|
Tactica Dark Angels
DA Tactical Thread (Input please) littlepurplemonkey.
RE: DA Tactical Thread (Input
please) Nogdred (2/20/2002 9:00).
Oh sign
me up - I'm interested :-) BloodAngelBrotherEdward (2/20/2002 9:15).
army composition concepts (long)
bodycount (2/20/2002 9:31).
oh well, there goes another tactical
thread : ( bodycount (2/20/2002 10:12).
:( - thnx
for your input though - cmon answer guys - please! littlepurplemonkey (2/20/2002
11:13).
RE: :( - thnx for your input though - cmon answer guys - please! micahmbg
(2/20/2002
11:49).
bumps for the bump god BloodAngelBrotherEdward (2/28/2002 7:25).
my DA tactics aurion (2/20/2002
12:19).
anyone...Beuller?
aurion (2/20/2002 13:41).
RE: anyone...Beuller? micahmbg (2/20/2002 14:36).
an important
principle bodycount (2/21/2002 5:42).
RE: an important principle aurion (2/21/2002 9:20).
back to the front with this one!
:-) BloodAngelBrotherEdward (2/20/2002 16:02).
angels,
unite : ))) bodycount (2/21/2002 7:58).
greetings brothers! :-) BloodAngelBrotherEdward (2/21/2002 23:54).
Things that go bump in the night.
(NT)
(NT) littlepurplemonkey (2/20/2002 17:56).
RE: DA Tactical Thread (Input
please) danimalicious (2/20/2002 21:13).
a reply...
aurion (2/21/2002 2:17).
RE: Scout w/Shotguns smailliwat (2/24/2002 20:47).
RE: Scout w/Shotguns bodycount (2/25/2002 5:17).
on deathwing
and other issues bodycount (2/21/2002 4:22).
ASK ME WHAT U WANNA KNOW (NT) doomangel (2/21/2002 5:48).
RE: on deathwing and other issues littlepurplemonkey (2/21/2002 8:27).
thunder strike bodycount (2/21/2002 9:09).
RE: thunder strike aurion (2/21/2002 9:31).
RE: RE: on deathwing and other issues blackbone (3/4/2002 15:28).
RE: on deathwing and other issues danimalicious (2/21/2002 21:02).
tactical dreadnought armor for ICs bodycount (2/22/2002 4:17).
RE: tactical dreadnought armor for ICs littlepurplemonkey (2/22/2002 7:56).
oh well, my bad : ))) bodycount (2/22/2002 8:25).
c'mon, we need your ideas (that
and a bump : ))) (NT) bodycount (2/21/2002 11:43).
DA standards... aurion (2/21/2002
11:44).
RE: DA
standards... xvr (2/25/2002 10:50).
the righteous retribution ... bodycount (2/25/2002 11:27).
My thoughts on the RavenWing erdagon
(2/21/2002 15:02).
we need
more ideas on RW bodycount (2/22/2002 3:48).
like all things , it depends on your opponent . erdagon (2/22/2002 10:07).
OH MY GOD!! Sydney!!.....did you
hear that?!?!?! it went BUMP!!!!!!!!!!!!!!!! (NT) Broadsider
(2/21/2002 15:40).
Just another bump. (NT) littlepurplemonkey
(2/21/2002 19:00).
OK, Tactics... tactics... hmmm...
tactics? (long) Drazden (2/21/2002 20:19).
artificer
armor and psychic hood - do they really work that well ? bodycount (2/22/2002
5:22).
the other option... aurion (2/22/2002 8:43).
that's an idea ... bodycount (2/22/2002 10:12).
Artificer armour erdagon (2/22/2002 10:45).
nice idea!!! nt (NT) sutek (3/5/2002 0:42).
*sigh*
All right Drazden (2/22/2002 15:56).
white, as in deathwing ... bodycount (2/23/2002 7:00).
White armour , eh ? erdagon (2/23/2002 10:44).
RE: OK,
Tactics... tactics... hmmm... tactics? (long) blackbone (3/4/2002 16:22).
Come again ? erdagon (3/5/2002 0:22).
Novice's Strategy boltgunfire
(2/21/2002 22:41).
hey, whats
that? a bump!! (NT) Thomo (2/22/2002 5:07).
Huh? (NT) boltgunfire (2/22/2002 18:11).
an army list (guess what, DW included
:) bodycount (2/22/2002 9:58).
My vision
on this . erdagon (2/22/2002 10:33).
oh my - questions about Blood Angels? BloodAngelBrotherEdward (2/22/2002
10:52).
RE: an
army list (guess what, DW included :) blackbone (3/4/2002 16:37).
Ah , the Razorback erdagon (3/5/2002 0:28).
RE: Ah , the Razorback blackbone (3/5/2002 12:26).
Givin it "ze" boot (NT) erdagon
(2/22/2002 15:24).
Review this DA army please Broadsider
(2/22/2002 18:21).
a 1500pt
DA tourney Army doomangel (2/22/2002 20:33).
lemme see . erdagon (2/23/2002 3:33).
another rewiev ... bodycount (2/23/2002 9:09).
a tactical concept ... bodycount (2/24/2002 7:56).
Some small suggestions . erdagon (2/24/2002 8:40).
RE: a tactical concept ... littlepurplemonkey (2/24/2002 9:32).
a review
... bodycount (2/23/2002 8:11).
Givin it the ole' one two punch!!!!1
(NT) Broadsider (2/22/2002 22:29).
one word
doomangel (2/22/2002 23:52).
I wonder where the GW DA specialist
are . erdagon (2/23/2002 3:36).
My Army Thomo (2/23/2002 5:04).
reviewing
erdagon (2/23/2002 10:59).
RE: reviewing Thomo (2/24/2002 0:44).
Uh , I forgot . erdagon (2/24/2002 3:24).
RE: My
Army micahmbg (2/23/2002 11:04).
My really bad army list. :) littlepurplemonkey
(2/23/2002 16:58).
Here goes
erdagon (2/23/2002 20:36).
Thanks littlepurplemonkey (2/24/2002 14:55).
One small bump for man...... (NT)
littlepurplemonkey (2/24/2002 17:25).
......
but one big BUMP for mankind (NT) erdagon (2/25/2002 4:05).
Could you wise Grandmasters review
this? Yaj (2/25/2002 7:00).
we could
; ))) bodycount (2/25/2002 8:27).
Thanks,
bodycount!!, anymore? BUMP!!(NT) Yaj (2/25/2002 10:05).
Not sure
if I'm wise , but anyway ...... erdagon (2/25/2002 12:30).
important question on force selection ... bodycount (2/25/2002 15:53).
RE: important question on force selection ... GrandmasterUlysses (2/25/2002
16:15).
welcome ... bodycount (2/25/2002 16:32).
I don't know if you can count this as official but ...... erdagon (2/25/2002
23:59).
bumps for the bump god :-) BloodAngelBrotherEdward
(2/26/2002 5:26).
and on
the subject of nurgle ... bodycount (2/26/2002 5:39).
nurgle is just first :-) BloodAngelBrotherEdward (2/26/2002 14:07).
A quick couple o' things (plus another boot to the front ;) irskin (3/8/2002
21:16).
Bodycount , do you think we're
the only two DA Tactical masterminds ? ( and a free BUMP
ofcourse) erdagon (2/26/2002 11:42).
I know
this isn't meant for me, but littlepurplemonkey (2/26/2002 12:32).
Thanks . :) erdagon (2/26/2002 13:35).
back on the thread ... bodycount (2/28/2002 7:27).
RE: DA Tactical Thread (Input
please) danimalicious (2/26/2002 11:53).
RE: RE:
DA Tactical Thread (Input please) littlepurplemonkey (2/26/2002 12:38).
a bag
of tricks ... bodycount (2/28/2002 18:25).
Tricky indeed erdagon (2/28/2002 23:47).
about the undead ... bodycount (3/1/2002 5:06).
You're right . Almost . :p erdagon (3/1/2002 11:42).
plasma frenzy ... bodycount (3/4/2002 3:52).
RE: DA Tactical Thread (Input
please) deathdroidMK (2/26/2002 12:41).
Blood
Angels trouble , eh ? erdagon (2/26/2002 13:30).
RE: Blood Angels trouble , eh ? deathdroidMK (2/27/2002 12:40).
reply
aurion (2/26/2002 14:22).
ignore this im just posting so i can find the dang thread again my computer
messed up
(NT) irskin (3/8/2002 19:15).
What's our best HQ choice? Drazden
(2/26/2002 16:54).
GM w Term
Armor, Storm Bolter, and SoS (NT) aurion (2/26/2002 17:31).
best hq
choice ? erdagon (2/27/2002 5:41).
Repent for Tommorow you Die!!!!
Masterofthedeathwing (2/26/2002 18:09).
RE: Repent
for Tommorow you Die!!!! danimalicious (2/26/2002 19:32).
twinlinked = 2kills ? No way . erdagon (2/26/2002 23:48).
RE: twinlinked = 2kills ? No way . danimalicious (2/27/2002 10:55).
I know . erdagon (2/27/2002 11:30).
A word
in your ear ..... erdagon (2/26/2002 23:59).
RE: A word in your ear ..... Masterofthedeathwing (2/27/2002 17:18).
I see . erdagon (2/28/2002 0:01).
Uhhhhh *BUMP* :)(N/T) Masterofthedeathwing
(2/27/2002 8:40).
Confusion over Command Squads...
Yaj (2/27/2002 8:41).
RE: Confusion
over Command Squads... littlepurplemonkey (2/27/2002 11:13).
the Tac
squad it is . erdagon (2/27/2002 11:56).
things
have changed... aurion (2/27/2002 12:07).
RE: things have changed... danimalicious (2/27/2002 12:29).
ravenwing goodness... aurion (2/27/2002 12:45).
RE: ravenwing goodness... littlepurplemonkey (2/27/2002 12:59).
RE: RE: ravenwing goodness... aurion (2/27/2002 13:29).
RW command squads erdagon (2/27/2002 13:09).
Deathwing Armies... aurion (2/27/2002
13:35).
Deathwing
Army erdagon (2/28/2002 0:08).
a bump for stewardofgondor, your
newest Dark Angel (NT) BloodAngelBrotherEdward
(2/27/2002 15:28).
RE: DA Tactical Thread (Input
please) Glorfindel_888 (2/27/2002 17:48).
RE: DA Tactical Thread (Input
please) Glorfindel_888 (2/28/2002 2:17).
a couple
of thoughts (rivendell style, i guess ; ) bodycount (2/28/2002 10:18).
RE: a couple of thoughts (rivendell style, i guess ; ) Glorfindel_888 (2/28/2002
12:50).
Termie Sgt. Question littlepurplemonkey
(2/28/2002 10:11).
RE: Termie
Sgt. Question aurion (2/28/2002 10:47).
Termie
Sgt. Answer bodycount (2/28/2002 10:46).
Termie
Sgt. answer erdagon (2/28/2002 11:01).
RE: Termie
Sgt. Question Glorfindel_888 (2/28/2002 13:44).
Don't know how official this is but ...... erdagon (2/28/2002 14:47).
RE: Don't know how official this is but ...... Glorfindel_888 (3/1/2002
1:25).
2000 Ravenwing army list danimalicious
(3/1/2002 2:05).
RE: 2000
Ravenwing army list irskin (3/8/2002 22:58).
Ravenwing characters danimalicious
(3/1/2002 2:06).
RE: Ravenwing
characters danimalicious (3/1/2002 2:24).
Good news for ya . erdagon (3/1/2002 11:37).
Thanks for all your responses!
littlepurplemonkey (3/1/2002 13:45).
Is this too cheesy? Rate the cheese
Glorfindel_888 (3/2/2002 15:19).
RE: Is
this too cheesy? Rate the cheese Glorfindel_888 (3/2/2002 18:53).
Cheesy ? I thought you said that cheese doesn't excist . :p erdagon (3/3/2002
5:31).
RE: Cheesy ? I thought you said that cheese doesn't excist . :p Glorfindel_888
(3/3/2002 12:12).
Anyone know a quick way to save
this thread? zeusss (3/3/2002 19:52).
RE: Isn't
it called a bump iwantmyk (3/4/2002 1:05).
RE: Anyone
know a quick way to save this thread? erdagon (3/4/2002 3:35).
Thanks Erdagon! And Brother Edward for hosting it! (NT) zeusss (3/5/2002
2:08).
RE: DA Tactical Thread (Input
please) blackbone (3/4/2002 16:09).
True ,
but ...... erdagon (3/5/2002 0:45).
Recovered from page11 (in other
words BUMP) (NT) erdagon (3/6/2002 12:55).
Ravenwing
IC revisted! danimalicious (3/7/2002 2:34).
2 army lists for review danimalicious
(3/8/2002 3:08).
Aaaah! What's that? It's a-a-a....
*Bump* Drazden (3/8/2002 10:25).
Could someone plz review my 2
lists thomo (3/8/2002 20:37).
Here's what I've got... irskin
(3/8/2002 20:44).
Have a BUMP and a question on
the top! irskin (3/8/2002 23:36).
Ah , Plasma
death erdagon (3/9/2002 1:06).
blast
'em ! : ) bodycount (3/9/2002 5:07).
Speeder Question thomo (3/9/2002
5:43).
all depends
on the point allowance ... bodycount (3/9/2002 6:35).
Ah , the
RavenWing erdagon (3/9/2002 8:39).
RE: Speeder
Question littlepurplemonkey (3/9/2002 9:01).
thank YOU first of all ... bodycount (3/9/2002 10:35).
A random quandry... irskin (3/9/2002
9:04).
translation
... bodycount (3/9/2002 10:24).
RE: translation ... irskin (3/9/2002 10:34).
on names sources ... bodycount (3/9/2002 10:50).
how many of you ... bodycount (3/9/2002 12:46).
I think I've seen that book... irskin (3/9/2002 20:15).
that elusive koth ridge ... bodycount (3/10/2002 4:39).
I'll probably be killed byyou
for saying this but....are Dark Angels good?? Bologs (3/9/2002
12:53).
a bit,
i guess : ))) bodycount (3/9/2002 13:39).
Zeke for PM! :) littlepurplemonkey (3/9/2002 14:05).
...I think it's finally just about
dead... (NT) irskin (3/9/2002 23:14).
not dead
yet! danimalicious (3/12/2002 2:11).
hard to kill, are we : ))) bodycount (3/12/2002 15:33).
Question about Lion Helm Glorfindel_888
(3/12/2002 12:19).
lion king
: ))) bodycount (3/12/2002 15:44).
A second Question Glorfindel_888
(3/12/2002 14:56).
*all smiles*
bodycount (3/12/2002 15:56).
RE: *all smiles* Glorfindel_888 (3/12/2002 18:04).
see you on friday bodycount (3/12/2002 20:53).
hey glorfindel, you out there? anybody else? bodycount (3/15/2002 5:58).
Still alive (barely) littlepurplemonkey
(3/15/2002 11:19).
RE: Still
alive (barely) danimalicious (3/15/2002 11:36).
Still here. WOO 200th post in
this thread! Glorfindel_888 (3/15/2002 13:59).
ah, there
you are ... bodycount (3/15/2002 18:08).
RE: ah, there you are ... Glorfindel_888 (3/16/2002 14:06).
littlepurplemonkey does a dance....
littlepurplemonkey (3/17/2002 17:09).
WHAT ?!
: ))) LPM - i love you 'bro ... bodycount (3/17/2002 17:46).
Special characters revisited.
littlepurplemonkey (3/18/2002 11:21).
Here goes mine... Too cheesy???
Melkaia (3/18/2002 12:08).
DA Tactical Thread (Input please) . (206 Replies). littlepurplemonkey[].
2/20/2002 8:53 (3/18/2002 12:08)
Hello, could you Dark Angels guys give me some general tactical
advice and force
composition advice please.
Thanks.
Reply
Back To Thread Navigation
RE: DA Tactical Thread (Input please)
. (1 Replies). Nogdred[]. 2/20/2002 9:00 (2/20/2002 9:15)
>> Hello, could you Dark Angels guys give me some general tactical
advice and force
composition advice please.
>> Thanks.
What sort of points value??
Reply
Back To Thread Navigation
Oh sign
me up - I'm interested :-) . (0 Replies). BloodAngelBrotherEdward[]. 2/20/2002
9:15
(2/20/2002 9:15)
>> What sort of points value??
Hello everyone!
I must admit I do not know enough about the Dark Angels! I have
the codex right here - but
seeing as how I've never played them (nor seen them used firsthand)
and ESPECIALLY since
they just revamped the rules recently - I'd really like to hear
your thoughts on general Dark
Angel strengths and weaknesses. Go ahead and shoot for the 1500pt
armies, and feel free to
dive deep into tactics - I'll try my best to keep up :-)
I look forward to seeing this thread develop :-)
Glory to the Emperor and Sanguinius ~ Brother Edward
Reply
Back To Thread Navigation
army composition concepts (long)
. (0 Replies). bodycount[]. 2/20/2002 9:31 (2/20/2002 9:31)
ok. here's my old post (so some may have well seen it already)
but i think it'll fit the thread
nicely (free bump included ;)))
anyways, some of my rumblings about army composition concepts,
with a spotlight cast on
tactical squads. hope you enjoy it.
you'll hear a lot of people say dark angels are a shooty army.
i think there are two main
reasons for that: the previous version of the intractable rule
and the relative (compared to
templars, wolves or blood angels) lack of an overwhelming HtH
punch - like specialist units or
weapon options (deathwing notwithstanding).
dark angels also have as good fire power as any space marine army
(hit on 3+, a wide range
of firearms available). but also - as any space marines - they
are tough, with solid WS, S and
T, and of course 3+ armor save, so you can safely bet that they
will fare in HtH just as well as
in the shooting phase. last but not least, with the stubborn
rule, you have an option to field
"unbreakable" units.
now, as the intractable rule is changed DA will -IMHO - appear
more clearly for what i've
been thinking of them all along - a multi purpose force, one
that is equally capable of filling it in
both long, and close ranges. therefore the task of a dark angels
commander is to properly
identify when to engage in a firefight and when to charge into
a melee. and, of course, to use
good tactics to achieve the maximum effectiveness of both.
i like the "two swords" comparison - it takes more time to learn
how to balance and wield
them with skill, but once you do, you will always have an advantage
over your opponents,
possessing more tools to win the day than they have.
and what other DA unit (or any SM unit for that matter) fits the
“two swords” approach better
than a tactical squad? they posses several advantages, like access
to cheap heavy weapons,
different transport options, vet sarge and his gear/stubborn
rule, that make them ideal to
effectively carry out almost every task you assign them on the
battlefield: screen other troops,
provide fire support, advance or head for an armored assault.
i like to get as many tac sqds as possible. these basically fall
into two categories: assault teams
or fire support teams.
assault-oriented tac squads need to be 10-strong. period. you
cannot overestimate the
numbers role in HtH. give them an assault weapon to add some
punch to their pre-charging
fire. i usually go for the meltagun, but against swarm armies
you may feel a flamer is more like
it. basically the melta gives you anti-armor and instant kill
capabilities - and since you want to
close with the enemy that may be useful. the flamer on the other
hand is perfect for
pre-charging fire as it offers target selection where you get
to pick who's toast :))). always give
the assault team frags, never bother with the kraks (at least
as a general rule ;). if you decide
you want to add a vet sarge to boost HtH capabilities of the
unit remember about the point
cost. a vet sarge is already a 30 pts investment with just a
single wound. if you start piling
weapons/wargear on him you may end up having a 1-wound character
worth 60 points. my
vet sarge either gets a power weapon (46 pts in total) or rarely
a power fist/storm shield
combo to offer some much-needed protection (it is 66 pts, but
he gets an inv. 4+ save against
1 opponent in HtH - usually armed with a power weapon or fist).
my assault-oriented tac squads always ride in rhinos. extra armor
and smokers for the grand
total of 58 points - usually a safe bet to charge by turn 2.
the other crucial type of tac squad is a fire support team. ideally
6 to 8 strong, with a missile
launcher. the number of fire teams, and their equipment, depend
on points distribution within
your force. if you have enough heavy fire power elsewhere (dreadnoughts,
vehicles,
devastators) you’ll tend to take less tac squads for fire support
purposes. i like to have
100-point teams of 6 marines (sarge with bolter, 1 marine with
a missile launcher). these can
be expanded and modified (ie. add a plasma gun or extra marines),
but i usually go with a
cheap (100 pts) version and as many of such squads as possible
for one main reason - i often
use them to screen my other troops’ position or block the advance
of enemy units. heck, they
can even screen each other.
in this way you are perfectly able to set up kill zones and drag
your opponent into suicidal
assaults. if he sweeping advances he buys it, if he consolidates
- he buys it. and against certain
units that have to sweeping advance you don’t even have to worry
about 4-inch spacing
between your units. of course this is not as easy as it sounds
- if your opponent gets to charge
several units at once then the small firing teams get the chop
most of the time. but with proper
shot selection, concentration of fire and taking out enemy transports
they have a great
opportunity to blast any opposition to bits.
once the enemy has been purged with fire it’s time to administer
the righteous retribution up
close and personal and the DA characters come with 4 basic attacks.
damn. IMHO if an A4
model doesn't get into HtH it's a waste of points. so my leaders
usually get a cmd squad and a
transport. the alternative is an independent character on a bike
or with a jump pack. but that
means you either hide him behind other advancing units and he's
going to support their assault
or you need to look into getting an assault squad or ravenwing
for the character to join.
the obvious choice is a master or grandmaster. iron halo is a
must. then - depending on the
target: lighting claws or a power fist and bolt pistol. in case
of a grand master, if the points
allow it, the sword of secrets is always tempting. the next character
of choice is a chaplain -
coming with a power weapon and inv. save - yes, he's combat oriented
(and point-eficient).
librarians are tricky to use and expensive. so usually my last
choice, although if a librarian with
a command squad and weaken resolve power charges in, you can
expect pretty good things
to happen. and now that the librarian can have smite it adds
to his versality.
look carefully into cmd squad options - apothecary, techmarine
and standard bearer are free
upgrades that may be given weapons/wargear. that means you get
an additional attack (bolt
pistol and CCW) for a grand total of 2 points. nice. not to mention
the time when my
command squad wielded 5 power weapons. damn expensive (and not
that much efficient) but
fun.
another way to utilise tac squads (or cmd. squads for that mater)
is to create 6-men armored
squads, riding in razorbacks. with that approach you will generally
field between 4 to 6
'backs, which gives a lot of mobile fire power that can be used
for tank/transport busting. a
mobile shooty force played to its strengths can be very difficult
to contain.
ok. so we have different configurations of tac squads (IMHO the
main stay of any space
marine army) and a an HQ or two (the command squad is essentially
a tac squad with some
extra options). remember about filling it in both long and close
range? yes, that means we now
get into some serious fire power, my two favorites being devastator
squads and shooty
dreadnoughts.
a dev squad. sarge always gets a bolter and if the squad is in
a razorback (TL lascan or lascan
& TL plasma guns, don't take smokers- you want to shoot)
i add a 6th marine, if not they are
usually 7 or 8-strong. pick weapons according to target. and
yes the razorback is a great
addition - it assures that you get into a firing position in
turn 1 and then it's a mobile firebase
(vulnerable though - but hey, it takes fire off your other units).
also, if your dev sqd ends up in
reserves then a transport option will become vital to enter the
battlefield and set up in the same
turn.
there is one more way to use devastators that I found useful -
but it depends on army
composition a lot. since a devastator and a tactical marine cost
the same (weapon options
notwithstanding) you can use them to create assault-teams or
create more fire support teams
(with 6 troops slots still open).
finally the dreadnought. move six inches and fire two weapons
- that is what you need for
effective tank hunting and forcing advancing enemy units to change
their position. armor 12
gives you decent staying power. i always take the missile launcher
upgrade, usually combined
with TL lascans or an autocannon (taking weapons with the same
range allows you to max out
on fire power).
these are IMHO the basic army composition concepts for the DA.
once grasped, you are at a
perfect position to expand, adding units that will boost your
tac sqds capabilities - assault
squads, ravenwing, deathwing, scouts. but unless playing an all
DW or RW army, I have
found that tac squads and that "two swords" approach is the ultimate
winner.
good hunting,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
oh well, there goes another tactical
thread : ( . (3 Replies). bodycount[]. 2/20/2002 10:12 (2/28/2002
7:25)
Reply
Back To Thread Navigation
:( - thnx
for your input though - cmon answer guys - please! . (2 Replies).
littlepurplemonkey[]. 2/20/2002 11:13 (2/28/2002 7:25)
Reply
Back To Thread Navigation
RE: :( - thnx for your input though - cmon answer guys - please! . (0 Replies).
micahmbg[].
2/20/2002 11:49 (2/20/2002 11:49)
>>
Having played Dark Angels a lot I can offer some advice...
Though Bodycount did a wonderful job! and didnt leave much out...
But I do feel I can expand a bit perhaps...
Dark Angels and 'Vanilla' marines have some similarties in that
both are very versatile, but in
my opinion, one thing that gives Dark Angels some oooomph is
the stubborn ability/we won't
fall back from shooting now abilty. This makes them ideal for
take/hold missions as well as
any mission where they have to go someplace on the board, and
then not leave (Dawn
Assault, Cleanse, Recon etc). My usuall strategy is to give my
force Rhinos (Razorbacks as
well) and spend the first turn moving to where I want/need my
guys. Then I unload and sit.
Granted this does not work for every mission, but for those missions
it is grand. Space
Marines are tough to move as is, fearless (thanks to stubborn)
are even tougher. For this role I
usually take a missile launcher and plasma gun in a 10 man squad,
but if I can squeeze it in the
points a plasma cannon (obviousoly just started this). Although
not often thought of as the
most mobile of armies (with the exception of the Ravenwing) I
think that a force in Rhino's
combined with some Ravenwing units makes for not only a very
flexable/mobile force but it
also makes what is not a close combat heavy army able to move
up and assault quite well.
Well, those are my two thoughts: oh and my army list:
Librarian in terminator armor, lightning claw, storm bolter.
-Command Section: 4 Marines with bolters
-Mounted in 'normal' Land Raider
(i know pricy when the LR is thrown in but wait and see the rest
of the force :) )
Tac Squad: 10, 7 bolters, 1 plasma gun, 1 missile launcher,Vet
Sgt with power weapon and
bolt pistol, mounted in a Rhino with extra armor and smoke launchers.
Tac Squad: 10, 7 bolters, 1 plasma gun, 1 missile launcher, Sgt,
mounted in a Rhino with extra
armor and smoke launchers.
Tac Squad: 6, 4 bolters, 1 melta gun, Vet Sgt with plasma pistol
and close combat weapon,
mounted in a Razorback with twin lascannons.
Tac Squad: 6, 4 bolters, 1 plasma gun (may change to a flamer,
though not sure), Vet Sgt with
plasma pistol and close combat weapon, mounted in a Razorback
with twin lascannons.
Ravenwing Land Speeder Squadron: 2 speeders, 2 assault cannons.
(fire support role)
Vindicator Assault Tank
Predator Ahnilator with lascannon sponsons.
Total Force: 1700
Best of luck to all
Micah
Reply
Back To Thread Navigation
bumps for the bump god . (0 Replies). BloodAngelBrotherEdward[]. 2/28/2002
7:25 (2/28/2002
7:25)
bumps for the bump god
Reply
Back To Thread Navigation
my DA tactics . (4 Replies). aurion[].
2/20/2002 12:19 (2/21/2002 9:20)
Well, here goes, I'll add my bit to this thread.
Below is a brief synopsis of a "typical" list for me:
HQ - Grand Master w/ Term Armor and Sword of Secrets
TROOPS - 4x Tactical Squads (2 w/ Plasma Cannon/Plasmagun and
2 w/ Heavy
Bolter/Meltagun) - All get Vet Sgts w/ Stubborn & Auspex
FAST - Assault Squad w/ 2 Plasma Pistols & Stubborn Sgt w/
PWpn
HEAVY - Dev Squad w/ 2 Missile Launchers and 2 Lascannon w/ Stubborn
Sgt w/ Auspex
That is around 1500 points. We usually play with 1700 so you will
see a little more variety in
the army. Usually a Whirlwind and a Predator Annihilator. All
the squads are maxed out in
size. We usually know the scenario ahead of time so we can prepare
for that. Really sucks to
show up to a Breakthrough with an infantry army. The most common
scenario we play is
Cleanse, hence the above list.
Usually in a Cleanse mission I will stand still and shoot as much
as possible for about 3 turns. I
use the Assault Squad to intercept opponent's Fast Attack and
keep them off my shooters.
The Grand Master also fills that role, attacking the odd unit
(such as summoned daemons or
such) that makes it into my quadrant. I don't worry so much about
eliminating squads as I do
about reducing them below half strength to keep them from controlling
quadrants.
The Devs engage enemy armor, preferably Dreadnoughts and Transport
vehicles, then switch
to an anti-personnel role when necessary. If I am facing Imperial
Guard with heavy tanks I will
use the Assault Squad (which has Meltabombs) to get them (hopefully).
I just have to break a
hole in the enemy lines to do it. I usually don't bother shooting
at the AV14 Lemans. It's not
worth wasting a whole squad shooting to hopefully scratch the
paint. If you take out the rest of
his army the Lemans won't do him much good anyway.
I used to put Missile Lauchers in my Tac Squads for anti-personnel
templates but the Plasma
Cannons now fill that role (much better I might add). I will
concentrate firepower for the first
three turns to take down as many enemy as I can at range. When
I set up I place the my tac
squads as close to the quadrant edges as I can (terrain and fire
lanes allowing) so I can get
across in one turn. Usually by the time I am crossing the enemy
is close enough for me to
shoot with my rapid fire weapons even on the move.
Well, that's about it. My Dark Angels are about as shooty as you
can get but I have enough
models to field at least three Dreadnoughts plus Attack Bikes,
Land Speeders, Terminators,
Land Raiders, etc. Like I said, we usually know the scenario
beforehand so I can tailor the
army to meet my needs.
Just last week I played 1700 points against Tyranids in a Cleanse
mission and wiped out his
army save for two Warrior squads he was using to hold table quarters
(one of which I
contested). I controlled two quarters hands down. In the game
I lost only 6 models: my two
plasma cannons blew themselves up (it happens), two models to
acid blood (I don't think I've
ever made an acid blood save, it's creepy), and two models to
his attacks. I did have the
Predator and Whirlwind to help in that game.
And I am known to be the WORST roller in our gaming group. The
dice gods hate me.
Cheers and happy gaming,
Aurion
Reply
Back To Thread Navigation
anyone...Beuller?
. (1 Replies). aurion[]. 2/20/2002 13:41 (2/20/2002 14:36)
>> Well, here goes, I'll add my bit to this thread.
>>
>> Below is a brief synopsis of a "typical" list for me:
>>
>> HQ - Grand Master w/ Term Armor and Sword of Secrets
>>
>> TROOPS - 4x Tactical Squads (2 w/ Plasma Cannon/Plasmagun
and 2 w/ Heavy
Bolter/Meltagun) - All get Vet Sgts w/ Stubborn & Auspex
>>
>> FAST - Assault Squad w/ 2 Plasma Pistols & Stubborn Sgt
w/ PWpn
>>
>> HEAVY - Dev Squad w/ 2 Missile Launchers and 2 Lascannon w/
Stubborn Sgt w/
Auspex
>>
>> That is around 1500 points. We usually play with 1700 so you
will see a little more variety
in the army. Usually a Whirlwind and a Predator Annihilator.
All the squads are maxed out in
size. We usually know the scenario ahead of time so we can prepare
for that. Really sucks to
show up to a Breakthrough with an infantry army. The most common
scenario we play is
Cleanse, hence the above list.
>>
>> Usually in a Cleanse mission I will stand still and shoot
as much as possible for about 3
turns. I use the Assault Squad to intercept opponent's Fast Attack
and keep them off my
shooters. The Grand Master also fills that role, attacking the
odd unit (such as summoned
daemons or such) that makes it into my quadrant. I don't worry
so much about eliminating
squads as I do about reducing them below half strength to keep
them from controlling
quadrants.
>>
>> The Devs engage enemy armor, preferably Dreadnoughts and Transport
vehicles, then
switch to an anti-personnel role when necessary. If I am facing
Imperial
Guard with heavy
tanks I will use the Assault Squad (which has Meltabombs) to
get them (hopefully). I just have
to break a hole in the enemy lines to do it. I usually don't
bother shooting at the AV14
Lemans. It's not worth wasting a whole squad shooting to hopefully
scratch the paint. If you
take out the rest of his army the Lemans won't do him much good
anyway.
>>
>> I used to put Missile Lauchers in my Tac Squads for anti-personnel
templates but the
Plasma Cannons now fill that role (much better I might add).
I will concentrate firepower for
the first three turns to take down as many enemy as I can at
range. When I set up I place the
my tac squads as close to the quadrant edges as I can (terrain
and fire lanes allowing) so I can
get across in one turn. Usually by the time I am crossing the
enemy is close enough for me to
shoot with my rapid fire weapons even on the move.
>>
>> Well, that's about it. My Dark Angels are about as shooty
as you can get but I have
enough models to field at least three Dreadnoughts plus Attack
Bikes, Land Speeders,
Terminators, Land Raiders, etc. Like I said, we usually know
the scenario beforehand so I
can tailor the army to meet my needs.
>>
>> Just last week I played 1700 points against Tyranids in a
Cleanse mission and wiped out
his army save for two Warrior squads he was using to hold table
quarters (one of which I
contested). I controlled two quarters hands down. In the game
I lost only 6 models: my two
plasma cannons blew themselves up (it happens), two models to
acid blood (I don't think I've
ever made an acid blood save, it's creepy), and two models to
his attacks. I did have the
Predator and Whirlwind to help in that game.
>>
>> And I am known to be the WORST roller in our gaming group.
The dice gods hate me.
>>
>> Cheers and happy gaming,
>>
>> Aurion
Reply
Back To Thread Navigation
RE: anyone...Beuller? . (0 Replies). micahmbg[]. 2/20/2002 14:36 (2/20/2002
14:36)
>> >> Well, here goes, I'll add my bit to this thread.
>> >>
>> >> Below is a brief synopsis of a "typical" list for me:
>> >>
>> >> HQ - Grand Master w/ Term Armor and Sword of Secrets
>> >>
>> >> TROOPS - 4x Tactical Squads (2 w/ Plasma Cannon/Plasmagun
and 2 w/ Heavy
Bolter/Meltagun) - All get Vet Sgts w/ Stubborn & Auspex
>> >>
>> >> FAST - Assault Squad w/ 2 Plasma Pistols & Stubborn
Sgt w/ PWpn
>> >>
>> >> HEAVY - Dev Squad w/ 2 Missile Launchers and 2 Lascannon
w/ Stubborn Sgt w/
Auspex
>> >>
>> >> That is around 1500 points. We usually play with 1700 so
you will see a little more
variety in the army. Usually a Whirlwind and a Predator Annihilator.
All the squads are maxed
out in size. We usually know the scenario ahead of time so we
can prepare for that. Really
sucks to show up to a Breakthrough with an infantry army. The
most common scenario we
play is Cleanse, hence the above list.
>> >>
>> >> Usually in a Cleanse mission I will stand still and shoot
as much as possible for about 3
turns. I use the Assault Squad to intercept opponent's Fast Attack
and keep them off my
shooters. The Grand Master also fills that role, attacking the
odd unit (such as summoned
daemons or such) that makes it into my quadrant. I don't worry
so much about eliminating
squads as I do about reducing them below half strength to keep
them from controlling
quadrants.
>> >>
>> >> The Devs engage enemy armor, preferably Dreadnoughts and
Transport vehicles, then
switch to an anti-personnel role when necessary. If I am facing
Imperial Guard with heavy
tanks I will use the Assault Squad (which has Meltabombs) to
get them (hopefully). I just have
to break a hole in the enemy lines to do it. I usually don't
bother shooting at the AV14
Lemans. It's not worth wasting a whole squad shooting to hopefully
scratch the paint. If you
take out the rest of his army the Lemans won't do him much good
anyway.
>> >>
>> >> I used to put Missile Lauchers in my Tac Squads for anti-personnel
templates but the
Plasma Cannons now fill that role (much better I might add).
I will concentrate firepower for
the first three turns to take down as many enemy as I can at
range. When I set up I place the
my tac squads as close to the quadrant edges as I can (terrain
and fire lanes allowing) so I can
get across in one turn. Usually by the time I am crossing the
enemy is close enough for me to
shoot with my rapid fire weapons even on the move.
