Prot Posted March 26 Author Share Posted March 26 I would agree with a lot of that, however the Ravenwing might just be the most 'efficient' of the detachments. I agree that the units are lackluster, but for me the selling point is the detachment rule (which is good for scoring) extends to all units (I believe). So in theory a Ravenwing list SHOULD look a certain way, but as you mention it probably won't. However the rule might be worth testing on a larger scale (non-Dark Angel units) to get some serious scoring potential. As far as Inner Circle: 46 minutes ago, Raychu said: For them, the deathing detachement gives too much info to your opponent to really be useful. If what you mean by this is the detachment strongly projects its intent, then I completely agree and this is what I've been saying: The Vowed Objective is a decent rule. Not great, and I believe very limited to "Deathwing" keyword, but it's so easy to avoid. In fact I've had games where things aren't going well for my DA, but my opponent being stubborn insists on pouring onto an objective I've "Vowed". This gives me a slight advantage, but he refused to avoid it, and there's where my best scoring was. In fact in some games I've literally told my opponent, "If you avoid that objective, you win!" The Deathwing Inner Circle Detachment is close, but falls short with projecting so much intent. (The beauty of "Oath" is you simply pick any unit, where as a Vowed Objective assumes your opponent must interact with you on that spot.) Also the main units this detachment leverages are just too lethargic and over pointed. I don't think I'll ever come around on the Unforgiven (greenwing) detachment. I stopped trying to make it work BEFORE the codex came out, and now the dataslates have been turned down even more, so there's even less incentive for me to try to make it work. With Ultra I was winning over half my games. With the DA codex/detachments I'm at the lowest win rate I've been in for 10th edition. This might be stubborn (suitably so?) but I refuse to play the Gladius or Emperor forbid, the Ironstorm lists that are unrealistically improving the horrid "Dark Angels" win rates. Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6030458 Share on other sites More sharing options...
ashc Posted March 26 Share Posted March 26 Moving forwards this needs to be how the space marine supplements are judged - if the incentive is not strong enough to run at least one of the book's detachments with a handful of their chapter-specific units then it's a failure. Malakithe, Karhedron, Azoriel and 3 others 6 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6030514 Share on other sites More sharing options...
Harleqvin Posted March 27 Share Posted March 27 (edited) Something else I thought a little strange was they didn’t give the inner circle/Desthwing detachment the ability to make the three base DA TDA units all objective scoring (edit - mean battleline.) similar-like they did with the Ravenwing one. would that have made it too powerful? Edited March 27 by Harleqvin Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6030557 Share on other sites More sharing options...
jaxom Posted March 27 Share Posted March 27 5 hours ago, Harleqvin said: Something else I thought a little strange was they didn’t give the inner circle/Desthwing detachment the ability to make the three base DA TDA units all objective scoring similar-like they did with the Ravenwing one. would that have made it too powerful? Dark Angels can bring, what, a total of 12 Terminator-type squads in any force? Ravenwing can bring 9 bike-type squads normally, but that goes up to 12 when Outriders gain Battleline. Seems like it was more of a consistency thing. Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6030583 Share on other sites More sharing options...
Malakithe Posted March 28 Share Posted March 28 @Prot maybe you can try DA Firestorm? Ive been trying to brainstorm Firestorm lists for a while now with various Chapters so maybe DA could work. Like many detachments you dont have to lean into the flamer aspect. The +1S might work for certain things? Who knows... So the DA specific units that work well are...Azrael and Darkshrouds lol Prot 1 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6030712 Share on other sites More sharing options...
CCE1981 Posted March 28 Share Posted March 28 I have been running Firestorm since the Codex came out. You don’t need to lean on torrent weapons. That + 1 str for a majority of units doesn’t do much, but when it does mean something it REALLY means something. I had a near zero winrate with Gladius, it suffers from too much of put all your eggs into the one basket Fire Discipline, and only one Doctrine mattering every game, one every other game, and the last never ever mattering in the slightest. Firestorm, you build a list with multiple threats, giving you massive board coverage and threats everywhere. Every unit can be a threat, and that what makes it shine, no need to have a deathstar, your opponent is taking losses no matter what they hit. Keeping your damage output pretty reliable. Karhedron, DemonGSides and Azoriel 3 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6030765 Share on other sites More sharing options...
