|
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 |