Gederas Posted July 9, 2020 Share Posted July 9, 2020 (edited) So, during a game today (first one I've done since the initial Covid19 lockdown. Was a win against Space Wolves) this discussion came up:Dark Angels, despite being more keyed to being a gunline army, could be a pretty viable melee force. Grim Resolve works in melee for pistol weapons, and several characters give some nasty melee buffs (Ezekiel and Asmodai especially). Now, Indomitus is basically the lead into the "melee wave" of Primaris. So with the new stuff, along with the standard Dark Angels stuff, anyone else think melee Dark Angels might see more play? Because between Asmodai, Ezekiel, the Chaplain Dreadnought, we already have some characters who make us surprisingly punchy. The new guys? Oh yeah. My current idea is this: STORMWING REBORN Battalion: HQ1: Master in Cataphractii Armour (Relic Blade, Combi-Bolter [Foe Smiter]) [mainly because I want an excuse to use the beautiful Forge World Dark Angels Praetor in Cataphractii Armour :lol:] HQ2: Ezekiel HQ3: Asmodai Troop 1: Assault Intercessors Troop 2: Assault Intercessors Troop 3: Intercessors (Auto-Bolt Rifle) Elite: Deathwing Knights Elite: Bladeguard Veterans Elite: Aggressors Elite: Deathwing Champion FA: Ravenwing Black Knights FA: Primaris Outriders HS: Hellblaster Squad HS: Leviathan Dreadnought (Melee Loadout, because yes) Edited July 9, 2020 by Gederas Helias_Tancred 1 Back to top Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/ Share on other sites More sharing options...
WrathOfTheLion Posted July 9, 2020 Share Posted July 9, 2020 I like the idea of a more melee DA. That is the way the HH DA are, we're known for heavy use of swords and many of our special units are melee. Regardless of whether it's the most viable, it's something I'm going to do. Helias_Tancred 1 Back to top Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5558110 Share on other sites More sharing options...
Grand Master Raziel Posted July 9, 2020 Share Posted July 9, 2020 I'd swap out the DW Champion with the DW Ancient bearing the Pennant of Remembrance. That's +1 attack and FNP for the DWKs, the Bladeguard, Ezekial, Asmodai, and the Cataphractii Master. Helias_Tancred and FarFromSam 2 Back to top Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5558111 Share on other sites More sharing options...
Gederas Posted July 9, 2020 Author Share Posted July 9, 2020 (edited) I like the idea of a more melee DA. That is the way the HH DA are, we're known for heavy use of swords and many of our special units are melee. Regardless of whether it's the most viable, it's something I'm going to do. That's what gave me the idea. I'd swap out the DW Champion with the DW Ancient bearing the Pennant of Remembrance. That's +1 attack and FNP for the DWKs, the Bladeguard, Ezekial, Asmodai, and the Cataphractii Master. That could also work, yes. I've also come up with a version 2 of that list. It's bigger, but even more melee killy: STORMWING REBORN: THE FINAL FORM Brigade: HQ1: Master in Cataphractii Armour (Power Sword [Heavenfall Blade/Blade of Burden], Combi-Bolter) - Warlord - Inexorable HQ2: Ezekiel (Smite, Aversion, Mind Wipe, Righteous Repugnance) HQ3: Asmodai (Litany of Hate, Stoic Prosecution, Catechism of Fire) HQ4: Chaplain Venerable Dreadnought (Litany of Hate, Canticle of Hate) [Assuming Chaplain Dread will have Prayers in 9th edition for all Chapters, not just Codex: Space Marines] Troop 1: Assault Intercessors x5 Troop 2: Assault Intercessors x5 Troop 3: Assault Intercessors x5 Troop 4: Intercessors (Auto-Bolt Rifle) x5 Troop 5: Intercessors (Auto-Bolt Rifle) x5 Troop 6: Intercessors (Auto-Bolt Rifle) x5 Elite: Deathwing Knights x10 Elite: Bladeguard Veterans x3 Elite: Aggressors (Boltstorm+Fragstorm) x3 Elite: Deathwing Ancient (Pennant of Remembrance) FA: Ravenwing Black Knights x3 FA: Primaris Outriders x3 FA: Inceptor Squad (Assault Bolters) x3 HS: Hellblaster Squad x5 HS: Contemptor Mortis Dreadnought (Cyclone Missile Launcher, dual Kheres Assault Cannon) HS: Leviathan Dreadnought (Siege Claw+Siege Drill) Edited July 9, 2020 by Gederas Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5558125 Share on other sites More sharing options...