Prot Posted March 28 Author Share Posted March 28 So I guess we're throwing in the towel on the codex itself? If you were to go back to the Marines codex, and use the Firestorm detachment, what would be the Dark Angels units that make this work better for us than other chapters? Or are we just suggesting this because it's better than the Codex which is apparently quite a low bar. Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6030784 Share on other sites More sharing options...
CCE1981 Posted March 28 Share Posted March 28 Darkshrouds and Black Knights. I think Black Knights do get a ton out of Firestorm. Str 8 plasma without overcharge, Onslaught of Fire and Crucible of Battle both bring a lot for them, and then three of the enhancements would do pretty good on a Black Knight Command Squad. Crucible of Battle will help that squad a lot if the unit wants to charge non-Vehicle and -Monsters. Prot 1 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6030808 Share on other sites More sharing options...
Karhedron Posted March 28 Share Posted March 28 I think it is the Detachments that are sub-par (although Ravenwing may have some play). The Codex contains some good units. If you are playing a non-specific Chapter then Azrael is probably better than a generic Captain because his free +1CP per turn is pretty strong. Here is a list of what I would consider "strong" units from the Codex (feel free to disagree and nominate other candidates). Azrael Dark Shroud Black Knights Ravenwing Command squad (especially when added to the above). Prot 1 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6030811 Share on other sites More sharing options...
CCE1981 Posted March 28 Share Posted March 28 I have only really gotten into theory crafting for Black Knights, but I am thinking that a Ravenwing Command squad and 3-man Black Knight Squad would be more ideal than a 6-man squad. Mostly because of the amount of area that unit would cover. Nine bike models is a huge footprint, and I doubt you would be able to get that many models into a fight. Prot and Karhedron 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6030839 Share on other sites More sharing options...
jaxom Posted March 28 Share Posted March 28 4 hours ago, Prot said: If you were to go back to the Marines codex, and use the Firestorm detachment, what would be the Dark Angels units that make this work better for us than other chapters? Initial thoughts from looking over the firestorm detachment and our units: Deathwing Knights and a Captain in Terminator Armour. The Captain gives reroll Charge distance and can use Rites of Battle to get the Crucible of Battle stratagem for 0 CP, giving the unit +1 to wound. They're already a solid defensive unit, and this boosts their offense. The Rapid Embarkation stratagem helps with mobility once they are on the table. Deathwing Terminators aren't that different from normal Terminators, but they'd work well with the +1 Strength to ranged weapons within 12" (Deep Strike or pop out of a Land Raider). Thirty-two Str5 storm bolter shots, assuming you use Crucible of Battle, could do work. Deathwing Terminators on foot with a Librarian in Terminator Armour. The unit has Assault because of the detachment rule and Sustained Hits 1 from the Librarian; becoming a surprising mobile force that throws out a lot of shots. Azrael with Hellblasters in a transport. Rocket the transport forward and when it gets shot at, use Burning Vengeance to pop out close enough to benefit from Rapid Fire 1 and +1 Strength on the Hellblasters. Land Speeder Vengeance playing danger close, to get the overcharged plasma battery up to Str10. As @CCE1981 noted, Black Knights and Ravenwing Command Squads. Oddly enough I think a better option would be Stormlance detachment. There's the obvious synergy with all the mounted Ravenwing units, but take look at what we get for our other units: Inner Circle Companions and Deathwing Knights can Advance and Charge and Fall Back and Charge. Attach a character with Portents of Wisdom enhancement and they can reroll the Advance roll. Deathwing Knights which can Fall Back from a tar pit and Charge elsewhere could be worth more consideration. Deathwing Terminators using the Blitzing Fusillade stratagem to give all their ranged weapons Assault. Wind-Swift Evasion on any Terminator unit is hilarious. CCE1981 and Prot 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6030910 Share on other sites More sharing options...
