2k Dark Angels Mixed list
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2k Dark Angels Mixed list
HQ:
Company Master - 100 pts
Power weapon - 15 pts
115 pts - 1885 pts left
Master of the Deathwing - 130 pts
Standard Bearer - 25 pts
Apothecary - 30 pts
185 pts - 1700 pts left
Command Squad (Company Master) - 105 pts
Apothecary - 20 pts
Standard Bearer - 10 pts
Company Champion - 25 pts
Rhino - 35 points
Storm bolter - 5 points
200 points - 1500 points left
Troops:
Deathwing Terminator Squad - 215 pts
TH/SS x5
Cyclone Missile Launcher - 20 pts
235 pts - 1265 pts left.
Tactical Squad - 90 points
Meltagun - 10 points
Rhino - 35 points
Storm bolter - 5 points
140 points - 1125 points left
Tactical Squad - 90 points
Meltagun - 10 points
Rhino - 35 points
Storm Bolter- 5 points
140 points - 985 points left
Tactical Squad - 90 points
Meltagun - 10 points
Rhino 35 points
Storm Bolter - 5 points
140 points - 845 points left
Fast Attack
Ravenwing Attack Squadron - 120 points
+3 bikes (6 bikes) - 100 points
Two meltaguns - 20 points
240 points - 605 points left
Ravenwing Support Squadron - 65 points
Typhoon Missile Launcher - 10 points
75 points - 530 points left
Ravenwing Support Squadron - 65 points
Typhoon Missile Launcher - 10 points
75 points - 465 points left
Elites
Dreadnought - 125 points
Missile Launcher - 10 points
135 points - 320 points left
Dreadnought - 125 points
Missile Launcher - 10 points
135 points - 285 points left
Scout Squad - 80 points
Sniper rifles - 25 points
105 points - 180 points left
Tecmarine - 75 points
Servo-harness - 25 points
Serviotrs (3) - 75 points
175 points - 5 points left
Should I drop the techmarine and servitors for an attack bike and maybe a predator?
Company Master - 100 pts
Power weapon - 15 pts
115 pts - 1885 pts left
Master of the Deathwing - 130 pts
Standard Bearer - 25 pts
Apothecary - 30 pts
185 pts - 1700 pts left
Command Squad (Company Master) - 105 pts
Apothecary - 20 pts
Standard Bearer - 10 pts
Company Champion - 25 pts
Rhino - 35 points
Storm bolter - 5 points
200 points - 1500 points left
Troops:
Deathwing Terminator Squad - 215 pts
TH/SS x5
Cyclone Missile Launcher - 20 pts
235 pts - 1265 pts left.
Tactical Squad - 90 points
Meltagun - 10 points
Rhino - 35 points
Storm bolter - 5 points
140 points - 1125 points left
Tactical Squad - 90 points
Meltagun - 10 points
Rhino - 35 points
Storm Bolter- 5 points
140 points - 985 points left
Tactical Squad - 90 points
Meltagun - 10 points
Rhino 35 points
Storm Bolter - 5 points
140 points - 845 points left
Fast Attack
Ravenwing Attack Squadron - 120 points
+3 bikes (6 bikes) - 100 points
Two meltaguns - 20 points
240 points - 605 points left
Ravenwing Support Squadron - 65 points
Typhoon Missile Launcher - 10 points
75 points - 530 points left
Ravenwing Support Squadron - 65 points
Typhoon Missile Launcher - 10 points
75 points - 465 points left
Elites
Dreadnought - 125 points
Missile Launcher - 10 points
135 points - 320 points left
Dreadnought - 125 points
Missile Launcher - 10 points
135 points - 285 points left
Scout Squad - 80 points
Sniper rifles - 25 points
105 points - 180 points left
Tecmarine - 75 points
Servo-harness - 25 points
Serviotrs (3) - 75 points
175 points - 5 points left
Should I drop the techmarine and servitors for an attack bike and maybe a predator?
TSMango- Neophyte
- Number of posts : 34
Registration date : 2011-03-23
Re: 2k Dark Angels Mixed list
You've got some good elements, but some other strange things thrown in the mix.
I've always liked the mix of all elements of the DA codex, its just really tough to do at lower point games. But you kind of double up on yourself as well.
What really stands out as a bit strange is the Company Master and his Command Squad. I don't see any special weapons mixed in with the command squad to give them a CC punch, there is no ranged special weapons. Really its just a glorified tactical squad, and the points could be spent elsewhere. My suggestion is to keep Belial alone in the HQ slot, as he has as the same special rules that come along with a Company Master. If you want a second HQ, and with such a large Ravenwing Element, I would consider putting in Sammael (but ONLY on his speeder, as he is a single unit on the jetbike.....)
