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		<title><![CDATA[Latest posts for the thread "[1500] - Dark Angels"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "[1500] - Dark Angels"]]></description>
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				<title>[1500] - Dark Angels</title>
				<description><![CDATA[ Hello one and all.<br /> <br /> With a new year I am starting a new army. I am looking to go back to the Dark Angles, an army I stated collecting many years ago while I was at uni. I got myself the Christmas released <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad with Rhino (& Upgrade) plus a copy of the Codex. I'm wanting to build a mechanized Fast army list capping out at 1500pts. My initial draft list is as follows and I would appreciate any comments, recommendations or plain - "What do you think you are doing man", comments.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - Company Master = Relic Blade<br /> Troops - 10 Man <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad, Missile, Melta, Combi Melta & Power sword. + Rhino.<br /> Troops - 10 Man <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad, Missile, Melta, Combi Melta & Power sword. + Rhino.<br /> Elites - 5 Man Company Veterans, with 3 x Power sword + Rhino.<br /> Elites - 5 Man Deathwing Knights + Landraider Crusader<br /> Fast - 5 Man Assault Squad with jump packs and 1 x power sword<br /> Fast - 5 Man Assault Squad with jump packs and 1 x power sword<br /> <br /> Thanks in advance.]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 15:16:30]]> GMT</pubDate>
				<author><![CDATA[ deejaybainbridge]]></author>
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				<title>Re:[1500] - Dark Angels</title>
				<description><![CDATA[ Looks like a cool force. I'm gunna suggest some minor options or alterations, but none are what I would call mandatory:<br /> <br /> First question - Where is the company master going? <br /> - The knights have room in their ride, but do they need more smash? The <span class="glossaryitem" onmouseover='gp(87);'>LR</span> is already making this an expensive unit, so it's a bit "all eggs in one basket". An alternative if he's going here is swapping him for a chaplain to hand out hatred to the knights instead.<br /> - The company vets would be the next choice, but not being able to assault out of the rhino hampers them a bit. If he's going here then I'd suggest adding some storm shields to the unit so they can survive AP2 shooting in the turn they get out.<br /> - He could buddy-up with the assault marines if you found the points for a jump pack.<br /> <br /> For the tactical squads, the missile launchers suggest that you're planning to combat squad them and leave half behind. I don't necessarily disagree, but I struggle to hold objectives with only 5 marines.]]></description>
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				<pubDate><![CDATA[Thu, 12 Jan 2017 18:34:15]]> GMT</pubDate>
				<author><![CDATA[ Quanar]]></author>
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				<title>Re:[1500] - Dark Angels</title>
				<description><![CDATA[ The Chapter master was going to buddy up with the vets, I do have concerns about them standing in the open for a turn but I hope the real fire power will be directed or stopped by the Knights as I'll usually try and time a two pronged attack.<br /> <br /> I agree that putting him with the Knights is a very risky "all or nothing" unit. So I will avoid that.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads have the option to combat squad up. Again I agree that holding objectives with 5 man squads is a little hard, but I feel it's the only option for marines due to points cost.<br /> <br /> Cheers for the comments.]]></description>
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				<pubDate><![CDATA[Fri, 13 Jan 2017 09:17:08]]> GMT</pubDate>
				<author><![CDATA[ deejaybainbridge]]></author>
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