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Ultras / Dark Angels (what a heresy!) list


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Hey everyone please see below my list for an upcoming tournament it is similar to the one I used in the last tournament and ended up mid table, just wanted to know what you guys thought.

 

Ultramarines detachment - battalion 

 

Sicarius

Primaris lieutenant

 

5 man tac squad w/plasma gun

5 man tac squad w/plasma gun

5 man tac squad

5 scouts - snipers, missile launcher

 

Redemptor dread - plasma, gatling, storm bolters, rocket pod

Dread - 2x Twin autocannon

Dread - assault cannon and fist

 

Dark Angels detachment - spearhead

 

Azrael

Primaris lieutenant

 

Devy squad - 4 lascannon

5 hellblasters - plasma incinerator

5 hellblasters - plasma incinerator

 

 

The idea with this is that the DA castle up at the back or wherever they're needed to provide the fire support, sitting with azrael and the lt. to provide the inv save and the rerolls, hopefully the las take care of any armour or heavies as well as the hellblasters to provide a bit of manouverable fire power if needed.

 

The ultras tacs move to capture objectives or outflank the opponent with support from sicarius and the scouts infiltrate onto an objective mid/back table. The redemptor provides a substantial distraction to people going after big things while the infantry do the work.

 

Any comments or anything at all welcome :)

  • 2 weeks later...

Speaking as a Dark Angels main player, you want your Hellblaster squads to be as large as possible. Grim Resolve protects you from a morale disaster normally associated with larger marine squads, and Weapons from the Dark Age realizes its full potential from larger squads. A 10 man squad with this stratagem will more than likely delete a Rhino Chassis at range.

 

Fitting it is probably the hard part, since you need the detachment. That 5 man tac squad with bolters isn't gonna do a lot though--and that's 2 hellblasters, for 7. Dropping the scouts down to bolters only (4 snipers isn't going to get you very far), will save you another 30 odd points, for an 8th hellblaster. Honestly, I personally would drop the other tac squads to scouts too, maybe with heavy bolters. It's cheaper, the points difference should let you take at least one 10 man hellblaster squad...and that will do more work than a tac squad with one plasma gun.

 

The Hellblasters will do work, and a 10 man hellblaster squad will help indirectly protect your dreads...anyone that sees a 10 man hellblaster squad is going to want them dead. I once had a game where two knights dumped their whole payload into them.

He's a Captain with a power sword and plasma pistol that gives Tactical Marines an opportunity to fight first in cc even during an enemy turn unless they were charged. With only 3 units of 5 Tacticals the bonus is limited, but it isn't particularly strong even if you build for it.
  • 2 weeks later...

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