I love our Dreads, because a lot of weapon upgrades are free, however.....you have a mixed bag for range. Meaning for at least a couple of turns you won't be firing half your weaponry. I would consider at least switching the assault cannon for Plasma Cannons at the least. Or if you don't like that then keep the DCCW and the Assault Cannon and run it up front to give your rhino bunkers cover.
The Tacs squads are ok, the second Storm Bolters on the rhinos are fun for 5 points, but I wouldn't rely on them doing to much, and I generally don't take them
The Scouts are crap, and with such a mobile army, they are the odd ball out. Sniper rifles are crap, and it takes up a valuable elite slot.
Techmarines are great....except for the fact that you don't have anything that is in the army that is worth having him for the repair roll.
So my tweaks:
HQ
Belail - TH/SH (130)
Sammael - AV14 Speeder (205)
ELITE
Dreadnought - Plasma Cannon/DCCW (125)
Dreadnought - Plasma Cannon/DCCW (125)
Dreadnought - Plasma Cannon/DCCW (125)
TROOP
Deathwing Squad - 5 x Thunder Hammer/Storm Shield, Apothecary, Standard Bearer, Cyclone Missile Launcher (290)
Tac Squad - Meltagun, Rhino (135)
Tac Squad - Meltagun, Rhino (135)
Tac Squad - Meltagun, Rhino (135)
Ravenwing Attack Squadron - 6 Bikes, 2 x Meltaguns, Apothecary (255)
Fast Attack
Land Speeder - Typhoon Missile Launcher, Meltagun (75)
Land Speeder - Typhoon Missile Launcher, Meltagun (75)
Heavy Support
Predator - Autocannon, Heavy Bolter Sponsons (95)
Predator - Autocannon, Heavy Bolter Sponsons (95)
Total - 2,000 on the dot.
I've always liked the mix of all elements of the DA codex, its just really tough to do at lower point games. But you kind of double up on yourself as well.
What really stands out as a bit strange is the Company Master and his Command Squad. I don't see any special weapons mixed in with the command squad to give them a CC punch, there is no ranged special weapons. Really its just a glorified tactical squad, and the points could be spent elsewhere. My suggestion is to keep Belial alone in the HQ slot, as he has as the same special rules that come along with a Company Master. If you want a second HQ, and with such a large Ravenwing Element, I would consider putting in Sammael (but ONLY on his speeder, as he is a single unit on the jetbike.....)
I love our Dreads, because a lot of weapon upgrades are free, however.....you have a mixed bag for range. Meaning for at least a couple of turns you won't be firing half your weaponry. I would consider at least switching the assault cannon for Plasma Cannons at the least. Or if you don't like that then keep the DCCW and the Assault Cannon and run it up front to give your rhino bunkers cover.
The Tacs squads are ok, the second Storm Bolters on the rhinos are fun for 5 points, but I wouldn't rely on them doing to much, and I generally don't take them
The Scouts are crap, and with such a mobile army, they are the odd ball out. Sniper rifles are crap, and it takes up a valuable elite slot.
Techmarines are great....except for the fact that you don't have anything that is in the army that is worth having him for the repair roll.
So my tweaks:
HQ
Belail - TH/SH (130)
Sammael - AV14 Speeder (205)
ELITE
Dreadnought - Plasma Cannon/DCCW (125)
Dreadnought - Plasma Cannon/DCCW (125)
Dreadnought - Plasma Cannon/DCCW (125)
TROOP
Deathwing Squad - 5 x Thunder Hammer/Storm Shield, Apothecary, Standard Bearer, Cyclone Missile Launcher (290)
Tac Squad - Meltagun, Rhino (135)
Tac Squad - Meltagun, Rhino (135)
Tac Squad - Meltagun, Rhino (135)
Ravenwing Attack Squadron - 6 Bikes, 2 x Meltaguns, Apothecary (255)
Fast Attack
Land Speeder - Typhoon Missile Launcher, Meltagun (75)
Land Speeder - Typhoon Missile Launcher, Meltagun (75)
Heavy Support
Predator - Autocannon, Heavy Bolter Sponsons (95)
Predator - Autocannon, Heavy Bolter Sponsons (95)
Total - 2,000 on the dot.
dozer- Cultist
-
Number of posts : 37
Age : 38
Location : Pembroke Pines
Armies : Dark Angels (DW, RW, and Greenwing), DS Skirmish: Chaos Cultists, Imperial Renegades, and Imperial Guard.