>> >>
>> >> Well, that's about it. My Dark Angels are about as shooty
as you can get but I have
enough models to field at least three Dreadnoughts plus Attack
Bikes, Land Speeders,
Terminators, Land Raiders, etc. Like I said, we usually know
the scenario beforehand so I
can tailor the army to meet my needs.
>> >>
>> >> Just last week I played 1700 points against Tyranids in
a Cleanse mission and wiped
out his army save for two Warrior squads he was using to hold
table quarters (one of which I
contested). I controlled two quarters hands down. In the game
I lost only 6 models: my two
plasma cannons blew themselves up (it happens), two models to
acid blood (I don't think I've
ever made an acid blood save, it's creepy), and two models to
his attacks. I did have the
Predator and Whirlwind to help in that game.
>> >>
>> >> And I am known to be the WORST roller in our gaming group.
The dice gods hate
me.
>> >>
>> >> Cheers and happy gaming,
>> >>
>> >> Aurion
Looks good...might suffer from some problems should it have to
assault a strong point or
something, but like you said, you can swap units to fit the mission...
good job
Micah
Reply
Back To Thread Navigation
an important
principle . (1 Replies). bodycount[]. 2/21/2002 5:42 (2/21/2002 9:20)
>> Usually in a Cleanse mission ... I don't worry so much about
eliminating squads as I do
about reducing them below half strength to keep them from controlling
quadrants.
preceisely ... that is an important but often overlooked principle
- you don't have to kill things
to contain their threat. in your avarege 40k battle you'll see
people trying to blast/chop enemy
units instead of neutralizing threats they pose.
>> I used to put Missile Lauchers in my Tac Squads for anti-personnel
templates but the
Plasma Cannons now fill that role (much better I might add).
ha - that's my favourite debate lately. missile launcher or plasma
cannon? what do i give to my
tac squads? well, i have to say that i like to stick with the
ol' good ML for several reasons. no
1 is 48" range. not only that means you have larger control zone
(area in which you can
engage the enemy) but also it offers great protection for your
tac squad (yes, range is a good
measure of protection).
secondly IMHO it offers unmatched versality being able to provide
tank busting capability,
anti-infantry punch and may be usedto instant kill T4. finally
it's just 10 pts.
i do recognize the value of the plasma cannon but i treat it as
a "special" weapon, rather than
standard issue. a clasic weapon of choice against SM or CSM armies
though ;)
>> I lost ... and two models to his attacks.
against 'nids ?! oh brother *all smiles*
>> And I am known to be the WORST roller in our gaming group.
The dice gods hate me.
"be blessed, the gracious powers of snake eyes and boxed cars,
and let aurion roll his way to
glory"
happy rolling,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
RE: an important principle . (0 Replies). aurion[]. 2/21/2002 9:20 (2/21/2002
9:20)
>> preceisely ... that is an important but often overlooked principle
- you don't have to kill
things to contain their threat. in your avarege 40k battle you'll
see people trying to blast/chop
enemy units instead of neutralizing threats they pose.
>>
Which is why it is so easy to beat the Blood Angel, Space Wolf,
World Eater, Tyranid type
armies around here. Those players seem to be the greatest subscribers
to the "kill them all"
theory of 40k. I think part of it has to do with playing the
strengths of their armies but then
they get a little too wrapped up in the "charge-charge-charge"
mentality.
I do have a complete Space Wolf army still in the boxes/blisters
and am looking forward to
putting them together when I am finished painting my Dark Angels.
I also have an undefeated
Ork army that gets SERIOUSLY underestimated and really bites
people in the butt when they
are not careful. Funny thing is that my Orks are even more shooty
than my Dark Angels. And
I have a better win score with them.
My biggest problem with my DA is their relative lack of mobility.
I am not a big fan of putting
Rhinos in my tac squads and I don't have any veterans to use
them with. I usually depend too
much on the odd assault squad, attack bike, or land speeder for
mobile support but
occasionally (as with a rescue mission I played a coupla weeks
ago) that is not enough. The
rescue mission was a draw because I couldn't run my tac squad
from a daemon prince fast
enough and he was able to assault and kill the token bearer on
the final turn.
>> >> I used to put Missile Lauchers in my Tac Squads for anti-personnel
templates but the
Plasma Cannons now fill that role (much better I might add).
>>
>> ha - that's my favourite debate lately. missile launcher or
plasma cannon? what do i give to
my tac squads? well, i have to say that i like to stick with
the ol' good ML for several reasons.
>>
The missile launcher IS an excellent choice for the tac squad.
I really like the scare value of the
plasma cannon, though. It draws a lot of attention from my devs
and ridiculously vulnerable
tanks and dreadnoughts. Plus when I can get multi-wound models
(such as thousand sons)
under the template I can usually cause more than one wound to
the squad and the opponent
has to remove whole models anyway. I can usually kill off a TSon
and still have a wound on
the squad remaining for next turns shot.
>> secondly IMHO it offers unmatched versality being able to provide
tank busting capability,
anti-infantry punch and may be usedto instant kill T4. finally
it's just 10 pts.
>>
With the Plasma Cannon I can crack anything short of a Land Raider
or Leman Russ (and I
can usually wiggle out a side shot on the Leman). I do lose the
instant kill against T4 but, like I
said, if you do enough wounds to the unit and they apply even
one to the multi-wound model
(or models) they have to keep applying the wounds to that same
model until it is dead. Plus
my tac squads are always to the front of my lines so range is
not usually an issue.
>> i do recognize the value of the plasma cannon but i treat it
as a "special" weapon, rather
than standard issue. a clasic weapon of choice against SM or
CSM armies though ;)
>>
It works well against tyranids (especially Tyrant Guard) also.
And it may be overkill against
other armies but I'll accept that. ;)
>> >> I lost ... and two models to his attacks.
>>
>> against 'nids ?! oh brother *all smiles*
>>
It was a glorious day. But, then again, I haven't lost to the
Tyranids (yet!) with my Dark
Angels and I have been playing for about 2 years now. I find
most people play the 'nids in
such a limited fashion (charge-eat-charge) that they are easy
to counter tactically. The other
players, that use them wisely, force me to adapt quickly.
>> >> And I am known to be the WORST roller in our gaming group.
The dice gods hate
me.
>>
>> "be blessed, the gracious powers of snake eyes and boxed cars,
and let aurion roll his way
to glory"
>>
Thank you, my brother-marine, but good die rolls may take my edge
away and make me
complacent. I'll settle with being blessed with mediocre die
rolls and clarity of vision what to
do with them.
And the same for you.
Aurion Shidhe
Reply
Back To Thread Navigation
back to the front with this one!
:-) . (2 Replies). BloodAngelBrotherEdward[]. 2/20/2002 16:02
(2/21/2002 23:54)
kerthwack!
~ Brother Edward - always finding things he should know more
about!
Reply
Back To Thread Navigation
angels,
unite : ))) . (1 Replies). bodycount[]. 2/21/2002 7:58 (2/21/2002 23:54)
welcome brother edward - nice to see you interested in the "other"
kind of angels :)))
>> I must admit I do not know enough about the Dark Angels! I
have the codex right here -
but seeing as how I've never played them (nor seen them used
firsthand) and ESPECIALLY
since they just revamped the rules recently - I'd really like
to hear your thoughts on general
Dark Angel strengths and weaknesses.
the funny thing about the general strengths and weaknesses of
dark angels is that they are, as
micahmbg already noticed in this thread, very similar to vanilla
marines. of course that
concerns a standard dark angels army and not the pure deathwing
or ravenwing armies. this
puts a DA commander at a considerable advantage, at least source-wise,
as almost all good
pointers for SM will ba applicable to DA (and vice versa).
so first, let's have a guided tour through the specifc elements
for a DA army. we have two
special rules that are chapter specific - stubborn and intractable
- which have a strong
influence on our strategies. the stubborn rule is plain and simple:
all deathwing members are
stubborn (apart form master of the ravenwing) and they confer
this ability to any squad they
lead (vet sarge can be made stubborn at +5 pts). so we might
have an entire army made
stubborn and, as you probably already know, that translates into
units unbreakable in HtH
(auto pass morale checks, even if would otherwise automatically
fail) that will not break their
advance if taking heavy casualities. notice that they can still
be pinned though.
another point of discussion is whether one should make tac squads
stubborn. well, there are
two trade off to make: 1) you have to pay 20 pts (for vet sarge
upgrade and stubborn) and 2)
you cannot voluntarily fall back. all in all, i got used to have
my shock troops (character led
cmd squad and terminators) to be stubborn, but i rarely make
other troops stubborn, save for
an assault-oriented tac squad for tying up enemy special assault
units.
the second rule, as you have pointed out, has been revamped. being
intractable is no longer
"can't move on a roll of 1 if within etc." but now means that
if a unit takes 25% casualities in
enemy shooting phase they do not fall back but cannot move or
assault in their next turn (with
shooting as normal). very useful for defensive missions, but
the biggest advantage is still the
replacement of the old rule ;).
we have some other special rules (like restricionts to allies,
reaction to the fallen etc.) but they
have limited influence in game terms, although are great to make
up characterful scenarios and
campaigns.
the most specific and recognizable elements are naturally the
deathwing and ravenwing - but
since these require an altogether diferent approach i'll skip
them for now. we're after genereal
S&W after all. other specific elements include plasma cannons
available in tac squads.
cheaper terminator armor for indendendent characters (which is
fine, as they already had a
higher point cost to include terminator honorus), a 4 to 9 strong
cmd squad, librarians being
able to pick either weaken resolve or the good ol' smite.
so as you could see the DA are very much like vanilla marines
only better :))). being able to go
stubborn, field deathwing (IMHO the ultimate terminators) and
ravenwing makes them more
effective as they are perfectly able to add extra boost to a
given area: fast attack, fire support
etc. they tend to be less assault oriented as they do not have
any special troops (like honour
guard or DC or vet assault marines).
the general tactics IMHO would therefore include at least three
variants:
- make the core of your force support your elites or shock troops,
so that they are able to
perform their role and are not hindered by enemy threats,
- play a classic shooty army, whit units screening and supporting
each other,
- play a mobile, tac-heavy force that can easily redeploy during
battle.
i would like to hear other opinions on this and then have them
analyzed in detail.
so much for an introduction to ordo angelorum caliginis. hope
you enjoyed it. keep an eye on
this thread, we'll try to make it worthwhile.
nothing is forgotten,
nothing is forgiven,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
greetings brothers! :-) . (0 Replies). BloodAngelBrotherEdward[]. 2/21/2002
23:54 (2/21/2002
23:54)
>> welcome brother edward - nice to see you interested in the
"other" kind of angels :)))
>>
+++++ why thank you bodycount! You are most gracious :-) So many
fun armies - so little
time! :-) oops - looks like I bumped this back to the front again
- I'm so clumsy :-)
bwahahahahaa
Glory to the Emperor ~ Brother Edward
http://www.dragonrealm.com/exlibrismortis
Reply
Back To Thread Navigation
Things that go bump in the night.
(NT) (NT) . (0 Replies). littlepurplemonkey[]. 2/20/2002 17:56
(2/20/2002 17:56)
No Text
Reply
Back To Thread Navigation
RE: DA Tactical Thread (Input please)
. (13 Replies). danimalicious[]. 2/20/2002 21:13 (3/4/2002 15:28)
I must admit to a certain lack of experience, generally speaking,
but I would like to point out
nonetheless that just because Dark Angels are viewed as a primarily
shooty army, assault units
should be ignored. Not to say that anyone has said this, but
just in case you were thinking of
filling up on more tactical troops - well, don't. I like using
an Interragator-chaplain with a Jump
Pack and letting him fight with an Assault Squad. Granted, I
have to let them sit for one or
even two turns in cover, but then I let loose and them cleave
through the flank of my
opponenet.
I have found success particularly because I've used a Ravenwing
bike squad (vet sgt w/
power weapon, 1 normal bike, 1 flamer and one attack bike with
Heavy Bolter) to soften up
a unit before the assault squad and chaplain make their move.
Additionally, scouts can pin one
unit, or a tactical squad can try to cut one unit off, so to
speak, thereby eliminating threats
from enemy units that could feasibly support the assault squad's
target unity. Too many
subjects in that sentence, but I think you know what I mean.
And like others have said, mount as much as you can, or use jump-packs,
and keep your
marines on the move. Well, not too much so that htey can actually
use their bolters, but by no
means let the Ravenwing hog all the glory with fast vehicles.
One question I'd like to raise, which speaks more generally to
Space Marines rather than
Dark Angels, is the use of Terminators. They are expensive and
seem to have limited
usefulness. Let's assume we don't teleport them into battle or
give them a Land Raider. They
are slow and have a relatively short ranged weapon. Yes, you
can throw in an assault cannon,
heavy flamer or even a cyclone, but not that many (go Deathwing
- 2 heavy weapons!). And
even then, say you go with a cyclone, then you're mixing ranges
on weaponry. Furthermore,
their standard issue CCW, despite its bonuses, can be problematic
since it will always strike
last, and any opponent worth his/her salt will throw power weapons
galore at this unit to
induce the 5+ save, which isn't that good. AND, once in close
combat, and say that the
terminators are stuck in a squad of termagants or cultists, that
storm bolter jsut seems like it's
going to be in the way. And so, is there a point to fielding
a Terminator Squad that is not
assault oriented?
I would be more than happy to take a squad of Deathwing, give
them a Heavy
Flamer/Chainfist, Assault Cannon/power fist, 2 x lightning claw
pairs, and then the Sgt. I
would probably want to mount them in a Land Raider (ideally a
Crusader) to get them into
comabt really fast. But that's a lot of points right there. A
lot.
So, those are my (probably) baseless comments on terminators -
I don't use them often, nor
do I like the lack of mobility and flexibility that characters
in terminator armor must accept, so
I don't use the armor often, either. But maybe I'm mis-understanding
something, so please, do
let me know what the key is to an effective Deathwing.
Reply
Back To Thread Navigation
a reply...
. (2 Replies). aurion[]. 2/21/2002 2:17 (2/25/2002 5:17)
>> I must admit to a certain lack of experience, generally speaking,
but I would like to point
out nonetheless that just because Dark Angels are viewed as a
primarily shooty army, assault
units should be ignored. Not to say that anyone has said this,
but just in case you were
thinking of filling up on more tactical troops - well, don't.
I like using an Interragator-chaplain
with a Jump Pack and letting him fight with an Assault Squad.
Granted, I have to let them sit
for one or even two turns in cover, but then I let loose and
them cleave through the flank of
my opponenet.
>>
I play a VERY shooty Dark Angel army but that doesn't mean that
I discount their assault
ability. As a general rule I like to keep at least one squad
per army in a dedicated assault/fast
attack role. To do otherwise is to limit your tactical flexibility.
And isn't that what the marines
are all about.
Heck, just the normal tactical marines are no joke in HtH combat.
They just aren't great at it.
And the fact that you cannot take Veterans to equip with pistols,
CCWs, and Rhinos limits
you to very expensive (or very slow if you remove the jump packs)
assault squads or bike
squads as your primary fast assault units.
I tend to use scouts in an assault role also. You'd be suprised
what 5 normal scouts, 4
shotgunners, and a vet sgt. with a power weapon can do in HtH.
So I just went to the other extreme and maxed out my shooting
ability. That guarantees that
when I actually do assault anyone they have been well mauled
by my gunners beforehand.
Additionally, scouts can pin one unit, or a tactical squad can
try to cut one unit off, so to
speak, thereby eliminating threats from enemy units that could
feasibly support the assault
squad's target unity. Too many subjects in that sentence, but
I think you know what I mean.
>>
Good point. I try really hard to isolate enemy units with gunfire
before assaulting them to limit
their support. At the same time, I never assault an enemy unit
(if I can help it) without some
sort of support nearby (such as a tac squad to gun down enemy
units moving to "assault my
assaulters").
>> And like others have said, mount as much as you can, or use
jump-packs, and keep your
marines on the move. Well, not too much so that htey can actually
use their bolters, but by no
means let the Ravenwing hog all the glory with fast vehicles.
>>
Go for it if that is the type of army you choose. I just think
that there are better mobile SM
armies out there that the DA. Such as any army that can give
their troops pistols and CCWs
or that can take Veterans that can do the same.
>> One question I'd like to raise, which speaks more generally
to Space Marines rather than
Dark Angels, is the use of Terminators. And so, is there a point
to fielding a Terminator Squad
that is not assault oriented?
>>
I whole-heartedly agree with you on this point. I really only
ever field termies in a LR
Crusader and always load them for HtH action.
>> So, those are my (probably) baseless comments on terminators
- I don't use them often,
nor do I like the lack of mobility and flexibility that characters
in terminator armor must accept,
so I don't use the armor often, either. But maybe I'm mis-understanding
something, so please,
do let me know what the key is to an effective Deathwing.
I'm still trying to figure out a good DW army myself. The only
good I've done with these guys
so far is to teleport them onto the table loaded for bear (an
assault cannon and missile
launcher in every squad) and gunned the enemy down.
Aurion Shidhe
Reply
Back To Thread Navigation
RE: Scout w/Shotguns . (1 Replies). smailliwat[]. 2/24/2002 20:47 (2/25/2002
5:17)
>> I tend to use scouts in an assault role also. You'd be suprised
what 5 normal scouts, 4
shotgunners, and a vet sgt. with a power weapon can do in HtH.
How has the new assault rules affected your shooting before going
into an assault with
shotguns?
Reply
Back To Thread Navigation
RE: Scout w/Shotguns . (0 Replies). bodycount[]. 2/25/2002 5:17 (2/25/2002
5:17)
>> >> I tend to use scouts in an assault role also. You'd be
suprised what 5 normal scouts, 4
shotgunners, and a vet sgt. with a power weapon can do in HtH.
>>
>> How has the new assault rules affected your shooting before
going into an assault with
shotguns?
with the beta rules ver. 2.0 i'd say that you have to get REALLY
close to not shoot yourself
out of charge range (ver. 2.0 states that you can charge the
unit you have previously fired at).
if these rules become official they will greatly affect terminators
and (to a lesser extent)
dreadnoughts. the bread and butter of terminators' use was shoot
one target and charge
another (with their awsome fire power within 24" you never really
wanted to shoot and charge
the same unit ;). so IMHO these troops will find the new rules
disadvantageous.
on the other hand you'll see poeple making choices - do i charge
form way over here and not
shoot (for obvious reasons ;) or do i try to get closer and in
next turn shoot and charge. and
one more thing. flamers will become much more popular (close
range & target selection).
i could go on and grumble about the beta rules but i'd better
do it on game development board
:)
thanks for your input on this thread - that was a good question
you asked. we wait for more
...
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
on deathwing
and other issues . (9 Replies). bodycount[]. 2/21/2002 4:22 (3/4/2002 15:28)
greetings battle brother,
>> One question I'd like to raise, which speaks more generally
to Space Marines rather than
Dark Angels, is the use of Terminators. They are expensive and
seem to have limited
usefulness.
before we get deeper into the subject, i'd like to point out one
general remark. try to think of
the terminators as SPECILIZED rather than having limited usefullness.
this will help you realize
that they can be extremely useful - to the point of being the
MVU (most valuable unit :))) - if
you are able to recognize their role on the battlefield and use
them in that particular role with
maximum effectiveness. i know it may sound a bit old, but it's
one of the basic concepts
behind general tactis - play to your strengths. now in case of
deathwing, it looks even better
than in case of standard SM termies, as you have an extremely
flexible squad structure at your
disposal: being able to take two heavy weapons of your choice
(yes, that means you usually
take the same) and the ability to combine heavy wepons, storm
bolter/power fists and assault
weapons in one squad. but remember that although DW are more
universal and flexible they
are still a SPECIALIZED unit and require specific use.
>> Let's assume we don't teleport them into battle or give them
a Land Raider. They are slow
and have a relatively short ranged weapon.
as any space marines that are on foot without transport ;). but
i see your point - you have 47
pts per model slugging it out through the mud. we'll get there
soon.
>> Yes, you can throw in an assault cannon, heavy flamer or even
a cyclone, but not that
many (go Deathwing - 2 heavy weapons!). And even then, say you
go with a cyclone, then
you're mixing ranges on weaponry.
IMHO the concept o mixing ranges generally applies to heavy weapons
-i.e. an assault
cannon and cyclone would be a mixed range (that is why i preach
taking the same two heavy
weapons within the squad). on a similar note: i wouldn't call
a tac squad with missile launcher,
plasma gun and bolters having mixed ranges. they simply max out
on fire power within 24"
range. as is the case with terminators. however, terminators
have move&shoot capability
(firing heavy weapons and having storm bolters) which makes them
extremely deadly while on
the move as well. give iit a thought. a squad with two cyclones
has fire power comparable to a
dreadnought with TL lascans and missile launcher at 25"+ and
much better (not to mention
versatile) fire power at 24" and less.
>> Furthermore, their standard issue CCW, despite its bonuses,
can be problematic since it
will always strike last, and any opponent worth his/her salt
will throw power weapons galore
at this unit to induce the 5+ save, which isn't that good. AND,
once in close combat, and say
that the terminators are stuck in a squad of termagants or cultists,
that storm bolter jsut seems
like it's going to be in the way. And so, is there a point to
fielding a Terminator Squad that is
not assault oriented?
to answer your questions one at a time. what is the standard issue
of terminators? remember
remember what i said inthe beginning? IMHO there is NO standard
issue. termies are too
specialized (and point expensive) for that. so what is their
role you may ask? it is the task you
need them to perform within a particular army list, against a
particular opponent or in a
particular mission, as long as you don't put them in a suicide
run. i realize that it sound corny
but look - and let's concentarte on your case - no transport
and no deep strike:
- in any mission that involves defence, take and hold or a similar
task (or any battlefield that
has terrain forming firing lanes and protecting you form being
shot at from all around)
terminators are superb: T4, 2+ armor save (5+ inv.) can change
firing position and still fire in
the same turn, get off a voley of shots (storm bolters, backed
up by assault cannons), can
have tank busting capabilities (cyclones). go ahead. engage in
24" firefights. if the enemy
makes it to your lines and you're in cover you strike simultaneously
! if not you have he most
staying power of all marines units and you should easily get
to retaliate - with power fists and
power weapons - perfectly able to take down any and all foes.
- in advance-type misssions you have to walk it. so let's make
the best of it. you can screen
your approaching termies with scouts (enemy models block LOS)
and keep firing cyclones on
the move (friendly ones don't :))) and even if you attract fire,
so what? like i said, you have
excellent staying power and your enemy is NOT firing on those
A11 fornt armor of your
rhinos for a turn. a turn is all you need to make it to his lines
with those 10 strong tac squads.
be vary though that this cannot be taken to extremes - walking
gainst tau or eldar or shooty IG
is never a good idea. again - termies will perform within army,
mission and enemy contexts.
not in a standard issue.
now imagine how much better they can be with a transport or being
teleported? on a technical
note, if plan to teleport it's usually quite useful to use a
vet scout sarge with a homer to get
them in.
what about HtH? you say that your enemy will throw power weapon
wielding troops at your
termies - why do you let him? terminators are your elites that
need to protected. the fact that a
unit is in potential danger is no reason to not use it. this
is when tactics come to the fore - who
will outsmart the opponent? who will pull off the best tactics.
set up fire traps. play delayed
tactics. or use the termies themselves. if have 6 of them (standard
issue wepons-wise and )
against 10 howling banshees (classic :))). you fire 8 str4 ap5
bullets and 6 str6 ap4 bullets. and
then YOU assault (+1A) if you were close enough you didn't shoot
yourself out of charge. the
exarch will reap you, but other banshees hit on 4+ and wound
on 5+ and you SAVE on 5+.
IMHO you loose 2 models tops. so four power fist swings in return.
guess who's the last man
standing? but the above examnple is extreme. you have an entire
army at your disposal to
prepare a tactical situation for your termies to exploit. this
is the key to use them - create
tactical situations where they will be the most effective - we
come to the basics here - PLAY
TO YOUR STRENGTHS.
i think i already answered what good storm bolters and standard
issue terminators are against
'gaunts, didn't i :))) ?
and now the icing on the cake. DW termies mix assault troops with
heavy weapons with
standard issue weapons. this translats into a more effective
combat force that is IMHO even
easier to put into a favorable tactical situation because of
its versality.
>> I would be more than happy to take a squad of Deathwing, give
them a Heavy
Flamer/Chainfist, Assault Cannon/power fist, 2 x lightning claw
pairs, and then the Sgt. I
would probably want to mount them in a Land Raider (ideally a
Crusader) to get them into
comabt really fast. But that's a lot of points right there. A
lot.
a couple of observations that you may find useful:
-if you give your termies a crusader make them 8-man strong. use
your advatages (transport
capacity) to the fullest- it'll make all the difference.
- i'd suggest 2 assault cannons (more versatile and that mix-ranges
thing :))). observe how
your opponents deploy and move their troops. if they tend to
have lines and space well forget
about the flamer (a matter of personal taste though). oh, and
definately bring them agaist
bunkers. ever won by killing the whole bunker squad with one
shot?
and did an excellent job selecting DW and highlighting their strengths
already - combining solid
fire support with kill-fast HtH choices.
one more general note - unless playing pure DW army i don't think
LRs and DW termies mix
well (unless you play above 2000 pts), as you select the most
costly infantry and vehicles. this
will effectively limit your point allowance significantly and
you may not have enough other units
to a) contain your enemy in other sections of the battlefield
or b) create the advantageous
tactical situation for termies. just a personal opinion here.
>> So, those are my (probably) baseless comments on terminators
- I don't use them often,
nor do I like the lack of mobility and flexibility that characters
in terminator armor must accept,
so I don't use the armor often, either. But maybe I'm mis-understanding
something, so please,
do let me know what the key is to an effective Deathwing.
in a nut shell:
- treat terminators as a highly specialized force,
- never let them on their own - support them with other units,
- create a tactical situation for your terminators to exploit,
- play to your strengths - it's gotta be you who controls what
kind of engagements the
terminators will end up in. a contest of tactical skill is a
difficult isue but also one most
rewarding if you win.
and basically use them. you know, the "train hard, fight easy"
thing :)))
good hunting,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
ASK ME WHAT U WANNA KNOW (NT) . (0 Replies). doomangel[]. 2/21/2002 5:48
(2/21/2002 5:48)
No Text
Reply
Back To Thread Navigation
RE: on deathwing and other issues . (3 Replies). littlepurplemonkey[].
2/21/2002 8:27 (3/4/2002
15:28)
Just out of interest, I noticed that when you went through the
Deathwing (And a very helpful
article too I might add :)), however you didn't mention Thunder
Hammers - Is there really any
point in taking thunder hammers? I personally prefer lightning
claws for HTH, but come across
a lot of bloodthirsters, hive tyrants etc. where I really dont
want them to be striking again next
go? Or am I approaching this from the wrong angle (Half asleep
at the moment)? What do
you all think of using Thunder Hammers?
Reply
Back To Thread Navigation
thunder strike . (1 Replies). bodycount[]. 2/21/2002 9:09 (2/21/2002 9:31)
>> you didn't mention Thunder Hammers - Is there really any point
in taking thunder
hammers? I personally prefer lightning claws for HTH, but come
across a lot of bloodthirsters,
hive tyrants etc. where I really dont want them to be striking
again next go? Or am I
approaching this from the wrong angle (Half asleep at the moment)?
What do you all think of
using Thunder Hammers?
welcome littlepurplemonkey (grand master littlepurplemonkey, how's
taht sound :))) ?
you are right i did omitt the thunder hammer, and i think that
reflects in a way the frequency
with which they appear on the battle field. now, about using
them ...
you already answered your own question in part - they are meant
to engage those big, ugly
things that frequent the battlefields of 40k universe all too
often. the improved ability to
withstand the inital attack (inv. save 4+, but remember that
against 1 enemy model only - so
it's crucial to engage enemy units of equal number of models
tops) and then get precedence in
HtH (assuming you wound and don't instant kill them :))) is good.
so in this way they are
perfect against largish brutes.
as any power fist-like models they are quite ok versus vehicles
(automatic crew shaken result
if you hit), but with a chain fist available i wouldn't pay too
much attention to that.
the value of thunder hammers was greatly decreased when the crux
terminatus rule was
introduced, giving all termies a 5+ inv. applicable in any situation.
let's try and compare the
different typical weapons isssued to terminators:
TH vs. lightning claws: against anything up to T5 i'd take the
claws: +1 A (the only possibility
to increase the A number for termies), S4, re-roll any failed
to wound rolls. really, if combined
wit heavy weapon and power fist in the same squad, to me it seems
to be the ultimate combo.
TH vs. power fist: one-on-one TH is better as it has an additional
useful effect in combat,
however at the expense of shooting. IMHO this trade-off is disadvantageous,
so my vote is
again against the TH.
so, to sum things up, i'd use TH in two situations:
1) a monster/daemon-busting squad, that would have 2 assault cannons
and 4 THs. and
against something really nasty i would even swap assault cannons
with cyclones. this unit
would deep strike (with a homer on the battlefield) to make sure
they get where i want them
to get (more or less :))). and that would be really great fluff
wise: a unit of scouts encounters a
monsterous creature and calls in the termies, sheesh ! :)))
2) a single TH or two in a mixed squad; if i assault an enemy
unit with invisible power
weapons and the like, or i'm in Hth with a dread or monsterous
creature, i could position and
use them to take the hits, as they have a better inv. save (4+).
so much from me, what do the others think?
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
RE: thunder strike . (0 Replies). aurion[]. 2/21/2002 9:31 (2/21/2002 9:31)
>> >> you didn't mention Thunder Hammers - Is there really any
point in taking thunder
hammers? I personally prefer lightning claws for HTH, but come
across a lot of bloodthirsters,
hive tyrants etc. where I really dont want them to be striking
again next go? Or am I
approaching this from the wrong angle (Half asleep at the moment)?
What do you all think of
using Thunder Hammers?
>>
much snippage of good pointage...
>> so much from me, what do the others think?
>>
My typical Deathwing squad consists of 2 thunder hammers, 2 lightning
claws, cyclone,
assault cannon, and sarge. 7 men gives me enough room to have
my GM w/ Sword of Secrets
join them and still fit into a LR Crusader. My DW are primarily
focused on bringing down or
containing big threats on the table (such as Greater Daemons,
Juggernaughts [very popular
around here], Carnifexi, etc.). The Land Raider keeps them alive
and allows me to rapidly
deploy them to any area on the table. I LOVE the thunderhammers
as all I need is one wound
on those monstrosities and they get stunned. That alone makes
them worthy in my book.
Aurion Shidhe
Reply
Back To Thread Navigation
RE: RE: on deathwing and other issues . (0 Replies). blackbone[]. 3/4/2002
15:28 (3/4/2002
15:28)
I basically only use thunder hammer/storm shield for fluff value
and the mere chance to make a
cool bunker/vehicle/daemon attack.
The thunder hammer resides in my only LR DW group (all DW army).
2x claws, the hammer, a heavy flamer and a sgt in a regular LR.
They focus on waiting for the
right victim, then making their 20" assualt move, preceded by
a quick blast from the flamer.
They usually destroy their points worth, then consolidate or
trudge into the next enemy unit
while the LR provides cover for my footslogging or deep striking
command squad.
Blackbone
>> Just out of interest, I noticed that when you went through
the Deathwing (And a very
helpful article too I might add :)), however you didn't mention
Thunder Hammers - Is there
really any point in taking thunder hammers? I personally prefer
lightning claws for HTH, but
come across a lot of bloodthirsters, hive tyrants etc. where
I really dont want them to be
striking again next go? Or am I approaching this from the wrong
angle (Half asleep at the
moment)? What do you all think of using Thunder Hammers?
Reply
Back To Thread Navigation
RE: on deathwing and other issues . (3 Replies). danimalicious[]. 2/21/2002
21:02 (2/22/2002
8:25)
Thank you for the words and wisdom re: The Deathwing. I don't
much consider them, since
they are so high in points (and yes, that's what I meant when
I talked about how slow they
are) and seem to be able to cause much damage. My general rule
of thumb is make sure I'm
rolling as many dice as possible, relatively speaking, so one
squad of Deathwing does not
translate into a whole lot of dice.
A question, though, that is outstanding, is what about putting
characters in Terminator armor?
It's mighty cheap for DA characters, but again, how worthwhile?
I would not want to see a
Master or GM or chaplain in terminator armor, as it seems to
limit their awesome HTH
abilities. I know that Term armor does afford great protection,
but certainly at a cost. I would
consider a Librarian in Terminator armor, since his powers don't
neccesarily rely on close
proximity to the enemy (though his force sword certainly does).
And if I had him against
someone that needed a force sword to be dealt with, then I'd
be glad to put in term armor for
the protection.
But what are other people's thoughts of usign term armor on DA
charcters, considering what
sort of a deal it is.
Reply
Back To Thread Navigation
tactical dreadnought armor for ICs . (2 Replies). bodycount[]. 2/22/2002
4:17 (2/22/2002 8:25)
>> A question, though, that is outstanding, is what about putting
characters in Terminator
armor? It's mighty cheap for DA characters, but again, how worthwhile?
I would not want to
see a Master or GM or chaplain in terminator armor, as it seems
to limit their awesome HTH
abilities. I know that Term armor does afford great protection,
but certainly at a cost. I would
consider a Librarian in Terminator armor, since his powers don't
neccesarily rely on close
proximity to the enemy (though his force sword certainly does).
And if I had him against
someone that needed a force sword to be dealt with, then I'd
be glad to put in term armor for
the protection.
an excellent question that is. let's try and weigh the pros and
cons and let's start with the good
things:
- a good measure of protection, offering a 2+ armor save and a
5+ inv. save,
- very cheap at 10 pts. now,
- character can deep strike (without the whole army in drop pods),
- can join a DW squad (no longer acting as cmd though :( and
addd some punch to it.
* i could add move&fire hvy. weapons, but since your character
can't get it it's not an
advantage *
and now for the dark side:
- you can't pursue - not always a disadvantage, agreed, but if
joined by a cmd squad that you
want to chase the enemy, your character would be left out,
- limited access to weapon and wargear (to a smaller extent)
choices. please note that you
can't take pistols, so unless taking a pair of lightning claws
you effectively lose one attack,
- cannot ride in rhinos and 'backs (which also limits the ability
to have a cmd squad AND
mobility).
as you could read in one of the first posts here, IMHO a character
with 4 attacks NEEDS to
make it into combat. this said i always give them iron halo (cannot
take it with terminator
armor) and usually mount them (and their command squad) in a
transport. therefore my
characters rarely see the actical dreadnought armor.
so what's it good for? it's useful when you need a cheap character.
or if you plan to deep
strike some units and need support. or if you play a defensive
mission and need an additional
HQ that would be able to support your line whenever and wherever
it's needed. and of course
you can have your character join a DW squad and cause even more
havoc :)
check out the battle report in WD 253. Pete haines used a SM commander
in terminator
armor in a defensive mission against the 'nids.
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
RE: tactical dreadnought armor for ICs . (1 Replies). littlepurplemonkey[].
2/22/2002
7:56 (2/22/2002 8:25)
>> - can join a DW squad (no longer acting as cmd though :( and
addd some punch to it.
Forgive me if I'm mistaken, but why can't an IC without Termie
armour join a DW squad - I
was under the impression that he could? Thanks in advance for
clarification on this.
Reply
Back To Thread Navigation
oh well, my bad : ))) . (0 Replies). bodycount[]. 2/22/2002 8:25 (2/22/2002
8:25)
>> Forgive me if I'm mistaken, but why can't an IC without Termie
armour join a DW squad -
I was under the impression that he could? Thanks in advance for
clarification on this.
nothing is forgiven, nothing is forgotten : )))
yes, you are absolutely right. they can. so disregard that last
point from advantages section
(one less reason to field them ;).
my bad, i messed the rules up on that one. thank you for pointing
it out.
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
c'mon, we need your ideas (that
and a bump : ))) (NT) . (0 Replies). bodycount[]. 2/21/2002 11:43
(2/21/2002 11:43)
No Text
Reply
Back To Thread Navigation
DA standards... . (2 Replies).
aurion[]. 2/21/2002 11:44 (2/25/2002 11:27)
Do any of you use the standards in your command squads?
I haven't even owned a standard bearer since I started playing
the DA (about 2 years now),
mostly because I rarely take a command squad. However, I recently
purchased the standard
bearer and included him in my army.
All I can say is...WOW!
When my opponent, a Tyranid player, tried to charge me last week
I activated the Standard
of Devestation and hit his hormagaunts with a eight bolters and
two flamers. Needless to say
the hormagaunts vaporized in the face of that.
Just wondering if anyone else had similar experience with the
Standards.