FarFromSam Posted July 9, 2020 Share Posted July 9, 2020 Have you thought about azrael in the mix to help keep the block alive? 4++ on all those bodies ain't nothing to sneeze at. What are ya looking to get out of the hellblasters that the black knights cant do? Lemme know how the three dreads do, I bet that army looks cool on the table. Helias_Tancred and Gederas 2 Back to top Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5558130 Share on other sites More sharing options...
Gederas Posted July 9, 2020 Author Share Posted July 9, 2020 (edited) Have you thought about azrael in the mix to help keep the block alive? 4++ on all those bodies ain't nothing to sneeze at. What are ya looking to get out of the hellblasters that the black knights cant do? Lemme know how the three dreads do, I bet that army looks cool on the table. I could add Azrael, yeah. And the Hellblasters: It's mainly because they're one of the most mobile Heavy Support options that isn't a vehicle. This army is supposed to be a mobile, close-range army and the majority of HS options are long range and static. Making their weapons the Assault Plasma Incinerators allows them to advance and fire, but the regular Plasma Incinerators are stronger. (also it's to have more plasma in the army, because if a Dark Angels army with only one source of Plasma, you're doing something wrong :lol:) Edited July 9, 2020 by Gederas mooftak and Fierce Bear 2 Back to top Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5558133 Share on other sites More sharing options...
G8Keeper Posted July 9, 2020 Share Posted July 9, 2020 Hmm I like it. I think I'm going to try similar builds, going full on in your face aggressive. I would love to see an Impulsor or two in there for the Assault Intercessors, remember they can disembark from it after moving :) Brother Bahram 1 Back to top Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5558217 Share on other sites More sharing options...
Gederas Posted July 9, 2020 Author Share Posted July 9, 2020 Hmm I like it. I think I'm going to try similar builds, going full on in your face aggressive. I would love to see an Impulsor or two in there for the Assault Intercessors, remember they can disembark from it after moving Can't charge from it, therefore, I ignore it for these purposes. It's not an Assault Transport if you can't, you know, assault from it? :lol: Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5558435 Share on other sites More sharing options...
G8Keeper Posted July 9, 2020 Share Posted July 9, 2020 It's more for objective grabbing but fair one. Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5558493 Share on other sites More sharing options...
Schurge Posted July 9, 2020 Share Posted July 9, 2020 What role do you see your Bladeguard Veterans playing in that list? Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5558750 Share on other sites More sharing options...
FarFromSam Posted July 9, 2020 Share Posted July 9, 2020 [ And the Hellblasters: It's mainly because they're one of the most mobile Heavy Support options that isn't a vehicle. This army is supposed to be a mobile, close-range army and the majority of HS options are long range and static. Making their weapons the Assault Plasma Incinerators allows them to advance and fire, but the regular Plasma Incinerators are stronger. (also it's to have more plasma in the army, because if a Dark Angels army with only one source of Plasma, you're doing something wrong :lol:) I uh... I don't understand any of your points favoring hell blasters over the black knights. Could you rephrase it for me please. Some times the thing between my ears is slow on the uptake. I want to like hell blasters as I have 20 of them painted and love the models. Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5558864 Share on other sites More sharing options...
Gederas Posted July 10, 2020 Author Share Posted July 10, 2020 What role do you see your Bladeguard Veterans playing in that list? I'm assuming they're going to have some kind of wound intercepting mechanic. So they're there to take wounds for the characters/ And the Hellblasters: It's mainly because they're one of the most mobile Heavy Support options that isn't a vehicle. This army is supposed to be a mobile, close-range army and the majority of HS options are long range and static. Making their weapons the Assault Plasma Incinerators allows them to advance and fire, but the regular Plasma Incinerators are stronger. (also it's to have more plasma in the army, because if a Dark Angels army with only one source of Plasma, you're doing something wrong ) I uh... I don't understand any of your points favoring hell blasters over the black knights. Could you rephrase it for me please. Some times the thing between my ears is slow on the uptake. I want to like hell blasters as I have 20 of them painted and love the models. TL;DR: I needed a Heavy Support option in order to use the Leviathan, and Hellblasters are the only thing that's not a vehicle that I could feasibly use in a "close range assault" list. Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5558909 Share on other sites More sharing options...