Registration date : 2010-09-03
Re: 2k Dark Angels Mixed list
What if I took two MM/DCCW Dreads in Drop Pods as tank busters? Drop them as close as possible the the enemies big guns or best infantry squads and have at it? Having two of those, and then dropping Sammael gives an extra ~225 points worth of wiggle room. Enough to have three Land Speeders and then three Predators? Or three predators and have 2 squads of 2 land speeders, so each landspeeder squad has one typhoon missile launcher and one assault cannon?
TSMango- Neophyte
- Number of posts : 34
Registration date : 2011-03-23
Re: 2k Dark Angels Mixed list
How about:
HQ
Belail - TH/SH (130)
ELITE
Dreadnought - Melta/DCCW/Drop Pod (160)
Dreadnought - Melta/DCCW/Drop Pod (160)
Dreadnought - Melta/DCCW/Drop Pod (160)
TROOP
Deathwing Squad - 5 x Thunder Hammer/Storm Shield, Apothecary, Standard Bearer, Cyclone Missile Launcher (290)
Tac Squad - Meltagun, Razorback (150)
Tac Squad - Meltagun, Razorback (150)
Tac Squad - Meltagun, Razorback (150)
Fast Attack
Ravenwing Attack Squadron - 6 Bikes, 2 x Meltaguns, Attack Bike; Sergeant has power sword, meltabombs (310)
Land Speeder - Typhoon Missile Launcher, Meltagun (75)
Land Speeder - Typhoon Missile Launcher, Meltagun (75)
Heavy Support
Predator - Autocannon, Heavy Bolter Sponsons (95)
Predator - Autocannon, Heavy Bolter Sponsons (95)
2000 points exactly.
HQ
Belail - TH/SH (130)
ELITE
Dreadnought - Melta/DCCW/Drop Pod (160)
Dreadnought - Melta/DCCW/Drop Pod (160)
Dreadnought - Melta/DCCW/Drop Pod (160)
TROOP
Deathwing Squad - 5 x Thunder Hammer/Storm Shield, Apothecary, Standard Bearer, Cyclone Missile Launcher (290)
Tac Squad - Meltagun, Razorback (150)
Tac Squad - Meltagun, Razorback (150)
Tac Squad - Meltagun, Razorback (150)
Fast Attack
Ravenwing Attack Squadron - 6 Bikes, 2 x Meltaguns, Attack Bike; Sergeant has power sword, meltabombs (310)
Land Speeder - Typhoon Missile Launcher, Meltagun (75)
Land Speeder - Typhoon Missile Launcher, Meltagun (75)
Heavy Support
Predator - Autocannon, Heavy Bolter Sponsons (95)
Predator - Autocannon, Heavy Bolter Sponsons (95)
2000 points exactly.
TSMango- Neophyte
- Number of posts : 34
Registration date : 2011-03-23
Re: 2k Dark Angels Mixed list
That looks good. I would change is belial with lightning claws instead of th/ss. He has initiative 5. Use it. I'd also drop the power sword on the bike sarge and the th/ss on the cyclone missile termy and give the dreads a heavy flamer upgrade. Bikes shouldn't be in cc and if you're dropping dreads they should be a threat to multiple things.
KingdomCome- Chaos God
-
Number of posts : 1233
Age : 40
Location : Miami, Fl.
Armies : 40K: Tau, Eldar, SM FoW: Americans & Russians Infinity: Combined Army of EI WM/H: TrollBloods
Registration date : 2009-08-04
Re: 2k Dark Angels Mixed list
HQ
Belail - Lightning Claws (130)
ELITE
Dreadnought - HFlamer/Melta/DCCW/Drop Pod (165)
Dreadnought - HFlamer/Melta/DCCW/Drop Pod (165)
Dreadnought - HFlamer/Melta/DCCW/Drop Pod (165)
TROOP
Deathwing Squad - 5 x Thunder Hammer/Storm Shield, Apothecary, Standard Bearer, Cyclone Missile Launcher (290)
Tac Squad - Meltagun, Razorback (150)
Tac Squad - Meltagun, Razorback (150)
Tac Squad - Meltagun, Razorback (150)
Fast Attack
Ravenwing Attack Squadron - 6 Bikes, 2 x Meltaguns, Attack Bike; Sergeant has meltabombs (295)
Land Speeder - Typhoon Missile Launcher, Meltagun (75)
Land Speeder - Typhoon Missile Launcher, Meltagun (75)
Heavy Support
Predator - Autocannon, Heavy Bolter Sponsons (95)
Predator - Autocannon, Heavy Bolter Sponsons (95)
What if I put the Cyclone Missile Launcher on the Apothecary?
