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DoA Blues


Khavos

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I wonder if I'm the only one having this problem. I run a DoA list. It's semi-competitive, I guess, and I win about as many as I lose. The trouble I'm having is that nobody wants to play it anymore. Apparently, the novelty has worn off. What I've been specifically told is that it's no fun starting a game on turn 2/3 and having it decided by turn 3/4, and that it's also no fun taking half the game - movement - out of the equation. And I have to admit, it does feel a little point-and-click to run.

 

Meanwhile, my roommate, who runs a TWC Space Wolves list that's stomping nearly everything it faces, has no such troubles - people want to play him because they've made some adjustments to their lists and think this'll be the time they get him.

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Have you beaten the Space Wolves guy yet? I think you should probably get to doing that regularly--take the mutt down a few notches!

 

The whole thing about a DoA list making movement irrelevant is total BS (and I don't mean Ballistic Skill ;)). It changes pretty seriously what needs to be considered during movement, and that is absolutely all; if your games are being decided by turn 4 when you only start on turn 2, you're probably doing pretty well, methinks.

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Have you beaten the Space Wolves guy yet? I think you should probably get to doing that regularly--take the mutt down a few notches!

 

The whole thing about a DoA list making movement irrelevant is total BS (and I don't mean Ballistic Skill ;)). It changes pretty seriously what needs to be considered during movement, and that is absolutely all; if your games are being decided by turn 4 when you only start on turn 2, you're probably doing pretty well, methinks.

 

Eh. The SW guy's my roommate, as I said, so we actually end up rarely playing each other.

 

As far as movement goes, maybe everyone around here is simply doing it wrong, but generally speaking, it's a game of castling up to wait for the DoA drop, and then reacting as much as possible to the drop locations. For comparison's sake, my roommate's games with the Wolves are all over the board due to being mech'd up and using healthy amounts of TWC.

 

And when I say the games are decided by turn 4, what I basically mean is that, either the drops end up where I want and my melta squads can hit what they're supposed to, and the rest of the army survives to assault next turn, or they don't. There are shades of gray in between those two outcomes, of course, but generally speaking that's how it goes. Unless they reserve everything, which leads to even more of a, "Alright, I'm going to the movies, I'll be back when we can finally start putting models on the table," situation.

 

I dunno. Perhaps I just have serious Space Wolf envy. The non-reserve, non-DS lists just look like a blast.

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I dunno. Perhaps I just have serious Space Wolf envy. The non-reserve, non-DS lists just look like a blast.

Hey, a DoA list can still be deployed immediately; it plays very differently, depending on movement speed instead of delayed arrival. This also allows for adding in a variety of other options that aren't as useful in a DoA list.

 

Just thoughts.

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I dunno. Perhaps I just have serious Space Wolf envy. The non-reserve, non-DS lists just look like a blast.

Hey, a DoA list can still be deployed immediately; it plays very differently, depending on movement speed instead of delayed arrival. This also allows for adding in a variety of other options that aren't as useful in a DoA list.

 

Just thoughts.

 

That's true, but I really, really don't want to go Razorspam. I've toyed around with a few assault-heavy lists that aren't DoA, but I honestly don't think they'd function as well.

 

A large part of my SW envy is the BA's inability to actually field infantry shooting without crippling a list. I see Grey Hunters and I just salivate, especially when my gaming group's far more willing to fight them - and I'm not even going to get into how annoying it is from a fluff perspective.

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What happens to be your list? I ran a DoAs list against a wolves guy (Very competitive and I won because he was so used to a mech metagame) I have had this problem with DoAs lists. But this is a finesse army to play and you have to minimize mistakes! Depending on your points having a base of 30 jump guys helps.
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I really, really don't want to go Razorspam. I've toyed around with a few assault-heavy lists that aren't DoA, but I honestly don't think they'd function as well.

 

A large part of my SW envy is the BA's inability to actually field infantry shooting without crippling a list. I see Grey Hunters and I just salivate, especially when my gaming group's far more willing to fight them - and I'm not even going to get into how annoying it is from a fluff perspective.

 

Hey, I don't like Razorspam, either. I was not suggesting that. I was talking about just deploying them, with Jump Packs, on the ground, druing normal deployment. Maybe it'll throw your buddies for enough of a loop that a close win becomes a major victory.

 

As for shooting, I, for one, have always maintainted that Blood Angels can field an exceptional shooting army--emphasize Devastator Squads, Sternguard Veterans, and either Tactical or Scout squads for Troops.

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I really, really don't want to go Razorspam. I've toyed around with a few assault-heavy lists that aren't DoA, but I honestly don't think they'd function as well.

 

A large part of my SW envy is the BA's inability to actually field infantry shooting without crippling a list. I see Grey Hunters and I just salivate, especially when my gaming group's far more willing to fight them - and I'm not even going to get into how annoying it is from a fluff perspective.