Aurion Shidhe
Reply
Back To Thread Navigation
RE: DA
standards... . (1 Replies). xvr[]. 2/25/2002 10:50 (2/25/2002 11:27)
I use the standards too...
But mainly I use the Standard which lets you re-roll the to hit
roll. I usually put it into an
Deathwing Command squad (only in DW armies of course). Together
with a Master of the
Deathwing with sword of secrets and 4-7 Termies with lightning
claws. Thats really fun.
Mount them in Crusader and charge. First you get the re-roll
for the to hit and after that the
clwas get a re-roll for the to wound roll as well...
xvr
Reply
Back To Thread Navigation
the righteous retribution ... . (0 Replies). bodycount[]. 2/25/2002 11:27
(2/25/2002 11:27)
>> I usually put it into an Deathwing Command squad (only in
DW armies of course).
Together with a Master of the Deathwing with sword of secrets
and 4-7 Termies with lightning
claws. Thats really fun. Mount them in Crusader and charge. First
you get the re-roll for the to
hit and after that the clwas get a re-roll for the to wound roll
as well...
welcome xvr. i must admit i really like your idea of ... well
fun :)))
i think i could use that too (and so could my opponents ;). if
only it didn't cost that much
*sigh*. so basically it looks that every time people take up
standards it's either devastation or
retribution. fortitude, anyone?
re-rolling, limp bizkit style !!!
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
My thoughts on the RavenWing .
(2 Replies). erdagon[]. 2/21/2002 15:02 (2/22/2002 10:07)
Well , I noticed people inhere talked about normal DA marines
and our Elite attack force , the
Deathwing . Now I'm gonna focus on the Ravenwing with what I've
experienced so far with
them . Although I'm not a Ravenwing player myself , I use Ravenwing
squad(ron)s when ever
I can and the point options allow it . My first advice is , if
you are able (points wise) always go
for full squads and squadrons . That extra twinlinked bolter
could indeed save your hide from
an assault . As for Landspeeders , well , I suggest you go for
Tornado's since they can be
fielded in squadrons and so deal out more damage (again , if
points allow) . If you include
atleast two Ravenwing squad(ron)s , make sure you use them BOTH
on the same squad to
maximise their damage potential (attack bikes and landspeeders
firing on one squad can
actually whipe it out) . I can't put any advice on the HB upgrade
to MultiMelta on speeders
since I haven't been able to test that out (but I will , soon)
. Anyway , Ravenwing squads are
best used together , the only exception perhaps is the Attack
bike squad . When equipped
with MultiMelta's , you should use them to hunt down enemy armour
and use the other RW
squads to make sure the Attack bikes don't get attacked (perhaps
giving them more cover fire
with your tac and dev squads or any other heavy firing troopkiller
available) . Well , that's it
for my point of view on the RW . Anybody who has other suggestions
about them (especially
RW players) put your thoughts here . :)
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
we need
more ideas on RW . (1 Replies). bodycount[]. 2/22/2002 3:48 (2/22/2002
10:07)
>> My first advice is , if you are able (points wise) always
go for full squads and squadrons .
That extra twinlinked bolter could indeed save your hide from
an assault . As for
Landspeeders , well , I suggest you go for Tornado's since they
can be fielded in squadrons
and so deal out more damage (again , if points allow) .
i agree that concentarated fire power is better but would like
to ask to a question here:
- is it really worth to field speeders (as part of regular army,
not all-RW) in full squadrons? i
would worry about hits carrying over. any high ROF weapon with
S 5+ would have a decent
chance of hittting more than one speeder?
thanks Erdagon Faldan for your ideas on ravenwing units. we need
more ideas on how to use
them. anyone else?
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
like all things , it depends on your opponent . . (0 Replies). erdagon[].
2/22/2002 10:07 (2/22/2002
10:07)
>> - is it really worth to field speeders (as part of regular
army, not all-RW) in full squadrons?
i would worry about hits carrying over. any high ROF weapon with
S 5+ would have a decent
chance of hittting more than one speeder?
As it is with all choices you make , it all depends on your opponents
army . Against swarming
armies like Nids or orks I think full speeder squadrons are very
usefull to cripple or even
anihilate the whole unit you fire upon . Then again , if you're
facing an IG AC then I don't think
it's usefull . Although , to beat that kind of style , three
Multimelta armed speeders could do
quite some damage . Many might perhaps disregard the speeder
as not point effectively
enough to be considered taken , i think with the rules revision
for DA they're worth giving a
thought since they can have multiple tasks themselves now too
(a normal speeder with just the
HB for supporting fire against infantry , with MM only as fast
Tank hunters , with HB and AC
As infantry squad destroyers or dual purpose with MM and AC)
. As for your remark
concerning their vulnerabilty against high rate s5 weaponry ,
you're right , but then again ,
when they move at full speed they only get glancing hits and
you still have a 6+ inv save .
That's not much , but it's still better than nothing at all .
Plus , like many other units (for
instance DW) they can draw away alot of serious fire from other
units . I think that despite
their cost , they're almost as versatile as a Tac squad , only
a little more pricey (pointswise)
and a little more vulnerable , but not the less , they can deal
out a serious punch , especially
when you combine their firepower with other (RW)squads . Good
hunting .
Erdagon Faldan
Dark Angels commander
Heretic's Butt Kicker
Reply
Back To Thread Navigation
OH MY GOD!! Sydney!!.....did you
hear that?!?!?! it went BUMP!!!!!!!!!!!!!!!! (NT) . (0 Replies).
Broadsider[]. 2/21/2002 15:40 (2/21/2002 15:40)
No Text
Reply
Back To Thread Navigation
Just another bump. (NT) . (0 Replies).
littlepurplemonkey[]. 2/21/2002 19:00 (2/21/2002 19:00)
No Text
Reply
Back To Thread Navigation
OK, Tactics... tactics... hmmm...
tactics? (long) . (10 Replies). Drazden[]. 2/21/2002 20:19 (3/5/2002 0:42)
Ok, here's a standard 1500 list for me
1 Grand Master w/ plasma pistol, artificer armor, sword of secrets
OR
Librarian, force weapon, bolt pistol, bionics, artificer armor
or a psychic hood
(This gives you some choice--against simply well-armored troops,
like SM or CSM, I usually
take the GM, but, against, say, Eldar, where a psychic hood is
needed, or against horde
armies with multi-wound leaders *aherm Hive Tyrant* out comes
my librarian.)
These 2 are basically useless without a support squad, so a small
command squad, 6 men,
meltagun, vet sergeant w/ power weapon, and a transport usually
follow
Chaplain, plasma pistol, artificer armor, and a jump pack
(Mobile death. what more can be said?)
Dreadnought, twinlinked autocannon, power fist
(the autocannon is new, but it basically just improves on the
old light-vehicle-busting and
troop-killing machine that is a dread)
2 Tactical Squads, loaded to the brim, flamer, plasma gun, and
plasma cannons or lascannons,
depending on the foe
Squad of 4 sniper scouts and a sergeant (of course)
Big Assault Squad, 2 plasma pistols, vet. sergeant w/melta bomb,
power weapon (just giving
one model melta bombs is pretty tricky, but it works. And these
guys provide nice cannon
fodder until I can get my chaplain, who usually accompanies them,
into HtH.)
Devastators, 2 heavy bolters, 2 missile launchers
(ive said it before and I'll say it again--this is the best possible
combination a devastator squad
can have against orks etc.)
Predator Destructor w/ the lascannons
And a Whirlwind
Ok, now for the tactics. This may seem like a fairly standard
list, and it is, but it still works.
Very well. But your main objective is for your command squad,
with character, and your
chaplain to get stuck in, supported by your slower-dread, and
for the rest of your army to just
kind of sit back and fire at the other force, counter-charging
as needed.
Basically what you want to do, is identify two things about your
enemy's army that really can
cause you grief, usually his HQ and something that varies from
race to race, and head straight
for them with your characters. Combat specialists do not expect
this usually, and wonder why
you're running your expensively armored troopers into his choppas,
so, if you play your cards
right, he'll not only not figure out what you can do to his troopers
until it's too late, you'll have
been playing head games, and maybe the other player'll make a
mistake. Hopefully. But
anyway, as long as you're HQs assault the enemy, not the other
way around, you're ok. well,
with orks. with everyone else, you're fine anyway, i suppose.
Just make sure you have initiatve
on their main points of pride, such as warbosses, farseers, hive
tyrants, etc. Then you lay into
them.
That's it. Your whirlwind fires at the troops, hopefully taking
out lots, your tank fires at armor,
your devastators fire at... whatever they want. Just remember
to keep your tactical marines in
between your heavy support and his front line, while your Hqs
halt his advance (hopefully) and
you'll be fine.
Grand Master Drazden
Reply
Back To Thread Navigation
artificer
armor and psychic hood - do they really work that well ? . (4 Replies).
bodycount[].
2/22/2002 5:22 (3/5/2002 0:42)
>> 1 Grand Master w/ plasma pistol, artificer armor, sword of
secrets
>> Librarian, force weapon, bolt pistol, bionics, artificer armor
or a psychic hood
>> Chaplain, plasma pistol, artificer armor, and a jump pack
>> (Mobile death. what more can be said?)
ok. it's another issue that i've been trying to come to grips
with. is it really worth it to get the
artificer armor for my character?
most of the time (and alwasy under 1700 pts) i play with one IC
only. and having a choice
between an iron halo (25 pts) and artificer armor (20 pts) i
always settle for the first. let's have
a look at what we gain:
4+ inv. save vs. increasing my 3+ armor save by 1
IMHO a no-brainer. i take the halo. and since i don't want to
spend too much points on a
single character combining the two is out of question for me.
on the other hand it seems like
"aa" has actually worked for drazden.
and a similar rant about the psychic hood. against eldar you need
to beat farseer's rolls by two
and warlock's by 1. so i'm not a great fan of the hood either.
but i figure it may way more be
useful versus chaos sorcerers.
c'mon share your opinions !
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
the other option... . (3 Replies). aurion[]. 2/22/2002 8:43 (3/5/2002 0:42)
>> ok. it's another issue that i've been trying to come to grips
with. is it really worth it to get
the artificer armor for my character?
>>
>> 4+ inv. save vs. increasing my 3+ armor save by 1
>>
>> IMHO a no-brainer. i take the halo. and since i don't want
to spend too much points on a
single character combining the two is out of question for me.
on the other hand it seems like
"aa" has actually worked for drazden.
>>
Or for 10 points you can get terminator armor for your IC and
get the 2+ save AND the inv
save. The inv save IS a 5+ and not a 4+ but that's okay.
Then you can put the Iron Halo on your Assault Squad Vet Sgt or
get an Emperor's
Champion if you allow special characters.
Aurion Shidhe
Reply
Back To Thread Navigation
that's an idea ... . (1 Replies). bodycount[]. 2/22/2002 10:12 (2/22/2002
10:45)
>> >> ok. it's another issue that i've been trying to come to
grips with. is it really worth it to
get the artificer armor for my character?
>> Or for 10 points you can get terminator armor for your IC and
get the 2+ save AND the
inv save. The inv save IS a 5+ and not a 4+ but that's okay.
>> Then you can put the Iron Halo on your Assault Squad Vet Sgt
or get an Emperor's
Champion if you allow special characters.
definately - that's what we considered in the terminator armor
for ICs reply. thanks for
highlighting that.
but personally, i'm a little afraid to pile so many points/valuable
wargear on 1-wound
characters (i would probably settle with a storm shield for my
vet sarge). and since i usually
field only one hq ... :))) i still think artificer armor is too
expensive to use.
thanks for your comments,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
Artificer armour . (0 Replies). erdagon[]. 2/22/2002 10:45 (2/22/2002 10:45)
This is another one of those things that I usually consider depending
on what you filed &
encounter . In your case , since you use only one HQ choice you
might indeed consider the
Halo as good enough . Well , considering again what enemy you
face , I think it might be
worth it if you expect that your command choice might get under
fire of those AP3 weaponry .
I guess the less you need to rely on that 4+inv save , the better
. But then again , if the best
your opponent can throw at you are AP4 weapons then indeed (or
when you face Tau), the
AA are wasted points . They could be a good choice for protection
if you field two HQ's .
That way you could give one the Halo and give the second one
AA (and perhaps also strap a
JP on his ass and let him join the Assault Squad) .Anyway , again
, it all depends on what
opponets you come along . And in CC it's ofcourse as good as
any other armour . The only
advantage point I see in AA over TA is the fact that you still
can give the char better mobility
(by either get him a JP or bike) . Another thought just got struck
in my mind . What about IC's
on bikes ?
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
nice idea!!! nt (NT) . (0 Replies). sutek[]. 3/5/2002 0:42 (3/5/2002 0:42)
No Text
Reply
Back To Thread Navigation
*sigh*
All right . (2 Replies). Drazden[]. 2/22/2002 15:56 (2/23/2002 10:44)
I dont understand why you guys don't seem to like AA. It's cheaper
than the iron halo, and I'd
rather have a 2+ save versus an aP3 gun as opposed to a 4+ invulnerable.
Ok, as soon as
your opponent wades into CC with power weapons tho its a moot
point. My army relies on
getting your characters stuck in so that they can get as much
damage done as possible, not
keeping them alive. All DA characters have I5, enough to strike
first against just about
everybody. With this in mind, I simply could not see an extra
5 points, at the expense of his
2+ normal save. He's in a command squad anyway, so who cares
if your opponent fires a
lascannon into it? I just don't see why people are worrying about
invulnerable saves when,
with the SoS, a Grand Master has 7 WS5 S6 I5 attacks when charging.
That's plenty good to annihalate most anything that the opponenet
will throw at you--and
when it doesn't, take the librarian. That's how I beat ork and
tyranid players every time. A
librarian, going the same time as a HT, almost always WILL kill
it. However, if the HT has an
implant attack, once again, it doesn't matter.
But I think we can all agree that an Artificer-armored, Jetpack-equipped,
plasma-pistoled
chaplain is one of the most devastating forces that we can unleash
on our foes. Am I right? I'm
right, I think.
Oh yeah--just as an aside, in case any DA players actually DO
get around to reading this, do
you actually paint your masters in white armor? Azrael doesn't
have white armor. It's just
something I've never gotten.
Reply
Back To Thread Navigation
white, as in deathwing ... . (0 Replies). bodycount[]. 2/23/2002 7:00 (2/23/2002
7:00)
>> I dont understand why you guys don't seem to like AA. It's
cheaper than the iron halo, and
I'd rather have a 2+ save versus an aP3 gun as opposed to a 4+
invulnerable. Ok, as soon as
your opponent wades into CC with power weapons tho its a moot
point. My army relies on
getting your characters stuck in so that they can get as much
damage done as possible, not
keeping them alive. All DA characters have I5, enough to strike
first against just about
everybody. With this in mind, I simply could not see an extra
5 points, at the expense of his
2+ normal save. He's in a command squad anyway, so who cares
if your opponent fires a
lascannon into it?
therefore i rather have the iron halo - my IC won't be shot at,
AP3 or worse ... and in HtH i
akways have to face power weapons, fists and other nasties ...
but like i said, this is what
follows from my games. i'm going to give the AA another try in
a bigger game with two HQs.
I just don't see why people are worrying about invulnerable saves
when, with the SoS, a
Grand Master has 7 WS5 S6 I5 attacks when charging.
well if i take a master he ends up with a power fist, that's for
one ;) and, unless i'm mistaken,
grand master gets 6A max ?
>> Oh yeah--just as an aside, in case any DA players actually
DO get around to reading this,
do you actually paint your masters in white armor? Azrael doesn't
have white armor. It's just
something I've never gotten.
yes, i do. it really highlights the model, makes it recognizable
in the field and, IMHO, just
looks "muchos good" : ))) and fits the fluff well. but they get
their left shoulder plate painted
DA greeen with a black outline (ICs and termies too). chaplains
get the same shoulder plate,
to go with all-black armor. the apothecaries, techmarines and
librarians have DA green armor
and get their left shoulder plate painted, respectively, white,
purple and blue. with a black
outline.
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
White armour , eh ? . (0 Replies). erdagon[]. 2/23/2002 10:44 (2/23/2002
10:44)
>> But I think we can all agree that an Artificer-armored, Jetpack-equipped,
plasma-pistoled
chaplain is one of the most devastating forces that we can unleash
on our foes. Am I right? I'm
right, I think.
Well , not to be a pain up the ass , but I have to disagree here
, I think that that GM you
described with a jump pack is more destructive since the SoS
give him 6 S6 attacks where as
the Chap only gets 6 S4 attacks . So the GM Will wound easier
than the Chap .
>> Oh yeah--just as an aside, in case any DA players actually
DO get around to reading this,
do you actually paint your masters in white armor? Azrael doesn't
have white armor. It's just
something I've never gotten.
Who ever said that Az or any other SC of the DA has white armour
? The robes they wear
are indeed white to reflect that they are DW but otherwise their
armour is painted normally
(which means dark green for Az , black of As and blue for Zeke)
. So unless you're fielding
the (Grand)Master of the Deathwing , all armours are painted
Dark Green (Except of the
Ravenwing ofcourse) with the specials excluded ofcourse (with
this I mean the RW , chaps ,
Lib's , Tech's and Apo's) . Hope this helped you . :)
Reply
Back To Thread Navigation
RE: OK,
Tactics... tactics... hmmm... tactics? (long) . (1 Replies). blackbone[].
3/4/2002 16:22
(3/5/2002 0:22)
I would strongly disagree with your statement that this is a
standard list. Maybe a standard list
for the beardiest player in the world
If I would face this force in a tourney, I would be hiding my
comment card from you so you
couldn't see that I was madly scribbling insults and curses on
it! I would venture to say that
about 20% of your total points are in wargear alone. Further,
you can only suit up one
character in your army in articifer armor.
Please don't take offense to this post, I'm just trying to expose
you to the goodness of gaming.
Make it fun for everyone and reconsider your all-powerful Blood
Angels-type force!
If even one of your uber-squads was destroyed, the rest would
surely tumble down the tubes
with it!
Blackbone
>> Ok, here's a standard 1500 list for me
>>
>> 1 Grand Master w/ plasma pistol, artificer armor, sword of
secrets
>> OR
>> Librarian, force weapon, bolt pistol, bionics, artificer armor
or a psychic hood
>> (This gives you some choice--against simply well-armored troops,
like SM or CSM, I
usually take the GM, but, against, say, Eldar, where a psychic
hood is needed, or against
horde armies with multi-wound leaders *aherm Hive Tyrant* out
comes my librarian.)
>>
>> These 2 are basically useless without a support squad, so
a small command squad, 6 men,
meltagun, vet sergeant w/ power weapon, and a transport usually
follow
>>
>> Chaplain, plasma pistol, artificer armor, and a jump pack
>> (Mobile death. what more can be said?)
>>
>> Dreadnought, twinlinked autocannon, power fist
>> (the autocannon is new, but it basically just improves on
the old light-vehicle-busting and
troop-killing machine that is a dread)
>>
>> 2 Tactical Squads, loaded to the brim, flamer, plasma gun,
and plasma cannons or
lascannons, depending on the foe
>>
>> Squad of 4 sniper scouts and a sergeant (of course)
>>
>> Big Assault Squad, 2 plasma pistols, vet. sergeant w/melta
bomb, power weapon (just
giving one model melta bombs is pretty tricky, but it works.
And these guys provide nice
cannon fodder until I can get my chaplain, who usually accompanies
them, into HtH.)
>>
>> Devastators, 2 heavy bolters, 2 missile launchers
>> (ive said it before and I'll say it again--this is the best
possible combination a devastator
squad can have against orks etc.)
>>
>> Predator Destructor w/ the lascannons
>>
>> And a Whirlwind
>>
>> Ok, now for the tactics. This may seem like a fairly standard
list, and it is, but it still works.
Very well. But your main objective is for your command squad,
with character, and your
chaplain to get stuck in, supported by your slower-dread, and
for the rest of your army to just
kind of sit back and fire at the other force, counter-charging
as needed.
>>
>> Basically what you want to do, is identify two things about
your enemy's army that really
can cause you grief, usually his HQ and something that varies
from race to race, and head
straight for them with your characters. Combat specialists do
not expect this usually, and
wonder why you're running your expensively armored troopers into
his choppas, so, if you
play your cards right, he'll not only not figure out what you
can do to his troopers until it's too
late, you'll have been playing head games, and maybe the other
player'll make a mistake.
Hopefully. But anyway, as long as you're HQs assault the enemy,
not the other way around,
you're ok. well, with orks. with everyone else, you're fine anyway,
i suppose. Just make sure
you have initiatve on their main points of pride, such as warbosses,
farseers, hive tyrants, etc.
Then you lay into them.
>>
>> That's it. Your whirlwind fires at the troops, hopefully taking
out lots, your tank fires at
armor, your devastators fire at... whatever they want. Just remember
to keep your tactical
marines in between your heavy support and his front line, while
your Hqs halt his advance
(hopefully) and you'll be fine.
>>
>> Grand Master Drazden
Reply
Back To Thread Navigation
Come again ? . (0 Replies). erdagon[]. 3/5/2002 0:22 (3/5/2002 0:22)
>> If I would face this force in a tourney, I would be hiding
my comment card from you so
you couldn't see that I was madly scribbling insults and curses
on it! I would venture to say
that about 20% of your total points are in wargear alone. Further,
you can only suit up one
character in your army in articifer armor.
Every body has his own taste about HQ units . But the thing that
made me reply to your post
is , where is it stated that you can only have 1 person in Artificer
armour ? If you field 2 HQ
choices then they both can wear the Arty armour , it's independable
chars only .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
Novice's Strategy . (2 Replies).
boltgunfire[]. 2/21/2002 22:41 (2/22/2002 18:11)
I'm just a novice player. I paint and read fluff more often.
But with my few games, here are
some things I've learned.
Beforehand, here's some things that have influenced my pickings.
1- I'm an absolutely horrible
dice roller 2- Nids are my primary enemy. 3- I would have taken
Tau if it was out when I
started playing. That means my strategy is more of their style.
A must is a lot of tactical squads just because they're so damn
good at doing a bit of
everything. And if you have lots of tactical squads, you have
lots of bits that amount to big
things. I give them missiles just because they're very good multi-role
weapons and they come
with the tactical spruce. I don't have to shell out more money
this way too. Another heavy I
would take though would be the H/Bolter. Lots of shots are always
worth something to me.
Lol, I once had my H/bolters go ping ping ping and have the bolters
actually do the damage.
With the tactical squads, I would give about all of them a rhino
w/ extra armor and pintle storms. This is because my Nid' friend
has Warriors chock full of
heavy toys that likes to point at me and the mobility is a must
against a Nid' army. The pintle
storm is so I can provide some very helpful fire support against
the waves of Genestealers
(moderate fire support if against my Chaos friend). And if I
move from the Nids, I can at least
rake them and take down some of his absolutely hated genestealers
(he has virtual waves of
them. no gaunts whatsoever)
This makes my army rather mobile and I like it that way. If I'm
not going to be using the
Rhinos, I can always trade them in for something better suited.
Other than tacticals, I would always take at least 1 scout squad.
Scouts are good screening
units against close combaty units like Berzerkers. A full strength
squad tends to hold up for at
least a turn before being overwhelmed. If you use them to screen
Nid' deadly cannon fodder
(ie- Genestealers) and place them over 6" away from your midline
shooty troops, ;) it's usually
a bloodbath in waiting
I WOULD take 2 squads of 2 landspeeders. 1 tornado squad with
h/bolters and assault
cannons. 1 reg. squad with meltas because that gives a 3rd anti-tank
unit for them to worry
about. Hive Tyrants are always annoying and he's going to field
2 of them later... I have no
landspeeders as of now because I use my dough slowly and am gradually
building my army.
That's why I say Would.
A Ravenwing bike squad is also definitely good. Mobile reserves
that spits a lot of lead and
mount some wonderful assault toys are very useful in multiple
roles. They can probably serve
a nice bait role, flanking and shooting. Get close and almost
let the enemy assault. Then run
away and leave the enemy in the open. Or if the bikes get clobbered,
the same happens, but
you hope the squad you took down was worth more than the bikes.
For heavies, all I take are dual Annihilators. Why? They're cheaper
than a Devastator squad.
They mount a twin-link lascannon, which I like because I get
to reroll my desperate shots
against the Hive Tyrant, which always advances menacingly with
its tail lashing violently in
anticipation... Oops, back on track. Yes, in conjunction with
the melta mounting Landspeeder,
these are my 3 priniciple anti-tank heavies. Though the tactical
squads could fill this roll fine
sometimes. Gotta love those tactical squads:). True that a Devastator
squad can mount more
weapons, but I think that the Annihilator is the better bargain
and is more suited to me as a
mobile blasting force. To those who didn't here me the first
time, Tau weren't out when I
started playing.
Command wise, I'm still trying to figure out what I want and I'm
trying to keep the costs low.
Going to take a master instead of a chaplain only because of
fluff writing that I've been doing.
Reply
Back To Thread Navigation
hey, whats
that? a bump!! (NT) . (1 Replies). Thomo[]. 2/22/2002 5:07 (2/22/2002 18:11)
No Text
Reply
Back To Thread Navigation
Huh? (NT) . (0 Replies). boltgunfire[]. 2/22/2002 18:11 (2/22/2002 18:11)
>> No Text
Reply
Back To Thread Navigation
an army list (guess what, DW included
:) . (5 Replies). bodycount[]. 2/22/2002 9:58 (3/5/2002 12:26)
since we have discussed several concepts here i thought it may
be good to try and put them in
an army list for us all to have a closer look and further comments.
also, since brother edward
frequents our thread, i thought we can make use of his valuable
experience. therefore the army
list below was done with a view to go against blood angels. this
way we can discuss dark
angels tasks, while brother edward (HINT, HINT :))) may help
us by telling the story form the
other side (or even propose a counter army list - how about that
;). anyways, let's roll:
HQ:
grand master w/iron halo & sword of secrets, leads:
cmd squad (sarge, standard bearer, apothecary - all w/ CCW &
bolt pistols, marine w/ melta
gun)
transport: razorback w/lascan, TL plasma guns, extra armor
324 pts.
ELITES:
deathwing terminators (sarge w/power weapon & storm bolter,
1 with assault cannon & chain
fist, 1 w/ power fist & storm bolter, 4 w/pair of lgth. claws)
344 pts.
TROOPS:
4 x tac squads (each has: sarge w/bolter, 1 missile launcher,
1 plasma gun, 3 bolters)
4 x 106 pts. = 424 pts.
HEAVY SUPPORT:
dev squad (sarge w/bolter, 2 plasma cannons, 2 missile launchers,
marine w/ bolter)
transport: razorback w/ TL lascans
285 pts.
vindicator tank w/smokers
123 pts.
1500 pts in total nice and clean.
since i would expect the BA to advance i assumed a defensive concept
for this army. if they
turn out to be trigger happy i should be more than able to hold
my own anyways.
the grand master with his squad (and terminators) are the counter
charge units. i'd keep the
squad inside and the vehicle hull down, provided it can get a
good firing lane this way. even if
the command 'back will buy it, the troops inside should easily
make their saves. use the lascan
to provide aa fire. as theenemy approaches drive ahead, blaze
away (love that co-axial mount
- move six" and still fire all barrels ;) and disembark to engage
the enemy.
terminators need to be either screened by one of the tac squads
or positioned so that enemy
canot draw multiple LOS to it. they need to be protected form
heavy incoming fire to be able
to perform heir role - counter charge. move up, pre-assault fire
and engage in hth.
tac squads. and four of them - too few if you ask me ;) first
off, they provide fire support and
are supposed to screen other elements in the army. secondly,
i'd try to put them into position
where they get assaulted and if any sweeping advances are made
(hopefully ;) the rest of the
army lets loose.
devastators's task is to provide suppresing fire on the assaulting
elements. it's geared to be
equally able to engage armor or infantry. with the 'back at their
service, they should take up a
firing position in turn one (actually they have to, in order
to be effective) and then the 'back fills
in as a tank-hunter.
the vindicator is just - well i couldn't resist. it's biggest
value would probably be adding some
confusion and second thoughts in the opponent and blocking one
corridor of assault. if it does
get a shot off at enemy squad i'll be all smiles ;).
the battle plan would involve three issues:
- don't get assaulted simultaneously or across a wide front,
- use fire support elements to channel the enemy to my counter
charge units,
- try to drag enemy squads into kill zones as they sweeping advance.
on the first turn (or two if that's possible ;) the target priority
would be transports. with my
vehicle hull down and less need of rapid advance i think i would
have the luxury to ignore
enemy shooters for a turn.
having stranded my enemy assault elements will be crucial. so
jumpack troops become a
threat as they will move 12" without a transport. infantry that
walks across he battlefield will
definately be a secondary target.
i fear that i may have too few tac squads to perform both the
screen and kill zone tasks. their
missile lauchers are ideal for taking out DC 9provided there
are no transports left and the DC
are not in HtH yet :))).
Reply
Back To Thread Navigation
My vision
on this . . (1 Replies). erdagon[]. 2/22/2002 10:33 (2/22/2002 10:52)
>> HQ:
>> grand master w/iron halo & sword of secrets, leads:
>> cmd squad (sarge, standard bearer, apothecary - all w/ CCW
& bolt pistols, marine w/
melta gun)
>> transport: razorback w/lascan, TL plasma guns, extra armor
>> 324 pts.
>>
>> ELITES:
>> deathwing terminators (sarge w/power weapon & storm bolter,
1 with assault cannon &
chain fist, 1 w/ power fist & storm bolter, 4 w/pair of lgth.
claws)
>> 344 pts.
>>
>> TROOPS:
>> 4 x tac squads (each has: sarge w/bolter, 1 missile launcher,
1 plasma gun, 3 bolters)
>> 4 x 106 pts. = 424 pts.
>>
>> HEAVY SUPPORT:
>> dev squad (sarge w/bolter, 2 plasma cannons, 2 missile launchers,
marine w/ bolter)
>> transport: razorback w/ TL lascans
>> 285 pts.
>>
>> vindicator tank w/smokers
>> 123 pts.
>>
>> 1500 pts in total nice and clean.
It would be indeed wise to keep the Grandmaster and the DW as
a back up counterassaulting
force . As for the BA , well I think most field them as an assault
heavy army so you should
suspect much rhino's and probably alot of Jump packs too . Anayway
, if you manage to get
the first turn I guess it would be best to use the tac squads
missiles to bust the Rhino's and
perhaps let them be joined by fire of the backs and DW AC . With
the way the Dev's are
equipped , I would use them to kill the Jump packs . If you succeed
in killing the rhino's and
they have to slug it on foot , I think then it will be usefull
to concentrate Tac squad fire and
reduce the troops from the rhino's with them . Keep your Dev's
firing at the DC and other
Assault troops to kill them off faster with their heavy weaponry
. Also I think by the second
turn you should expect some of the BA to be able to charge you
. Another bad trick to pull on
them would be to use one of the tac squad as a bait and force
him to assault it only to end up
in a firelane from anything else and in doing so effectively
anihilate that unit . And if you think
you don't have enough Tac squads , well drop the Vindi then in
favour of another Tac squad .
Again , more fire power and perhaps one that can be used as charge
bait . :) If you have the
ability to try that one out , let us know how it went . Good
hunting .
"For the Emperor and the Lion"
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
oh my - questions about Blood Angels? . (0 Replies). BloodAngelBrotherEdward[].
2/22/2002 10:52 (2/22/2002 10:52)
Hello there!
I'm been keeping a casual eye on this thread - and now I see some
discussion of Blood
Angels - sadly I'm walking out the door at the moment - but later
today I'll have a careful
peek at things and see if there is anything useful I can add
to your discussions :-)
Glory to the Emperor ~ Brother Edward
http://www.dragonrealm.com/exlibrismortis
Reply
Back To Thread Navigation
RE: an
army list (guess what, DW included :) . (2 Replies). blackbone[]. 3/4/2002
16:37 (3/5/2002
12:26)
I'll never understand the value of the Razorback! Why not just
use a Rhino, take the max size
tac leave a minimum size tac with lascannon behind to lay down
fire!? Additionally, this allows
the tac to sit still if they want and fire heavy weapsons or
special wpns out of the top (2 at a
time).
VS. BA, I would focus on shooting. Sacrifice scouts to the initial
charge, then blast them to
pieces with everything when they inevitably sweep. Keep models
at full 2" apart to maximize
the weaknesses of the BA assault.
Keep the distance between the units at least 6" so they cannot
consolidate under any
circumstances.
VS. BA, deploy right out in the freakin open! Rhinos sit still
in the first few turns, fire heavy
wpsn, and wait to consider where actual manuevers should take
place. Let fast attack units
hang back and wait for the opportune moment to strike.
RW Landspeeders are awesome in this scenario. Let the BA advance,
then use your full
movement to fly behind them. Wipe out their deploy zone defense
or simply harass them so
they begin to move and lose objectives.
BA are really a joke, as long as you can anticipate where their
assaults will take place. The
only BA shooting I worry about is from Predators and Dreads,
which will have to reveal
themselves to heavy fire and rear fire from speeders.
Destroy your BA opponents super-waste-o-pts command squad and
watch him bawl and
curse! Don't bother throwing a tooled-up DA squad at them, just
bring tons of marines and
scouts. The more bolters the better. Here's where to use the
new Plasma Cannon rules!!
Blackbone
>> since we have discussed several concepts here i thought it
may be good to try and put
them in an army list for us all to have a closer look and further
comments. also, since brother
edward frequents our thread, i thought we can make use of his
valuable experience. therefore
the army list below was done with a view to go against blood
angels. this way we can discuss
dark angels tasks, while brother edward (HINT, HINT :))) may
help us by telling the story
form the other side (or even propose a counter army list - how
about that ;). anyways, let's
roll:
>>
>> HQ:
>> grand master w/iron halo & sword of secrets, leads:
>> cmd squad (sarge, standard bearer, apothecary - all w/ CCW
& bolt pistols, marine w/
melta gun)
>> transport: razorback w/lascan, TL plasma guns, extra armor
>> 324 pts.
>>
>> ELITES:
>> deathwing terminators (sarge w/power weapon & storm bolter,
1 with assault cannon &
chain fist, 1 w/ power fist & storm bolter, 4 w/pair of lgth.
claws)
>> 344 pts.
>>
>> TROOPS:
>> 4 x tac squads (each has: sarge w/bolter, 1 missile launcher,
1 plasma gun, 3 bolters)
>> 4 x 106 pts. = 424 pts.
>>
>> HEAVY SUPPORT:
>> dev squad (sarge w/bolter, 2 plasma cannons, 2 missile launchers,
marine w/ bolter)
>> transport: razorback w/ TL lascans
>> 285 pts.
>>
>> vindicator tank w/smokers
>> 123 pts.
>>
>> 1500 pts in total nice and clean.
>>
>> since i would expect the BA to advance i assumed a defensive
concept for this army. if
they turn out to be trigger happy i should be more than able
to hold my own anyways.
>>
>> the grand master with his squad (and terminators) are the
counter charge units. i'd keep the
squad inside and the vehicle hull down, provided it can get a
good firing lane this way. even if
the command 'back will buy it, the troops inside should easily
make their saves. use the lascan
to provide aa fire. as theenemy approaches drive ahead, blaze
away (love that co-axial mount
- move six" and still fire all barrels ;) and disembark to engage
the enemy.
>>
>> terminators need to be either screened by one of the tac squads
or positioned so that
enemy canot draw multiple LOS to it. they need to be protected
form heavy incoming fire to
be able to perform heir role - counter charge. move up, pre-assault
fire and engage in hth.
>>
>> tac squads. and four of them - too few if you ask me ;) first
off, they provide fire support
and are supposed to screen other elements in the army. secondly,
i'd try to put them into
position where they get assaulted and if any sweeping advances
are made (hopefully ;) the rest
of the army lets loose.
>>
>> devastators's task is to provide suppresing fire on the assaulting
elements. it's geared to be
equally able to engage armor or infantry. with the 'back at their
service, they should take up a
firing position in turn one (actually they have to, in order
to be effective) and then the 'back fills
in as a tank-hunter.
>>
>> the vindicator is just - well i couldn't resist. it's biggest
value would probably be adding
some confusion and second thoughts in the opponent and blocking
one corridor of assault. if it
does get a shot off at enemy squad i'll be all smiles ;).
>>
>> the battle plan would involve three issues:
>>
>> - don't get assaulted simultaneously or across a wide front,
>> - use fire support elements to channel the enemy to my counter
charge units,
>> - try to drag enemy squads into kill zones as they sweeping
advance.
>>
>> on the first turn (or two if that's possible ;) the target
priority would be transports. with my
vehicle hull down and less need of rapid advance i think i would
have the luxury to ignore
enemy shooters for a turn.