Belail - Lightning Claws (130)
ELITE
Dreadnought - HFlamer/Melta/DCCW/Drop Pod (165)
Dreadnought - HFlamer/Melta/DCCW/Drop Pod (165)
Dreadnought - HFlamer/Melta/DCCW/Drop Pod (165)
TROOP
Deathwing Squad - 5 x Thunder Hammer/Storm Shield, Apothecary, Standard Bearer, Cyclone Missile Launcher (290)
Tac Squad - Meltagun, Razorback (150)
Tac Squad - Meltagun, Razorback (150)
Tac Squad - Meltagun, Razorback (150)
Fast Attack
Ravenwing Attack Squadron - 6 Bikes, 2 x Meltaguns, Attack Bike; Sergeant has meltabombs (295)
Land Speeder - Typhoon Missile Launcher, Meltagun (75)
Land Speeder - Typhoon Missile Launcher, Meltagun (75)
Heavy Support
Predator - Autocannon, Heavy Bolter Sponsons (95)
Predator - Autocannon, Heavy Bolter Sponsons (95)
What if I put the Cyclone Missile Launcher on the Apothecary?
Last edited by TSMango on Thu Aug 18, 2011 3:26 pm; edited 1 time in total
TSMango- Neophyte
- Number of posts : 34
Registration date : 2011-03-23
Re: 2k Dark Angels Mixed list
I didn't realize the th/ss was a free upgrade that you could take with the cyclone launcher. Hell free is good put it back lol. I'd leave it off the apothecary. That way you can have wound allocation shennanigans....
KingdomCome- Chaos God
-
Number of posts : 1233
Age : 40
Location : Miami, Fl.
Armies : 40K: Tau, Eldar, SM FoW: Americans & Russians Infinity: Combined Army of EI WM/H: TrollBloods
Registration date : 2009-08-04
Re: 2k Dark Angels Mixed list
So do you think that list would hold up?
TSMango- Neophyte
- Number of posts : 34
Registration date : 2011-03-23
Re: 2k Dark Angels Mixed list
Yeah, but you'll have finesse the army to work. It's not really a killer at long range and you're kinda short on bodies so be careful.
KingdomCome- Chaos God
-
Number of posts : 1233
Age : 40
Location : Miami, Fl.
Armies : 40K: Tau, Eldar, SM FoW: Americans & Russians Infinity: Combined Army of EI WM/H: TrollBloods
Registration date : 2009-08-04
Re: 2k Dark Angels Mixed list
That's why I'm hoping the drop pod dreads will come in handy.KingdomCome wrote:Yeah, but you'll have finesse the army to work. It's not really a killer at long range and you're kinda short on bodies so be careful.
TSMango- Neophyte
- Number of posts : 34
Registration date : 2011-03-23
Re: 2k Dark Angels Mixed list
FYI Your drop pods come in on reserves.... which means you won't see them until turn 2 or onwards.
dozer- Cultist
-
Number of posts : 37
Age : 38
Location : Pembroke Pines
Armies : Dark Angels (DW, RW, and Greenwing), DS Skirmish: Chaos Cultists, Imperial Renegades, and Imperial Guard.
Registration date : 2010-09-03
Re: 2k Dark Angels Mixed list
Well, from my experience they'll do more work dropping in on turn two or three than they will footslogging until they get melta'd or dark lanced.
TSMango- Neophyte
- Number of posts : 34
Registration date : 2011-03-23
Re: 2k Dark Angels Mixed list
+1. You are correct. Drop pods that don't have that horrible first turn drop rule are superior to those that do. That's why black templar drop armies can be scary... Just no one runs that list.TSMango wrote:Well, from my experience they'll do more work dropping in on turn two or three than they will footslogging until they get melta'd or dark lanced.
KingdomCome- Chaos God
-
Number of posts : 1233
Age : 40
Location : Miami, Fl.
Armies : 40K: Tau, Eldar, SM FoW: Americans & Russians Infinity: Combined Army of EI WM/H: TrollBloods
Registration date : 2009-08-04
Re: 2k Dark Angels Mixed list
It'll take me a while but I think I will go for this list.
TSMango- Neophyte
- Number of posts : 34
Registration date : 2011-03-23
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