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DA Army list - tell me what you think

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Post by TSMango Tue Apr 05, 2011 4:24 pm

HQ
Ezekiel (170 points)


Troops
5 Tactical marines [Sergeant with meltabombs, one marine with a flamer] (100 points)
10 Tactical marines [Sergeant with meltabombs, one marine with a meltagun, one with lascannon] (195 points)

Elites
5 scouts [Sergeant with meltabombs, one scout with heavy bolter] (100 points)
5 veterans [All five with meltabombs, one with thunder hammer and storm shield, one with plasma pistol and combat shield, one with a flamer] (190 points)
Dreadnought [multi-melta] (145 points)

Transports
Rhino [storm bolter, dozer blade, hunter killer] (45 points)
Rhino [storm bolter, dozer blade, hunter killer] (45 points)

Total points: 990

Is that alright for a 1k point game? What should I add/take away?
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Post by KingdomCome Tue Apr 05, 2011 5:33 pm

For a 1k game Ezikiel is kinda expensive, especially for what he does. Honestly , he's kinda meh but at least it wont be a carbon copy vanilla list with him... hopefully. At these points levels , assuming you want to eventually increase, you want to fill in your troops more. I suggest 2 squads of ten marines with melta gun and missile launcher in a bare rhino. If you want to add Hunter Killers for an extra krack missile shot, i guess it could be ok. Everything else is a bit much for 1k. Drop the Scouts and veteran squad. They aren't good options in DA. Think about dropping the dread if you aren't running multiples of them. They become easy to ignore if you don't. So you have Half of your points spent. You should consider either bike squads with meltas or long range fire power in the form of devs or a preds. If you want the DA way, bikes are fairly obvious and very decent. Preds are always a decent option in any Marine list. Either the Dakka version of autocannon and bolter sponsons, or the autocannon las cannon sponsons. Either would serve you well, but think about what you want to do with the army before dropping cash.
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Post by TSMango Tue Apr 05, 2011 6:31 pm

KingdomCome wrote:For a 1k game Ezikiel is kinda expensive, especially for what he does. Honestly , he's kinda meh but at least it wont be a carbon copy vanilla list with him... hopefully. At these points levels , assuming you want to eventually increase, you want to fill in your troops more. I suggest 2 squads of ten marines with melta gun and missile launcher in a bare rhino. If you want to add Hunter Killers for an extra krack missile shot, i guess it could be ok. Everything else is a bit much for 1k. Drop the Scouts and veteran squad. They aren't good options in DA. Think about dropping the dread if you aren't running multiples of them. They become easy to ignore if you don't. So you have Half of your points spent. You should consider either bike squads with meltas or long range fire power in the form of devs or a preds. If you want the DA way, bikes are fairly obvious and very decent. Preds are always a decent option in any Marine list. Either the Dakka version of autocannon and bolter sponsons, or the autocannon las cannon sponsons. Either would serve you well, but think about what you want to do with the army before dropping cash.
I'm waiting until I'm going to start building for 2k points before adding Ravenwing bikes, Predators and a Land Raider.
People tell me not to use scouts, though I don't see why. Maybe there's something I'm missing, but I'd like to know why; it's also the first I've seen someone say drop vets, something I'd also like to know. And yeah, I plan on running another dread when I start building for 2k. And I'm only using one 10 tac squad and one 5 is because I had 5 (split from black reach); and it's cost effective money-wise for the moment.
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Post by KingdomCome Tue Apr 05, 2011 7:19 pm

Usually scouts are reserved for some sort of specialized type army. For example, 6 dreads in a vanilla list with scouts as troops because they're cheap troops. Other things are added, but they really aren't great. If you have them, play a few games with them and you'll see what I'm saying. There are better options available for Da and they aren't in the elite slot. Veterans are plus 1 attack marines. Walking. Outfitted for close combat. Cc marines are only scary in a limited number of scenarios and those scenarios include cc specialists. Veterans are not cc specialists. Da are good at bike armies, termy armies, and some mixture of the two. You can make one that slightly resembles a vanilla army, but nilla does it better for cheaper.
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Post by TSMango Tue Apr 05, 2011 9:16 pm

KingdomCome wrote:Usually scouts are reserved for some sort of specialized type army. For example, 6 dreads in a vanilla list with scouts as troops because they're cheap troops. Other things are added, but they really aren't great. If you have them, play a few games with them and you'll see what I'm saying. There are better options available for Da and they aren't in the elite slot. Veterans are plus 1 attack marines. Walking. Outfitted for close combat. Cc marines are only scary in a limited number of scenarios and those scenarios include cc specialists. Veterans are not cc specialists. Da are good at bike armies, termy armies, and some mixture of the two. You can make one that slightly resembles a vanilla army, but nilla does it better for cheaper.