>>
>> having stranded my enemy assault elements will be crucial.
so jumpack troops become a
threat as they will move 12" without a transport. infantry that
walks across he battlefield will
definately be a secondary target.
>>
>> i fear that i may have too few tac squads to perform both
the screen and kill zone tasks.
their missile lauchers are ideal for taking out DC 9provided
there are no transports left and the
DC are not in HtH yet :))).
Reply
Back To Thread Navigation
Ah , the Razorback . (1 Replies). erdagon[]. 3/5/2002 0:28 (3/5/2002 12:26)
>> I'll never understand the value of the Razorback! Why not
just use a Rhino, take the max
size tac leave a minimum size tac with lascannon behind to lay
down fire!? Additionally, this
allows the tac to sit still if they want and fire heavy weapsons
or special wpns out of the top (2
at a time).
The big advantage of the Razorback over the Rhino is the fact
that it can fire heavy weapons
and can be configured to certain roles . For tank busting , give
it a twinlinked lasgun turret , for
infantry killing use the Twinlinked heavy bolter Turret and for
anti marines , use the
lascannon/plasmagun turret . The rhino is good for fast transport
, but that's it , the Razorback
is able to lend it's fire power to the squad it transports .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
RE: Ah , the Razorback . (0 Replies). blackbone[]. 3/5/2002 12:26 (3/5/2002
12:26)
What can the Razorback fire when it moves 12"? If it can't fire
its primary weapon, then its
useless to me.
Blackbone
>> >> I'll never understand the value of the Razorback! Why not
just use a Rhino, take the
max size tac leave a minimum size tac with lascannon behind to
lay down fire!? Additionally,
this allows the tac to sit still if they want and fire heavy
weapsons or special wpns out of the
top (2 at a time).
>>
>>
>> The big advantage of the Razorback over the Rhino is the fact
that it can fire heavy
weapons and can be configured to certain roles . For tank busting
, give it a twinlinked lasgun
turret , for infantry killing use the Twinlinked heavy bolter
Turret and for anti marines , use the
lascannon/plasmagun turret . The rhino is good for fast transport
, but that's it , the Razorback
is able to lend it's fire power to the squad it transports .
>>
>>
>> Erdagon Faldan
>> Dark Angels commander
>> HBK
Reply
Back To Thread Navigation
Givin it "ze" boot (NT) . (0 Replies).
erdagon[]. 2/22/2002 15:24 (2/22/2002 15:24)
No Text
Reply
Back To Thread Navigation
Review this DA army please . (7
Replies). Broadsider[]. 2/22/2002 18:21 (2/24/2002 9:32)
Be kind...I usually play IG, Eldar, or Tau so keep that in mind
-HQ-
Grandmaster /w Sword of Secrets, Bionics, Iron Halo
--Command Squad
+ Apothercary /w Narthecium
+ Techmarine /w Servo-arm and Signum
+ Standard Bearer /w Standard of Devastation
+ 1 heavy bolter 1 plasma gun
Mounted in Razorback with Lascannon and twinlinked PG's
Chaplain on Bike /w Blade of Reason(is it a power weapon), Bionics,
artificer armour, Power
Weapon and Bolt pistol
-Elites-
Deathwing Terminator Squad (fire support)
1x Sargent
9x Terminators
- 2 chain fists
- 1 cyclone and 1 assualt cannon
Deathwing Terminator Squad (Assualt)
1x Sargent
4x Terminators
-1x heavy flamer
-1x Thunderhammer hammer and storm shield
-2x storm bolter and power fist
---Land Raider /w extra armour, dozer blades, smoke lauchers
Dreadnought Parallax
-Missle Launcher
-Twin-linked lascannons
-Extra Armour and Smoke Lauchers
-Troop-
2x Assualt Oriented Tac Squads
Each With:
1x Vet sarge /w Bolt Pistol, CCW, and Terminator honors
9x Marines
-1 Heavy Bolter
-1 Meltagun
-Frag grenades
---Rhino /w Extra armour, amokers, and Hunter-killer missle,
spot light, dozer blades
2x Fire support Tac Squads
Each with:
1x Vet Sarge /w BP and CCW
7x Marines
-1 Plasma Cannon
-6 bolters
1 Sniper scout squad
-1 vet sarge wtih auspex
-1 heavy bolter
-4 scouts with sniper rifles
-Fast Attack-
Bike Squadron
-1x Sarge
-4x Bikes
-3 /w CCW (or two with CCW and 1 with flamer)
-1 /w melta-gun
Land Speeder Squadron
-3x Speeder 1 with Assualt Cannon
or
Typhoon Land Speeder
-/w Heavy Bolter
Assualt Squad
-1 vet sarge /w termie honours
-9x space marines
-2 plasma pistols
-krak and melta bombs
-Heavy support-
Devastator Squad
-1 Sarge with bolter
-7x Devastator Marines
-2x missle launcher
-1x lascannon
-1x plasma cannon
-3x bolters
---Moutned in bolter /w HK missle + Storm Bolter, and smoke,
spot light
Whirlwind
-Extra armor, smoke launchers, spot light, dozer blades
Land Raider in the Elite section
Thats it...............phfeew that took a long time
Reply
Back To Thread Navigation
a 1500pt
DA tourney Army . (5 Replies). doomangel[]. 2/22/2002 20:33 (2/24/2002
9:32)
here is my list
HQ
chaplain with Jump Pack, Blades of Reason, Power Weapon, Frag
Grenades, Crozius
Arcanum, Rosarius
131pts
Elites
Dred with Missile Launcher, Twin Link Lascannon, Search Light,
Extra Armour, Smoke
Launchers
144pts
Troops
10 man tac squad with Veteran Sergeant: Power Weapon, Stubborn.
Squad: Rhino, Flamer
10 man tac squad with Veteran Sergeant: Power Weapon, Stubborn.
Squad: Rhino, Flamer
7 man tac squad with Plasma Cannon, Plasma Gun
7 man tac squad with Heavy Bolter
5 man tac squad with Sniper Rifles x3, Heavy Bolter
Fast Attack
6 Man assault squad with Veteran Sergeant: Power Fist. Squad:
2 Plasma Pistols
Heavy Support
Devastator Squad with 2 Lascannons, 1 Plasma Cannon, 1 Heavy Bolter
total Army pts: 1500
so what do u think
the chaplian joins the assault squad and advances with the 2 squads
in the rhino while the
other squads give covering fire
Reply
Back To Thread Navigation
lemme see . . (0 Replies). erdagon[]. 2/23/2002 3:33 (2/23/2002 3:33)
>> HQ
>>
>> chaplain with Jump Pack, Blades of Reason, Power Weapon, Frag
Grenades, Crozius
Arcanum, Rosarius
>> 131pts
Nice .
>> Elites
>>
>> Dred with Missile Launcher, Twin Link Lascannon, Search Light,
Extra Armour, Smoke
Launchers
>> 144pts
I suggest you leave the search lights behind . If you do play
a night time mission , those
searchlight will attrack more heavy weaponsfire than you would
like .
>> Troops
>>
>> 10 man tac squad with Veteran Sergeant: Power Weapon, Stubborn.
Squad: Rhino,
Flamer
>>
>> 10 man tac squad with Veteran Sergeant: Power Weapon, Stubborn.
Squad: Rhino,
Flamer
>>
>> 7 man tac squad with Plasma Cannon, Plasma Gun
>>
>> 7 man tac squad with Heavy Bolter
>>
>> 5 man tac squad with Sniper Rifles x3, Heavy Bolter
I think this is supposed to be a 5 man scout squad ? :)
>> Fast Attack
>>
>> 6 Man assault squad with Veteran Sergeant: Power Fist. Squad:
2 Plasma Pistols
>>
>> Heavy Support
>>
>> Devastator Squad with 2 Lascannons, 1 Plasma Cannon, 1 Heavy
Bolter
>>
>> total Army pts: 1500
>>
>> so what do u think
>>
>> the chaplian joins the assault squad and advances with the
2 squads in the rhino while the
other squads give covering fire
That's where the Chaplain should be , in the fore smashing enemies
with his weapons . Looks
nice . Let us now how it went for you . Good Hunting .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
another rewiev ... . (3 Replies). bodycount[]. 2/23/2002 9:09 (2/24/2002
9:32)
>> HQ
>> chaplain with Jump Pack, Blades of Reason, Power Weapon, Frag
Grenades, Crozius
Arcanum, Rosarius
>> 131pts
let me see ... crozius AND power weapon? your guy costs 117 pts.
with all that gear and a
bolt pistol instead of that power weapon typo ;)
>> Elites
>> Dred with Missile Launcher, Twin Link Lascannon, Search Light,
Extra Armour, Smoke
Launchers
>> 144pts
well, it's similar to my remarks in the previous review - smoke
launchers on a oh-so-shooty
vehicle mean that you won't shoot for a turn. IMHO no use. and
you'd probably want the
search light on something cheaper.
>> Troops
>> 10 man tac squad with Veteran Sergeant: Power Weapon, Stubborn.
Squad: Rhino,
Flamer
>> 10 man tac squad with Veteran Sergeant: Power Weapon, Stubborn.
Squad: Rhino,
Flamer
love them with two little restrictions (oh, there goes the unconditinal
love thing :))) though. 1)
get them extra armor and smokers. these babes need to make to
the enemy lines, right? 2)
what if your stubborn squad gets charged by a dread, walker or
their organic counterparts?
be careful, as you'll have no means to hurt them and cannot fall
back. stubborn troops are
very useful in HtH but need carefull support at times.
>> 7 man tac squad with Plasma Cannon, Plasma Gun
>> 7 man tac squad with Heavy Bolter
bread and butter DA tac squads :)
>> 5 man tac squad with Sniper Rifles x3, Heavy Bolter
yeah, i know, it's a typo ;) and a good unit too.
>> Fast Attack
>> 6 Man assault squad with Veteran Sergeant: Power Fist. Squad:
2 Plasma Pistols
fine. when advancing, try to cover them with the rhinos.
>> Heavy Support
>> Devastator Squad with 2 Lascannons, 1 Plasma Cannon, 1 Heavy
Bolter
i always spend the most time planning out weapons for my devs
:) no suggestions here, as i
realize how strongly these decisions are influenced by whom you're
goingto face, or in case of
a tourney army, by what you thing you'll need and feel comfortable
with the most.
>> so what do u think
i'm thinking about the combination of assault and supporting fire
you put together. the
supporting units have 36" range and no move&shoot capability,
save for the excellent
dreadnought. and you may need at 1 turn to take up firing positions
(imagine the devs arriving
as reserves ...). IMHO a difficult combination.
but this force selectionreminds me a lot of the "slant line" tactics
- what you may call an
offensive variant of the refused flank. you put the assault elments
on the extreme flank, then
move&shoot units, and finally an anchor of fire support units
in the center (refusing the other
flank). advance and engage a portion of his army (extreme flank),
move up support (flank),
blst his other units (center). try to create an isolation for
your assault element to exploit,
prefereably engaging one enemy unit at a time. this depends on
several conditions though. how
many respnose/countercharge units your opponent has? how mobile
is he? can he redeploy his
shooting units whithout losing the opportunity to fire? and you
could use more move&shoot
support.
well, just a thought. and my tactical rumblings notwithstanding
i like your army a lot.
good hunting,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
a tactical concept ... . (2 Replies). bodycount[]. 2/24/2002 7:56 (2/24/2002
9:32)
coming back to the subject of "slant line" tactics. do you think
it's possible to use it effectively
in 40k with the DA?
before we delve deeper into it, a brief summary of its principles:
- a variant of refused flank (center of the battlefield becomes
your flank),
- a solid anchor in the center, made up of slow or stationary
troops, able to engage the enemy
with long range weaponry,
- assault element is concentarted on the extreme flank with a
purpose of a fast advance and
engaging a portion of the enemy line with a numerical and/or
quality advantage,
- mobile and move&shoot elements are positioned between the
extreme flank and center and
advance, being able to support both (ideally this group should
also posess some HtH
capabilities to join in with the assault element, once the enemy
flank had ben broken).
there you have it. and now an example of a 1700 pts. DA force
selected to fit with the above
tactics:
ASSAULT ELEMENT (extreme flank):
grand master w/power fist&bolt pistol, iron halo.
leads:
cmd squad (sarge, apothecary, standard bearer (all CCW&bolt
pistol), 6 bolters, all have
frags), mounted in a rhino (extra armor, smokers).
337 pts.
tac squad (sarge w/CCW&bolt pistol, 1 melta gun, 8 bolters),
mounted in a rhino (extra
armor, smokers).
218 pts.
assault squad (sarge & 7 marines w/CCW&bolt pistol, 2
plasma pistol&CCW, all have frags
and jump packs).
260 pts.
SUPPORT ELEMENT (flank):
dreadnought w/TL lascans, dread CCW&storm bolter, extra armor.
130 pts.
2xRW land speeder (separate choices) w/ hvy. bolter.
2x55 pts = 110 pts.
ANCHOR ELEMENT (center):
2xtac squad (sarge w/bolter, 1 missile launcher, 4 marines).
2x100 pts = 200 pts.
dev squad (sarge w/bolter, 2 missile launchers, 2 plasma cannons,
1 marine), mounted in a
razorback w/TL lascans, extra armor.
295 pts.
2xwhirlwind support platform.
2x75 pts = 150 pts.
a few coments on the units first. the cmd squad is geared up for
HtH as you could expected.
being hard pressed on point total i settled for a power fist
for my grand master (with his 5 to 6
As per turn against most enemy characters it will be enough that
they fail just 1 save *evil
grin*). the fellow tac squad will rely more on their bolter&melta
fire, rather than HtH. but they
are 10 strong so should fare well in combat against an average
opponent (like eldar,
guardsmen and the like). i was thinking about another IC choice
and another cmd squad but
points would not allow it. and then the assault squad they have
just enough punch to make the
difference in HtH.
the dread has TL lascans as i will need pint-point accuracy and
aa fire power to take out
enemy transports in turn 1. i need to isolate the extreme flank
so that no enemy response units
can redeploy there (hence the tank busting capability). and i
would like some additional HtH
punch in my support element - so i kept the dread's CCW instead
of giving it a missile
launcher (and that explains the extra armor - i want my dread
to keep closing with the enemy).
two land speeders complment teh dread as support. extremely fast
and have decent
anti-infantry fire power.
and finally the anchor. 2 tac squads and devs ofer me a lot of
fire power and a decent control
zone (36"). tacs screen the devs. ths is needed to achieve two
very important tasks: 1)prevent
the enemy from mounting a counter assault in the opposing flank,
2)support my own assault.
with available fire power i should be able to do just that. then
there is the 'back - and its
awsome TL lascans (at +20 pts ;). last but not least i took two
whirlwinds - with their
concentrated fire i can almost asure that their will be at least
one enemy unit pinned each turn.
having thought about it, this army would be best suited against
eldar, IG or orks. since this
amries will outnumber me, the refused flank would really work
then - an army with a lot of
models usually would be spread across the battlefield more evenly.
still, being able to isolate
the extreme flank would be the crucial elemnt of the battle.
i will need time to get there and
engage (2 y\turns in total perhaps?) a part of the enemy force,
so i can overwhelm it and face
whatever comes as next.
this means i have to put target priority on two kinds of units:
transports with HtH squads and
shooters that pose a direct threat to my assault element's mobility.
2 TL lascans, 2 missile
lauchers, 2 hvy bolters should be enough. the devs have two missile
lauchers more, but these
can't be used for selective fire, so i'd probably direct them
elsewhere. and then there are two
whirlwinds. against the armies i mentioned they usually prove
invaluable, due to their mass-kill
and pining capabilities. especially the latter would come to
the fore as the need to isolate a
part of the battlefield becomes crucial.
what is your opinion - would this tactics work? can it be used
against other armies? let me
hear your ideas.
bodycount,
si vis pacem para belum
Reply
Back To Thread Navigation
Some small suggestions . . (0 Replies). erdagon[]. 2/24/2002 8:40 (2/24/2002
8:40)
>> ASSAULT ELEMENT (extreme flank):
>> grand master w/power fist&bolt pistol, iron halo.
Since he's gonna be in the tick of it , why not give him either
a SoS or normal powerweapon ?
That way you're sure that he strikes first .
>> leads:
>> cmd squad (sarge, apothecary, standard bearer (all CCW&bolt
pistol), 6 bolters, all have
frags), mounted in a rhino (extra armor, smokers).
>> 337 pts.
I see that you included a Techmarine . Why not giving him a Servo
arm to gain a futher
powerfist attack ? And incase the rhino should get fried then
you still would have a small
chance of fixing it .
>> tac squad (sarge w/CCW&bolt pistol, 1 melta gun, 8 bolters),
mounted in a rhino (extra
armor, smokers).
>> 218 pts.
Nice . Well , don't know , since you're assaulting with these
, perhaps the Flamer should work
well here .
>> assault squad (sarge & 7 marines w/CCW&bolt pistol,
2 plasma pistol&CCW, all have
frags and jump packs).
>> 260 pts.
good choice there .
>> SUPPORT ELEMENT (flank):
>> dreadnought w/TL lascans, dread CCW&storm bolter, extra
armor.
>> 130 pts.
>>
>> 2xRW land speeder (separate choices) w/ hvy. bolter.
>> 2x55 pts = 110 pts.
Looks good . if you could spare the points , I would recommend
to upgrade them both to
Tornado's , but only if you can miss the points . Always good
to have two fast infantry killers .
>> ANCHOR ELEMENT (center):
>> 2xtac squad (sarge w/bolter, 1 missile launcher, 4 marines).
>> 2x100 pts = 200 pts.
Small and cheap , but if they get charged ..... But then on the
other hand , for tying up (and
then sucker them into a fire trap) i bet they would do good enough
(and if you have achieved
destroying all armoured threats they can be used as anti-infantry
too) . Versatile though .
>> dev squad (sarge w/bolter, 2 missile launchers, 2 plasma cannons,
1 marine), mounted in a
razorback w/TL lascans, extra armor.
>> 295 pts.
Well , I guess that those could indeed serve as armour killers
. Yet , when facing A14 tanks , I
hope for you you'll able to get a side shot at them otherwise
I'm afraid that they could get
charged (even tank shocked) soon .
>> 2xwhirlwind support platform.
>> 2x75 pts = 150 pts.
The nightmare of any infantry heavy army . Their destructive capabilities
combined with the
ability to pin will make many an opponent think twice .
Well ,I guess your tactics could work well against those armies
you described . The only thing
that could give you some headaches would be Armour14 tanks ,
well , I hope that the 'back
will be able to take care of those . Anyway , as always , my
suggestions are just my thoughts .
Up to you to decide if they're good enough . :) Good Hunting
.
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
RE: a tactical concept ... . (0 Replies). littlepurplemonkey[]. 2/24/2002
9:32 (2/24/2002 9:32)
I'm no expert, but I think that slant line tactics can work pretty
well for DA versus opponenets
fielding large numbers -In 1500 pts I have found that a slight
variant on these tactics has
allowed me to pull off some nice victories against a tyranid
friend of mine who always fields
huge numbers. Something mobile on the extreme flank such as bikes
(led by a character
maybe) and some nice solid tac squads with lots of shooty power,
termies or whatever in the
centre does nicely and some scouts used properly get to play
holdup with his big termagant
squad. Half his army usually spends the first half of the game
floundering around doing a not a
lot because they cant reach me from the other corner of the battlefield
:) btw I like your army
list - I can play the game well enough (well I may be mistaken)
but seem to have some strange
inability to make a nice happy army list (see my list below to
see what I mean).
Happy gaming.
GM Little Purple Monkey
Reply
Back To Thread Navigation
a review
... . (0 Replies). bodycount[]. 2/23/2002 8:11 (2/23/2002 8:11)
before the review - just a thought. army lists usually refelect
the personal tastes of the player,
so i think it's always useful to include a bit of tactics you
plan to use with your army, outlining
the purpose of each unit. IMHO it makes for a much more interesting
exchange of opinions
for both, the reviewer and "reviewee" :). and what point total
is it - seeing the list it seems as a
LOT ;)
and now on with the rewiev ...
>> -HQ-
>> Grandmaster /w Sword of Secrets, Bionics, Iron Halo
>> --Command Squad
>> + Apothercary /w Narthecium
>> + Techmarine /w Servo-arm and Signum
>> + Standard Bearer /w Standard of Devastation
>> + 1 heavy bolter 1 plasma gun
>> Mounted in Razorback with Lascannon and twinlinked PG's
i think that the signum isn't that useful with this squad - unless
you plan to re-roll the plasma
gun - then it makes all the sense. but still - it's another marine
points wise. are you going to use
that cmd squad in "come-and-get-me" fashion (shooty within 24",
SoD, HtH punch) - if so
remember that you're going to play versus tau and IG - they will
be more than happy to
engage in a firefight with you. IMHO a controversial tactics
versus these opponents.
>> Chaplain on Bike /w Blade of Reason(is it a power weapon),
Bionics, artificer armour,
Power Weapon and Bolt pistol
ok. BoR - oh, man - if your chaplain survives, then againt these
armmies you can get yourself
a lot of points. crafty ;)))
>> -Elites-
>> Deathwing Terminator Squad (fire support)
>> 1x Sargent
>> 9x Terminators
>> - 2 chain fists
>> - 1 cyclone and 1 assualt cannon
well, i'd say you're mixing ranges (we discussed that quite lot
in this thread). but this time you'd
want to have 24" range - you have 8 storm bolter after all. so,
i'd take another assault cannon
insted of the cyclone. keep them screened or -perhaps the best
idea for tau and IG - deep
strike them if you can.
>> Deathwing Terminator Squad (Assualt)
>> 1x Sargent
>> 4x Terminators
>> -1x heavy flamer
>> -1x Thunderhammer hammer and storm shield
>> -2x storm bolter and power fist
>> ---Land Raider /w extra armour, dozer blades, smoke lauchers
this is a general concept of mine - if any vehicle can be used
for effective fire support/tank
busting - don't give it the smokers. you want to shoot as much
as you can with it, right? and
definately get lightning claws. aganst the armies you mentioned
they are the ultimate killer.
keep one power fist (on the heavy weapon perhaps) and get them
the claws.
>> Dreadnought Parallax
>> -Missle Launcher
>> -Twin-linked lascannons
>> -Extra Armour and Smoke Lauchers
same thing about the smokers.
>> -Troop-
>> 2x Assualt Oriented Tac Squads
>> Each With:
>> 1x Vet sarge /w Bolt Pistol, CCW, and Terminator honors
>> 9x Marines
>> -1 Heavy Bolter
>> -1 Meltagun
>> -Frag grenades
>> ---Rhino /w Extra armour, amokers, and Hunter-killer missle,
spot light, dozer blades
just to clarify - the vet sarge already has the terminator honorus.
don't know about the HK
missile (and therefore about the spotlight - and if you plan
to usethe rhino as a forward
observer, remember that then enemy will have an excellent chance
to shoot it - not exactly a
good idea ;)
>> 2x Fire support Tac Squads
>> Each with:
>> 1x Vet Sarge /w BP and CCW
>> 7x Marines
>> -1 Plasma Cannon
>> -6 bolters
fine. personally, i'd take a missile laucher and be protected
by its 48" range but this will really
depend on the table you'll play on.
>> 1 Sniper scout squad
>> -1 vet sarge wtih auspex
>> -1 heavy bolter
>> -4 scouts with sniper rifles
very good choice.
>> -Fast Attack-
>> Bike Squadron
>> -1x Sarge
>> -4x Bikes
>> -3 /w CCW (or two with CCW and 1 with flamer)
>> -1 /w melta-gun
oh, i'm no good with bikes so don't ask me ;)))
>> Land Speeder Squadron
>> -3x Speeder 1 with Assualt Cannon
>> or
>> Typhoon Land Speeder
>> -/w Heavy Bolter
well, i'd either take them as separate choices or drop the assault
cannons and have better
protection thanks to their 36" range. IMHO speeders are quite
fragile and need all the
protection they can get to be realy effective. also against IG
tank heavy army, multi-melta
equipped speeders (and definately separate choices then) can
be most useful. only three FA
slots available though.
>> Assualt Squad
>> -1 vet sarge /w termie honours
>> -9x space marines
>> -2 plasma pistols
>> -krak and melta bombs
you mean frags and melta bombs, right ? ;)
>> -Heavy support-
>> Devastator Squad
>> -1 Sarge with bolter
>> -7x Devastator Marines
>> -2x missle launcher
>> -1x lascannon
>> -1x plasma cannon
>> -3x bolters
>> ---Moutned in bolter /w HK missle + Storm Bolter, and smoke,
spot light
>> Whirlwind
>> -Extra armor, smoke launchers, spot light, dozer blades
>> Land Raider in the Elite section
as strange as it sounds, i'd take another whirlwind and fire support
tac squad instead of the
devastators. and another idea. take an assault squad without
jump packs (150 pts with no
upgrades) and put them in the LR. number-wise they may just prove
to be a better choice. but
this will further limit your available fast attack choices. a
description of some planned tactics
would definately allow for a better reply ;)
good hunting,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
Givin it the ole' one two punch!!!!1
(NT) . (1 Replies). Broadsider[]. 2/22/2002 22:29 (2/22/2002 23:52)
No Text
Reply
Back To Thread Navigation
one word
. (0 Replies). doomangel[]. 2/22/2002 23:52 (2/22/2002 23:52)
BUMP
Reply
Back To Thread Navigation
I wonder where the GW DA specialist
are . . (0 Replies). erdagon[]. 2/23/2002 3:36 (2/23/2002 3:36)
Hmmm , now where could those GW DA specialist be ? Would love
to hear some advice and
tactics of them (and ofcourse use this message to keep this on
the first page :p) Anyway , we'll
se if we can keep this up untill they find it good enough to
answer . *l* Good Hunting to all
DA here .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
My Army . (4 Replies). Thomo[].
2/23/2002 5:04 (2/24/2002 3:24)
Heres a rough list of what i use in a 1500 pt game (not sure
of exact pts due to the new rulz
tho) Anyways here goes...
Grand Master
Iron Halo, Storm Bolter, Sword of Secrets
Deathwing Termies
Hvy Flamer, 4 Pwr Fists, 1 Pwr Sword, Storm Bolter
Tac Squad (10)
Plasma Cannon, Plasma Gun
Tac Squad (10)
Missile Launcher, Flamer
Tac Squad (10)
Bolters
Assault Squad (10)
2 Plasma Pistols, Stubborn Vet Sarge
2 Landspeeders (normal, not ravenwing)
3 Bikes (same as speeders)
Flamer
Predator Annihilator
Lascannons, extra armour
Anyways, this is a brief overview of the tactics i use:
The Grand Master goes with the Termies at the front/centre. The
Tac Squads form a line
beside/behind the Termies. The Assault Squad forms up behind
the Tac Squads with the bikes
on one flank and the Speeders on the other. The Pred is in the
middle behind the tac squads.
The Assault squad and bikes try an outflanking move, the speeders
do the same on the othere
side always moving 12". The rest of the Army stays still and
blasts away. The Terminators will
usually advance after the 2nd or 3rd turn and charge into CC.
Not very good, but it sometimes works!!
Please add suggestions and whatever. Good to see the DA Tac Thread
is still on the 1st Page.
The Primarch is our Saviour!
Grand Master Thomo
Reply
Back To Thread Navigation
reviewing
. (2 Replies). erdagon[]. 2/23/2002 10:59 (2/24/2002 3:24)
>> Grand Master
>> Iron Halo, Storm Bolter, Sword of Secrets
Don't know , but in your case it could be better to give your
GM TA instead of the Halo , it
costs less , and only gives a 5+ inv save instead of 4+ but since
he joins your DW squad it
could be better because you could deepstrike them then . Just
my thought .
>> Deathwing Termies
>> Hvy Flamer, 4 Pwr Fists, 1 Pwr Sword, Storm Bolter
As stated above , with the HF I think it would be better if you
could DS them so that you can
fire your flamer at full effect from the first time . Otherwise
that guy walks two-three turns
doing nothing at all . Perhaps the AC could be better because
that way you keep your CCW
and can firing every turn whilst moving (if it doesn't blow up
that is)
>> Tac Squad (10)
>> Plasma Cannon, Plasma Gun
Nice
>> Tac Squad (10)
>> Missile Launcher, Flamer
Hmmm , I think the Flamer is a little misplaced here since flamers
are very short ranged
weaponry . Just like I stated above , you'll have one marine
being idle while the others fire at
full strenght . Better give him a PG then instead .
>> Tac Squad (10)
>> Bolters
>>
>> Assault Squad (10)
>> 2 Plasma Pistols, Stubborn Vet Sarge
>>
>> 2 Landspeeders (normal, not ravenwing)
Why normal Speeders ? For the same cost you get an extra 6+inv
save (I know , not much
but still better than nothing at all) .
>> 3 Bikes (same as speeders)
>> Flamer
Hmm , my point on bikes is that you should atleast go for 5 man
, three ain't that much and
they can also die fast when targetted with high RoF weaponry
(Heavy bolters for instance) .
And again , the flamer will only be good when you assault in
hth (not a good role for bikers ,
unless they're White Scars) . Same as with the speeders , go
for RW bikers since they get a
6+inv save .
>> Predator Annihilator
>> Lascannons, extra armour
>>
>> Anyways, this is a brief overview of the tactics i use:
>> The Grand Master goes with the Termies at the front/centre.
The Tac Squads form a line
beside/behind the Termies. The Assault Squad forms up behind
the Tac Squads with the bikes
on one flank and the Speeders on the other. The Pred is in the
middle behind the tac squads.
The Assault squad and bikes try an outflanking move, the speeders
do the same on the othere
side always moving 12". The rest of the Army stays still and
blasts away. The Terminators will
usually advance after the 2nd or 3rd turn and charge into CC.
>>
>> Not very good, but it sometimes works!!
>>
>> Please add suggestions and whatever. Good to see the DA Tac
Thread is still on the 1st
Page.
>>
>> The Primarch is our Saviour!
>> Grand Master Thomo
Well , perhaps the advice given above might do you well . As always
, this is what I think and
it's up to you to decide if you want to follow it or not . Anyway
, Good Hunting .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
RE: reviewing . (1 Replies). Thomo[]. 2/24/2002 0:44 (2/24/2002 3:24)
I'll change a few things once i get more models, at the moment,
what you see is what you get.
As for the Speeders - they still cost an extra 5 pts (not much
i know but...) and i really wanted
them to fit into the army so i had to use normal ones.
Thanks for the advice. The next thing i'm getting would have
to be more plasma as well as
more tac squads.
Grand Master Thomo
Reply
Back To Thread Navigation
Uh , I forgot . . (0 Replies). erdagon[]. 2/24/2002 3:24 (2/24/2002 3:24)
>> As for the Speeders - they still cost an extra 5 pts (not
much i know but...) and i really
wanted them to fit into the army so i had to use normal ones.
You're right . Normal Speeders are cheaper . Unless you want to
field squadrons of
Tornado's you might be better of using normal ones (pointswise
that is ) . Well , like I said
before , everything is up to you . I'm already glad that you've
considered what I mentionned .
:) Anyway , good hunting .
Erdagon Faldan
Dark Angels commander
HBK
PS : I think this post should atleast reach over 100 replies .
;)
Reply
Back To Thread Navigation
RE: My
Army . (0 Replies). micahmbg[]. 2/23/2002 11:04 (2/23/2002 11:04)
>> Heres a rough list of what i use in a 1500 pt game (not sure
of exact pts due to the new
rulz tho) Anyways here goes...
>>
>> Grand Master
>> Iron Halo, Storm Bolter, Sword of Secrets
Nice..but a master would be better for what you want, same number
of attacks, just a lower
wound and leadership, two wounds is usually enough.
>> Deathwing Termies
>> Hvy Flamer, 4 Pwr Fists, 1 Pwr Sword, Storm Bolter
Nice, adding another special/heavy weapon wouldn't be a bad idea...remember
these are not
invincable and cost more than normal termies..they wont run however
so use them to hold
objectives or crucial points in your line.
>> Tac Squad (10)
>> Plasma Cannon, Plasma Gun
Good...my oh my is that a lot of plasma!
>> Tac Squad (10)
>> Missile Launcher, Flamer
Hmm..missile launchers are good for long range stuff (48" range)..flamers
are close up...where
is this squad going to be? For max effectiveness i would say
take out the flamer and give a
plasma gun or put it in a rhino that way you can use the flamer
sometime.
>> Tac Squad (10)
>> Bolters
Good, solid...but why not add a special weapon with the points
saved from GM to Master..
>> Assault Squad (10)
>> 2 Plasma Pistols, Stubborn Vet Sarge
Good..a nice solid attacking element (or counter charging)
>> 2 Landspeeders (normal, not ravenwing)
Good, but fragile...
>> 3 Bikes (same as speeders)
>> Flamer
Two flamers are twice as good as one....or , melta guns :)
>> Predator Annihilator
>> Lascannons, extra armour
Drop the extra armor...looks nice but does nothing..you in all
likely hood will never be
moving, and if you get it, and can't shoot, moving won't be a
big deal.
>> Anyways, this is a brief overview of the tactics i use:
>> The Grand Master goes with the Termies at the front/centre.
The Tac Squads form a line
beside/behind the Termies. The Assault Squad forms up behind
the Tac Squads with the bikes
on one flank and the Speeders on the other. The Pred is in the
middle behind the tac squads.
The Assault squad and bikes try an outflanking move, the speeders
do the same on the othere
side always moving 12". The rest of the Army stays still and
blasts away. The Terminators will
usually advance after the 2nd or 3rd turn and charge into CC.
>>
>> Not very good, but it sometimes works!!
>>
>> Please add suggestions and whatever. Good to see the DA Tac
Thread is still on the 1st
Page.
>>
>> The Primarch is our Saviour!
>> Grand Master Thomo
Good Luck to you!
-Micah
Reply
Back To Thread Navigation
My really bad army list. :) . (2
Replies). littlepurplemonkey[]. 2/23/2002 16:58 (2/24/2002 14:55)
This thread had dropped to page 4 so I thought I better bump
it back up. Below is a
theoretical 2000 pts DA army list I am working on (I currently
play 1500pt battles). I realise
that there are several flaws and would appreciate any constructive
criticism and advice.
IMHO the main two problems with my list are the lack of troops
(I would like to include some
sniper scouts and a full sized tac squad with ML and PG, perhaps
in a rhino, but I don't know
what to drop - I like DW, RW etc. too much :)) and also I think
that my Crusader plus GM
plus termies is probably a bit heavy, but I cant really see how
to lighten it without completely
dropping one element. Any suggestions would be mucho warmly welcomed,
thnx.
2000pts
HQ
Grand Master - SOS, AA, IH, PP, (180)
Interrogator Chaplain - BP, Blades of Reason (96)
command squad - 5 men, 4 CC+BP, 1 plasma gun (87)
Rhino - smokes + armour (58)
Elite
Termies - sgt with crafted claws, 4 x Hammers, Heavy flamer (297)
Dread - TL Lascannon (125)
Troops
Scouts - Vet sgt w/ PW,Bp stubborn + 5 BP+CC scouts (111)
Tactical - three 5 man squads - Lascannon, plasma cannon, missile
launcher (265)
Fast
4Bikes - plasma,melta, vet sgt w/PW (206)
Attack bike w/ melta (70)
Speeder w/ HB +AC (80)
Heavy
Crusader (255)
Annihilator (170)
Total (2000)
General Tactics (If you can call them that :))
My termies and Gm sit in the crusader and target scary things
e.g. Carnifex plus tyrant guard.
Against elite but small armies such as chaos the comm squad in
rhino may attempt to zoom
down one flank and take out the shooty elements (Tac squads,
eldar snipers etc.) of such
armies. If for example the chaos player then diverted his attention
towards it with other troops
there would be lees demand on my main force.
The bikes and speeder will try to utilise their mobility to the
full down one flank and hopefully
the rest of the force can hold the centre and shoot. The scouts
can also attempt to cause a
little chaos in the enemy ranks and hold up the odd thing. Against
a shooty opponent I will try
and get the crusader, rhino and scouts into the enemy ranks asap
(assuming they survive). I
get the feeling that I'm blabbering now so I'm going to stop.
Once again, any advice however
sceptical will be appreciated.