Tacitus Posted March 29 Share Posted March 29 On 3/26/2024 at 11:36 PM, Harleqvin said: Something else I thought a little strange was they didn’t give the inner circle/Desthwing detachment the ability to make the three base DA TDA units all objective scoring (edit - mean battleline.) similar-like they did with the Ravenwing one. would that have made it too powerful? Doubly so that they didn't add +1 OC to Terminator and/or X-Guard Units. Bikes are naturally OC2 - Terminators and other veterans are OC1. Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6030989 Share on other sites More sharing options...
Tacitus Posted March 29 Share Posted March 29 13 hours ago, CCE1981 said: I have only really gotten into theory crafting for Black Knights, but I am thinking that a Ravenwing Command squad and 3-man Black Knight Squad would be more ideal than a 6-man squad. Mostly because of the amount of area that unit would cover. Nine bike models is a huge footprint, and I doubt you would be able to get that many models into a fight. Fighting with them is secondary. Its a GOOD secondary, but I'm looking to Fire Discipline the Plasma Talons on overcharge if I'm running Black Knights. After that I'll charge whatever's left and basket weave my way into engagement range. Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6030990 Share on other sites More sharing options...
Karhedron Posted March 29 Share Posted March 29 I feel it is slightly sad that the use of any decently shooty unit always falls back to Fire Discipline. It's ubiquity seems to skew the entire faction around it. Sustained Hits triggering on a 5+ is great but it seems like you are losing half the benefit if you take it on a unit that does not have Lethal Hits. Or is there a way to give Black Knights LHs? Prot 1 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6031005 Share on other sites More sharing options...
Tacitus Posted March 29 Share Posted March 29 3 hours ago, Karhedron said: I feel it is slightly sad that the use of any decently shooty unit always falls back to Fire Discipline. It's ubiquity seems to skew the entire faction around it. Sustained Hits triggering on a 5+ is great but it seems like you are losing half the benefit if you take it on a unit that does not have Lethal Hits. Or is there a way to give Black Knights LHs? There is not that I know of, but Black Knights are one of the few that makes it worthwhile to go without because of the quality of the shots. 9x A2 + RF1 also goes a little further than 10x A2 + LH Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6031037 Share on other sites More sharing options...
Prot Posted May 3 Author Share Posted May 3 Previously I posted that I had a nearly 'real' win with the Hunters Detachment. It was a slightly turned down Ork list that had been very potent at LVO 2024. Tonight I'm trying out the detachment again. I'll report back. Malakithe 1 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6038212 Share on other sites More sharing options...