I plan to include some DW and RW later on when I make the army bigger,but right now I do wanna build them in a unique way, which is why I'm not using them yet. Just bought a Dread on ebay so I'm going to play one game with scouts, and one game with two dreads and see how that goes.
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Post by KingdomCome Tue Apr 05, 2011 9:29 pm

Sounds interesting. Whenever you want to get some practice games in, I'd be happy to help.
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Post by ImAShakiraholic Wed Apr 06, 2011 1:54 am

Too many upgrades and small marine count for 1k.

What you going to do in a KP mission? Those 5 man squads are going to get hurt taking all those morale tests...
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Post by TSMango Mon Apr 11, 2011 3:49 pm

How's this for a 1k point army:
Ezekiel - 170
Tactical 5 man - 100
Tactical 10 man - 180
Dreadnought - 130
Dreadnought - 155
Rhino - 45
Razorback - 75
Veterans 5 man - 130

and for a 2k:
Interrogator-Chaplain - 130
Belial Master of the Deathwing - 155
Tactical 10 man - 180
Deathwing Squad - 235
Veterans 10 man - 250
Dreadnought - 130
Dreadnought - 155
Ravenwing Attack Squadron - 225
Land Raider - 255
Rhino - 45
Vindicator - 130
Predator - 105
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Post by ImAShakiraholic Mon Apr 11, 2011 4:12 pm

Why Belial if you're not heavy with Termies?

If you've got the chappy he should be with a squad that will hit hard in CC.
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Post by TSMango Mon Apr 11, 2011 5:04 pm

ImAShakiraholic wrote:Why Belial if you're not heavy with Termies?

If you've got the chappy he should be with a squad that will hit hard in CC.
Well then what do you suggest? Drop the veterans and swap out for Sammael, Ezekiel or Azrael? I do want terminators but at the same time I really like the veterans and don't want to cut them from the team.
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Post by ImAShakiraholic Mon Apr 18, 2011 2:58 pm

Generic commanders are wayy cheaper than the special characters. meybe the points are there...
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Post by TSMango Tue Apr 19, 2011 12:39 am

How about:
[HQ]
Ezekiel - 170 points
Inter-chaplain - 125 points
[Troops]
Tactical squad (10 man, power fist, plasma gun) - 205 points
Tactical squad (5 man, flamer) - 95 points
[Transports]
Rhino (pintle-mounted storm bolter, hunter-killer missile, dozer blade) x2 - 120 points
[Elites]
Dreadnought (Multi-melta, CC weapon) - 125 points
Dreadnought (Lascannon, CC weapon) - 145 points

Total: 990 points (gives a bit of freedom to add or remove options, I think)
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Post by TSMango Tue Apr 19, 2011 10:46 am

I'm coming up with different army lists, to see how they'd work before building anything else. Would using three vindicators as heavy support be a good idea?
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Post by KingdomCome Tue Apr 19, 2011 10:55 am

Nothing wrong with vindies. Just make sure you shoot where your army is not.
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Post by TSMango Tue Apr 19, 2011 3:19 pm

KingdomCome wrote:Nothing wrong with vindies. Just make sure you shoot where your army is not.
How's the 1k build I put up? Should I take away one of the HQs in favor of some fast attack or heavy support?
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Post by KingdomCome Tue Apr 19, 2011 4:49 pm

Drop one hq and beef up your troops.
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Post by TSMango Tue Apr 19, 2011 8:29 pm

KingdomCome wrote:Drop one hq and beef up your troops.