(btw the main opponents I seem to face are Chaos, Tyranids, Eldar,
and occasionally IG -I
may be facing some fellow marines soon as well)
Reply
Back To Thread Navigation
Here goes
. (1 Replies). erdagon[]. 2/23/2002 20:36 (2/24/2002 14:55)
>> HQ
>> Grand Master - SOS, AA, IH, PP, (180)
>> Interrogator Chaplain - BP, Blades of Reason (96)
>> command squad - 5 men, 4 CC+BP, 1 plasma gun (87)
>> Rhino - smokes + armour (58)
Well , since you let your GM join the DW , I suggest you give
him Termie Armour , for 10pts
you get a 2+:5+inv save and so safe some points out on wargear
. A good idea for the
Chaplain would be to drop the Com squad and give him a bike and
let him join the bike squad
.
>> Elite
>> Termies - sgt with crafted claws, 4 x Hammers, Heavy flamer
(297)
>> Dread - TL Lascannon (125)
>>
>> Troops
>> Scouts - Vet sgt w/ PW,Bp stubborn + 5 BP+CC scouts (111)
>> Tactical - three 5 man squads - Lascannon, plasma cannon,
missile launcher (265)
Use some of the points you earned back with my suggestion to either
give them Razorback or
extra troopers (I think atleast 6 would do)
>> Fast
>> 4Bikes - plasma,melta, vet sgt w/PW (206)
>> Attack bike w/ melta (70)
>> Speeder w/ HB +AC (80)
If possible , try to get 5 bikes and add the Assault bike to it
. As for the Speeder , try to get
atleast two (I even recommend 3) in your squadron .
>> Heavy
>> Crusader (255)
A serious choice , but since you use it as a transport for a fast
attack , well , I guess it's ok ,
but try to increase your DW's then so that you use all 8 places
in it .
>> Annihilator (170)
>>
>> Total (2000)
>>
>> General Tactics (If you can call them that :))
>> My termies and Gm sit in the crusader and target scary things
e.g. Carnifex plus tyrant
guard.
>> Against elite but small armies such as chaos the comm squad
in rhino may attempt to zoom
down one flank and take out the shooty elements (Tac squads,
eldar snipers etc.) of such
armies. If for example the chaos player then diverted his attention
towards it with other troops
there would be lees demand on my main force.
>> The bikes and speeder will try to utilise their mobility to
the full down one flank and
hopefully the rest of the force can hold the centre and shoot.
The scouts can also attempt to
cause a little chaos in the enemy ranks and hold up the odd thing.
Against a shooty opponent I
will try and get the crusader, rhino and scouts into the enemy
ranks asap (assuming they
survive). I get the feeling that I'm blabbering now so I'm going
to stop. Once again, any advice
however sceptical will be appreciated.
>> (btw the main opponents I seem to face are Chaos, Tyranids,
Eldar, and occasionally IG
-I may be facing some fellow marines soon as well)
Well , seeing what you're facing , I notice you miss one real
needed squad here . A
Devastator squad . Some extra heavy weapons would do well . If
you decide to take them ,
make sure you use them all four to the fullest (for instance
no Anti-tank weaponry
[lascannons] combining with Anti-infantry weaponry [heavy bolters]
for the simple reason that
you wouldn't waste shots) . You can also try to give your tac
squads anti-personel heavy
weaponry and use the Dev's for tank busting or vice versa .I'm
afraid you gonna have to try
and find out what suits you best . Anyway , good hunting .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
Thanks . (0 Replies). littlepurplemonkey[]. 2/24/2002 14:55 (2/24/2002
14:55)
Thanks Erdagon. I think I may take up some of your suggestions
such as putting the chaplain
on a bike and using the saved pts to expand those tac squads.
Terminator armour would
probably also make sense for my GM, but I really love that extra
attack that I can get from a
pistol though I'll probably drop his Artificer Armour. I do like
the idea of a Dev squad, but
don't know where to get the points from and I find that the most
useful heavy weapon against
my main opponents tends to be lascannons, which makes a predator
a more point-efficient
way of zapping people, although it can be blasted by one lucky
shot. Once again, thanks, and,
oh look I've bumped this thread back to the front :).
Happy gaming.
Reply
Back To Thread Navigation
One small bump for man...... (NT)
. (1 Replies). littlepurplemonkey[]. 2/24/2002 17:25 (2/25/2002 4:05)
No Text
Reply
Back To Thread Navigation
......
but one big BUMP for mankind (NT) . (0 Replies). erdagon[]. 2/25/2002 4:05
(2/25/2002 4:05)
No Text
Reply
Back To Thread Navigation
Could you wise Grandmasters review
this? . (7 Replies). Yaj[]. 2/25/2002 7:00 (2/25/2002 23:59)
Notice how I said 'wise grandmasters'
Any way here it is!
Here it is!
HQ
Interrogator Chaplain Auzikiel
Rosarius, Crozius arcanum, bolt pistol, frag grenades
92
Command squad (5) inc vet sgt
bolt pistols, chainswords, heavy bolter, meltagun, frag grenades,
power sword, plasma pistol
162
Razorback
Twin-linked lascannons, extra armour
95
TROOPS
2 Tactical squads (12)
bolters, missile launchers, plasma guns
212
2 Razorbacks
Twin-linked heavy bolters, extra armour
150
2 Tactical squads (12)
bolters, heavy bolter, plasma guns
202
2 Razorbacks
Twin-linked lascannons, extra armour
190
FAST ATTACK
Assault squad (10)
bolt pistols, chain swords, jump pack
250
HEAVY SUPPORT
Annihilator
lascannons
145
Total= 1498
Comments?
Thanks
Yaj, 3 Units Advance for the Lion!!
Reply
Back To Thread Navigation
we could
; ))) . (0 Replies). bodycount[]. 2/25/2002 8:27 (2/25/2002 8:27)
welcome yaj!
still haven't read my reply on the heavy bolter cost, have you?
:)))
and why does that army look familiar? - thanks for finally posting
it here ;) since i already
made some comments on it, let me focus on the heavy bolter thing
again :)))
>> Command squad (5) inc vet sgt
>> bolt pistols, chainswords, heavy bolter, meltagun, frag grenades,
power sword, plasma
pistol
>> 162
first, cost break-down:
- 5 marines = 75 pts
- 5 x frags = 5 pts
- vet sarge = 15 pts
- plasma pistol & power weapon = 30 pts
- meltagun = 10 pts
- 2 x bolt pitol & CCW (for free character upgrades) = 4
pts
and ...
- heavy bolter = 5 pts !!!
well, i DO know that in codex SM hvy bolter in cmd squad costs
15 pts but ... let's look at
some quotes:
form codex dark angels:
"the standard weapons and options available to the squad type
chosen are available to the
command squad."
p.7 under cmd squad entry
and:
"any other model [execept for masters of the deathwing and ravenwing]-
dark angels tactical
squad."
p.7 cmd squad description on the sidebar.
"tac squad - see codex space marines"
p.8 under tac squad entry.
and guess how much a hvy. bolter costs for a tac marine squad
?
*all smiles*
so acording to the best of my mathemathical ability (which is
not much, for one thing ;))) the
cost of your cmd sqd should be 144 points.
don't you just love those wise grand masters? :)))
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
Thanks,
bodycount!!, anymore? BUMP!!(NT) . (0 Replies). Yaj[]. 2/25/2002 10:05
(2/25/2002 10:05)
No Text!!
Reply
Back To Thread Navigation
Not sure
if I'm wise , but anyway ...... . (4 Replies). erdagon[]. 2/25/2002 12:30
(2/25/2002 23:59)
>> Notice how I said 'wise grandmasters'
Up to kissing ass , huh ? *lol*
>> Any way here it is!
>>
>> Here it is!
>>
>> HQ
>>
>> Interrogator Chaplain Auzikiel
>> Rosarius, Crozius arcanum, bolt pistol, frag grenades
>> 92
>>
>> Command squad (5) inc vet sgt
>> bolt pistols, chainswords, heavy bolter, meltagun, frag grenades,
power sword, plasma
pistol
>> 162
Well , seeing that you take a 'back to trasnport there I wonder
if you do well on taking the HB
. Correct me if I'm wrong but I'll guess you intend to assault
with these guys , so go for a
second special weapon instead and perhaps upgrade to special
chars , since they can also
take ccw (even powerweapons) and pistols to increase further
hth capabilities and so increase
the effect of the Chap with his retinue .
>> Razorback
>> Twin-linked lascannons, extra armour
>> 95
Despite the above note , I'm not that fond of Com squads , unless
in big battles or DW armies
. But this is completely your choice . You could for instance
give the Chap a JP and let him
join the assault squad . But those are my thoughts . If you do
keep it , do like I suggested
above and have them some true CC capabilities .
>> TROOPS
>>
>> 2 Tactical squads (12)
>> bolters, missile launchers, plasma guns
>> 212
>>
>> 2 Razorbacks
>> Twin-linked heavy bolters, extra armour
>> 150
>>
>> 2 Tactical squads (12)
>> bolters, heavy bolter, plasma guns
>> 202
>>
>> 2 Razorbacks
>> Twin-linked lascannons, extra armour
>> 190
Those can be true devastatating and compensate the lack of a Dev
squad . Nice . And if you
set them up correctly they can be deadly against so called assault
armies .
>> FAST ATTACK
>>
>> Assault squad (10)
>> bolt pistols, chain swords, jump pack
>> 250
Nice punch . But I think this should atleast include a Vet sarge
with a powerweapon . For the
extra kill capacity that is .
>> HEAVY SUPPORT
>>
>> Annihilator
>> lascannons
>> 145
I guess that this one combined with the 'backs has to serve as
Tank buster ? Good choice .
Most will fear the sight of all those LC's .
>> Total= 1498
>>
>> Comments?
>>
>> Thanks
>>
>> Yaj, 3 Units Advance for the Lion!!
Again , this is my advice . Up to you to decide what you do .
:) Good Hunting .
"Repent ! For tommorow you die!"
Erdagon Faldan
Dark Angels commander
HBK
"Glory to the Angels of Death"
Reply
Back To Thread Navigation
important question on force selection ... . (3 Replies). bodycount[]. 2/25/2002
15:53 (2/25/2002
23:59)
welcome battle-brothers,
seeing several posts in this thread made me thinking about rules
for selecting a DA command
squad. please have a look at my post (two or three above this
one) for reference.
basically, i would like to know how do you select your TACTICAL
squad to act as
COMMAND squad. do you choose weapon options according to cmd
squad entry in codex
SM, or do you choose according to tac squad entry? IMHO according
to the rules in codex:
DA it should be tac entry. what's your opinion on it?
again, please check my previous post for reference.
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
RE: important question on force selection ... . (1 Replies). GrandmasterUlysses[].
2/25/2002 16:15 (2/25/2002 16:32)
To me it looks like Tactical Squad Options, which means:
1. Lower Leadership Values
2. Cheaper weapons, but fewer options (i.e. you can't have two
meltaguns)
3. No Land Raider as a Transport Option
The codex says that they use basic tactical squads, not veteran
squads.
Let me know if anyone has found a ruling different.
Reply
Back To Thread Navigation
welcome ... . (0 Replies). bodycount[]. 2/25/2002 16:32 (2/25/2002 16:32)
>> To me it looks like Tactical Squad Options, which means:
>> 1. Lower Leadership Values
>> 2. Cheaper weapons, but fewer options (i.e. you can't have
two meltaguns)
>> 3. No Land Raider as a Transport Option
>>
>> The codex says that they use basic tactical squads, not veteran
squads.
>>
>> Let me know if anyone has found a ruling different.
welcome grand master ulysses - what took you so long to join in?
must've been a warp storm
or something ;)
anyways, good to see that i'm not the only one to have this opinion
on cmd squads. and about
that land rider- you can always select it as a heavy support
choice and have the cmd squad
ride in it. and i'm not sure about the prometheus, but i think
you can always select it for a cmd
squad.
thanks for your input. what about the others?
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
I don't know if you can count this as official but ...... . (0 Replies).
erdagon[]. 2/25/2002 23:59
(2/25/2002 23:59)
I have the Interactive Army Builder (full version) and according
to that it's the Tactical squad
options . So indeed , that means lower ld , less options but
cheaper weaponry . The only thing
that is just the same as com squads are the trooper upgrades
(Vet Sarge , Tech , Apo and
Bearer) .
Erdagon Faldan
Dark Angels commander
PS : and a free boot back to page 1
Reply
Back To Thread Navigation
bumps for the bump god :-) . (3
Replies). BloodAngelBrotherEdward[]. 2/26/2002 5:26 (3/8/2002
21:16)
back to the front with this one! :-)
Reply
Back To Thread Navigation
and on
the subject of nurgle ... . (2 Replies). bodycount[]. 2/26/2002 5:39 (3/8/2002
21:16)
>> back to the front with this one! :-)
welcome back brother edward - and what is that rumor about nurgle
we've been hearing? ;)
hope you'll find time to have a look at how our thread developed
since your last visit to our
inner circle chamber ;)
happy gaming,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
nurgle is just first :-) . (1 Replies). BloodAngelBrotherEdward[]. 2/26/2002
14:07 (3/8/2002 21:16)
>> >> back to the front with this one! :-)
>>
>> welcome back brother edward - and what is that rumor about
nurgle we've been hearing?
;)
>>
>> hope you'll find time to have a look at how our thread developed
since your last visit to
our inner circle chamber ;)
>>
>> happy gaming,
>>
>> bodycount
>> si vis pacem para bellum
++++ Thank you :-) I have experience against most armies - but
now the time has come that I
must really learn the deepest secrets about the other armies
so I can throw the BEST of the
other armies against my Blood Angels - so this year will be a
year of me learning other armies
(so that I can fight them against my Blood Angels). Nurgle ended
up first when some plague
marines caught my attention (with their freakish toughness),
but we have other armies lined up
for fun as well :-) I'll be recording what I learn the whole
time - hopefully at the end we'll see
some universal lessons coming out of it all. Unfortunately the
answer I keep bumping into is
that it almost doesn't matter what you take as long as you use
it correctly (oh sure some army
lists make things a LOT easier don't get me wrong!) but the more
I look into all of this the
more I'm seeing things much as a chef might I think - in the
end I'll have a variety of specialty
recipes that should really only be used on special occassions,
and a number of other dishes
than can be served with a variety of flavors and spices at most
any occassion - and from these
I'll be forced (due to my poor communication skills) to share
likely the most sure fire recipes
that most anyone can use under most any circumstances (yikes)
:-) I hope that made some
sense - otherwise I may well be losing my mind :-) oh well -
even if I am losing my mind I'm
sure having a lot of fun :-)
Glory to the Emperor and Sanguinius ~ Brother Edward
http://www.dragonrealm.com/exlibrismortis
PS. I've been dutifully saving the information in this thread
for later study, and bumping it back
to the front when it gets too far away :-) When the thread finally
comes to an end I'll post it in
the Tactical Library on my site (since it will begin to disappear
after 30days from GW's
server). By saving the information in this way we can still serve
the needs of the Dark Angel
players in later more challenging times :-)
PSPS. Scott (my 40K mentor) and I have been working on Nurgle
stuff today - soon I'll post
some pics of a nurgling base that Scott sculpted - it is hysterical
:-)
Reply
Back To Thread Navigation
A quick couple o' things (plus another boot to the front ;) . (0 Replies).
irskin[]. 3/8/2002
21:16 (3/8/2002 21:16)
1) THANK YOU Brother Edward for your promise to post this thread
for those of us with
lesser technical skills! Your site rocks and I'll definately
be visiting it more now that this great
tome of DA lore will be there (and of course to check out the
rest of the site too!)
2) More on topic here: A querry that's likely been answered many
a time before, can you use
assassins in a DA army? I know we're not allowed to use choices
from the heroes of the
imperium list, but since the Codex:Assassins came out does this
make a loophole or am I just
hallucinating?
3) A note to those who dislike or just dont use command squads
(me being one of the latter at
the moment). If you decide to take a devastator squad with multiple
plama cannons,
remember the CA rule that you can detatch techmarines and apothecaries
to other squads. A
techmarine with a signum just might save your plasma cannons
enough to make the points
expenditure worthwile...
4) A quick question for bodycount. What does 'si vis pacem para
bellum' mean? I can pick
out most of the words but I can't turn it into a sentance.
Greetings and respects again brother Angels!
Irskin
'e tenebrae lux'
Reply
Back To Thread Navigation
Bodycount , do you think we're
the only two DA Tactical masterminds ? ( and a free BUMP
ofcourse) . (3 Replies). erdagon[]. 2/26/2002 11:42 (2/28/2002
7:27)
Well , looking back to this whole thread I see the most replies
come from you or me . So I
guess we're either the only experienced DA players or the other
ones don't want to share their
wisdom with us . And now that I have your attention , what do
you think about IC's on a bike
? Do you think they're worth their points ?
Erdagon Faldan
Dark Angels commander
HBK
"Glory to the Angels of Death"
Reply
Back To Thread Navigation
I know
this isn't meant for me, but . (2 Replies). littlepurplemonkey[]. 2/26/2002
12:32 (2/28/2002
7:27)
>>what do you think about IC's on a bike ? Do you think they're
worth their points ?
I just thought I'd mention that my experience with IC's on bikes
has been a good one. In a
1500pt army I tend to take a GM on a bike with SOS and halo -
pricy I know, but of all my
models he is the one that my regular opponents fear most. I reckon
that if you have a bike
squad in your army then putting an IC on a bike is not a bad
idea (the extra speed gets him
into CC quickly -where he ought to be with those 4A and the SOS;
and that extra toughness
proves useful as well).
Well, whatever you choose to do, happy gaming.
Reply
Back To Thread Navigation
Thanks . :) . (1 Replies). erdagon[]. 2/26/2002 13:35 (2/28/2002 7:27)
I know , despite the fact that my post was directed to Bodycount
, any thoughts concerning
IC's on bikes are welcome . I've seen alot of things discussed
inhere except the fact of putting
an IC on a bike . Your thoughts have convinced me to try it out
sometime , so thanks for a
little advice to this old fart here . *lol* Anyway , good hunting
.
Erdagon Faldan
Dark Angels commander
HBK
"Glory to the Angels of Death"
Reply
Back To Thread Navigation
back on the thread ... . (0 Replies). bodycount[]. 2/28/2002 7:27 (2/28/2002
7:27)
greetings erdagon faldan,
sorry for a late reply, but i was cought in a warp distortion
of sorts (that and a business
project :))) so it seems i have some catching up do do.
>> Well , looking back to this whole thread I see the most replies
come from you or me . So I
guess we're either the only experienced DA players or the other
ones don't want to share their
wisdom with us .
thank you for your words of praise. seeing the last couple of
posts i was glad to notice that
there are new names on our thread - thank you guys for your input.
and a big shout out of
gratitude to all who participated in our discussions so far (big
thanks you erdagon , aurion,
littlepurplemonkey - a.k.a. the creator ;) - and everyone else).
damn, almost souded as a
good-bye, which it defiately is not :)))
>> And now that I have your attention , what do you think about
IC's on a bike ? Do you
think they're worth their points ?
a very good question. since i strongly believe that my ICs should
end up in close combat (i
think that basic A4 makes this justified) i like to make them
as well prepared to CC as
possible. and i can hardly think of a beter protection than the
numbers of troops
accompanying them - preferably a 10-men cmd squad.
with bikes you gain three important advantages:
- speed,
- toughness,
- excellent fire power.
to tell you the truth i'm nowhere close to mastering the use of
bikes yet, but from my limited
experience i learned that bikes are NOT suited for CC - becouse
of low numbers, high per
model cost and becouse they can't shoot (IMHO their biggest strength)
whrn stuck in cc.
so i think that bikers are better off without an IC - he could
add HtH punch - but i'd rather
keep my bikes out of it, he can fire with BS 5 but he'll either
shoot TL bolters or have range
12" (plasma pistol or combi bolter w/ melta) - in any case i
would spend too many points and
gain too little.
then there is the option to let him ride all by himself (and keep
him screened by other units).
this is perfectly ok, but you have to bear in mind that then
he becomes a pure supporting unit
(preferably riding behind a rhino or behind an asault squad).
and finally there is the point cost. i'm not sure i'd go for the
bike for my ic for 35 pts. that many
points would buy a lot of wargear.
so in a summary:
- IMHO giving an IC a bike costs too many points for what i gain,
- bikers have specific tactics (which IMHO do not suit the IC
too well) and can get along
without a character just fine,
therefore i'd consider a bike for my IC only for my second HQ
choice (the first obligatory
choice is always geared up for HtH), and that preferably in a
2000 pts. battle or bigger. then i
could either have the IC ride by himself (and lend HtH support
wherever it's needed - thanks
to effective 18" charge range) or join in a squad of bikers and
act as "skirmishers" or tank
hunters (lots of meltas ;).
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
RE: DA Tactical Thread (Input please)
. (9 Replies). danimalicious[]. 2/26/2002 11:53 (3/5/2002 0:38)
I know that this may result in some repetition, or maybe it might
bring make some of our ideas
thus far more concise. I think that DA "suffer" from a lack of
obviously different troops - and
their special rules - as compared to Blood Angels or Black Templars
or Space Wolves, and
so it's difficult to consider strategies and tactics that work
especially well for DA alone. Most
strategies for a vanilla space marine army ought to work just
fine for DA. However, there are
special rules, and we ought to make sure we make full use of
them. There is a reason why we
all chose DA, after all.
So, here's a list of all I can think of off-hand:
-The Deathwing - 2 heavy weapons in a squad, as well as the option
to field whatever
combination of weaponary that we want
-The Ravenwing - for a rather low cost, we get speeders and bike
with an invulnerable save,
and good drivers. and a nifty paint scheme
-along those lines, we get the options of Ravening and Deathwing
armies - very specialized
forces that could really surprise an opponent
-cheap terminator armor - best value among the different chapters
-free plasma cannon upgrade from lascannon
-command squad - the ability to take a cheap command squad that
is as effective as many
others is very nice - any way to shave a point here or there
ought not be overlooked
-stubborn sergeants/intractable rule - this may be a liability
just when we want an advantage,
but still, if you're going to hold your ground, DA are effective.
On the other hand, if you get
charged by a Bloodthirster, the last thing that you want to do
is stick around.
-hunt for the fallen - easy way to maybe score some extra victory
points - sure, why not? ^_^
-the best fluff out there
So, how do we use these special rules to our fullest? I really
like the aforementioned tactic of
using a refused flank and then moving units up along an extreme
flank, ultimately rolling
through the opponent's flank. The Ravenwing with its speed and
weaponry would make an
effective extreme flank, while the intractable rule would make
Deathwing units or even normal
DA squads would be good for an anchor.
Are there other, vanilla tactics that would work well? Could they
be adapted to take
advantage of what makes DA special?
Reply
Back To Thread Navigation
RE: RE:
DA Tactical Thread (Input please) . (0 Replies). littlepurplemonkey[].
2/26/2002 12:38
(2/26/2002 12:38)
>> -the best fluff out there
Definitely :)
On the subject of bikes I just thought I'd add that their ability
to re-roll terrain saves can in
certain situations be useful too. (If there's a wood on the table,
you'd be amazed at what you
can do :)) Ambushes galore! :)
Reply
Back To Thread Navigation
a bag of
tricks ... . (7 Replies). bodycount[]. 2/28/2002 18:25 (3/5/2002 0:38)
good work danimaliciuos, that is a very useful summary. it is
true that a DA commander can
usually resort to two kinds of strategies: vanilla marines-based
concepts or specific DA
tactics, usually based on chapter-specific rules/units/items.
and i would like to come back to that last point, as it seems
to missing from your list: DA
restricted wargear.
here is an example of what you can achieve with a tactical idea
based around one of such
items:
standard of devastation (SoD). seemingly it is very simple - apart
form sacred standard rules,
once per game you get to shhot in enemy's assault phase before
he moves his models. and you
count as moving for shooting resolution purposes (even if you
actually remained stationary).
so two conclusions come to mind first: can't rapid fire or fire
heavy weapons, and i'd better be
moving, as not doing so does not give me any advantages. now
let's have a look at a specially
designed command squad:
1 master w/ iron halo, power weapon, storm bolter
1 vet sarge w/storm bolter
1 apothecary w/storm bolter
1 tachmarine w/storm bolter
1 standard bearer w/storm bolter, SoD
1 marine w/meltagun
4 marines w/bolters
mounted in a rhino w/extra armor, smokers, extra storm bolter
total: 378 pts.
imagine this: i move the rhino 6". the squad disembarks and takes
up a firing position (i want to
be within 12" of the enemy). in the shooting phae i open up:
- 4 bolter shots from the rhino (extra s-bolter fires regardless
of circumstances),
- 14 bolter shots from the squad
- 1 melta shot from the squad
i can assault now - or wait and take a charge - especially if
the enemy has no heavy weapons
trained on my squad. i can use the rhino to cover my squad from
one side - remember that
when disembarking. if i decide to take a charge - the enemy gets
it all over again minus the
four shots from the rhino.
and an equally interesting variant of this tactic, this time with
the standard of fortitude (SoF).
SoF lets you move and rapid fire. so instead of storm bolters
the charcters get bolt pistols and
CCW weapons (master gets a power weapon again), the vet sarge
becomes sarge and the
melta is replaced by a plasma gun. the cost is 345 if i'm not
mistaken. the shooting phase
begins (i'm within 12" of the enemy:
- 4 bolter shots from the rhino,
- 18 bolter shots from the squad
- 2 plasma shots from the squad
and i then i'm better prepared to take a charge as all my characters
get 1 additional attack
(that's 5 aditional attacks in total).
what do you think - an idea worth pondering or not?
also a very important question about general rules - can you raid
fire using the SoF AND
assault? i think it's illegal as you can't rapid fire and assault
and SoF rules mention only the
movement phase. but i'll be glad to hear some comments on this.
let me hear your tactics with DA restricted wargear.
good hunting,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
Tricky indeed . (6 Replies). erdagon[]. 2/28/2002 23:47 (3/5/2002 0:38)
>> also a very important question about general rules - can you
raid fire using the SoF AND
assault? i think it's illegal as you can't rapid fire and assault
and SoF rules mention only the
movement phase. but i'll be glad to hear some comments on this.
I think you can rapid fire and assault when you use the SoF .
Normally without the Standard
this isn't allowed to do so , but with the SoF I think you can
, because it's something that is
given by an Item . To make clear what I mean I'm gonna give an
example from WHFB .
Normally in WHFB undead can't march move , the only exception
to this is when the Necro
casts Van Hels Dance Macabre , then they can march move . I think
that the SoF kinda
works like that .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
about the undead ... . (5 Replies). bodycount[]. 3/1/2002 5:06 (3/5/2002
0:38)
>> I think you can rapid fire and assault when you use the SoF
. Normally without the
Standard this isn't allowed to do so , but with the SoF I think
you can , because it's something
that is given by an Item . To make clear what I mean I'm gonna
give an example from WHFB
. Normally in WHFB undead can't march move , the only exception
to this is when the Necro
casts Van Hels Dance Macabre , then they can march move . I think
that the SoF kinda
works like that .
greetings erdagon,
now, it's a long time since i played WHFB but as far as i know
the undead CAN march in the
last ed. :)))
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
You're right . Almost . :p . (4 Replies). erdagon[]. 3/1/2002 11:42 (3/5/2002
0:38)
>> greetings erdagon,
>>
>> now, it's a long time since i played WHFB but as far as i
know the undead CAN march in
the last ed. :)))
>>
>> bodycount
>> si vis pacem para bellum
I can see that it has been a while indeed . *lol* You're right
, they can march move , well , that
is if there is a character in the unit or they are within 12"
from the general at the start of the
movement . Bur this is off topic . *lol* Anyway , I just used
that example of the undead to
state how I think the SoF works . Good hunting .
Erdagon Faldan
Dark Angels commander
HBK
"Glory to the Angels of Death"
Reply
Back To Thread Navigation
plasma frenzy ... . (3 Replies). bodycount[]. 3/4/2002 3:52 (3/5/2002 0:38)
greetings again,
if i ever consider coming back to wfb i now know whom to ask for
advice and rules updates
;) thanks for clearing that up for me.
and just to add a little to possible uses of standard of fortitude,
what if ...
1 chaplain/crozius arcanum, rosarius, plasma pistol
1 vet sarge w/plasma pistol, CCW
1 apothecary w/plasma pistol, CCW
1 techmarine w/plasma pistol, CCW
1 standard bearer w/plasma pistol, CCW, SoF
1 marine w/plasma gun
mounted in a razorback w/extra armor, lascan & TL plasma
guns
total: 392 (more or less, i'm (ab)using my memory ;)
since you can use SoF in games of 2000+ points, this HQ would
take less (but heck, just
barely) than 20% of your force - so is more or less acceptable
points-wise.
now, i move up 6" with my 'back, disembark and atke up firing
position within 12" of the
enemy ...
- 2 plasma bolts hitting on 2+
- 8 plasma bolts hitting on 3+
- 2 plasma bolts hitting on 3+ (re-roll misses)
- and a lascan blast (hitting on 3+) on top of that ...
and you thought those plague marines are tough ... :)))
well just athought to cheer up everyone's begining of the week.
good hunting,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
RE: DA Tactical Thread (Input please)
. (4 Replies). deathdroidMK[]. 2/26/2002 12:41 (3/8/2002 19:15)
A cout in a rhino, an assalt marine squad. Send them forward
to distract and delay the enemy
(dont charge them, in case they take you out in the first round).
A vet sarg with stubborn and a
power fist works wonders. Take at least 1 vindicator supported
by a pred annialator (hv
bolters for low armour, lascannons for heavy armoured). Screen
the tanks with marines.
remember MODELS block line of sight not units. A dev squad with
missle launchers shoould
also do the trick since they work against most armies. You could
try this with plasma cannons
but it is more costly. Last but mot least REMEMBER YOUR OBJECTIVES
IN THE
GAME!! I lost because of that.
P.S NEVER LET A DEATH COMPANY UNIT IN A RHINO GET WITHIN 24".
There
is a trick for them so they can cover 24" in one turn. (Im sure
its illegal).
Reply
Back To Thread Navigation
Blood Angels
trouble , eh ? . (1 Replies). erdagon[]. 2/26/2002 13:30 (2/27/2002 12:40)
>> P.S NEVER LET A DEATH COMPANY UNIT IN A RHINO GET WITHIN 24".
There is a trick for them so they can cover 24" in one turn.
(Im sure its illegal).
Thanks for your bits of wisdom . For that PS of yours , I would
like to say that don't let ANY
Blood Angels Squad in a Rhino get near to you . Or better , just
don't let any Blood Angel get
near to you . Unfortunately , they can cover indeed 24" in 1
turn and it's all perfectly legal
(there has been enough topics on the board crying about how beardy/cheesy
the BA are [also
according to view]) . Anyway , I think Against the BA your priority
targets are the Rhino's
and anything wearing a Jump Pack .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
RE: Blood Angels trouble , eh ? . (0 Replies). deathdroidMK[]. 2/27/2002
12:40 (2/27/2002 12:40)
>> Thanks for your bits of wisdom . For that PS of yours , I
would like to say that don't let
ANY Blood Angels Squad in a Rhino get near to you . Or better
, just don't let any Blood
Angel get near to you . Unfortunately , they can cover indeed
24" in 1 turn and it's all perfectly
legal (there has been enough topics on the board crying about
how beardy/cheesy the BA are
[also according to view]) . Anyway , I think Against the BA your
priority targets are the
Rhino's and anything wearing a Jump Pack .
>>
Last time I fired at the rhinos and somehow I killed them in the
first turn. At the end of the
game the BA player moaned because the table (or my bedroom floor)
was 5 foot long. He
just said that cause he hates trudging along on foot. Note to
him. Take more rhinos.
To the other reply At least my friend was out of range anyway
:D
Reply
Back To Thread Navigation
reply .
(1 Replies). aurion[]. 2/26/2002 14:22 (3/8/2002 19:15)
>> A cout in a rhino, an assalt marine squad.
I'm not sure what a "cout" is but you cannot put an assault squad
in a rhino (it sucks but it's not
an option for them).
>>Send them forward to distract and delay the enemy (dont charge
them, in case they take
you out in the first round). A vet sarg with stubborn and a power
fist works wonders. Take at
least 1 vindicator supported by a pred annialator (hv bolters
for low armour, lascannons for
heavy armoured). Screen the tanks with marines. remember MODELS
block line of sight not
units. >>
Don't forget that you CANNOT screen models with an AV with models
with an armor save.
Vehicles are just too massive to be screened by non-vehicles.
It's in the Chapter Approved.
I prefer to run the Annihilator with all lascannons. This allows
me to specialize it in taking
down vehicles and monstrous creatures. I leave the anti-infantry
work to the plasma cannons
and heavy bolters in my tac squads. I always take at least four
tac squads (two with HBs and
two with PCs). Vindicators also make great anti-infantry weapons.
*grin*
>>A dev squad with missle launchers shoould also do the trick
since they work against most
armies. You could try this with plasma cannons but it is more
costly. Last but mot least
REMEMBER YOUR OBJECTIVES IN THE GAME!! I lost because of that.
>>
NEVER forget your objectives. I win more games with one or two
units left on the table but in
control of the objective. Even a pyrrhic victory is a victory.
>> P.S NEVER LET A DEATH COMPANY UNIT IN A RHINO GET WITHIN 24".
There is a trick for them so they can cover 24" in one turn.
(Im sure its illegal).>>
I just shoot them with my Vindicator, lascannons, and missile
launchers. Ain't no coming back
from that.
Reply
Back To Thread Navigation
ignore this im just posting so i can find the dang thread again my computer
messed up
(NT) . (0 Replies). irskin[]. 3/8/2002 19:15 (3/8/2002 19:15)
No Text
Reply
Back To Thread Navigation
What's our best HQ choice? . (2
Replies). Drazden[]. 2/26/2002 16:54 (2/27/2002 5:41)
I'm just making up a 1-HQ list and I'm wondering, what HQ unit
of the DA do you guys like
best? GM, Chap, or Librarian (havent found a short form i can
live with for Librarians yet)
Personally, with the new tweak, I'm leaning towards the librarian--he
rules! But Chaplains are
decent too, especially when jump-packed, and GMs... Well, what
can you say about the
members of the inner circle without getting your head lopped
off? Not much, I think.
Ok, that's it. Which?
Grand Master Drazden
Currently engaged in a massive campaign against orks, so much
so that his army would just
about die against anything else.
Reply
Back To Thread Navigation
GM w Term
Armor, Storm Bolter, and SoS (NT) . (0 Replies). aurion[]. 2/26/2002 17:31
(2/26/2002
17:31)
No Text
Reply
Back To Thread Navigation
best hq
choice ? . (0 Replies). erdagon[]. 2/27/2002 5:41 (2/27/2002 5:41)
Hmmm , though one . I think a GM with the SoS , a pistol , Iron
Halo and a JP should be a
true hth combat monster (6 strenght 6 power weapon attacks ,
I think that kills , even Death
guard are wounded on a 3+) . But I think Aurion is right , a
GM with the SoS , storm bolter
and in TA can kill enemies in hth and shoot them up too . Also
,a Lib might be good , if given
TA and a Force weapon . One wound and a force test and there
they go . :)
As I said , though decision to make . *l* I guess after all it
depends on what you like . I think
they're all good choices when you use them right . Well , that's
my rant .
Erdagon Faldan
Dark Angels commander
HBK
"Glory to the Angels of Death"
PS : wow , close to 100 replies , cool . And ofcourse , the boot
back to page 1 . :)
Reply
Back To Thread Navigation
Repent for Tommorow you Die!!!!
. (7 Replies). Masterofthedeathwing[]. 2/26/2002 18:09 (2/28/2002
0:01)
++++Hq:(Grand)Master o'Deathwing(goes with Deathwing)
S.O.S. stormbolter T.armor
Pts:135
++++Hq 2:Interrogator Chaplain Zeru(my 40k name!!)(goes with
the Assault squad)
J.pack,A.armor,ccw(yes realy!!),Crozius arcanum,Rosarius
Pts:131
+++Elite:8 man Deathwing squad
Srg.powersword,stormbolter
4xBasic:Sbolter,powerfists
Specialists:assaultcannon,H.flamer,2xChainfists
assault spec:2xlightningclaws
pts:416
(((Note:planing on replacing H.flamer with another A.cannon,and
replacing 2 normal for 2
T.hammer termis)))))
++Elite 2:Dreadnought "Lucky"
T.L.lascannon,S.launcher,E.armor,D.ccw w/stormbolter
pts:130
The Troops:(3 in all!!!!)
+++(10 man)Tac.1:(Elim's boys)
V.sarg(Elim)p.sword,P.pistol,stubborn
H.weapon:H.bolter
A.weapon:P.gun
The rest are the basics:Bolters
pts:201
(Elim is named after a DA from a Imperialliterature story[Darkest
angel]he earned the name
when he wounded a carnifex in CC and the carnifex missed him
completly!!!!)