Prot Posted May 7 Author Share Posted May 7 Okay, so I'm getting the feeling not a lot of people are playing games... or at least not with DA. Well I ended up pairing against Genestealer Cult! And let me cut to the chase by saying... I still got my jeans on! So my list was relatively unchanged. I will say his list was very flexible, but he did only have one of those sneak attack bomb squads, and one of those nasty Abberant squads (wow do those hit like a truck.) I can't write out a full proper report, but I'll say the highlights were: - He was winning for 3 turns. He had strong board control, and my ability to move him off objectives was a sticking point. - My vehicles were clearly the turning point, and the shooting over all. The big bike squad was about a 7 out of 10. In killing they are a 4 out of 10, and in scoring they are a 9... so my compromise here is realizing they don't last as long as you like, they actually can get in over their heads easily, however you are best of pushing them for scoring, and using that huge -1 to hit strat from shooting. - Late game the Hellblasters made a bigger difference. He was terrified of them but I noted that I was mostly killing single wound models at T3 (he played well to avoid obvious fire lanes). - The biggest dissapointment by a mile is the Deathwing knights again. These are just so bad, but I just repainted a squad and really want 1 in the list. I was getting pushed back hard so I had to do a 'free' incursion in my zone to reinforce an onslaught in my zone. But one turn they got Basilsk'd in the head, killing 2 models.. (you gotta be kidding) and then as a result of being hit, I had a wonderful movement of 2". I finally made it to the Abberants, and even after swinging first, he wiped my squad out. This squad is so bad it isn't funny. I'm really PO'd at GW for what they did to this classic unit. Anyway, at the end I did take heavy casualties, but ended up winning by 5 points. Super close. I was collapsing on one side (he was also recycling dead models there) and he was collapsing on the other side where I was pushing hard with Bikers and good ol' Bladeguard with Admodai. I was just able to complete the cards with superior board control (not by much) in the very late stages. My thoughts at this point are.... the detachments still stink to the mossy underbelly of Caliban. Of the stoinky ones, I'm seeing more success with the Hunters for obvious reasons... just being able to keep shooting freely is decent, but in my last loss with this list, it was against a far shootier opponent. So it's a catch 22.... you can't neglect Close Combat, however overpaying for it (IE: Deathwing) can cost you the game. I still much prefer the feel of the Inner Circle, however I've effectively replaced what that detachment rule is with one model: The Speeder that gets you +1 to wound against vehicles. I have another game coming up and I'm not sure which DA attachment to use. I have no success with ICT even though it should be much better. And I refuse to use the main codex detachments. :) FarFromSam, Azoriel, Malakithe and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6038992 Share on other sites More sharing options...
Prot Posted May 8 Author Share Posted May 8 For those that try to keep an eye on the competitive scene, we are seeing results from the recent points drops.... and we still suck: This comes from Den of Fools who do a great job of rounding up the results in an easy to follow format. So we are officially well below the 'goldilocks' zone at 39.7%... with our new codex. At least we are better than... "Unknown"! Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6039178 Share on other sites More sharing options...
jaxom Posted May 8 Share Posted May 8 The lack of data on detachment choice also makes the data kind of useless for analysis. For example, Salamanders have enough players to make the data somewhat trustworthy, but they could be running any number of detachments and the only thing in common is one or more Salamander characters. What I find most interesting is the almost plus/minus 10 percentile point difference in win rates for less 20 player tournaments compared to 20 player or more tournaments for so many Chapters. Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6039224 Share on other sites More sharing options...
Karhedron Posted May 8 Share Posted May 8 3 minutes ago, jaxom said: What I find most interesting is the almost plus/minus 10 percentile point difference in win rates for less 20 player tournaments compared to 20 player or more tournaments for so many Chapters. I think that is because in a small tournement a single good/bad/(un)lucky player can significantly skew the results for a faction (up or down). jaxom and DemonGSides 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6039226 Share on other sites More sharing options...
Prot Posted May 8 Author Share Posted May 8 I agree the data isn't perfect. But what I do know is this: 34 players chose the DA supplement. This gives us the most data/feedback out of any chapter. Even game play wise, it's pretty high. So are a few of the others. Of the 34 DA players I assume some are using the DA detachments but I'm guessing 50% - 90% are not. Of all the non-DA players I assume 0 are using the DA detachments. In tournaments with 20 players or more (harder to skew results), the result is pretty bad. Keep in mind this is with the "Deathwing" getting cheaper and other discounts, but also gets hit with some of the base marine adjustments as well. (Let's be honest, there is no non-character in the DA codex that needed to be spanked.) What I get from this is the new codex is still a bust. In fact, I think if you took the DA players playing Space marine Ironstorm, etc with Azrael out of the equation, it would be abysmal. I follow the competitive scene quite a bit and we play fairly competitive in my main group and the base DA codex is really hard to function with. I do agree though it would be incredibly helpful if the data had detachment 'tagging' or something searchable there because it does make a tremendous difference. GW has this asinine adjust rule where they won't touch dataslates but will change points. So something REALLY good in one detachment (IE: Inceptors) gets hit hard as soon as John Lennon does tremendous with maxing them at London GT. Now the unit pays the sins of the detachment even when it is far less optimized. (just an example) The detachment clearly is a huge factor in the results but we are blind to it in these results. However I really do think that the ability of DA to play any detachment and it still is showing poorly indicates just how bad the DA detachments/units are. Karhedron, jaxom and FarFromSam 1 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6039290 Share on other sites More sharing options...
