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Unit Break-Downs(Pros/Cons/Combinations)


NCSUWolf

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Greetings Brothers!

I've recently been torn with building a force of Dark Angels to bring to the field of battle. While Ive played my fair share of computer based tactical and strategy games, the world of table top gaming is still relatively fresh (Ive been playing/working with 40k since 6th edition dropped last summer). That being said, I will account myself lucky with the group of gamers I've been around since starting but still find that my own list building has been lacking. Some of it comes from not sitting down and playing nearly enough games (probably 15-20, maybe a handful more at most) but, as an extension of that, I have not gained a sufficient "feel" for the separate units and their "best" applications. I've done some reading, tried to work out Mathhammer-style as best I can with my limited experience, but still can't help but want some Interwebz-collective-input. (And who knows, perhaps this will help a fellow Unforgiven Brother)

 

SO, without a further adue:

 

 

Dark Angles, a synopsis and examination:

-For starters, the general consensus of 6th Ed, much less our vaunted Legion Chapter is that Dakka > Choppa BUT, as everyone knows, a squad of Melee All-Stars will annihilate an equivalent points worth of guns (they just have to get the chance, which is where guns shine)

 

HQ

(Generic):
--Company Master: Melee star with access to Terminator Armor (but not a Bike), has an Iron Halo.

 

[Thoughts]: Simply put, overcosted compared to the named equivalents. Also, see the note about Dakka>Choppa and he's clearly intended to be a solid blade rather than an uber gun.

 

--Chaplain: Has a 4++, grants Hatred + Fearless to his unit

 

[Thoughts]: Simple, straight to the point. With the option to take an Interrogator-Chaplain instead, seems like a lesser option. Also, see Shooty argument.

 

--Interrogator-Chaplain: Everything the standard Chappy has but better. (+1 BS, +1A, +1 W), access to Terminator Armor.

[Thoughts]: IF you want a melee HQ that doesnt have a name, THIS is your man. Just don't expect a fist-bump from this scull-faced beat-stick after you're finished wiping what's left of whatever you just charged off your Crozius.

 

-- Librarian: Psyker, Psychic Hood, Inner Circle. Can take from Divination, Pyromancy, Telepathy, or Telekenisis. Can be upgraded to Psyker Lvl 2 for more mind-power goodness, can also take a Bike or Terminator Armor and anything from the Armory. A steal in points honestly.

 

[Thoughts]: A definite go to for HQ's on the cheap. AND, with the added bonus of being able to take Prescience from the Divination powers and make shooty(and assaulty) units Twin Linked.... or make their weapons ignore cover... or make your opponents reroll passed saves... So, basically ALL of the things. Solid.

 

(Named HQ's)

--Azrael: Current Supreme Grand Master of the Dark Angels. Everything a Company Master would love to be, but so much more. Unlocks both Deathwing Terminators AND Ravenwing Attack Squads as troops. His Helm gives him AND his entire unit 4++. The entire army get's to be Ld 10. His Combi-Plasma is Master-crafted and Blind's. His Sword of Secrets makes him Str 6, AP 3, Master-crafted. Oh, and he has FnP on a 6+. All for the cost of a Landraider....

 

[Thoughts]: The 4++ is nice but Azrael really needs as many Termies and Bikes in a list to make his points worth it. But he does not have Internal Warrior, he cant take a Bike nor Terminator Armor (for Deepstrike purposes). Solid as an allied HQ to add to blobs of allies, but overall not the first choice.

 

--Belial: Leader of the 1st Company (Deathwing): Can go with SB/Sword of Secrets, or Lightning Claws, or TH/SS. He unlocks Deathwing Terminators as troops. He and his unit do not scatter when deepstriking. He has a Teleport Homer(though less useful as he has to be on the field for a full turn for it to be active). He can precise shot on a 5+.

 

[Thoughts]: THE go to for any Deathwing-centric army. He also does not have Eternal warrior and given the price of Termies, fielding a full DW army means, typically, two things 1)low model count and 2)lots of in your face action with the few units you have. While I like the idea of a horde of angry marines in huge suites of armor curb-stomping most things in their path, I also am not fully sold on the points investment in this shooty edition.

 

--Sammael: Leader of the Ravenwing. Rides a Jetbike (the only one in the Imperium). He's got Eternal Warrior! He unlocks Ravewing Attack Squads as troops. His sword is AP2. His bike has a twin-linked Storm Bolter... and a Plasma CANNON underslung.