G8Keeper Posted July 10, 2020 Share Posted July 10, 2020 I find Hellblasters are useful but die very early on due to my opponent wanting them dead ASAP (for some reason a plasma toting squad scares DA opponents :P). So much so that I only take them now if I plan my force around them, adding Azrael, an Apothecary, Chaplain and sometimes a Company Standard to give maximum buffs and protection. With the 9th edition cover rules I'm thinking they may get an outing or two without this, I'll have to make sure there's a terrain piece with a cover and hit modifier on the board though. Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5559060 Share on other sites More sharing options...
FarFromSam Posted July 10, 2020 Share Posted July 10, 2020 Ohhhhh you're running a brigade. Now I see. Thanks. What are the benefits of running the brigade in 9th? Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5559166 Share on other sites More sharing options...
Gederas Posted July 10, 2020 Author Share Posted July 10, 2020 Ohhhhh you're running a brigade. Now I see. Thanks. What are the benefits of running the brigade in 9th? More HQs without losing Command Points :lol: I bumped my initial Battalion to a Brigade because the Chaplain Dreadnought is such a force multiplier for melee it's nuts. But a Battalion only allows for 3 HQs in 9th edition. Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5559226 Share on other sites More sharing options...
Berzul Posted July 10, 2020 Share Posted July 10, 2020 Do you guys think the RW Ancient might see more play in this edition?Back in 8th, I never did use him. But, I am thinking that a squad of Outriders, with a +1A through the Ancient, might be quite good. Or, even the Black Knights might see more melee play this time around. Back in 8th edition I would constantly read that using the Black Knights in melee was not a good idea, and situational at best. This time around they might be a very good shock assault unit. I am thinking of a list with DW Knights with an Ancient and a TDA CHaplain, as well as RW Knights with an Ancient and a Chaplain, as the core around which the main tactic is built. Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5559311 Share on other sites More sharing options...
Phaeton Posted July 11, 2020 Share Posted July 11, 2020 (edited) Absolutely. I am going to use RW ancient with 2 units of Outriders and 10-man squad of RWBK. Also, you can slingshot your large RWBK unit with RW ancient with warlord trait Outrider. Edited July 11, 2020 by Phaeton Helias_Tancred and Fierce Bear 2 Back to top Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5559755 Share on other sites More sharing options...
Gederas Posted July 14, 2020 Author Share Posted July 14, 2020 (edited) So, it seems the Chaplain Dreadnought may be going to Legends. Which is... Annoying for my idea for the super melee build.... Edited July 14, 2020 by Gederas Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5563033 Share on other sites More sharing options...
Skywrath Posted July 14, 2020 Share Posted July 14, 2020 How did you come to that conclusion? That the unit was not on the list? Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5563039 Share on other sites More sharing options...
Gederas Posted July 14, 2020 Author Share Posted July 14, 2020 How did you come to that conclusion? That the unit was not on the list? It wasn't in the Points Changes for the new Chapter Approved. Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5563050 Share on other sites More sharing options...
Berzul Posted July 14, 2020 Share Posted July 14, 2020 How did you come to that conclusion? That the unit was not on the list? I think it was said expressly on warhammer community? Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5563054 Share on other sites More sharing options...
Skywrath Posted July 14, 2020 Share Posted July 14, 2020 Thanks brothers. Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5563078 Share on other sites More sharing options...
Hantheman Posted July 14, 2020 Share Posted July 14, 2020 We're not bad in melee at all. Righteuous Repugnance is very, very powerful if it goes off. On 10 man black knight swaud (or new outriders) they'll chew through most things. Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5563086 Share on other sites More sharing options...
Berzul Posted July 14, 2020 Share Posted July 14, 2020 I used to overlook Righteous Repugnance over Aversion and Mind Worm.... Until I used it once, due to having excess Librarians on the board. I was absolutely blown away by the effect of the power. Now, I never bring my Deathwing without a Librarian close for it, if points allow. Skywrath 1 Back to top Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5563106 Share on other sites More sharing options...
Gederas Posted July 15, 2020 Author Share Posted July 15, 2020 We're not bad in melee at all. Righteuous Repugnance is very, very powerful if it goes off. On 10 man black knight swaud (or new outriders) they'll chew through most things. Yeah, I'm realizing this now. It's just Dark Angels were always depicted as the "Shooty" army to the Blood Angels and Space Wolves "Choppy" army. We have some surprisingly good melee ability, yeah :yes: Link to comment https://bolterandchainsword.com/topic/364985-dark-angels-viability-for-melee/#findComment-5563970 Share on other sites More sharing options...
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