+++(10 man)Troop 2:
V.Sarg:P.sword,P.pistol,stubborn
H.weapon:lascannon
A.weapon:P.Gun
The basics:bolters
pts:211
+++Troop 3(The Old men)
V.sarg:ccw,boltpistol,stubborn("Gramps" himself)
H.weapon:L.cannon
A.weapon:P.gun
Basics:Bolters
pts:185
((((They are called the old men because there mostly 2nd ed models!!!)))))
Fast attack:
++++AssaultSqd:
V.sarg:powersword,stubborn,boltpistol
specialists:2xP.pistols,ccw
The rest:ccw,boltpistols,frag grenades
pts:290
HEAVY SUPPORT:
++Dev.Squad:(The Devils)
Sarg:bolter
2xP.cannon
2xM.launcher
pts:165
Over all pts: 1866(I just made it with the new rules)
THINGS I ALREADY KNOW:
I am going to get the new DA Tac squad
and swap the H.bolter in Elims squad for one of the P.cannons
from the Devils.
And another thing I dont use tanks often they get blown up easily
and have limitations that my Dread doesnt.
Well give me,advice,be a critic,and use my army as a guide if
you see it fit,and remember
every thing counts in large amounts!!!!
REPENT for tommorow you Die!!!!
Reply
Back To Thread Navigation
RE: Repent
for Tommorow you Die!!!! . (3 Replies). danimalicious[]. 2/26/2002 19:32
(2/27/2002 11:30)
>> ++Elite 2:Dreadnought "Lucky"
>> T.L.lascannon,S.launcher,E.armor,D.ccw w/stormbolter
>> pts:130
>>
One thing to say about this Dread is why the launchers? He has
twin-linked lascannons - don't
you want to use them every turn? hell, even if there aren't tanks
to be seen, that's still two
models insta-killed.
Reply
Back To Thread Navigation
twinlinked = 2kills ? No way . . (2 Replies). erdagon[]. 2/26/2002 23:48
(2/27/2002 11:30)
>> hell, even if there aren't tanks to be seen, that's still
two models insta-killed.
Sorry to say , but a twin linked Las allows you to reroll a failed
hit . I don't see where that
second hit comes from .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
RE: twinlinked = 2kills ? No way . . (1 Replies). danimalicious[]. 2/27/2002
10:55 (2/27/2002
11:30)
>> >> hell, even if there aren't tanks to be seen, that's still
two models insta-killed.
>>
>> Sorry to say , but a twin linked Las allows you to reroll
a failed hit . I don't see where that
second hit comes from .
>>
>>
>> Erdagon Faldan
>> Dark Angels commander
>> HBK
nuts - my clever ruse is not so clever. Still used to 2nd edition
rules, where twin-linked meant
two weapons and therefore two shots. I mean, there are two lascannons...
oh well.
Reply
Back To Thread Navigation
I know . . (0 Replies). erdagon[]. 2/27/2002 11:30 (2/27/2002 11:30)
>> nuts - my clever ruse is not so clever. Still used to 2nd
edition rules, where twin-linked
meant two weapons and therefore two shots. I mean, there are
two lascannons... oh well.
I know . Back in second ed twinlinked was more fun . :) one hit
actually meant two hits and
with a lascannon it spelled almost certain doom to what ever
got hit . Ah , good ole 2nd ed
times .....
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
A word
in your ear ..... . (2 Replies). erdagon[]. 2/26/2002 23:59 (2/28/2002
0:01)
>> ++++Hq:(Grand)Master o'Deathwing(goes with Deathwing)
>> S.O.S. stormbolter T.armor
>> Pts:135
Nice .
>> ++++Hq 2:Interrogator Chaplain Zeru(my 40k name!!)(goes with
the Assault squad)
>> J.pack,A.armor,ccw(yes realy!!),Crozius arcanum,Rosarius
>> Pts:131
I don't see the point of gicving him a second CCW , if you gave
him a pistol instead he could
still help firing up the squad you want to charge .
>> +++Elite:8 man Deathwing squad
>> Srg.powersword,stormbolter
>> 4xBasic:Sbolter,powerfists
>> Specialists:assaultcannon,H.flamer,2xChainfists
>> assault spec:2xlightningclaws
>> pts:416
>> (((Note:planing on replacing H.flamer with another A.cannon,and
replacing 2 normal for 2
T.hammer termis)))))
Cool . A nice weapon mix .
>> ++Elite 2:Dreadnought "Lucky"
>> T.L.lascannon,S.launcher,E.armor,D.ccw w/stormbolter
>> pts:130
My advice here would be to drop the Smoker and give him a Missile
Launcher and use him to
kill from a long distance .
>> The Troops:(3 in all!!!!)
>> +++(10 man)Tac.1:(Elim's boys)
>> V.sarg(Elim)p.sword,P.pistol,stubborn
>> H.weapon:H.bolter
>> A.weapon:P.gun
>> The rest are the basics:Bolters
>> pts:201
>> (Elim is named after a DA from a Imperialliterature story[Darkest
angel]he earned the
name when he wounded a carnifex in CC and the carnifex missed
him completly!!!!)
>> +++(10 man)Troop 2:
>> V.Sarg:P.sword,P.pistol,stubborn
>> H.weapon:lascannon
>> A.weapon:P.Gun
>> The basics:bolters
>> pts:211
>> +++Troop 3(The Old men)
>> V.sarg:ccw,boltpistol,stubborn("Gramps" himself)
>> H.weapon:L.cannon
>> A.weapon:P.gun
>> Basics:Bolters
>> pts:185
>> ((((They are called the old men because there mostly 2nd ed
models!!!)))))
>>
Unless you use these as extra assault groups I don't see a point
of making the Vet Sarge
stubborn . Afterall , it can be wise to sometimes fall back .
If you do use them as extra assault
teams then I don't see much use of the heavy weapons . Afterall
, you can't move these and
then fire your heavy weaponry (And wasting a turn before you
can assault could spell these
guys their doom) .
>> Fast attack:
>> ++++AssaultSqd:
>> V.sarg:powersword,stubborn,boltpistol
>> specialists:2xP.pistols,ccw
>> The rest:ccw,boltpistols,frag grenades
>> pts:290
Should be one of the Standard fast attack choices (in numbers
and equipment , only the Vet
Sarge can differ) in every DA army that uses Assualt squads as
a FA choice .
>> HEAVY SUPPORT:
>> ++Dev.Squad:(The Devils)
>> Sarg:bolter
>> 2xP.cannon
>> 2xM.launcher
>> pts:165
If this is a 5 man squad then I suggest you expand them with atleast
one extra trooper . The
more the better so that they can soak a little damage . With
only 5 men in that squad you'll
take heavy weapon losses too soon .
As usual , this is my view on your army , feel free to change
what you think that sounded
reasonable to you . Anyway , good luck and Good hunting .
Erdagon Faldan
Dark Angels commander
HBK
"Glory to the Angels of Death"
Reply
Back To Thread Navigation
RE: A word in your ear ..... . (1 Replies). Masterofthedeathwing[]. 2/27/2002
17:18 (2/28/2002 0:01)
>> >> ++++Hq:(Grand)Master o'Deathwing(goes with Deathwing)
>> >> S.O.S. stormbolter T.armor
>> >> Pts:135
>>
>> Nice .
>>
>> >> ++++Hq 2:Interrogator Chaplain Zeru(my 40k name!!)(goes
with the Assault squad)
>> >> J.pack,A.armor,ccw(yes realy!!),Crozius arcanum,Rosarius
>> >> Pts:131
>>
>> I don't see the point of gicving him a second CCW , if you
gave him a pistol instead he
could still help firing up the squad you want to charge .
+++++I play what you see is what you get and my chaplain is using
the Asmodia model+a
jumppack
>>
>> >> +++Elite:8 man Deathwing squad
>> >> Srg.powersword,stormbolter
>> >> 4xBasic:Sbolter,powerfists
>> >> Specialists:assaultcannon,H.flamer,2xChainfists
>> >> assault spec:2xlightningclaws
>> >> pts:416
>> >> (((Note:planing on replacing H.flamer with another
A.cannon,and replacing 2 normal for 2 T.hammer termis)))))
>>
>> Cool . A nice weapon mix .
>>
+++Note:there are only 3 norm. termis messedup and put 4 instead
>> >> ++Elite 2:Dreadnought "Lucky"
>> >> T.L.lascannon,S.launcher,E.armor,D.ccw w/stormbolter
>> >> pts:130
>>
>> My advice here would be to drop the Smoker and give him a Missile
Launcher and use
him to kill from a long distance .
++see chaplain response and also The powerfist is there for big
things and other dreads
because I fight nids alot,and my lascannon gets blown of often
so I use smokelaunchers to
help him get closer to the enemy.Also I play aggresivly I advance
with my Dread and termis
and they fire on the way to assault
>>
>> >> The Troops:(3 in all!!!!)
>> >> +++(10 man)Tac.1:(Elim's boys)
>> >> V.sarg(Elim)p.sword,P.pistol,stubborn
>> >> H.weapon:H.bolter
>> >> A.weapon:P.gun
>> >> The rest are the basics:Bolters
>> >> pts:201
>> >> (Elim is named after a DA from a Imperialliterature story[Darkest
angel]he earned the
name when he wounded a carnifex in CC and the carnifex missed
him completly!!!!)
>> >> +++(10 man)Troop 2:
>> >> V.Sarg:P.sword,P.pistol,stubborn
>> >> H.weapon:lascannon
>> >> A.weapon:P.Gun
>> >> The basics:bolters
>> >> pts:211
>> >> +++Troop 3(The Old men)
>> >> V.sarg:ccw,boltpistol,stubborn("Gramps" himself)
>> >> H.weapon:L.cannon
>> >> A.weapon:P.gun
>> >> Basics:Bolters
>> >> pts:185
>> >> ((((They are called the old men because there mostly 2nd
ed models!!!)))))
>> >>
>>
>> Unless you use these as extra assault groups I don't see a
point of making the Vet Sarge
stubborn . Afterall , it can be wise to sometimes fall back .
If you do use them as extra assault
teams then I don't see much use of the heavy weapons . Afterall
, you can't move these and
then fire your heavy weaponry (And wasting a turn before you
can assault could spell these
guys their doom) .
They slow down my enemys assault units and forces them to sweeping
advance and get shot
by my Devils or other tactical squads and stoping a carnifex
for a few turn and possible
harming it is worth the casualties.(plus my tyranid buddie likes
to leave the sarg alive so they
are stuck but often my sarg ends up killing or wounding the carnifex.
Also you would by suprised at the damage 1 V.sarg can do!!!
>> >> Fast attack:
>> >> ++++AssaultSqd:
>> >> V.sarg:powersword,stubborn,boltpistol
>> >> specialists:2xP.pistols,ccw
>> >> The rest:ccw,boltpistols,frag grenades
>> >> pts:290
>>
>> Should be one of the Standard fast attack choices (in numbers
and equipment , only the
Vet Sarge can differ) in every DA army that uses Assualt squads
as a FA choice .
>>
>> >> HEAVY SUPPORT:
>> >> ++Dev.Squad:(The Devils)
>> >> Sarg:bolter
>> >> 2xP.cannon
>> >> 2xM.launcher
>> >> pts:165
>>
>> If this is a 5 man squad then I suggest you expand them with
atleast one extra trooper .
The more the better so that they can soak a little damage . With
only 5 men in that squad
you'll take heavy weapon losses too soon .
++++Too true
>>
>>
>> As usual , this is my view on your army , feel free to change
what you think that sounded
reasonable to you . Anyway , good luck and Good hunting .
>>
>>
>> Erdagon Faldan
>> Dark Angels commander
>> HBK
>>
>> "Glory to the Angels of Death"
Master Zeru interrigator Chaplain
Repent For tommorow you Die!!!!
Reply
Back To Thread Navigation
I see . . (0 Replies). erdagon[]. 2/28/2002 0:01 (2/28/2002 0:01)
>> >> >> ++++Hq 2:Interrogator Chaplain Zeru(my 40k name!!)(goes
with the Assault
squad)
>> >> >> J.pack,A.armor,ccw(yes realy!!),Crozius arcanum,Rosarius
>> >> >> Pts:131
>> >>
>>
>> >> I don't see the point of gicving him a second CCW , if
you gave him a pistol instead he
could still help firing up the squad you want to charge .
>>
>>
>> +++++I play what you see is what you get and my chaplain is
using the Asmodia model+a
jumppack
Ah , it makes sense now . :)
>> >>
>> >> >> +++Elite:8 man Deathwing squad
>> >> >> Srg.powersword,stormbolter
>> >> >> 4xBasic:Sbolter,powerfists
>> >> >> Specialists:assaultcannon,H.flamer,2xChainfists
>> >> >> assault spec:2xlightningclaws
>> >> >> pts:416
>> >> >> (((Note:planing on replacing H.flamer with another
>> A.cannon,and replacing 2 normal for 2 T.hammer termis)))))
>> >>
>> >> Cool . A nice weapon mix .
>> >>
>>
>> +++Note:there are only 3 norm. termis messedup and put 4 instead
Still , a nice weapon mix .
>> >> >> ++Elite 2:Dreadnought "Lucky"
>> >> >> T.L.lascannon,S.launcher,E.armor,D.ccw w/stormbolter
>> >> >> pts:130
>> >>
>>
>> >> My advice here would be to drop the Smoker and give him
a Missile Launcher and
use him to kill from a long distance .
>>
>> ++see chaplain response and also The powerfist is there for
big things and other dreads
because I fight nids alot,and my lascannon gets blown of often
so I use smokelaunchers to
help him get closer to the enemy.Also I play aggresivly I advance
with my Dread and termis
and they fire on the way to assault
Ah , I guess that's thenindeed a good choice hen you find your
main opponent to be Nids .
>> >> >> The Troops:(3 in all!!!!)
>> >> >> +++(10 man)Tac.1:(Elim's boys)
>> >> >> V.sarg(Elim)p.sword,P.pistol,stubborn
>> >> >> H.weapon:H.bolter
>> >> >> A.weapon:P.gun
>> >> >> The rest are the basics:Bolters
>> >> >> pts:201
>> >> >> (Elim is named after a DA from a Imperialliterature
story[Darkest angel]he earned
the name when he wounded a carnifex in CC and the carnifex missed
him completly!!!!)
>> >> >> +++(10 man)Troop 2:
>> >> >> V.Sarg:P.sword,P.pistol,stubborn
>> >> >> H.weapon:lascannon
>> >> >> A.weapon:P.Gun
>> >> >> The basics:bolters
>> >> >> pts:211
>> >> >> +++Troop 3(The Old men)
>> >> >> V.sarg:ccw,boltpistol,stubborn("Gramps" himself)
>> >> >> H.weapon:L.cannon
>> >> >> A.weapon:P.gun
>> >> >> Basics:Bolters
>> >> >> pts:185
>> >> >> ((((They are called the old men because there mostly
2nd ed models!!!)))))
>> >> >>
>> >>
>>
>>
>> >> Unless you use these as extra assault groups I don't see
a point of making the Vet
Sarge stubborn . Afterall , it can be wise to sometimes fall
back . If you do use them as extra
assault teams then I don't see much use of the heavy weapons
. Afterall , you can't move these
and then fire your heavy weaponry (And wasting a turn before
you can assault could spell
these guys their doom) .
>>
>>
>> They slow down my enemys assault units and forces them to
sweeping advance and get
shot by my Devils or other tactical squads and stoping a carnifex
for a few turn and possible
harming it is worth the casualties.(plus my tyranid buddie likes
to leave the sarg alive so they
are stuck but often my sarg ends up killing or wounding the carnifex.
>> Also you would by suprised at the damage 1 V.sarg can do!!!
I didn' say it's bad to make Vet sarges stubborn . I just don't
see a point in making a Vet
sarge stubborn if the only thing you do with that squad is just
sit around and shoot , or if you
use the Tac squad as a fire platform , in that case I think it's
betterto justt havea Vet Sarge that
ca add firepower to his squad and can fall back incase some enemy
squads would be able to
reach them . When used to assault , then indeed it's better to
have him stubborn so that the
Squad can tie up those dangerous squads long enough to trick
them in a fire zone .
>> >> >> Fast attack:
>> >> >> ++++AssaultSqd:
>> >> >> V.sarg:powersword,stubborn,boltpistol
>> >> >> specialists:2xP.pistols,ccw
>> >> >> The rest:ccw,boltpistols,frag grenades
>> >> >> pts:290
>> >>
>> >> Should be one of the Standard fast attack choices (in numbers
and equipment , only
the Vet Sarge can differ) in every DA army that uses Assualt
squads as a FA choice .
>> >>
>> >> >> HEAVY SUPPORT:
>> >> >> ++Dev.Squad:(The Devils)
>> >> >> Sarg:bolter
>> >> >> 2xP.cannon
>> >> >> 2xM.launcher
>> >> >> pts:165
>> >>
>> >> If this is a 5 man squad then I suggest you expand them
with atleast one extra trooper .
The more the better so that they can soak a little damage . With
only 5 men in that squad
you'll take heavy weapon losses too soon .
>>
>>
>> ++++Too true
>>
>>
>> >>
>> >>
>> >> As usual , this is my view on your army , feel free to
change what you think that
sounded reasonable to you . Anyway , good luck and Good hunting
.
Anyway , good hunting .
Eragon Faldan
Dark Angels commander
HBK
"Glory to the Angels of Death"
Reply
Back To Thread Navigation
Uhhhhh *BUMP* :)(N/T) . (0 Replies).
Masterofthedeathwing[]. 2/27/2002 8:40 (2/27/2002 8:40)
>> Hello, could you Dark Angels guys give me some general tactical
advice and force
composition advice please.
>> Thanks.
Reply
Back To Thread Navigation
Confusion over Command Squads...
. (8 Replies). Yaj[]. 2/27/2002 8:41 (2/27/2002 13:29)
I just look through the DA codex & when I read the command
squad entry it said I should use
the command squad entry in the SM codex, thats fine but next
to it said...
Deathwing master - Deathwing terminators
Ravenwing master - Ravenwing bike/landspeeder squadron
Anyother - Dark Angels Tactical squad.
Do I select a command squad from the command squad entry in the
SM codex or the Tactical
squad entry in the SM codex?
Thanks
Yaj, 3 Units Advance for the Lion!!
Reply
Back To Thread Navigation
RE: Confusion
over Command Squads... . (0 Replies). littlepurplemonkey[]. 2/27/2002 11:13
(2/27/2002 11:13)
>> Do I select a command squad from the command squad entry in
the SM codex or the
Tactical squad entry in the SM codex?
I'm pretty sure you use the tactical squad entry (with modifications
applied as per the entry in
the DA book e.g. apothecaries etc.). Well I hope that helps.
Happy Gaming.
Reply
Back To Thread Navigation
the Tac
squad it is . . (0 Replies). erdagon[]. 2/27/2002 11:56 (2/27/2002 11:56)
Hail Brother . Indeed , where other marines have a command squad
consisiting of veterans ,
we Dark Angels use our Tac squads instead since our Elite only
fights in Terminator Armour .
Ofcourse , this has it's advantages and disadvantages . The disadvantages
are the fact that our
Com Squad marines only have a ld of 8 and we have to pay 6pts
for the Flamer . Also , we're
only allowed one special weapon and one Heavy weapon were as
other Marines may use
either one of both , or either two heavy or two special weapons
. The advantages are that we
only pay 15pts per Com squad Marine and the heavy weapons are
cheaper to buy ( up to
twice or thrice times cheaper) . All other options available
to normal SM Com squads are also
available to us . So let our command squads rain death upon our
enemies . Good Hunting
Erdagon Faldan
Dark Angels commander
HBK
"Glory to the Angels of Death"
Reply
Back To Thread Navigation
things
have changed... . (5 Replies). aurion[]. 2/27/2002 12:07 (2/27/2002 13:29)
>> I just look through the DA codex & when I read the command
squad entry it said I should
use the command squad entry in the SM codex, thats fine but next
to it said...
>>
>> Deathwing master - Deathwing terminators
>>
>> Ravenwing master - Ravenwing bike/landspeeder squadron
>>
>> Anyother - Dark Angels Tactical squad.
>>
>> Do I select a command squad from the command squad entry in
the SM codex or the
Tactical squad entry in the SM codex?
>>
The original DA codex allowed you to purchase a Master or Grand
Master of the
Deathwing/Ravenwing to lead your standard army. If you took one
of those choices you had
the option to take their "army type" as your command squad. BUT...You
had to take one of
those to lead one of the special armies. In other words, you
couldn't create a Deathwing army
with a Librarian HQ unless you took his as the secondary HQ (which
is expensive).
Since the WD update to the codex any leader can now lead any army
but they are limited with
their command squad to the type of army they are leading. Your
command is no longer
divided up into the special leader types.
Hope that helps.
Aurion Shidhe
Reply
Back To Thread Navigation
RE: things have changed... . (4 Replies). danimalicious[]. 2/27/2002 12:29
(2/27/2002 13:29)
this is in regards to the Ravenwing Master. Which might be more
effective - the Master in his
landspeeder with all of its special rules and what not (and high
point value), or just putting him
on a bike? Yes, we get a command squad with the bike squadron,
but how effective would
that be? I guess that that would be the only/best way to make
an effective HTH bike unit -
Master on Bike
Apothecary on Bike
Techmarine on Bike
Vet Sgt. on bike
Standard bearer on Bike (it would be damn hard to drive that
bike though with a giant
banner...)
Attack Bike w/ Heavy Bolter
give the characters some power weapons and have at the enemy.
Or are bikes not really
tough enough to support this kind of HTH unit?
On a related note, the squad entry for a Ravenwing Bike Squad
says that a squad consists of
at most 4 bikes. We can buy an Attack Bike for this squad. Does
this bike replace one of the
4 existing bikes in teh squad, or does it come in addition to
it, allowing us to field 4 bikes
*and* 1 attack bike?
Reply
Back To Thread Navigation
ravenwing goodness... . (2 Replies). aurion[]. 2/27/2002 12:45 (2/27/2002
13:29)
>> this is in regards to the Ravenwing Master. Which might be
more effective - the Master in
his landspeeder with all of its special rules and what not (and
high point value), or just putting
him on a bike? Yes, we get a command squad with the bike squadron,
but how effective
would that be? I guess that that would be the only/best way to
make an effective HTH bike
unit -
I am personally a shooty commander. Just the thought of the Master
of the RW with a
Landspeeder Retinue all armed with Heavy Bolters and Assault
Cannon gives me a woody. I
need to get out more!
>> give the characters some power weapons and have at the enemy.
Or are bikes not really
tough enough to support this kind of HTH unit?
>>
I don't think they're worth the cost. They still die easily to
anything with an AP of 3 or better.
>> On a related note, the squad entry for a Ravenwing Bike Squad
says that a squad consists
of at most 4 bikes. We can buy an Attack Bike for this squad.
Does this bike replace one of
the 4 existing bikes in teh squad, or does it come in addition
to it, allowing us to field 4 bikes
*and* 1 attack bike?
I don't think this replaces any of the other bikes. The entry
says it may be included in the unit.
Most other units that replace models with upgrades will say so
(such as the Ork Nob
upgrade).
Aurion Shidhe
Reply
Back To Thread Navigation
RE: ravenwing goodness... . (1 Replies). littlepurplemonkey[]. 2/27/2002
12:59 (2/27/2002
13:29)
:( - so much anti-bike feeling around these days. If used well
and with a bit of luck they can do
wonders (Or maybe I'm just lucky with my bikes). I was having
a discussion with a chaos
playing friend of mine the other day and he was commenting on
how his bikes always die,
unlike mine, which is interesting since he always beats me! But
I like the Ravenwing bikes both
in terms of fluff and manoeuverability. Obviously everyone has
their own tastes but I think that
bikes are a little undervalued by many people. There are few
things with more
manoueverability and that makes their tactical potential fairly
large. anyway the choice is
always that of the commander as to whether or not he takes them,
and either way happy
gaming. :)
Reply
Back To Thread Navigation
RE: RE: ravenwing goodness... . (0 Replies). aurion[]. 2/27/2002 13:29
(2/27/2002 13:29)
>> :( - so much anti-bike feeling around these days. If used
well and with a bit of luck they
can do wonders (Or maybe I'm just lucky with my bikes). I was
having a discussion with a
chaos playing friend of mine the other day and he was commenting
on how his bikes always
die, unlike mine, which is interesting since he always beats
me! But I like the Ravenwing bikes
both in terms of fluff and manoeuverability. Obviously everyone
has their own tastes but I
think that bikes are a little undervalued by many people. There
are few things with more
manoueverability and that makes their tactical potential fairly
large. anyway the choice is
always that of the commander as to whether or not he takes them,
and either way happy
gaming. :)
Oh, don't get me wrong, I love the RW bikes! I just prefer the
Master with Landspeeder
Retinue for the sheer amount of firepower it gives you.
Aurion Shidhe
Reply
Back To Thread Navigation
RW command squads . (0 Replies). erdagon[]. 2/27/2002 13:09 (2/27/2002
13:09)
>> this is in regards to the Ravenwing Master. Which might be
more effective - the Master in
his landspeeder with all of its special rules and what not (and
high point value), or just putting
him on a bike? Yes, we get a command squad with the bike squadron,
but how effective
would that be? I guess that that would be the only/best way to
make an effective HTH bike
unit -
I think it all depends on what you want to do with your RW (grand)Master
. If you like
serious anti-infantry fire power then he'll do fine in his Landspeeder
joined with a Com squad
of speeders (indeed , 4 LS with HB and AC can kill off any infantry
(or swarm) squad , not to
mention the the Master's LS is twin linked ) . If you want to
use them as a fast assault
response team I think he'll better of on a bike then (and ofcourse
joined with a command
squad , also , go for the GrandMaster) , plus , on a bike he's
allowed 50pts of wargear (but
no master crafting
:( ) .
>> Master on Bike
>> Apothecary on Bike
>> Techmarine on Bike
>> Vet Sgt. on bike
>> Standard bearer on Bike (it would be damn hard to drive that
bike though with a giant
banner...)
Well , fixed on the back of the bike ....... ;) .
>> Attack Bike w/ Heavy Bolter
>>
>> give the characters some power weapons and have at the enemy.
Or are bikes not really
tough enough to support this kind of HTH unit?
I don't know . After all , you get a T increase , but still anything
with an AP of 3 or better kills
them off as before . the only advantage of the bike so far is
that they've become a little more
reselient against standard weaponry . But I think they can do
as well as an Assault squad in
hth . If they get there , that is .
>> On a related note, the squad entry for a Ravenwing Bike Squad
says that a squad consists
of at most 4 bikes. We can buy an Attack Bike for this squad.
Does this bike replace one of
the 4 existing bikes in teh squad, or does it come in addition
to it, allowing us to field 4 bikes
*and* 1 attack bike?
It's 4 bikes and an attack bike . Not just 4 (including attack
bike) in total . So in total you get
6 bikes , the (G)MOTRW , his 4 Com Squad bikers and the Attack
Bike . Well , if you truly
want to know , I would say that you try out both Master versions
and see which one you like
the most . Good Hunying .
Erdagon Faldan
Dark Angels commander
HBK
"Glory to the Angels of Death"
Reply
Back To Thread Navigation
Deathwing Armies... . (1 Replies).
aurion[]. 2/27/2002 13:35 (2/28/2002 0:08)
Just wondering how many of you play pure Deathwing armies. I
finally purchased enough
models (pricy little buggers) to field one last week. On Saturday
I played a take and hold vs.
IG and they were the defenders.
It wasn't pretty. I decided to Drop Pod my entire army in and
he just gave up at the end of the
first turn. I managed to at least stun all of his tanks and flamered
all his squads in his bunkers. I
felt kinda sorry for him. By the end of the turn he only had
one unit on the table that could
actually control the objctive. And he really only had his HQ
left to bring on the table.
Aurion Shidhe
Reply
Back To Thread Navigation
Deathwing
Army . (0 Replies). erdagon[]. 2/28/2002 0:08 (2/28/2002 0:08)
I don't play a DW army yet , but I'm considering it . Well ,
I think I would be able to field a
decent army , if I get all the required figs painted . *l* Don't
know how much exactly I have
pointswise , but I guess it should be between 1500 and 2000 pts
. Yeah , I bet that when the
DW drop pod (or teleport) in that many players get desperate
. I think that the ability to mix
assault weapons with the big guns makes a DW squad more favorable
(and so slightly better)
than other Marine Termies . I think that if I would have been
hitted so hard like you hitted
your opponent I would probably give up too . I guess that you
showed how much damage a
DW army can do when they drop in . Good hunting .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
a bump for stewardofgondor, your
newest Dark Angel (NT) . (0 Replies).
BloodAngelBrotherEdward[]. 2/27/2002 15:28 (2/27/2002 15:28)
No Text
Reply
Back To Thread Navigation
RE: DA Tactical Thread (Input please)
. (0 Replies). Glorfindel_888[]. 2/27/2002 17:48 (2/27/2002 17:48)
Well I thought I would add to this post a few thoughts, and post
my army when I get back to
my list at home. Anyways I have had great success with a few
items.
-10 Man scout squad with 8 Sniper Rifles, and a Heavy Bolter
With this combo I left the sargent as having 2 weapons in case
of an assault, but you could try
9 sniper rifles if you wish. This is one squad I constantly have
people look at and go how
many snipers? or look at all the snipers! Hee Hee. Bit of a shock
actually, as this squad can
cause some nasty damage. I know this isn't a DA specific squad,
but I find it works well and
thought I would pass it on.
The other is my Deathwing and how I use them. Although I don't
have a full army yet I have
had some really good success with just a few standard options
in my DA army.
Add 5 man Deathwing Terminators with 1 Assualt Cannon and Sargent
armed with power
sword,
1 Dreadnought with Twin-linked Autocannon, and Power Fist, with
Storm bolter.
1 GM armed with Storm Bolter, and SoS.
This combo I found works quiet nicely together. It is the type
of Scenerio where the
Terminators, and the Dreadnought support eahc other very well.
Although they are slow their
realtively long range for shooting. Also I have had a good success
with using the GM and
Dreadnought as counter charge units. This combo I found can also
be extremly hard to move
out of an area if I desided that I want them to hold it.
-Glorfindel_888
Reply
Back To Thread Navigation
RE: DA Tactical Thread (Input please)
. (2 Replies). Glorfindel_888[]. 2/28/2002 2:17 (2/28/2002 12:50)
Well here is a listing of everything I have. Normally don't have
a set list I used, but make it up
choosing from the listing below, so I know I have more heavy
support, or fast attack or etc.
then I am allowed. Any advice or suggestions as to what to add
though. I am thinking of
making an all Ravenwing army next(expensive though OUCH)
HQ (Normally take only one of the below)
-Grandmaster - Sword of Secrets, Terminator Armour, Storm Bolter
or
-Grandmaster - Sword of Secrets, PLasma Pistol, Jump Pack, Iron
Halo
-Interregator Chaplin - Standard Equiment on a bike with Melta
Bombs
or
-Interregator Chaplin - Standard Equipment in Terminator armour,
with a Storm Bolter
or
-Interregator Chaplin - Stnadard Equipment in Terminator Armour,
with a Storm Bolter, and
Power Fist
-Librarian - Force Weapon, Plasma Pistol, Jump Pack, Iron Halo/Artificer
Armour(Depends
on if he is the only character)
or
-Librarian - Force Weapon, Bolt Pistol, Pyscic Hood, Iron Halo/Artificer
Armour(Depends
on if he is the only character)
-10 man Command Squad - Apothecary(Jump Pack, Plasma Pistol, CC
Weapon to join
Assualt marines), Techmarine(Servo Arm, Plasma Pistol), Standard
Bearer(Plasma Pistol,
Standard of somekind) I have to say that I never field the command
squad as I find it too
expensive 98% of the time and not as effective as a standard
tactical squad. I know you don't
need to take the extra options, but what is the point of the
squad if you don't.
Troops
-10 Man Scout Squad - 8 Sniper Rifles, 1 Heavy Bolter, Standard
Sargent with Bolt Pistol,
and CC weapon
-2 X 10 Man Tactical Squad - 8 Bolters, 1 Plasma Gun, 1 Heavy
Bolter mounted in Rhinos
-1 X 6 Man Tactical Squad - 4 Bolters, 1 Plasma Gun, 1 Plasma
Canon mounted in a
Razorback with Twinlinked Heavy Bolters
Elites
-7 Man Deathwing Terminator Squad - Sargent with Power Sword
and Storm Bolter, 1
Terminator with 2 lightning claws, 1 Assualt Cannon/Power fist,
1 Heavy Flamer/Power fist, 3
Storm Bolter/Power fist (I need some more Terminators I know.
I want to add a second
Assualt Cannon, and some more lightning claws, as well as Cyclone
Missile Launchers)
-1 Dreadnought - Twinlinked Autocannons, Powerfist with Storm
Bolter
Fast Attack
-10 Man Assualt Squad with Vet Sargent - 2 Plasma Pistols, Vet
Sargent(stubborn) with
Plasma Pistol
-2 Ravenwing Attack bikes with Multi-Meltas
-3 Man Ravenwing Bike Squad - Melta Gun, Flamer
-1 Ravenwing Landspeeder - Heavy Bolter
Heavy Support
-2 Whirlwinds
-1 Landraider Crusader
-8 Man Devastator Squad - 4 Bolters, 2 Lascannons, 2 Missile Launchers
-1 Predator Annhilator - Side Sponson Lascannons
Well that is everything I own. I pick and choose what I want to
play, and am not sure what
the total points are, but I believe I am 1500+ depending on what
the mission parameters are.
All the games I play are 1000 point battles at the local GW store,
which makes most of my
choices limited points wise. Any thoughts on what I have though
as to what I could add to
make it better, or something to look at changing let me know.
Also was wondering what you
thought of Smoke Launchers, and extra armour. I most often don't
use it with little problems,
but I wonder if it could be worth it.
-Glorfindel_888
Reply
Back To Thread Navigation
a couple
of thoughts (rivendell style, i guess ; ) . (1 Replies). bodycount[]. 2/28/2002
10:18
(2/28/2002 12:50)
welcome glorfindel_888,
hope you didn't get bored with reading the army composition concept
post again :))) thanks
for your bump whan it was originally posted.
>> Well here is a listing of everything I have. Normally don't
have a set list I used, but make it
up choosing from the listing below, so I know I have more heavy
support, or fast attack or
etc. then I am allowed. Any advice or suggestions as to what
to add though. I am thinking of
making an all Ravenwing army next(expensive though OUCH)
that is a great collection indeed. and i see that you like to
play WYSIWYG. not exactly my
point of you, but you sure thing have an impressive array of
minis.
>> HQ
i presume you do have the ezekiel model? IMHO 'zeke mini is by
far the best in the whole
SM range.
>> I have to say that I never field the command squad as I find
it too expensive 98% of the
time and not as effective as a standard tactical squad. I know
you don't need to take the extra
options, but what is the point of the squad if you don't.
funny you should say that. to the contrary, i always preach the
use of cmd squads in battle. for
one thing - they offer protection to your ICs, count as a single
HQ choice (saving those
valuable troops and fast attack choices for other use) and (quite
often overlooked IMHO) if
you should end up in reserves you guarantee that your IC and
his squad arrive at the same
time.
since my ICs are my best HtH specialists i consider giving them
a cmd squad somewhat of a
necessity. and considering the point cost - you get 3 free character
upgrades - give each a bolt
pistol and CCW (all at the great cost of 6 pts ;) and take a
basic sarge (same combo) and
together with your IC that is the most effective basic HtH unit
you can think of. and at a very
favorable price i might add. who needs Ld9 if a Ld10 grand master
leads the way ? paying
just 15 points per cmd squad trooper AND having access to character
upgrades is IMHO a
great asset that should be used as often as possible.
>> Troops
>> -10 Man Scout Squad - 8 Sniper Rifles, 1 Heavy Bolter, Standard
Sargent with Bolt
Pistol, and CC weapon
accuracy seems to be your middle name. or is it "no you have to
test for pinning" :)))
>> -1 Landraider Crusader
how did you paint it? since we are allowed just one *sigh* crusader
i thought it fitting to paint
it white - deathwing style.
>> Any thoughts on what I have though as to what I could add to
make it better, or something
to look at changing let me know.
ever thought of a shooty dread? also i would endulge (good word,
that ;) myself with several
more tac squads (6 to 8 men strong) and a corresponding number
of missile lauchers or other
heavy weaons you like, for supporting fire purposes.