 

[Thoughts]: He's on a Jetbike that looks sweet! He's got Eternal Warrior. He's the core of any Ravewing-centric armies. He can attach to any infantry unit (not just Bikes), give them Hit+Run, Scout, and can tank pretty damn well. Did I mention his Bike looks sweet?

 

--Ezekiel: Master Librarian. Lvl 3 psyker. Comes stock with MindWorm, plus 2 powers from the same list as our normal Libby. Has a 2+ armor save and a Psychic Hood. His Book of Salvation gives Inner Circle units w/in 6" +1 WS, his Traitor's Bane is Master-crafted.

 

[Thoughts]: No invuln save and melee centric 'Zek is still a boss of an HQ. Attached to a solid counter assault unit (or as part of a pseudo-counter assault element by his lonesome) the Master Libby is a solid choice.

 

--Asmodi: Take a Chaplain, give him an even scarier demeanor, and some AP- Instant Death melee attacks.

 

[Thoughts]: 3+/4++, no Eternal Warrior, only good at killing in melee and only on unsaved wounds (with an AP- weapon). Take an Int-Chap and get all the same fun for cheaper (unless you want his sweet model).

 

(HQ's but not)

 

--Techmarine: 2+ Space Marine that can bolster defenses, repair vehicles and take all of the narly gear from the Armory, oh and you can put him on a Bike too.

 

[Thoughts]: Easily an amazing model as well and plenty of options to boot. Add a servo harness for an extra Power-fist, a Plasma Cutter and a flamer for some extra umph.

 

--Command Squad: 5 Company vets that can upgrade one to carry a Banner (of Devastation), can have an apothecary, and can have a champion.

 

[Thoughts]: Think of them as a "Dakka Pole" squad. Still in PA, they are a bit pricey but if you can utilize the Banner they can carry they can be worth it.

 

--Deathwing Command Squad: Same as the PA version, except in TDA. Oh, and they can upgrade like a DW unit (PLASMA CANNON *cough*).

 

[Thoughts]: If you want TDA wearing, not scoring, Banner wielding units, these can fit the bill. One solid HQ escort unit as one of the banners they can take gives units in range FnP. When they were scoring they were awesome. Now, they can be a force to seriously camp some objectives or help bring some pain with a force of fellow TDA.

 

--Ravenwing Command Squad: Same as PA/TDA but with Black Knights (think bikers... but better... like twin-linked Plasma guns).

 

[Thoughts]: As with the others, the focus is as a vehicle  for the Banner of your choice. Being on Bikes, the Dakka pole can get some serious usage given bikes are relentless AND can get around to be in optimal position.

 

////////

(Coming Up: Troops)

 

 

As I work through this, please do feel free to leave your own opinions/findings. The point of this post/thread is to get general discussions of our Codex going without delving into whole armies/lists persay. Im looking at analizing the pieces so it'll be somewhat easier to put together the puzzle for the particular task at hand (what's good against X, what does well at Y, what compliments Z) without defaulting to the "Whats THE best use of our codex?

For a generic HQ, there are really only two reasonable choices.  The no-brainer is the prescience librarian with PFG.  I wouldn't take any other generic as my only HQ...but as a second HQ, the TDAIC is pretty boss.

 

As for belial, and the shooting>melee problem of 6th edition, well...deepstriking belial with a ten man tactical terminator squad sporting dual heavy flamers and a couple of SS plasma-traps (leaving room for 5-6 twinlinked stormbolters) is a good tactic, especially on the top of turn one.  Another good idea is mounting belial inside a crusader with some assaulty termies, then using his homer to drop in two five man tactical terminator squads with assault cannons on the bottom of turn two while using the hull of the crusader to shield them against enemy shooting (except for the shooting that comes from the survivors of their torrent, lol) is also a solid tactic.

 

Deathwing command squads should never see the tabletop in a deathwing list, and are second-rate even as generic nonscoring terminators.  They are a bit harder to kill as bearers of the dakkapole, so if you have a dakkapole army with access to a DWCS, you might as well, right?  But for every purpose other than bearing a dakkapole, they're inferior to deathwing knights.  Take both?  I don't care what flavor of DA you're running, you certainly can't afford two nonscoring terminator squads! 

 

Other than that, I'm on board with your comments.

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