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Question of rules


Elysium126

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Well, what sets IF apart from DA is their access to pretty decent units like Grav Cents, Thunderfire Cannons, Ironclads, Sternguard and Stormtalons. Apart from that either are either en par or inferior to DA, which, as already mentioned, basically boils down to Ravenwing and Deathwing.

Depends if the enemy want to charge you not. You get zero benefit from full BS overwatch if your opponent is only interested in shooting you.

Stubborn is nice though, but again, mostly comes into with vs assault.

Actually the IF bonus is almost as situationnal. Rerolling 1s on bolter shots is not something that will make the decision during a game except if you play against hordes AND you are particulary good at making 1s on your 1st roll.

 

Siege master is also useless if your opponent doesn't use fortifications.

 

Only tank hunter may be good but it concerns only one squad in your demi company...

 

With stubborn + increased overwatch, DA shouldn't be ashamed against IF

On using devastators with Grav I've not found the need to peer over the fence for an ally

 

2 in a Rhino is pretty common

 

Your support units such as Speeders have miles more tactical flexibility as does your bikes

 

Fearless is a huge huge buff & you can add Ezekiel to your Demi to get the Warlord trait of a 12" bubble, The DA psychic table is extremely nasty against certain armies

 

Dark Angels greenwing Demi company form doesn't play the same as standard Marine demi, yes there still Marines but if your running fearless full overwatch guys loading the sgt's with combi weapons such as grav then....

 

Speeder formation for Auxiliary

 

HQ on bike (librarian) gives you 2 Ravenwing units on auto turn 2 both could be fliers and he could scoot over and join a Tac squad, I've seen all sorts used to guarantee flier support T2

 

 

You get buckets of pimp options for your modeling

 

The different DA units dovetail with each other in a number of ways that the SM codex does not

I might give the nod to DA in the case of a demi company. It's true that full BS overwatch only matters if you're taking a charge, while rerolling ones on boltguns works on offense, and that stubborn works best in melee...but full BS overwatch works with plasma guns biggrin.png And, actually, it does more to mitigate a MEQ shortcoming (horde control) than rerolling ones does. Rerolling ones, each time you do it, statistically gives that unit 1/6 of a bonus shooting phase, not necessarily at double-tap range. You have to do it EVERY TURN FOR SIX TURNS to equate to a full free bonus shooting phase. And then it only works on boltguns. Full-BS overwatch is far more powerful. Use it once and you have a full up free round of shooting, guaranteed to be at close range. For every weapon in the squad save plasma cannons (yeah, and flamers, but they get to shoot, so...) Even better, it might actually deter a charge. Getting a free round of dakka before thirty boyz charge ten marines is nice....not taking that charge at all is nicer! Naturally, shenanigans like having the three-model remnant declare its charge first to ensure that the thirty boyz don't get shot at do apply.

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