 

Hey, I don't like Razorspam, either. I was not suggesting that. I was talking about just deploying them, with Jump Packs, on the ground, druing normal deployment. Maybe it'll throw your buddies for enough of a loop that a close win becomes a major victory.

 

Yeah, I'm actually starting to try to come up with a ground-based jumper list at the moment. Don't think I'll go pure jumpers, obviously, but maybe figure out a way to throw 30 or so Assault Marines up the field behind some armor.

 

As for shooting, I, for one, have always maintainted that Blood Angels can field an exceptional shooting army--emphasize Devastator Squads, Sternguard Veterans, and either Tactical or Scout squads for Troops.

 

Honestly, I'd love to see a BA list that included Sternguard, I can just never figure out how to work them in.

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Honestly, I'd love to see a BA list that included Sternguard, I can just never figure out how to work them in.

I used to run a sternguard. Basically 6 guys, several combi-plasmas (would have used melta if I had the bits but I had plasmas), sergeant with a lightning claw in a razorback. The razor had twin-las, but would have been better for these guys with twin assault cannon. Basically I stopped using them so I could get a Vanguard back into my list.

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I run a Sternguard unit, 5 Combi-Plasmas, 1 Fist, 1 Sanguinary Priest with Combi-Plasma in a LC/TLPG Razorback.

 

That's a crapload of Plasmagun fire for anyone unfortunate enough to be within 12". It DEVASTATES.

 

As for the DOA list, one of our best shooty units can DOA, it's the Honor Guard with 4 Plasmaguns.. And you can take two of that :)

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I really disliked my DoA army when I returned to the game, prompting me to pry all my jump packs off and run a standard mech army (which I much prefer anyway).

 

I can imagine peoples fustration where your bringing in armies bit meal - especially people who are gun lines and just waiting to roll a lot of dice.

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Hmm, I did not really have a good time when I tried to run my army DOA, it is nice... but, it never failed to disappoint me. One of my opponents runs IG with lot's of Russ and Bas. templates. I would drop in and try to melta them, fail. Drop in an attempt to run for cover, fail. Luckily I magnetize most of my assault guys, so I just made them mech based, I enjoy playing it more. I do still keep one squad with JP's to deal with getting around to hit certain targets, and sometimes DS it, but with the armor tied up with mech they work better imho...
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You should play what is the most fun for you. One nice feature of the codex is there are several good builds. I have had success with my DoA list versus parking lot IG. You should not worry about coming in piecemeal due to being able to reroll your failed reserves for jump infantry. You have to load up on meltas as well or it's just not going to work. The one danger is if the guard player also reserves their army. It can be a crap shoot then but no way significantly gives an advantage to mech. I always bring my units in behind tanks to shoot rear armor and hope they are wrecked so I can then use them for cover. You can quickly gut an IG army in a couple of turns. It's all about target priority. If you see an LR Executioner and chimera then shoot the LR first. I think DoA is more powerful than BA razorspam but the learning curve is a bit steeper as well.

 

0b :)

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Hi, perhaps its not s much a problem with the repetitiveness of your list but instead its your opponents. What I mean is that there are certain armies that a DoA list should NOT be deepstriking against such as tyranids or non-mek orks, in those instances it is crucial to ensure the maximum charge and this is better achieved by starting fully deployed, with the obvious exception on VVV's
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A large part of my SW envy is the BA's inability to actually field infantry shooting without crippling a list. I see Grey Hunters and I just salivate, especially when my gaming group's far more willing to fight them - and I'm not even going to get into how annoying it is from a fluff perspective.

So 2 Vindicators, 2 baals, a sternguard squad, DC dreadnought, Lem and 5 DC... Add in a cheap HQ. One shooty BA army. With option of putting Dread in a pod (for first turn melta strikes on vehicles and running interference on the enemy lines to distract him from your approaching army). Maybe a tac squad, or a 10-man scout squad for objective claiming?

 

(I should say that the above gutted a SW army at 2k for me the other day. I lost DC dread, 1 Baal and sternguard, he had an immobilised Bjorn(facing the wrong way) and 5 grey hunters left (Njal, Wolf Priest, Bikers, WGBL, More Bikers, GH's in razorback, LRC all dead)).

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I run a Doa variation list, basically 2 assault squads with packs. But I take a 10man sternguard squad that come in on turn 1. I combine this with a flamestorm Baal that uses scout move to be in the enemies deployment zone turn 1, this group is supported by 2-3 attack bikes. Between the 3 units my enemies are usualy so overwhelmed by shooty death they make mistakes. Then the assault marines come in and mop up. If you run a priest on bike with the attack bikes you can turbo boost at the start straight upto the sterguard giving everyone fnp. Alot of people will really struggle to bring them down

 

Edit note... Forgot to mention sternguard are in a pod so come in turn 1

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