>> Also was wondering what you thought of Smoke Launchers, and
extra armour. I most
often don't use it with little problems, but I wonder if it could
be worth it.
case study A): object - a rhino - never leave without extra armor
and smokers unless you like
your troops end up strolling the battlefield ("oh, look that's
the squad we where supposed to
charge, there on the far left, and to my right, in that smoking
crater is whatever's left from our
rhino" ;).
case study B): object - a fire platform - as a rule of thumb,
never take smokers as you
WANT to shoot every turn. exception: vindicator that needs to
roll into position. smokers
welcome.
case study C): object - troop carring vehicle - as a rule of thumb,
always take extra armmor -
there is nothing more frustrating than being unable to disembark
because your crew is stunned.
hope that helps. unless you find that you can really get along
without it, but in that case you
better let us all know how you do that :)))
happy inserting command squads into your line-ups,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
RE: a couple of thoughts (rivendell style, i guess ; ) . (0 Replies). Glorfindel_888[].
2/28/2002
12:50 (2/28/2002 12:50)
Well to answer your crusader question I have mine painted the
Green right now. I think it
depends on who you talk to, but in the conversations I have had
with versious people the
choice of painting it white or green is more of a personal one
then a required one. The
Terminators painted their armour white, but I have never heard
any mention of the vehicles.
So I don't think it matters. Mine is green as I don't have enough
troops yet for an all
Deathwing army.
Reply
Back To Thread Navigation
Termie Sgt. Question . (6 Replies).
littlepurplemonkey[]. 2/28/2002 10:11 (3/1/2002 1:25)
Can DW Terminator sergeants take lightning claws or thunder hammers
and storm shields?
I know that sergeants aren't usually allowed to take upgrades,
but surely as the points are not
different this is not an 'upgrade' in the same sense as a plasma
gun is for a tac squad?
After all if you're aiming for a combat orientated DW squad it
might make more sense to
equip him with LC/TH +SS. depending on style of play of course.
Thanks in advance.
Reply
Back To Thread Navigation
RE: Termie
Sgt. Question . (0 Replies). aurion[]. 2/28/2002 10:47 (2/28/2002 10:47)
>> Can DW Terminator sergeants take lightning claws or thunder
hammers and storm
shields?
On pg. 7 of the Dark Angel codex it states the Deathwing Sgts.
may take equipment from the
armory. So, yes, they can take whatever weapon combo they want.
You just have to pay the
points for them (unlike the regular terms, where the LC or TH/SS
are free upgrades).
Aurion Shidhe
Reply
Back To Thread Navigation
Termie
Sgt. Answer . (0 Replies). bodycount[]. 2/28/2002 10:46 (2/28/2002 10:46)
>> Can DW Terminator sergeants take lightning claws or thunder
hammers and storm
shields?
>> I know that sergeants aren't usually allowed to take upgrades,
but surely as the points are
not different this is not an 'upgrade' in the same sense as a
plasma gun is for a tac squad?
yes, you can. DA codex states (p.7):
"character: the sargeant may have additional equipment from the
dark angels armory"
remember that this is a member of the deathwing (an "invisible"
character so to speak). so
there you go - equip him as you like.
but remember about the point cost - for your basic 47 points
you already have a storm bolter
and a power weapon.
good hunting,
bodycount
si vis pacem parra bellum
Reply
Back To Thread Navigation
Termie
Sgt. answer . (0 Replies). erdagon[]. 2/28/2002 11:01 (2/28/2002 11:01)
>> Can DW Terminator sergeants take lightning claws or thunder
hammers and storm
shields?
>> I know that sergeants aren't usually allowed to take upgrades,
but surely as the points are
not different this is not an 'upgrade' in the same sense as a
plasma gun is for a tac squad?
>> After all if you're aiming for a combat orientated DW squad
it might make more sense to
equip him with LC/TH +SS. depending on style of play of course.
>> Thanks in advance.
Well , one fact that many Sm players seems to overlook is the
fact that the Termie Sarge is a
Vet Sarge and so can be equipped with Lighting claws or a ThunderHammer
and Storm
shield since those weapons are in the Armoury list . But unlike
a normal marine , he has to pay
the points stated in the Armoury instead of the squad upgrade
pts . And since he's a Vet , he
can choose wargear too .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
RE: Termie
Sgt. Question . (2 Replies). Glorfindel_888[]. 2/28/2002 13:44 (3/1/2002
1:25)
Well I am not sure about Thunderhammer/Storm Shield Combos, but
I thought it said that any
model may upgrade to 2 lightning claws for free. Now I don't
have my codex here with me,
but if this is the case then is this not like the debate over
wether or not the Sargent in a scout
squad could have a sniper rifle? I believe the final resolution
was yes the sargent could have a
sniper rifle, which would mean the Deathwing Sargent should be
able to replace his storm
bolter with the lightning claws for free without having to buy
them. You you might say he his a
veteren sargent, but at no point do you have to pay for this
upgrade, so why would he not be
able to take the same options as the rest of the squad. His stats
are not different in any way. If
someone has the codex handy check it out and see. I could be
wrong on this though. Besides
this will bump the thread again =)
>> Can DW Terminator sergeants take lightning claws or thunder
hammers and storm
shields?
>> I know that sergeants aren't usually allowed to take upgrades,
but surely as the points are
not different this is not an 'upgrade' in the same sense as a
plasma gun is for a tac squad?
>> After all if you're aiming for a combat orientated DW squad
it might make more sense to
equip him with LC/TH +SS. depending on style of play of course.
>> Thanks in advance.
Reply
Back To Thread Navigation
Don't know how official this is but ...... . (1 Replies). erdagon[]. 2/28/2002
14:47 (3/1/2002 1:25)
>> Well I am not sure about Thunderhammer/Storm Shield Combos,
but I thought it said that
any model may upgrade to 2 lightning claws for free. Now I don't
have my codex here with
me, but if this is the case then is this not like the debate
over wether or not the Sargent in a
scout squad could have a sniper rifle? I believe the final resolution
was yes the sargent could
have a sniper rifle, which would mean the Deathwing Sargent should
be able to replace his
storm bolter with the lightning claws for free without having
to buy them. You you might say he
his a veteren sargent, but at no point do you have to pay for
this upgrade, so why would he
not be able to take the same options as the rest of the squad.
His stats are not different in any
way. If someone has the codex handy check it out and see. I could
be wrong on this though.
Besides this will bump the thread again =)
I have the Interactive army list builder , and according to that
program you'll have to pay for
the equipment like any other Vet Sarge has to pay for extra equipment
. Again , I don't know
how official this product is , but since it's a GW released product
I think it's very official , but
then again , that's my point of view here . Now if a GW member
could answer that one ......
Oh , and also according to the IAL , you can't give the scout
Sarge a sniper , just to let you
know .
Erdagon Faldan
Dark Angels commander
Reply
Back To Thread Navigation
RE: Don't know how official this is but ...... . (0 Replies). Glorfindel_888[].
3/1/2002 1:25
(3/1/2002 1:25)
Yup I was wrong. I read the rules and it says that the normal
squad members can, but the
sargent still has to buy them. that kind of sucks.
Reply
Back To Thread Navigation
2000 Ravenwing army list . (1 Replies).
danimalicious[]. 3/1/2002 2:05 (3/8/2002 22:58)
Well, here's a stab at a Ravenwing army list. I don't think we've
seen any yet, so let's see how
this one stands up to ya'lls criticisms.
HQ:
Grand Master of the Ravenwing (255)
Ravenwing Command squad (240)
-Ravenwing Landspeeder w/ Heavy Bolter, Assault Cannon x3
Troops:
Ravenwing Bike squad (227)
-Ravenwing Bikes x4
-Plasma Gun x2
-Ravenwing Attack Bike w/ Heavy Bolter
Ravenwing Bike squad (227)
-Ravenwing Bikes x4
-Plasma Gun x2
-Ravenwing Attack Bike w/ Heavy Bolter
Ravenwing Bike squad (196)
-Ravenwing Bikes x4
-Vet Sgt. w/ Power Weapon
-Flamer x2
Ravenwing Bike squad (280)
-Ravenwing Bikes x4
-Vet Sgt. w/ Power Weapon
-Meltaguns x2
-Ravenwing Attack Bike w/ Multimelta
Fast Attack:
Ravenwing Landspeeder squad (160)
-Ravenwing Landspeeder w/ Heavy Bolter, Assault Cannon x2
Heavy Support:
Ravenwing Attack Bike squad (175)
-Ravenwing Attack Bike w/ Heavy Bolter x3
Ravenwing Attack Bike squad (210)
-Ravenwing Attack Bike w/ Multimelta x3
TOTAL: 1970 points
I might move the command squad to a Fast Attack choice so that
the Grand Master can fight
as an IC. Um, general tactics. My first two Bike squads can lay
down a decent amount of
supporting fire, and ought to be able to take care of grunts
and light vehicles. I have one that is
more assault oriented, and I would use that after the first two
sweep past, in order to clean up
the leftovers. Also, there's the Attack Bike squad for anti-tanks/terminators/carnifi,
and one
for anti-troops, and ought to be used accordingly. Also, land
speeders would be used to
soften up enemy squads before the bikes come in.
I have those 30 points leftover - dunno if it's worth it to give
the vet sgt.s any extra wargear.
I've never played a Ravenwing army, so for those of you who have,
tell me what you think.
Reply
Back To Thread Navigation
RE: 2000
Ravenwing army list . (0 Replies). irskin[]. 3/8/2002 22:58 (3/8/2002 22:58)
>> Well, here's a stab at a Ravenwing army list. I don't think
we've seen any yet, so let's see
how this one stands up to ya'lls criticisms.
>>
>> HQ:
>> Grand Master of the Ravenwing (255)
>> Ravenwing Command squad (240)
>> -Ravenwing Landspeeder w/ Heavy Bolter, Assault Cannon x3
>>
***NP here
>>
>> Troops:
>> Ravenwing Bike squad (227)
>> -Ravenwing Bikes x4
>> -Plasma Gun x2
>> -Ravenwing Attack Bike w/ Heavy Bolter
>>
>> Ravenwing Bike squad (227)
>> -Ravenwing Bikes x4
>> -Plasma Gun x2
>> -Ravenwing Attack Bike w/ Heavy Bolter
>>
***As far as my thinking and total lack of actual experience
with a RW army goes, plasma
guns aren't really worth it, as you probably won't be able to
make full use of their rate of fire
advantage over meltaguns. Sure they're 4 points cheaper, but
you can't instant kill anything
over S3, and you lose a lot of AT capability.
>> Ravenwing Bike squad (196)
>> -Ravenwing Bikes x4
>> -Vet Sgt. w/ Power Weapon
>> -Flamer x2
>>
>> Ravenwing Bike squad (280)
>> -Ravenwing Bikes x4
>> -Vet Sgt. w/ Power Weapon
>> -Meltaguns x2
>> -Ravenwing Attack Bike w/ Multimelta
>>
>> Fast Attack:
>> Ravenwing Landspeeder squad (160)
>> -Ravenwing Landspeeder w/ Heavy Bolter, Assault Cannon x2
>>
>>
>> Heavy Support:
>> Ravenwing Attack Bike squad (175)
>> -Ravenwing Attack Bike w/ Heavy Bolter x3
>>
>> Ravenwing Attack Bike squad (210)
>> -Ravenwing Attack Bike w/ Multimelta x3
>>
>>
IMHO, I'd replace one of the Attack Bike squads with 'Speeders.
They're more survivable
and more mobile, for the same price. Yes you lose the combat
capabilities, but for a
fire-support squad this shouldn't matter.
>> TOTAL: 1970 points
>>
>> I might move the command squad to a Fast Attack choice so
that the Grand Master can
fight as an IC. Um, general tactics. My first two Bike squads
can lay down a decent amount
of supporting fire, and ought to be able to take care of grunts
and light vehicles. I have one
that is more assault oriented, and I would use that after the
first two sweep past, in order to
clean up the leftovers. Also, there's the Attack Bike squad for
anti-tanks/terminators/carnifi,
and one for anti-troops, and ought to be used accordingly. Also,
land speeders would be used
to soften up enemy squads before the bikes come in.
>>
>> I have those 30 points leftover - dunno if it's worth it to
give the vet sgt.s any extra
wargear. I've never played a Ravenwing army, so for those of
you who have, tell me what you
think.
Overall very good, this seems to accord with what other wisdom
I've read. Yet again
however, I stress I have no actuall experience with RW, just
an overactive imagination with an
addiction to destructive stuff and tactical thought. I leave
it to the experts for more useful
advice. Whatever the case though, good hunting!
Irskin
'e tenebrae lux'
Reply
Back To Thread Navigation
Ravenwing characters . (2 Replies).
danimalicious[]. 3/1/2002 2:06 (3/1/2002 11:37)
>> Hello, could you Dark Angels guys give me some general tactical
advice and force
composition advice please.
>> Thanks.
Reply
Back To Thread Navigation
RE: Ravenwing
characters . (1 Replies). danimalicious[]. 3/1/2002 2:24 (3/1/2002 11:37)
consarnit, stupid enter button... not doing what I want it to...
grrr...
At any rate, what I meant to say in the previous post was that
as I was putting together that
Ravenwing army list, I thought about including other characters
to be in the army. People,
after all, have found success with Chaplains on bikes. Furthermore,
like the other companies
in the chapter, the Ravenwing does include chaplains. However,
if I were to take a chaplain in
my Ravenwing army, he wouldn't be a Ravenwing biker. He'd still
have the standard bike
rules, even though he is a member of the Ravenwing. If I understand
the new rules correctly,
we can take a Bike squad as a command HQ, and give it the normal
upgrades, like
apothecaries and standard bearers (and come to think of it, imagine
using the Standard of
Fortitude on another bike squad...), but these characters would
still have the Ravenwing
special rules, too. But would the Master have these rules, too?
Do we just get the invulnerable
save as a freebie, or sorts? Or is he just a crap driver while
the rest of his squad are all
talented drivers? And I know that if I wanted to take a (Grand)
Master in a landspeeder, it
would *have* to be the Grand Master as described in the back.
Oh well, can't have all the
options I'd like.
At any rate, what I would propose - and no, I don't mean to send
this to GW, but just
amongst my friends - is to allow a chaplain (or any other character
in the army, for that matter)
to upgrade to a Ravenwing bike for the cost of +25 points. that's
the cost to go from a normal
Space Marine, to a Ravenwing Biker. Though, for Chaos, it costs
+45 to put a character on a
bike, even though Chaos SM Bikers also cost 40 points. I will
admit that I don't know how
much it costs to upgrade a character normally to a Biker for
a standard SM army.
So, any other ideas as to how to whip up a Ravenwing Chaplain,
or Librarian? Or a "normal"
Ravenwing Master on a bike, too? How do we merge the Ravenwing
rules - which the
characters for a Ravenwing army should have - with point costs?
I know it's a side-project of
an army, and I can't expect the full treatment from GW. But that's
where we come in - to fill in
the rest.
Reply
Back To Thread Navigation
Good news for ya . . (0 Replies). erdagon[]. 3/1/2002 11:37 (3/1/2002 11:37)
>> And I know that if I wanted to take a (Grand) Master in a
landspeeder, it would *have*
to be the Grand Master as described in the back. Oh well, can't
have all the options I'd like.
A little while ago GW in a Chapter aproved article it had the
(G)MOTRW on a bike . It's in
the WD of July 2001 , the one with Inquisitor Tirius on the cover
. But don't be dissapointed
when you see the rules for the RavenSword printed there .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
Thanks for all your responses!
. (0 Replies). littlepurplemonkey[]. 3/1/2002 13:45 (3/1/2002 13:45)
Thanks for all your responses, Bodycount, Erdagon, Aurion, and
all the others who have
contributed to this thread in any way.
Thanks, and happy gaming.
Oh, and BUMP!
:)
Reply
Back To Thread Navigation
Is this too cheesy? Rate the cheese
. (3 Replies). Glorfindel_888[]. 3/2/2002 15:19 (3/3/2002 12:12)
Well in part of keeping the thread alive =) I have developed
something that might be
considered cheese. I need some help to rate this. In fact I think
it might be fun to play as it is
an assualt Dark Angels army. Just for the reaction value of a
traditionally shooty army
assualting. Any ways here it is...
HQ Grandmaster - Sword of Secrets, Plasma Pistol, Jump Pack, Iron
Halo, Frag Grenades -
181 Points
HQ Librarian - Bolt Pistol, Power Weapon, Smite Power Command
Squad in Rhino with - 5
man Tactical squad with Meltagun, Apothecary Marine with Plasma
Pistol, Close Combat
Weapon, and Jump pack so he is detached fromt he squad and assigned
to the assault
marines(see below), Standard Bearer with Plasma Pistol, Tech
marine with Plasma Pistol,
Close Combat weapon, and Servo arm, sargetn with bolt pistol,
and close combat weapon -
378 Points
Troops - 6 man scout squad with 4 sniper rifles, heavy bolter,
and sargent with bolt pistol and
close combat weapon - 113 Points
Troops - 5 man Tactical squad with Plasma Cannon - 90 Points
Fast Attack - 9 man including 2 plasma pistols - 235 Points. Both
the Grandmaster, and the
apothecary would join this squad.
Total 997 points for use in a 1000 point game.
Any comments or suggestions would help. This is just a thought
that was running through my
head as I was modeling some figures up. Most of the armies I
run up against are marines of
one kind or another, followed by eldar, and then the odd bug
army.
Reply
Back To Thread Navigation
RE: Is
this too cheesy? Rate the cheese . (2 Replies). Glorfindel_888[]. 3/2/2002
18:53 (3/3/2002
12:12)
>> Well in part of keeping the thread alive =) I have developed
something that might be
considered cheese. I need some help to rate this. In fact I think
it might be fun to play as it is
an assualt Dark Angels army. Just for the reaction value of a
traditionally shooty army
assualting. Any ways here it is...
>>
>> HQ Grandmaster - Sword of Secrets, Plasma Pistol, Jump Pack,
Iron Halo, Frag
Grenades - 181 Points
>>
>> HQ Librarian - Bolt Pistol, Power Weapon, Smite Power Command
Squad in Rhino with
- 5 man Tactical squad with Meltagun, Apothecary Marine with
Plasma Pistol, Close Combat
Weapon, and Jump pack so he is detached fromt he squad and assigned
to the assault
marines(see below), Standard Bearer with Plasma Pistol, Tech
marine with Plasma Pistol,
Close Combat weapon, and Servo arm, sargetn with bolt pistol,
and close combat weapon -
378 Points
>>
>> Troops - 6 man scout squad with 4 sniper rifles, heavy bolter,
and sargent with bolt pistol
and close combat weapon - 113 Points
>>
>> Troops - 5 man Tactical squad with Plasma Cannon - 90 Points
>>
>> Fast Attack - 9 man including 2 plasma pistols - 235 Points.
Both the Grandmaster, and
the apothecary would join this squad.
>>
>> Total 997 points for use in a 1000 point game.
>>
>> Any comments or suggestions would help. This is just a thought
that was running through
my head as I was modeling some figures up. Most of the armies
I run up against are marines
of one kind or another, followed by eldar, and then the odd bug
army.
Just a note so people don't think I play these type all the time,
as I am normally very conscious
of how cheesy my army is. This here as over half the points going
into the HQ section seemes
high to me. Probably never would field this, but still would
like to know what other people
think.
Reply
Back To Thread Navigation
Cheesy ? I thought you said that cheese doesn't excist . :p . (1 Replies).
erdagon[]. 3/3/2002
5:31 (3/3/2002 12:12)
>> >> HQ Grandmaster - Sword of Secrets, Plasma Pistol, Jump
Pack, Iron Halo, Frag
Grenades - 181 Points
Geared up to join the assault Squad I see . :) Nice and leathal
>> >> HQ Librarian - Bolt Pistol, Power Weapon, Smite Power Command
Squad in Rhino
with - 5 man Tactical squad with Meltagun, Apothecary Marine
with Plasma Pistol, Close
Combat Weapon, and Jump pack so he is detached fromt he squad
and assigned to the
assault marines(see below), Standard Bearer with Plasma Pistol,
Tech marine with Plasma
Pistol, Close Combat weapon, and Servo arm, sargetn with bolt
pistol, and close combat
weapon - 378 Points
If you want , you could give them all powerweapons and let the
real cries for cheese begin
then . :)
>> >> Troops - 6 man scout squad with 4 sniper rifles, heavy bolter,
and sargent with bolt
pistol and close combat weapon - 113 Points
Nice shooting unit .
>> >> Troops - 5 man Tactical squad with Plasma Cannon - 90 Points
Cheap and deadly .
>> >> Fast Attack - 9 man including 2 plasma pistols - 235 Points.
Both the Grandmaster,
and the apothecary would join this squad.
Seems like those are gonna cause alot of damage , especialy with
the GM and the Ap
attached to them .
>> >> Total 997 points for use in a 1000 point game.
>> >>
>> >> Any comments or suggestions would help. This is just a
thought that was running
through my head as I was modeling some figures up. Most of the
armies I run up against are
marines of one kind or another, followed by eldar, and then the
odd bug army.
>>
>> Just a note so people don't think I play these type all the
time, as I am normally very
conscious of how cheesy my army is. This here as over half the
points going into the HQ
section seemes high to me. Probably never would field this, but
still would like to know what
other people think.
Ah , like you stated in otherposts , Cheese doesn't exist , and
like you said at the start of your
post , a bit heavy on HQ , but I think that would be a very leathal
army . Especially for in
1000 pts battles . Try this out and let us know how many called
you cheesy/beardy . :) Good
Hunting .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
RE: Cheesy ? I thought you said that cheese doesn't excist . :p . (0 Replies).
Glorfindel_888[]. 3/3/2002 12:12 (3/3/2002 12:12)
Ah, but I said that army cheese didn't exsist. The commander
being cheesy, well yes. I mean
none of these units by themselves are scary(except the Grandmaster,
and the Command
squad, scouts, tactical squads... (heck any Dark Angels to an
opponent should be scary). But
combined by me, makes it cheesy. I might just take it and see.
I am getting tired of loosing
games too cheesy plaers at my local shop becuase they do this
kind of stuff. If I do play it and
get called cheese I'll let you know =)
Reply
Back To Thread Navigation
Anyone know a quick way to save
this thread? . (3 Replies). zeusss[]. 3/3/2002 19:52 (3/5/2002 2:08)
It's too good to lose to the 30day drop-off...
Chaplain Zeusss
Blood Angel Brother in Arms
... and envious of the Deathwing
Reply
Back To Thread Navigation
RE: Isn't
it called a bump . (0 Replies). iwantmyk[]. 3/4/2002 1:05 (3/4/2002 1:05)
>> It's too good to lose to the 30day drop-off...
>>
>> Chaplain Zeusss
>> Blood Angel Brother in Arms
>> ... and envious of the Deathwing
Reply
Back To Thread Navigation
RE: Anyone
know a quick way to save this thread? . (1 Replies). erdagon[]. 3/4/2002
3:35 (3/5/2002
2:08)
It's already done so . it's on BABE's Bloodangels site . The
site adress is
http://www.dragonrealm.com/exlibrismortis/exlibrisnewbaliststactics.html
.
Scroll down and then click on Tactica Dark Angels to view this
topic . It only has the list up to
141 replies .
Reply
Back To Thread Navigation
Thanks Erdagon! And Brother Edward for hosting it! (NT) . (0 Replies).
zeusss[]. 3/5/2002 2:08
(3/5/2002 2:08)
No Text
Reply
Back To Thread Navigation
RE: DA Tactical Thread (Input please)
. (1 Replies). blackbone[]. 3/4/2002 16:09 (3/5/2002 0:45)
Don't underestimate the power of the special characters! Many
tournaments allow you to use
them. The only ones I like are Naaman and the MotRW in his landspeeder.
Here is a
summary of the list I'm using in an RT tourney:
HQ -
MotRW
command squad - 2 RW speeders with AC
Chaplain on bike - melta bombs, purity seals, blades of reason
Troops -
5 Scouts - 2 shotties
5 Scouts - CCW/BP, frag
8 Tactical - flamer, heavy bolter, frag, rhino
8 Tactical - plasma, plasma cannon, rhino
8 Tactical - lascannon
Fast -
5 Assault - plasma pistol, melta bombs
Heavy -
5 Devastators - 3 missile
An alternative list would maximize the size of the tacs, lose
the devastators and add RW
bikers to accompany the Chaplain.
The key to DA is maximizing their strengths and minimizing their
weaknesses. Take scouts and
small assault groups to counterattack assaults. Use LOTS of mobile
tacs to screen eachother
and move forward or capture objectives. Use RW to harass the
enemy, not to all-out attack
them.
Scouts are the DA veteran squads.
The MotRW is an EXCELLENT HQ choice! He picks a RW unit each
round during shooting
and that squad rerolls ALL their to-hits for a turn. Imagine
the Master with Landspeeder
command squad, a separate RW Landspeeder squad, a bike squad,
and an attack bike squad
(filling out fast attack choices) along with a few tacs in Rhinos.
Each turn you move up both
flanks with RW and the opponent will have no idea which squad
will have rerolls until its too
late.
The Chaplain on bike is an awesome sidekick for the Master. If
he is threatened before his
chance to assault, the Master and his command squad can swing
over and deal nasty
AC-ness to their butts to bail him out.
The master also has a really icky str 6 attack DURING THE MOVEMENT
PHASE, that
can't be counteracted or saved by armor. Yikes!
Hope this helps!
PS: Do us all a favor and chill on the wargear and vet sgts!
>> Hello, could you Dark Angels guys give me some general tactical
advice and force
composition advice please.
>> Thanks.
Reply
Back To Thread Navigation
True ,
but ...... . (0 Replies). erdagon[]. 3/5/2002 0:45 (3/5/2002 0:45)
Well , most of the posts inhere has avoided the mention of Special
Chars since they're not
always allowed . Indeed , some of them can kick serious butt
(imagine Zeke going in one
squad with Asmo and then they assault ........) . But the main
part inhere was to share tactics
with out the aid of SC's . Anyway , thanks for your oppinion
though . I have to agree that the
MOTRW on his LandSpeeder is one mean , lean killing machine .
Unfortunately not many are
willing to see that and prefer him on a bike . I like him on
his speeder since he's able to make
flyby's and kill off opponents without them being able to strike
back . Love that Ravensword .
Good Hunting .
Erdagon Faldan
Dark Angels commander
HBK
Reply
Back To Thread Navigation
Recovered from page11 (in other
words BUMP) (NT) . (1 Replies). erdagon[]. 3/6/2002 12:55 (3/7/2002
2:34)
No Text
Reply
Back To Thread Navigation
Ravenwing
IC revisted! . (0 Replies). danimalicious[]. 3/7/2002 2:34 (3/7/2002 2:34)
Aha! I received the WD w/ the MotR on a bike, and so now I can
return to my original
question (and bump this bad boy back up). How can we field a
Ravenwing Chaplain or
Librarian? While we can give them bikes easily enough, we cannot
give them the Ravenwing
abilities that they deserve to have, in order to maintain equal
footing with their Ravenwing
brothers. So, here is what I propose for those of us looking
to field such models in friendly
combats. I dare not think that such a rule would ever see the
light of a CA article. Without
furhter adieu...
We know that the Grand Master on a bike costs 140 points, and
includes one bike, one
master-crafted powersword (ie. the Ravensword) and his special
abilities. Let us subtract now
80 points for the cost of a DA Grand Master (ie. 80 points) and
the cost of a master-crafted
power weapon (ie. 30 points). That leaves us with 30 points.
This is the cost, then, for a
Ravenwing Bike. Only 5 points higher than if we used the Ravenwing
Bike Squad points cost
with a normal Space Marine. Well, now I feel better.
Does anyone else have ideas that might work out better, or point
values that could be more
"fair"? Though, to be honest, I think this is pretty cut and
dry. But anything to stimulate debate
and interest once again. ^_^
Reply
Back To Thread Navigation
2 army lists for review . (0 Replies).
danimalicious[]. 3/8/2002 3:08 (3/8/2002 3:08)
Finally got the SM codex today, so I can actually put my DA codex
to good use. Don't know
why it would kill GW to include all relevant info in one codex,
but I'll save such gripes for
another thread.
At any rate, here are two 1700 RT army lists. I took two extremes,
so to speak, of how to
use a DA army. The first is a highly mobile army, while the second
uses more of the Dark
Angel's shooting ability. There are also some rules clarifications
thrown in, so if anyone can
answer them as they come up, I would be greatly appreciative.
So, here goes:
Army One - Primus Force
HQ: 165 points
Interragator-Chaplain w/ Artificer Armor, Jump Pack, meltabombs,
master-crafter plamsa
pistol (165 points)
Troops: 933 points
Squad Alpha - 9 Tactical Marines w/ frag grenades, 1 plasma gun,
1 plasma cannon,
Stubborn Vet Sgt w/ frag grenades, powerfist, bolt pistol; mounted
in Rhino w/ extra armor,
smoke launchers (285 points)
Squad Beta - 9 Tactical Marines w/ frag grenades, 1 missile launcher,
Stubborn Vet Sgt w/
frag grenades, plasma pistol, CCW; mounted in Rhino w/ extra
armor, smoke
launchers(264points)
Squad Gamma - 5 Tactical Marines and 1 Sgt. w/ frag grenades,
1 plasma gun; mounted in
Razorback w/ Lascannon, plasma guns, extra armor (192 points)
Squad Delta - 5 Tactical Marines and 1 Sgt. w/ frag grenades,
1 plasma gun; mounted in
Razorback w/ Lascannon, plasma guns, extra armor (192 points)
Fast Attack: 602 points
Squad Epsilon - 9 Assault Marines w/ plasma pistols x2, Stubborn
Vet Sgt w/ power weapon
(295 points)
Squad Black Claw - 4 Ravenwing Bikes w/ plasma gun x2, Ravenwing
***so, I figured this cost by adding 55 points to the Bike squad,
rather than 60 - this is using
the CA updated prices for the single attack bike, as the entry
for adding an attack bike to a
squad remains unchanged - should I assume that I can add an attack
bike for 55 rather than
60 points?
Attack Bike w/ Heavy Bolter (227)
Ravenwing Landspeeder w/ Assault Cannon, Heavy Bolter (80 points)
TOTAL: 1700 Points
So, there you go. Chaplain w/ the Assault Squad. Squads Alpha
and Beta will set up in a
firing position, and stay there. Squads Delta and Gamma will
try and stay more mobile (ie. no
heavy weapons), and their Razorbacks can move with them and provide
some cover. The
Ravenwing elements will soften up an enemy before the Chaplain
and Squad Epsilon come in.
~~~
Army Two - Force Secundus
HQ: 155 points
Librarian w/ Terminator Armor, Force Weapon, Powerfist (155 points)
Elites: 378 points
Squad Deathstorm - 5 Deathwing Terminators: Sgt w/ Power Sword/Storm
Bolter, Marine
w/ Lightning Claw pair x2, Marine w/ Thunder Hammer/Storm Shield,
Marine w/ Assault
Cannon/Chainfist (258 points)
Brother Lucius - Dreadnought w/ Missle Launcher, twin-linked
Autocannon (120 points)
Troops: 587 Points
Squad Alpha - 9 Tactical Marines w/ frag grenades, missile launcher,
plasma gun, stubborn
Vet Sgt w/ bolt pistol, CCW (196 points)
Squad Beta - 9 Tactical Marines w/ frag grenades, missile launcher,
plasma gun, stubborn Vet
Sgt w/ bolt pistol, CCW (196 points)
Squad Gamma - 9 Tactical Marines w/ frag grenades, plasma cannon,
stubborn Vet Sgt w/
bolt pistol, CCW (195 points)
Fast Attack: 196 points
Squad Delta - 9 Assault Marines w/ plasma pistol x2, stubborn
Vet Sgt w/ power sword, bolt
pistol; squad w/o jump packs (196 points)
Heavy Support: 378 points
Land Raider Crusader (255 points)
*** As I understand it, Assault squads have no transport options,
other than their jump
packs. However, a Land Raider or Crusader can transport any squad,
so long as it fits
(numbers wise). So, what I would like is to put hte assault squad
in the Crusader. Is there a
direct ruling against putting a jump pack-less Assault Squad
in a Land Raider or variant
thereof?
Vindicator w/ smoke launchers (123 points)
TOTAL: 1694 Points
While the first army reall took it to the opponent, it's now up
to the enemy to come to me. I
would like to use the Terminators and Librarian (with Smite,
by the way) to teleport into battle
after Squad Delta smashes into somewhere nice w/ the Crusader.
Otherwise, find some good
firing positions, and let loose. IG armies may prove difficult,
due to their long range weaponry,
and my lack of assault capabilities, but i think I could take
them anyway. They're jsut "normal"
humans, after all. At any rate, reviews/comments/suggestions
welcomed.
Reply
Back To Thread Navigation
Aaaah! What's that? It's a-a-a....
*Bump* . (0 Replies). Drazden[]. 3/8/2002 10:25 (3/8/2002 10:25)
>> Hello, could you Dark Angels guys give me some general tactical
advice and force
composition advice please.
>> Thanks.
Reply
Back To Thread Navigation
Could someone plz review my 2 lists
. (0 Replies). thomo[]. 3/8/2002 20:37 (3/8/2002 20:37)
There is a tournament coming up soon at my local gaming club.
This will be my first one and i
would like some advice on what i should use. Ive done up 2 seperate
lists (1500pts each) and
would appreciate feedback.
List 1.
Grand Master -150
Sword of Secrets, Storm Bolter, Iron Halo
Deathwing Termies (5) - 245
Hvy Flamer, Pwr fists, Storm Bolters
Tac Squad (9) - 208
Flamer, Bolters, Vet Sarge w CCW
Rhino - smoke launchers, extra armour
Tac Squad (10) - 171
Plasma Cannon, Plasma Gun, Bolters
Tac Squad (10) - 166
Missile Launcher, Plasma Gun, Bolters
Tac Squad (10) - 155
Hvy Bolter
Speeder - 50
Hvy Bolter
Speeder - 50
Hvy Bolter
Predator Annihilator - 145
Lascannons
Dev Squad (5) - 155
4 Missile Launchers
Total - 1500
List 2:
Grand Master - 150
Storm Bolter, S o S, Iron Halo
Deathwing Termies (5) - 245
Hvy Flamer, Pwr fists, Storm Bolters
Tac Squad (10) - 171
Plasma Cannon, Plasma Gun, Bolters
Tac Squad (10) - 166
Missile Launcher, Plasma Gun, Bolters
Tac Squad (10) - 155
Hvy Bolter
Assault Squad (9) - 255
2 Plasma Pistols, Vet Sarge - stubborn
Bike Squad (3) - 108
Flamer
Speeders (2) - 100
Hvy Bolter
Predator Annihilator - 150
Lascannons, Extra Armour
Total - 1495
What do you think?
Reply
Back To Thread Navigation
Here's what I've got... . (0 Replies).
irskin[]. 3/8/2002 20:44 (3/8/2002 20:44)
I've been playing our great tenebrous chapter for nearly two
years now (and its still the only
army I play due to both funding/time constraints and fanatical
loyalty), but my army mini's
selection is still a tad limited (see above). Anyway here's everything
I have, comments on what
I should get next would be greatly appreciated (and the bump
back to the first page of course
=))
HQ
Grand Master Callistus - SoS, Storm Bolter, Terminator Armour
Interrogator Chaplain Hexameron - Basic kit, bolt pistol, frags
(the model with the 4-sided
Crozius)
Librarian Epistolery Epiphanius - Force Sword, BP, etc (the Ezekiel
model, and I
wholeheartedly agree with whoever it was that said he's the best
mini in the SM range!)
Elites
7 DW Terminators - Heavy Flamer, AC with Chainfist, Sergeant,
4 normal (1 other with
Chainfist)
Honoured Ancestor Azeraal in the Dreadnought Vindexus - TL Lascannons,
Missile
Launcher/Deathfist w SB (ahh, the wonders of sticky tac for intergangeable
bitz!)
Troops
Something on the order of 21 brother Marines inc. 1 each melta,
flamer, plasma gun, missile
launcher, 2 sergeants with BP/CCW, 1 converted Veteran Sergeant
with power sword and
BP, organized and swapped around with the devastators as needed
(I haven't gotten 'round to
trying a command squad yet - not enough marines to spare yet
as you can see! ;)
Transport
1 Razorback w TL Lascannons (I plan to convert a plug-in top
for this so I can use it as a
Rhino if needed)
Fast Attack
3 Ravenwing Bikes (just the RW boxed set)
Heavy Support
2 Devastator Boxed Sets
Now I know that this needs A LOT of work, especially more troops
and some more vehicles,
I just dont get much time/spare $$ to work on it.
