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[HH1.0] Dark Angels Tactics


Frostmourne

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Aye, just double checked my Sig, that has it listed as Apoc 2013 being the most recent, and Apoc 2013 includes an advert for IA1:2e in, while the reverse doesn't occur. I did more reserch into it when I did that although I've forgotten my reasoning. Old and Lagavulin added memory making me forget XD.

 

Still, makes things even worse for a DA in that case, and FW really need to hire people to take cursory looks at this. I mean, this isn't even a rule which hasn't been tested properly. 

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IIRC the plasma repeater can only be swapped for a plasma gun, not a twinlinked plasma gun; in contrast acid shells are specified for heavy bolters and twinlkinked heavy bolters. But then again this was from cut off pages without the full DA wargear stuff shown

 

Having seen the full page, I can confirm that there's nothing about swapping a twin-linked plasma gun with a plasma repeater. Especially since that wording specifying twin-linked heavy bolters is right there on the same page, I think it's reasonable to conclude the designers didn't intend for outriders to get it.

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I really want to like the DA... Ravenwing especially is quite appealing, using a lot of jetbikes and some plasma repeaters in pods.

 

Plasma repeaters just feel plain broken though, you are NEVER going to get the 3 shots at 12, unless you are in a very defensive position.... And even then.

Outriders. Twin-linked Plasma Repeaters, Scout, and a 12" base move. Throw on Rad Nades.

 

Combine with Search and Destroy (basically, have your 2+ Save T5 Scoring models ignore a phase of enemy shooting, and then gain outflank, before doing the same again. Basically playing hidey games. Throw on Pseudo stubborn, and you've got Rad Nade Podded Terminators forcing -1 WS, T and I for 304pts. Obviously, you can then take extra upgrades. But other than that? Yeah. Throw a ton of Axe Wielding Pseudo-Death Guard backed up by a ton of Acid Spewing Time Bubble Dropping Plasma Vomiting squads.

That does sound good, and offers me a lot of what I want from the Heresy - things I can't do in 40k, plus the Dark Angels are only going to get better as the books go on... Hmm.

 

Hopefully we'll get clarification on the outriders with repeaters.

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Are you perhaps expecting too much?  They are essentially slightly fancier power swords, that you also hit on 3+ with if you match WS (seriously, what a weak-ass trait that clashes with the -1WS of stasis shells... Dark Angels would have been better with the Blood Angels' wounding trait).

 

If I was a new Dark Angels player just starting out, I would just focus on Ironwing and hope to get some cool stuff later.  Or if you can't help buying up all the Space Marines, paint them Angel black and play them counts-as-Sons of Horus. :P

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Are you perhaps expecting too much? They are essentially slightly fancier power swords, that you also hit on 3+ with if you match WS (seriously, what a weak-ass trait that clashes with the -1WS of stasis shells... Dark Angels would have been better with the Blood Angels' wounding trait).

 

If I was a new Dark Angels player just starting out, I would just focus on Ironwing and hope to get some cool stuff later. Or if you can't help buying up all the Space Marines, paint them Angel black and play them counts-as-Sons of Horus. :P

Lol I still won ;) like I always do with Sooperior Taktiks.

 

And ironically I play both armies haha. I won't worry because I think FW is holding off the good stuff till our book.

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 - Stasis shells (missle)

Available to veterans and heavy support squads. No, destroyers can't take them because their missle launchers are used with rad missles only.

 

Is this the consensus?

 

When a missile launcher is purchased for the destroyer squad, the listing says it comes with rad-missiles only. The special issue ammunition rules then say that stasis-missiles may be purchased as an additional ammunition type for any model with LA (DA) equipped with a missile launcher. I'd say - RAW - that Destroyer Squads can take them as the two don't conflict.

 

It'd make them quite naughty but I reckon quite fitting.

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Got my copy last night and been looking through at various ideas.

 

Acid shells - love 'em. Time for some non mortis contemptor dual hb arm fun (to keep fleet for repositioning) 

 

Attack bike squadrons are dirt cheap and can seriously bring some pain with these

 

Veterans probably lose the benefit of suspensor web, but I might be being over courteous 

 

 

Calibanite war blade - very nice, no extra cost and gives squad leaders a nice punch effectively for free

 

 

Terran greatsword - I think I like it over the paragon blade - controversial I know, but hear me out

 

Terran sword is +2S vs +1S so in most cases wounding on 2's

 

AP is less which is not as good, but still fine for wading through enemy infantry 

 

It always causes instant death. Always. On any wound. The paragon has to get the murderous strike off and be unsaved. 

 

Two handed isn't a real problem as the paragon is a specialist weapon, so you need another weird weapon to get the bonus attack

 

Terran is 10 points cheaper than a paragon 

 

It's available to centurions and consuls not just the praetor 

 

The repeater and stasis I'm not sure of, but they do support non blade wielding units. Though who gets grenade launchers? Can they go in auxiliaries? 

 

The rights of war are a bit bland, and I think ironwing needs clarification already, but we have legion rules finally. 

 

I'm disappointed by the minimal colour plates, and limited focus, but we'll get good treatment in Thramas I hope, with hopefully some follow up at Caliban 

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Veterans probably lose the benefit of suspensor web, but I might be being over courteous 

 

 

I see no reason why they would, it's simply an upgrade to the weapon. 

 

Problem with terran greatsword is a preator with one is going to lose when fighting a preator with a paragon blade. Unless you get lucky and the other preator fails a +2 armor, your preator will be failing those +4 invul saves long before you get one lucky wound through that +2 armor. I think it's not a bad weapon for centurions though. 

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I like the paragon blade better, too (of course, I'd put the greatsword on a consul). Instant death only matters against multi wound models, and most of those (outside Mechanicum) are going to be sporting a 2+ save.

 

Now, if you have a disproportionate number of Mechanicum opponents...

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Volkite chargers benefit from the rule, so at least some choom weapons can be used with that to wound bonus.

Rapid fire, pistol and Salvo only. Must also be S5 or below :(

 

Volkite serpenta do though. Can nay unit take then enmasse?

Edited by Charlo
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Volkite chargers benefit from the rule, so at least some choom weapons can be used with that to wound bonus.

Rapid fire, pistol and Salvo only. Must also be S5 or below :sad.:

 

Volkite serpenta do though. Can nay unit take then enmasse?

 

 

That's unfortunate. Veterans can all take volkite serpentas, but I'm not sure that's worth it. 

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Not a rules/tactics question but I don't think it deserves a separate thread. Question:

Do you think 'dark angel' iconography (this hooded guy holding sword) was used in the times of HH? I think it was but have no source other than 40k DA relics stuff (like blades of Caliban, Icon of Old Caliban, Sacred Standards etc).

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Iron Wing vets could end up being quite powerful.

 

Hop out of a Rhino and deliver a load of sniper/ serpenta/ heavy bolter firepower into things, never needing worse than a 5+ to wound on things T7 or less.

 

Hopefully survive the retaliation and then you get to shoot off your pistols with extra wound points and heavy weapons, plus the stasis grenade your obviously packing before charging in with some power swords and a calibanite warblade.

 

Serpentas seem like a stand out option benefitting from the extra to wound rolls, with the deflag also benefitting. Plus letting you assault and also getting sniper!

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