Malakithe Posted May 10 Share Posted May 10 With the points dip are DWK still meh compared to BGV? I'm trying to find reasons to play a unit of Knights cuz they are so cool but man is it hard to justify them va BGV. Trying to make a Firestorm but need at least one melee unit to get in somethings face. Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6039582 Share on other sites More sharing options...
Karhedron Posted May 10 Share Posted May 10 (edited) 5 hours ago, Malakithe said: With the points dip are DWK still meh compared to BGV? I'm trying to find reasons to play a unit of Knights cuz they are so cool but man is it hard to justify them va BGV. For 215 points, DWKs get 20 T5 wounds at -1 Damage and a 2+/4+ save. For 180 points BGVs get 18 T4 wounds and a 3/4++ save and can reroll 1s to Hit or Save in melee As a pure anvil, DWKs do outperform BGVs in sheer durability. DWKs also come with Teleport which can save points on a Transport (although they may be better off just walking). For 215 points, DWKs get 25 1 Damage attacks For 180 points BGVs get 24 2 Damage attacks Offense is where BGVs really come out on top as those MCPS really get work done. You can give DWKs Maces for 2 Damage but then you are looking at only -1 AP and 20 attacks for the squad. It is a tough call. BGVs are better all-rounders IMHO but if you just want a unit to sit on an Objective and soak up a ton of punishment DWKs are probably viable now at 215 points. Edited May 10 by Karhedron Malakithe and kooper 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6039630 Share on other sites More sharing options...
Prot Posted June 17 Author Share Posted June 17 I'm always trying to make these guys work. I'm a glutton for punishment. This week I'm going to update the previous clip I took of the week's stats. There were well over 1000 players in quite a few events this week. Someone actually took the time to break down some more granular info on what detachments people took for various armies. At this point I've come to realize the Dark Angels codex success hinges mostly on one model: the Dark Shroud. No other model or rule in the codex seems to give the Dark Angels anything to talk about or play with. Typically this is taken in a vanilla detachment, surrounded by Stormraven's. Here is the actual breakdown of what "Dark Angels" are using in tournaments around the world this week: Dark Angels: Detachment/3 of Players/Wins/Games played/# of players going X-0/X-1/ Win percent / Tournament wins. Blue highlights the most successful detachment used by DA players, and red highlights the performance of the actual DA detachments. (Note that Inner circle remains unplayed.) Are you still playing the DA? Are you trying to use the codex detachments? Or vanilla marines? What DA specific units are making their way into your lists? Azoriel 1 Back to top Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6045861 Share on other sites More sharing options...
INKS Posted June 18 Share Posted June 18 So, there are a few armies I continue to toy with in terms of I want to run all or mostly all Terminators, DA are a natural way to go or look towards. Problem is, as pointed about above, that just isn't winning. Maybe I am ok with that. I don't know. There are some other armies out there who are terminator heavy who are winning, so that is a tough choice. DA seem to place well, sadly the lists that place well are ALL ironstorm. So it's not a whole lot of DA and mostly just tech marines and tanks / dreads. If you like that then you are living in a good time I suppose. I don't personally have a problem with that. But I could just place UM if I really wanted that I suppose. The DA does have Dark shroud which Prot mentioned above, and one of those is almost always taken., Link to comment https://bolterandchainsword.com/topic/382391-games-with-the-new-da-codex-page-4-new-detachment-rules/page/3/#findComment-6045985 Share on other sites More sharing options...
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