Drop the interrigator-chaplain and add four to the five man squad, which I then put Ezekiel with?
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Post by TSMango Sun Apr 24, 2011 3:13 pm

Or only add 9 to the five man and add the HQ to them?
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Post by Dice_Runt Fri Apr 29, 2011 2:10 am

KingdomCome wrote:Nothing wrong with vindies. Just make sure you shoot where your army is not.

a while agree with this learned it the hard way. as do most marine players...its nobish but it happens
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Post by TSMango Fri Apr 29, 2011 6:49 pm

So now I have enough for two full 10 man Tactical Squads, I've got two choices for HQ (Ezekiel and Interrigator-Chaplain), two dreadnoughts, and I'm close to finishing my first of two rhinos. Should I build my tactical squads (two ten man squads), one anti-infantry and one anti-armor?
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Post by dozer Thu May 05, 2011 9:05 pm

Honestly....I'd drop Ezekiel. The only benefits your getting is one Ld , and one psychic power which is total crap. You have no invulnerable for perils or hand-to-hand combat, which is really the ONLY place Ezekiel excels at. I'd rather run a regular libby in TDA.
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Post by TSMango Thu May 05, 2011 10:47 pm

What about an interrigator-chaplain?
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Post by dozer Fri May 06, 2011 7:37 am

Int-Chappys are a lot of fun. Of course to be to use all his cool rules you would need to stick him in a dedicated CC unit. My favorite build is an Int-Chappy in TDA, Belial, DW Squad with DW banner and apoth with all TH/SS. It hits hard, is extremely survivable. Sometimes I run a regular chaplain with an assault squad, and move them behind my gunline as a counter assault unit. They key to a chaplain though is he's got to be in hand to hand to be able to use him to his full potential. Have you considered running a company master? His rites of battle special rule is VERY effective, especially since you want to run a lot of power armor guys who are not fearless. Stick him in a command squad with plasma guns and an apothecary and put them either in a rhino or a razorback.
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Post by TSMango Fri May 06, 2011 10:02 am

Right now, the way I am running my army for 1k points, I think Ezekiel would be the best, wouldn't he? Conveying fearless to all friendlies within 12" is a huge bonus. This is my list right now; it will change when I go to 1500 and 2000 points, but for 1k this is what I have.

Current list:
Ezekiel - 170
Dreadnought w/ multi melta - 125
Dreadnought w/Lascannon and missile launcher - 155
Rhino w/ hunter-killer, storm bolter, dozer blade (2x) - 120
Tactical Squad 10 man w/ melta, missile launcher, power fist, sgt w/ meltabombs - 215
Tactical Squad 10 man w/ plasma gun, sgt w/ power sword, plasma pistol - 210
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Post by dozer Fri May 06, 2011 4:33 pm

Not as large as a bonus as the Rights of Battle. Fearless isn't all that great, and a lot of the times you wish you are not fearless. Since its range is only 12", that means you are forced to keep you two tac squads close to Ezekiel. Not to mention the fact that Zek is going to be walking since you have no way to transport him. He would be an easy target to kill, considering all it would take is one high strength shot to hit and instant kill him since he doesn't have an invuln. You are also sinking a lot of points into useless upgrades. One shot hunter killers aren't worth the ten points without spamming them, as well as dozer blades. Don't forget your rhinos can repair immoblized results. 5 point storm bolters are ok, but at such a low point game you need all the points you can get to put into more effective upgrades. Also, you placed 15 points of a power weapon with an additional 15 points of plasma pistol, which you will loose all 30 points of upgrades once that weapon gets hot. Powerfists and melta bombs is also kind of a waste, since you powerfist is just as effective (since most vehicles you face have a rear armor of 10, which means once you hit you are glancing on 2's and penetrating on 3+). Also with the powerfist you will get more attacks with, instead of just the placing the one melta bomb.

My suggestions:

Company Master - Power Weapon, Melta Bombs - 120 points

Company Vets - 5 man - 1 x Meltagun, 2 x Combi-Melta - 130 points
Razorback - TL Heavy Bolter - 50 points

Dreadnought - Plasma Cannon, DCCW - 125 points

Dreadnought - Plasma Cannon, DCCW - 125 points

Tac Squad - 10 Man - Sgt w/ power weapon, 1 x Meltagun - 190 points
Rhino - 35 points

Tac Squad - 10 Man - Sgt w/ power weapon, 1 x Meltagun - 190 points
Rhino - 35 points
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