports are all but essential for Tactical Squads. Either take two 10-man squads in Rhinos or several smaller units in Razorbacks. The transports can deliver your squads onto objectives and screen them against the worst anti-infantry fire.<br /> <br /> Frankly, though, that's the only advice that's worth taking. Despite what internet power-gamers would have you believe, <span class="glossaryitem" onmouseover='gp(3);'>40k</span> is and always has been a game of strategy, and you are always better off working by good old-fashioned trial-and-error. I can't possibly speak to what tactics you'll prefer or how your local community plays. I know this sounds like a cop-out, but that's the fact.<br /> <br /> The best way to proceed, (ideally before you build anything), is to borrow an army or two and have some games at your nearest club or shop. That'll give you a good feel for how you'd like to play. You may find that you can't stand playing anything in Power Armour and would rather have a go with something quick and stabby, if you catch my drift.<br /> <br /> Anyway, I hope you find this hobby to your liking. There's typically a niche for everyone. The crucial thing is not to let the internet decide things for you; you absolutely <b>must</b> build and paint and play your own way.]]></description>
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				<pubDate><![CDATA[Mon, 2 May 2016 09:35:36]]> GMT</pubDate>
				<author><![CDATA[ Spineyguy]]></author>
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				<title>[1500] - Dark angel - First ever list</title>
				<description><![CDATA[ captain should get the shroud of heroes for 10 points it does so much work, in fact my warlord is never without one.<br /> <br /> get the librarian an invul save. even if your starved for points here a combat shield is 5 points for a 6++. youd be crazy to at least not give him that.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 May 2016 15:55:20]]> GMT</pubDate>
				<author><![CDATA[ ionusx]]></author>
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