So far I've been pretty successful with it, only 2 losses and
a draw out of 8 or 9 games (I also
dont get to play as often as I'd like), and I've got good excuses
for both losses ( #1- i was
playing 1000 pts on a 2'x4' coffee table and my devs got butchered
turn 1 as a result, #2-my
fried added VERY BADLY on his quickly-scribbled army list and
I later realized I'd been
playing 1200 vs 1000 ultras vs DA!!-rematch pending ;)
My tactics are still evolving from basic 'do what looks right
this turn' beginner stuff, but they
seem to be working thus far, despite my atrocious dice-rolling.
Finally, THANK YOU x10^10000 to all you fellow Angels for spreading
your accumulated
wisdom, it's greatly appreciated and will be going to good use.
'e tenebrae lux'
Irskin
Reply
Back To Thread Navigation
Have a BUMP and a question on the
top! . (2 Replies). irskin[]. 3/8/2002 23:36 (3/9/2002 5:07)
Let's keep this thread alive brother Angels! And thank you AGAIN
to BABE for saving most
of it! Woe to the foes of the Angels of Death!
Anyway, do any of you wise Grand Masters and Interrogators (looking
at you bodycount,
erdagon...) have any comments on the idea of using an all-Plasma
Cannon dev squad? I
haven't seen one in any of the lists thus far posted, but I'm
the sort who likes everything in
large ammounts and strong themes, so for an anti-chaos (or loyal
marine) army, or perhaps
even eldar or something else, I truly like this idea (especially
with a techmarine to keep them
nice and un-toasty). Comments?
'e tenebrae lux'
Reply
Back To Thread Navigation
Ah , Plasma
death . (0 Replies). erdagon[]. 3/9/2002 1:06 (3/9/2002 1:06)
>> Anyway, do any of you wise Grand Masters and Interrogators
(looking at you bodycount,
erdagon...) have any comments on the idea of using an all-Plasma
Cannon dev squad? I
haven't seen one in any of the lists thus far posted, but I'm
the sort who likes everything in
large ammounts and strong themes, so for an anti-chaos (or loyal
marine) army, or perhaps
even eldar or something else, I truly like this idea (especially
with a techmarine to keep them
nice and un-toasty). Comments?
Well , if you have the models for it , why not ? Indeed , the
plasma cannon is a powerfull
weapon but it can be deadly to yourself too . But then again
, adding that tech marine to that
squad is a good way to solving that problem . And perhaps you
can add a dread with a PC
too to make it more plasma fun . Try out and let us know how
it went . And yes , it should be
very very usefull and deadly against Eldar since PC's are able
to kill their characters in one go
. Good Hunting .
Erdagon Faldan
Dark Angels commander
HBK
"Glory to the Angels of Death"
Reply
Back To Thread Navigation
blast 'em
! : ) . (0 Replies). bodycount[]. 3/9/2002 5:07 (3/9/2002 5:07)
welcome irskin,
so good to see someone who shares my unconditional love for our
chapter. and i believe it
was my writing about 'zeke being the best mini in SM range -
glad to hear people agree on
that. ; )
>> Anyway, do any of you wise Grand Masters and Interrogators
(looking at you bodycount,
erdagon...) have any comments on the idea of using an all-Plasma
Cannon dev squad? I
haven't seen one in any of the lists thus far posted, but I'm
the sort who likes everything in
large ammounts and strong themes, so for an anti-chaos (or loyal
marine) army, or perhaps
even eldar or something else, I truly like this idea (especially
with a techmarine to keep them
nice and un-toasty). Comments?
erdagon gave you as good an answer as i possibly could. as usual
a great job on his part. also,
your pointing out the need to include techmarine in such a squad
was a very good observation.
so let me delve into some other "fine points" of fieling all plasma
dev squad. the first thing to
consider is the point cost. 200 for plasma cannons, say 30 for
"ablative" marines : ) and then
optionally a techmarine w/signum and/or a transport. all in all
i wouldn't recommend in games
of less than 2000 points.
IMHO i'd use this unit exclusively versus marines - and asault
oriented at that. eldar on the
other hand have too great speed advantage and too many move&shoot
weapons. i'm afraid
that the devs with their 36" range would too quickly be outmanouvered.
the eldar player could
rid me of possible targets by redeploying and using cover and
then direct enough fire power
my way to eliminate the plasma threat altogether.
the marines have less of such an ability, but would also try to
supress the devs. the more
assault oriented the marine force (SW, BA or BT or world beares)
the better. and the
templars are IMHO the ideal army to field the all-plasma devs
against - they form really large
target groups indeed. perfect for multiple plasma blasts.
now, since i did field 4 plasma canons versus other marines hereis
what i found useful. first of
all mount them in a transport. the 36" range is a niusance and
you have to start shooting as
soon as possible (unless you know what mision you'll be playing
and won't risk having these
guys enter the table from reserves), let alone use opportunity
to set up a fire base in cover.
deploy a tac squad in front of them. this will protect them form
spearhead asaults and in case
you did't have a suitable terrain feature to set up in, it will
also provide cover. remeber to keep
them a threat to your enemy as long as possible - place your
counter charging unit nearby, use
your 48" shooters to eliminate his - if he plans to engage the
devs from beyond their range
don't let him. a fire fight must be on your terms. not too many
things will stand up to so much
plasma fire.
good hunting,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
Speeder Question . (4 Replies).
thomo[]. 3/9/2002 5:43 (3/9/2002 10:35)
Just a question for all those wise Grand Masters, and other Dark
Angels players - in light of
the new rules for the Dark Angels, allowing you to have normal
speeders and bikes, how
many of you ppl still use ravenwing speeders. Myself, i use the
normal ones, what do you
think?
Grand Master Thomo
Reply
Back To Thread Navigation
all depends
on the point allowance ... . (0 Replies). bodycount[]. 3/9/2002 6:35 (3/9/2002
6:35)
>> in light of the new rules for the Dark Angels, allowing you
to have normal speeders and
bikes, how many of you ppl still use ravenwing speeders. Myself,
i use the normal ones, what
do you think?
welcome grand master thomo,
to me the diference between RW and regular land speeders is mainly
ijn point cost which
reflects additional abilities of the RW. you want something beter
than the averag speeder - lay
down the points kind of relation.
since i find that the speeders' main diadvantage is being vulnerable
to enemy fire (and there is a
risk of losing them while going over rough terrain) i'm willing
to spend the extra points on RW.
re-rolling dificult terrain tests is a great insurance policy,
while the 6+ save is a nice addition.
now that they have been made cheaper, and the new rule states
that they can have either a hvy
bolter or multi-melta(and otional asault cannon upgrade for both
variants) i field them even
more often.
the regular speeders IMHO could be useful if you are strung out
on points or aim at a
particularly numerous army. but i'd rather pay more for beter
quality - this way i enure the
units will have a beter chance to perform as i want them to.
then of oures there is the typhoon
variant. if you want to utilse it you have to pick regular speeders.
it's a similar story with bikes. with one major difference. IMHO
the ability to re-roll failed
diffilt terain tests comes to the fore here, as you'd probably
want your bikes to keep as mobile
as possible, laying down one volley of fire after another. there
you often won't have a chance
to pick which way you go, and be forced to dash throgh all sorts
of ruble. that re-roll is
obligatory then.
the one area in which i'd rather settle for a regular model instead
of RW would probably be
attack bikes selected as separtae choices and acting as tank
huntes (multi-melta). they are
usually in for a suicide run (a LR or leman russ for an attack
bike ound soooo fine wth me ; )
so i don't won't them to be all that expensive. this does not
always work but is guaranteed to
scre the frag out o your opponents (is that a melta on your bike
coming this way ?! ; ))).
oh, and a question. how many of you noble brothers keep an attack
bikes w/ multi melta
hidden behind an advancning rhinos? i found it quite useful.
good hunting,
bodycount
i vis pacem para bellum
Reply
Back To Thread Navigation
Ah , the
RavenWing . (0 Replies). erdagon[]. 3/9/2002 8:39 (3/9/2002 8:39)
Well , I have to agree with BodyCount on what he said . I prefer
the RW for two things , first
the 6+ save and second , fluffwise .plus , those nice black painted
bikes and speeders gives
you a little more colour variation in your army . :) Also , don't
forget that for those 5pts more
you pay you get a 6+save , even for the Speeders . And this makes
the RW unique in a SM
army , after all , only the RW speeders get a 6+ save . Also
, with the RW you have the
possibility to field up to 3 Tornado's in one squadron . That's
alot of firepower combined in 1
squadron . but then again , like BC stated , if you want to use
a Typhoon , then you have to
use a normal one . (not that that is going to stop me to try
out one ) . Anyway , hope this
helped . Good Hunting .
Erdagon Faldan
Dark Angels commander
HBK
"Glory to the Angels of Death"
Reply
Back To Thread Navigation
RE: Speeder
Question . (1 Replies). littlepurplemonkey[]. 3/9/2002 9:01 (3/9/2002 10:35)
Nice to see this thread still going :)
I think that bodycount pretty much covered your question, and
once again thanks to him and
erdagon (and the rest of you) for your great tactical contribution
to this thread.
Personally I always use the RW variants if only because I find
that re-roll terrain test so useful.
There has been many a time when my bikes have had to speed through
a wood.... And I also
seem to have a fair amount of luck with that jink roll too (fingers
crossed). still I suppose it's a
matter of personal preference and tactics.
Good luck and happy gaming!
Reply
Back To Thread Navigation
thank YOU first of all ... . (0 Replies). bodycount[]. 3/9/2002 10:35 (3/9/2002
10:35)
>> Nice to see this thread still going :)
>> thanks to him and erdagon (and the rest of you) for your great
tactical contribution to this
thread.
thank you in the first place littlepurplemonkey (boy, do i love
that nick of yours : ))) for
creating the thread. like i once said here already - we should
call you littlepurplemonkey a.k.a.
the creator ; )
and i'll second you in thanking everyone for their input - erdagon
and aurion especially - as
well as brother edward who literally saved us : )))
good hunting to you all,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
A random quandry... . (6 Replies).
irskin[]. 3/9/2002 9:04 (3/10/2002 4:39)
A quick question for Bodycount. What does 'si vis pacem para
bellum' mean? I can pick out
most of the words but I can't turn it into a sentance.
'e tenebrae lux'
"From the darkeness cometh light"
Reply
Back To Thread Navigation
translation
... . (5 Replies). bodycount[]. 3/9/2002 10:24 (3/10/2002 4:39)
>> What does 'si vis pacem para bellum' mean? I can pick out
most of the words but I can't
turn it into a sentance.
greetings battle-brother,
"if you want peace prepare for war" - i found it extremely fitting
with the game general theme
*evil grin*
>> 'e tenebrae lux'
>> "From the darkeness cometh light"
having a choice between "obscuritas", "tenebrae" and "caligo"
- all meaning darkness, i chose
to use caligo - the term having stronger denotation than the
previous two, and being strangely
similar to caliban at the same time.
hail the "ordo angelorum caliginis"
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
RE: translation ... . (4 Replies). irskin[]. 3/9/2002 10:34 (3/10/2002
4:39)
Very true. I pulled the quote straight off the chapter banner.
Its probably my favourite latin (or
high gothic ;) quote, in general.
One of these days I'm going to get around to translating (or more
likely getting someone else
to translate) the entire "...never forgive, never forget" quote
into latin.
A final random point (and again off track). A great place to get
names for DA
characters/squads etc. are the names of the 'Angels' from the
anime series Neon Genesis
Evangelion. Just thought I'd share.
Good hunting all!
Irskin
'e tenebrae lux'
Reply
Back To Thread Navigation
on names sources ... . (3 Replies). bodycount[]. 3/9/2002 10:50 (3/10/2002
4:39)
>> A final random point (and again off track). A great place
to get names for DA
characters/squads etc. are the names of the 'Angels' from the
anime series Neon Genesis
Evangelion. Just thought I'd share.
my favourite is "A dictionary of angels. Including the fallen
angels" by gustav davidson,
originally pubslished in 1967. since i use a polish translation
i cannot give you reference on
english publisher. it's a great read, covers hundreads of angels,
complete with fluff that may be
incorporated into the game and has this great title "including
the fallen angels" LOL !
the guy must have played 40k before the game came into being
... ; )))
good hunting,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
how many of you ... . (2 Replies). bodycount[]. 3/9/2002 12:46 (3/10/2002
4:39)
just out of curiousity, how many of you battle-brothers did actually
play the battle at koth
ridge scenario?
good hunting,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
I think I've seen that book... . (1 Replies). irskin[]. 3/9/2002 20:15
(3/10/2002 4:39)
I think I found that (or one very similar) in our public library.
Unfortunately it was 'reference
only' so I couldn't take it out, and I didn't have time to do
more than skim it. Now that I'm
thinking of it, I'll probably go try and find it at a used bookstore
somewhere.
As to the other (?), I haven't gotten around to organizing the
koth ridge fight. As a matter of
fact I've never actually fought orks with my army. My most common
opponent plays
ultramarines, and no warbosses have been around on the odd time
when i can pop out for a
pickup game. If you've played, how'd it go? Lets hear the dirt!
'e tenebrae lux'
Reply
Back To Thread Navigation
that elusive koth ridge ... . (0 Replies). bodycount[]. 3/10/2002 4:39
(3/10/2002 4:39)
greetings battle-brother,
>> I think I found that (or one very similar) in our public library.
I'll probably go try and find it
at a used bookstore somewhere.
please do, you won't be disappointed.
>> I haven't gotten around to organizing the koth ridge fight.
As a matter of fact I've never
actually fought orks with my army. My most common opponent plays
ultramarines, and no
warbosses have been around on the odd time when i can pop out
for a pickup game. If you've
played, how'd it go? Lets hear the dirt!
neither did i. that's way i posted this question. it seems that
very few of us actually got to play
it. but to answer you in part, i found a site with a koth ridge
battle report. come and see and
post your opinion on how the DA performed:
http://www.batreps.com/014.htm
oh, and don't lose faith in our thread ... ; )
good hunting,
bodycount,
si vis pacem para bellum
Reply
Back To Thread Navigation
I'll probably be killed byyou for
saying this but....are Dark Angels good?? . (2 Replies). Bologs[].
3/9/2002 12:53 (3/9/2002 14:05)
I want to collect a 40k army and are stuck between Chaos and
DA.
Please tell me what is good about them AND WHAT IS BAD ABOUT THEM
Thanks
Bologs
Chaos or DA? Chaos or DA?
P.S. Also can you give me some info on the FALLEN??
Reply
Back To Thread Navigation
a bit,
i guess : ))) . (1 Replies). bodycount[]. 3/9/2002 13:39 (3/9/2002 14:05)
greetings battle-brother,
do not worry, we only kill you tomorrow after you repent first
; )))
>> I want to collect a 40k army and are stuck between Chaos and
DA. Please tell me what is
good about them AND WHAT IS BAD ABOUT THEM
anyways, this choice will be basically a choice betwen the astartes
legion and their chaotic
counterparts with all the pros and cons of both. you will notice
that DA are very similar to
vanilla marines, but their special rules, units and wargear IMHO
make them a better force. an
improvement that is reflected in the point cost though. so first
off, decide what appeals to you
more? both fluff- and tplaying style-wise. as a rule of thumb,
the chaos forces will be less
shooty and tend to get out of control a litle (see chaos dreadnought
for a highlight example).
IMHO chaos marines will generally require advance type tactics
and will have less weapons
or squad conigs and do NOT benefit from the "and they shall know
no fear" rule. adeptus
astartes on the other hand are truly an elite force that is capable
of performing effetively in
almost any role you envisage for them (as long as you put some
crafty tactics behind them ;
))).
as for the good and bad about the DA ... well read the thread
for once : ))). but to highlight
these points for you i'd say:
good things =
- deathwing, IMHO the ultimate terminators and the most elite
formation in the game,
- ravenwing, althoug i still haven't come to grips with the bikes
i'm a sold on RW land
speeders,
- plasma cannon can be included in the tac squad, which means
you have more options to
configure your tacs and devs,
- great standards to be used in games of 2000 points +,
- sword of secrets, the ultimate power weapon (str. 6),
- command squad is formed by tactical marines rather than veteran
bodyguard - IMHO a
great asset,
- librarians can select smite or weaken resolve,
- weaken resolve : ))),
- ICs get terminator armor for 10 pts. only,
- you can field all deathwing or all ravenwing armies,
- great fluff and ezekiel model - IMHO the best in SM range (now,
that i've said it for the third
time on this thread it probably sounds like advertising ; ).
bad things =
- lack of specialized HtH units (also, none of DA units has access
to "invisible" power
weapons / fists),
- a DA force will usualy be a little more expensive point-wise
than an average vanilla marines
force,
- can't take non-human or imperail heroes allies.
funny, but i can't think of anything else that would be a downside
to DA : )))
and here are a couple of things that are special features of DA
- they are mostly seen as
advantages, but some may call them disadvantageous as well:
- ICs, all come with an integrated terminator honorus (which is
reflected in their cost (good or
bad - up to you, i like it the way it is ...),
- all deathwing members (ICs, termnators and optionally vet sargeants
at +5 points) are
stubborn, making the units they are with stubborn as well. as
long as vet sarge is optionally
stubborn (so mine usually aren't) it's IMHO an asset as well,
- intractable rule - again, IMHO an asset.
that's prety much it. have a look at the thread for details.
>> P.S. Also can you give me some info on the FALLEN??
do you realize how well kept and dangerous this knowledge is?
once you beome a member of
the inner circle you'll get to know. so ome back for info once
you've chosen the right army to
play ... damn, i gotta quit working in the marketing field :
)))
good hunting,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
Zeke for PM! :) . (0 Replies). littlepurplemonkey[]. 3/9/2002 14:05 (3/9/2002
14:05)
>> - great fluff and ezekiel model - IMHO the best in SM range
(now, that i've said it for the
third time on this thread it probably sounds like advertising
; ).
++ LOL. You're right though, the zeke mini is a great model -
since I've bought mine a chaos
playing friend of mine has actually asked on more than one occasion
if he can paint it for me!
In regards to DA weaknesses, it's true that they have no real
HTH unit, and aren't optimized
for this role, but a DW squad correctly configured can still
be a nasty, albeit expensive close
combat force, not to mention the GM with Sword of Secrets - a
potential 6 attacks (when
charging) at strength 6, Initiative 5, ignoring armour :). If
you want a really HTH heavy army
then I suppose chaos would be for you, but otherwise DA as I
said can certainly hold their
own in HTH, they are just better at shooting, 'tis all. But Bodycount
certainly did a good job
of explaining it all for you.
Littlepurplemonkey
------------------
inter arma silent leges
Reply
Back To Thread Navigation
...I think it's finally just about
dead... (NT) . (2 Replies). irskin[]. 3/9/2002 23:14 (3/12/2002 15:33)
No Text
Reply
Back To Thread Navigation
not dead
yet! . (1 Replies). danimalicious[]. 3/12/2002 2:11 (3/12/2002 15:33)
From page 16...
well, I just thought of something. It's probably too cheesy to
use in most cases, but hey, it's an
idea that might be fun. Let's say you're playing a large game,
say 4,000 points. And for kicks,
you decide to field Azrael. Being the Master of all things Dark
Angels, he can take a
Command Squad of any type he wishes. Let's give him a Deathwing
Command Squad.
There could be a problem here, though, as the DA update said that
only Deathwing Armies
could take a Deathwing Command Squad. And yet, the entry for
Azreal says he can take any
type he wants. Which takes precedence? Or, if we're going to
use Azrael with a Deathwing
CS, do we need to make the rest of the army a Deathwing army?
but I digress, my idea
continues -
Upgrade at least one Deathwing Command Squad member to a techmarine
and give him a
signum. Then, give him one of the two heavy weapons allowed to
a Deathwing Squad - the
Cyclone is what I have in mind. Then, have him join up a Devastator
Squad, and there you go,
an extra Missle Launcher. He could jsut as easily join another
Deathwing Squad, if you're only
using Deathwing models, but he'd get more use out of the Signum
with a Dev squad. Well,
there you do. Probably not worth pursuing, but the idea just
came to me...
and it couldn't hurt to put this bad boy back on page 1, where
it belongs! ^_^
Reply
Back To Thread Navigation
hard to kill, are we : ))) . (0 Replies). bodycount[]. 3/12/2002 15:33
(3/12/2002 15:33)
>> From page 16...
good job brother : )))
>> There could be a problem here, though, as the DA update said
that only Deathwing
Armies could take a Deathwing Command Squad. And yet, the entry
for Azreal says he can
take any type he wants. Which takes precedence? Or, if we're
going to use Azrael with a
Deathwing CS, do we need to make the rest of the army a Deathwing
army? but I digress, my
idea continues -
the DA update did say that DW cmd dquads can be fielded only in
DW armies but since it
didn't change anything in azrael entry i'd say his rules take
precedence (he's a special character
after all).
>> Upgrade at least one Deathwing Command Squad member to a techmarine
and give him a
signum. Then, give him one of the two heavy weapons allowed to
a Deathwing Squad - the
Cyclone is what I have in mind. Then, have him join up a Devastator
Squad, and there you go,
an extra Missle Launcher. He could jsut as easily join another
Deathwing Squad, if you're only
using Deathwing models, but he'd get more use out of the Signum
with a Dev squad. Well,
there you do. Probably not worth pursuing, but the idea just
came to me...
i hear you ... and the winner in our annual "the most cunning
commander" conest is ... : )))
congrats on creativity. i never thought it's possible to upgrade
a special weapon trooper. say,
could you do that with a tactical marine in a command squad that
has a ML? have him
upgraded to a techmarine?
>> and it couldn't hurt to put this bad boy back on page 1, where
it belongs! ^_^
absolutely : )
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
Question about Lion Helm . (1 Replies).
Glorfindel_888[]. 3/12/2002 12:19 (3/12/2002 15:44)
I had a question to ask all of you. The Lion Helm states that
it gives any model within 3" a 4+
invulnerable save from shooting. Does this mean that if you sit
a character in the middle of a
squad do ALL models in the squad get a 4+ save vs shooting? Also
can you use this and an
Iron Halo the same character?
If so I might start using it more. Awsome for getting an assualt
squad into butt kicking range of
Tau. MMMMMmmmmm Killing Tau in HtH.
-Glorfindel_888
Reply
Back To Thread Navigation
lion king
: ))) . (0 Replies). bodycount[]. 3/12/2002 15:44 (3/12/2002 15:44)
>> I had a question to ask all of you. The Lion Helm states that
it gives any model within 3" a
4+ invulnerable save from shooting. Does this mean that if you
sit a character in the middle of
a squad do ALL models in the squad get a 4+ save vs shooting?
Also can you use this and an
Iron Halo the same character?
yes. all models within 3" of the helmet bearer benefit form its
effect. and you probably can
combine the two items, as nowhere does it say otherwise. however
you would then have to
elect which save are you using, as you can have only one saving
throw per turn.
>> If so I might start using it more. Awsome for getting an assualt
squad into butt kicking
range of Tau. MMMMMmmmmm Killing Tau in HtH.
: )))
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
A second Question . (4 Replies).
Glorfindel_888[]. 3/12/2002 14:56 (3/15/2002 5:58)
Can you give the Lion Helm to a Grandmaster in Terminator Armour?
I haven't seen any
restrictions as it is carried by a little pyscic guy. If this
is the case, that is even better as you will
be able to Deepstrike near some Tau and then have a nice 4+ save
againast all the heavy
weapons you can be sure will be leveled agaisnt them.
Reply
Back To Thread Navigation
*all smiles*
. (3 Replies). bodycount[]. 3/12/2002 15:56 (3/15/2002 5:58)
>> Can you give the Lion Helm to a Grandmaster in Terminator
Armour? I haven't seen any
restrictions as it is carried by a little pyscic guy. If this
is the case, that is even better as you will
be able to Deepstrike near some Tau and then have a nice 4+ save
againast all the heavy
weapons you can be sure will be leveled agaisnt them.
well, again i'd say yes - it is not marked with an * as an item
that cannot be taken by
terminators. and besides the model does not phisically wear the
helmet - the watcher carries it
(BTW i love those little javas-wanna-bes gits : ))).
damn. this is some crafty thinking on your part. sheesh! good
we are on the same side : )))
deep strike, 4+ inv. save. 2 assault cannons and a bunch of storm
bolters open up. next turn
you do the same and charge. glorfindel - you're the man : )))
ok everyone - can this be done? let me hear you.
bodycount vs. watcher in the dark
si vis pacem para bellum
Reply
Back To Thread Navigation
RE: *all smiles* . (2 Replies). Glorfindel_888[]. 3/12/2002 18:04 (3/15/2002
5:58)
Going to try this this Friday. I'll post back saying how well
it worked. Hehe I can just hear the
screams of CHEESE alradey =)
-Grandmaster Glorfindel_888
Reply
Back To Thread Navigation
see you on friday . (0 Replies). bodycount[]. 3/12/2002 20:53 (3/12/2002
20:53)
>> Going to try this this Friday. I'll post back saying how well
it worked. Hehe I can just hear
the screams of CHEESE alradey =)
so we need to bump this thread up until friday so you can find
it : ))) it's gonna be fun.
good hunting,
bodycount
si vis pacem para bellum
Reply
Back To Thread Navigation
hey glorfindel, you out there? anybody else? . (0 Replies). bodycount[].
3/15/2002 5:58
(3/15/2002 5:58)
>> Going to try this this Friday. I'll post back saying how well
it worked. Hehe I can just hear
the screams of CHEESE alradey =)
hey glorfindel,
waiting for that post - let us know how it went ...
maybe in a new thread - up to you. anyways, post the results.
if any other of our DA contributors or new readers sees it - i'm
still wondering how many of
you did play the battle of koth ridge scenario, and how many
of you advance their attack
bikes (multimeltas) hidden behind rhinos in a mobile assault.
happy gaming,
bodycount
si vis pacem parabellum
Reply
Back To Thread Navigation
Still alive (barely) . (1 Replies).
littlepurplemonkey[]. 3/15/2002 11:19 (3/15/2002 11:36)
Hi there bodycount. I'm still alive (and looking forward to Glorfindel's
BR). Don't know where
everyone else is though. Despite my frenzied posting on this
board and some SoB threads on
the dev forum (I've decided to take them as my second army),
I haven't actually played a
game in a while due to lack of time, depression and imminenet
GCSES. I'm probably going to
play a four player battle this Sunday though (DA and Eldar(Or
guard, the guy hasnt decided
which to use yet) vs. Tyranids and Chaos) - not exactly an orthodox
set of alliances I know,
but it promises to be interesting. If anything particularly interesting
occurs I might just post it
here. Hopefully I can put what I've learnt from this thread to
good use this weekend :)
I was thinking of trying out the Crusader with termies etc.,
though with only 1500pts of DA
involved I'm not too sure if that's a good idea :/ Any thoughts
on righteously kicking some
Chaos and Tyranid butt?
Reply
Back To Thread Navigation
RE: Still
alive (barely) . (0 Replies). danimalicious[]. 3/15/2002 11:36 (3/15/2002
11:36)
Well agaisnt those foes, it might be well worth the chance to
advance some attack bikes
behind Rhino's. Not that you really want to get into HTH w/ Tyranids
any faster - as they'll
come to you fast enough - but the multi-meltas could be very
useful against big bugs and
chaos. You don't happen to know what sort of Army Chaos will
be playing?
Try fielding the Ravenwing Grandmaster. If you're not going to
allow special characters, then
field an all-Ravenwing army. ^_^
And try for the all Plasma Cannon dev squad, with a techmarine
there for good measure.
And in regards to using a techmarine in other devious ways, well,
I don't see why not (here's a
good idea agaisnt CSM, btw - add an extra missle launcher to
any squad). I mean, set up a
command squad, with either a tactical or deathwing squad, and
arm them according the army
list entry. And then upgrade the marines to a techmarine or whateer
as you see fit, according
to teh command squad army list entry. If you're playing WYSIWYG,
it could get tricky - a
dev. model with a servo arm backpack may not cut it in some people's
eyes. but hell, why
not? Let's jsut wait for the, Dark Angels are cheesy threads
now... ^_^
Reply
Back To Thread Navigation
Still here. WOO 200th post in this
thread! . (2 Replies). Glorfindel_888[]. 3/15/2002 13:59 (3/16/2002
14:06)
200 messages! WHO-AH! I'm here. Post later tonight(sometime after
9PM PST) to let you
know how it went. Actually while I am here, if I put a Grandmaster
in Terminator armour in a
standard Dark Angels army can I buy the terminators I want to
put him with as his command
squad? If not I'll just have him join the squad.
-Grandmaster Glorfindel_888(hoping to Deepstrike against Tau)
Reply
Back To Thread Navigation
ah, there
you are ... . (1 Replies). bodycount[]. 3/15/2002 18:08 (3/16/2002 14:06)
greetings everyone,
>> if I put a Grandmaster in Terminator armour in a standard Dark
Angels army can I buy the
terminators I want to put him with as his command squad? If not
I'll just have him join the
squad.
sorry but no. the DA update in WD limited the DW command squad
to all-deathwing armies
only.
good luck with your battle,
bodycount
si vis pacem para bellum
PS. guys, it's official we just went over 200 : )))
Reply
Back To Thread Navigation
RE: ah, there you are ... . (0 Replies). Glorfindel_888[]. 3/16/2002 14:06
(3/16/2002 14:06)
I figured as much. Thanks for confirming it for me. Well my Lion
Helm didn't work. Not for
lack of trying, just didn't get to play a mission I could deepstrike
in =(
In fact they didn't reach the BT army I was fighting until the
last turn =( (damn I hate it when
they start in reserve and have to foot slog it across the board).
On the plus side of things they
did make a mess of the BT when they did reach them =)
One other thing I learned is that scouts are AWSOME against Orks
in HtH. 10 scouts and 9
Marines with a chaplin killed at least 2 time thier number in
HtH, and when the orks have
Choppas the extra armour won't make a difference. Although the
scouts broke and ran
twice(must buy a vet sargent next time), they rallied and charge
back in twice =)
-Grandmaster Glorfindel_888
>> greetings everyone,
>>
>> >> if I put a Grandmaster in Terminator armour in a standard
Dark Angels army can I buy
the terminators I want to put him with as his command squad?
If not I'll just have him join the
squad.
>>
>> sorry but no. the DA update in WD limited the DW command squad
to all-deathwing
armies only.
>>
>> good luck with your battle,
>>
>> bodycount
>> si vis pacem para bellum
>>
>> PS. guys, it's official we just went over 200 : )))
Reply
Back To Thread Navigation
littlepurplemonkey does a dance....
. (1 Replies). littlepurplemonkey[]. 3/17/2002 17:09 (3/17/2002
17:46)
and then goes off and flies in the sky!
Well I had to think of something to bump this post.....
I had a fun battle today between DA/Eldar and Chaos/Nids
I found that despite its points cost a crusader packed full of
termies and a GM can be very
nice indeed. They jumped out and took down a tyrant plus guard
then marched through a hail
of fire to take down some warriors and then onwards through yet
more lascannons, meltaguns
etc. towards some nurgle termies, (by which time only my GM avec
le plasma pistol of
precipitation and chainsword of castration was alive) My crusader
got immobilised but still
managed to put down a withering hail of fire with the aid of
the little purple monkey sitting on
top (yes reallly - he replaces the multimeltagunner), and besides
it was far better off than my
opponents landraider which went to the lucky first shot of our
first turn to my tac lascannon - i
rolled a 6 then a 6 then a 5 :) and got one nurgle termie into
the package. I also find that the
whole advance the A bike behind a rhino thing can work equally
well when the rhino is a
crusader, anyway im outta time now, i may post tomorre - cya
all, and dont let this post die!
Reply
Back To Thread Navigation
WHAT ?!
: ))) LPM - i love you 'bro ... . (0 Replies). bodycount[]. 3/17/2002 17:46
(3/17/2002 17:46)
>> and then goes off and flies in the sky!
ah, THE dance, i hear you : )))
>> my GM avec le plasma pistol of precipitation
LOL : )))
>> My crusader got immobilised but still managed to put down a
withering hail of fire with the
aid of the little purple monkey sitting on top (yes reallly -
he replaces the multimeltagunner)
man, that must have been some good stuff (420 in full effect ;
), and finally an explanation of
your awsome, albeit unorthodox, nick : )))
>> I also find that the whole advance the A bike behind a rhino
thing can work equally well
when the rhino is a crusader, anyway im outta time now, i may
post tomorre - cya all, and
dont let this post die!
never, till our dying breath, or typing death, or whatever ...
"can work equally well when the
rhino is a crusader" - like that ; )
i good you bid evening, good sir ; )))
bodycount
si vis pac ... you have WHAT acting as a melta gunner on that
crusader ?!!
: )))
Reply
Back To Thread Navigation
Special characters revisited. .
(0 Replies). littlepurplemonkey[]. 3/18/2002 11:21 (3/18/2002 11:21)
For those of you still out there; some of my friends and I are
going to have a mini
campaign/tourney/league thingy and we are allowing 1 special
character (2000pt games). I
was just wondering if and who I should take. I have the minis
for Zeke, Asmodai and
Naaman.
I like the idea of Zeke, plus the cool mini and have found him
useful on the few occasions I
have used him in the past (Knowing where those zoanthropes or
that landraider or wraithlord
are going to deploy can be mighty useful sometimes), however
he has so far had a 0% survival
rate, though I have managed to avoid bookdeath albeit barely.
Asmodai is just class and very points effective, but probably
not as powerful as say Zeke.
Probably my main apprehension with these two is that I would
end up putting them in the
crusader with GM plus termies and that equals way too much power
at a point! I don't have
any rhinos yet and most of my tac squads perform a shooty role
especially as my main
opponents (e.g chaos, nids) tend to come towards me.
Naaman on the other hand is obviously nowhere near as devestating
as those two in HTH (in
theory), but I have had a couple of great experiences with him
and again I like the mini.
Naaman for me has been my lucky charm - As far as I remember
all my victories had
Naaman on the field, even if just pretending to be a normal sarge,
and all my defeats occurred
when I didn't use him (there may have been like 1 victory without
him and possibly 1 defeat
with him). The first time I used him my opponent made a blunder
and Naaman plus about 7
scouts ended up miraculously holding up 30 termegants, a carnie
and tyrant guard for mkost
of the game (my opponent underestimated him and wanted to keep
his carny from being shot
so he charged Naaman and co. but never actually got close enough
to hit him with those 30
termegants in the way!) And the next battle he somehow took the
last wound of an avatar
bringing him crashing down!This is not my normal level luck so
it really was quite astounding.
Any helpful advice on which (if any) special character I should
consider taking would be
appreciated.
thanks in advance.
Reply
Back To Thread Navigation
Here goes mine... Too cheesy???
. (0 Replies). Melkaia[]. 3/18/2002 12:08 (3/18/2002 12:08)
1 Grand Master (HQ) @ 135 Pts
Storm Bolter
Terminator Armour [10]
Sword of Secrets [40]
4 Deathwing Terminators (Elites) @ 275 Pts
2 Lightning Claws (x2); Assault C. & Power Fist (x2)
1 Sergeant @ [47] Pts
Power Weapon (x2); Storm Bolter
#Terminator Armour [0]
1 Dreadnought (Elites) @ 125 Pts
Front Armour: 12; Side Armour: 12; Rear Armour: 10; Dread. CC
Weapon;
Storm Bolter; Twin Lascannon
6 Tactical Squad (Troops) @ 126 Pts
Bolter (x4); Plasma Cannon (x1); Plasma Gun (x1)
1 Sergeant @ [15] Pts
Bolter
6 Tactical Squad (Troops) @ 126 Pts
Bolter (x4); Plasma Cannon (x1); Plasma Gun (x1)
1 Sergeant @ [15] Pts
Bolter
6 Tactical Squad (Troops) @ 126 Pts
Bolter (x4); Plasma Cannon (x1); Plasma Gun (x1)
1 Sergeant @ [15] Pts
Bolter
6 Devastator Squad (Heavy Support) @ 185 Pts
Bolter (x2); Missile Launcher (x4)
1 Sergeant @ [15] Pts
Bolter
1 Vindicator Assault Tank (Heavy Support) @ 120 Pts
Storm Bolter; Demolisher Cannon
1 Predator 'Annihilator' (Heavy Support) @ 145 Pts
2 Sponson Lascannon; Turret Linked Lascannons
1 Ravenwing Land Speeder (Fast Attack) @ 55 Pts
Heavy Bolter (x1)
1 Ravenwing Land Speeder (Fast Attack) @ 80 Pts
Assault Cannon (x1); Heavy Bolter (x1)
Models in Army: 39
Total Army Cost: 1498
Reply
Back To Thread Navigation
back to the Blood Angels Tactics
Index
|