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2k Dark Angels Mixed list

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Post by TSMango Mon Aug 15, 2011 6:54 pm

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?
TSMango
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Post by dozer Wed Aug 17, 2011 10:36 pm

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.
dozer
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Post by TSMango Thu Aug 18, 2011 1:37 am

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?
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Post by TSMango Thu Aug 18, 2011 12:57 pm

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.
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Post by KingdomCome Thu Aug 18, 2011 1:43 pm

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.
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Post by TSMango Thu Aug 18, 2011 2:14 pm

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?


Last edited by TSMango on Thu Aug 18, 2011 3:26 pm; edited 1 time in total
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Post by KingdomCome Thu Aug 18, 2011 2:43 pm

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
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Post by TSMango Thu Aug 18, 2011 3:26 pm

So do you think that list would hold up?
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Post by KingdomCome Thu Aug 18, 2011 3:41 pm

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.
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Post by TSMango Thu Aug 18, 2011 4:26 pm

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.
That's why I'm hoping the drop pod dreads will come in handy.
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Post by dozer Fri Aug 19, 2011 9:13 pm

FYI Your drop pods come in on reserves.... which means you won't see them until turn 2 or onwards.

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Post by TSMango Fri Aug 19, 2011 9:57 pm

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.
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Post by KingdomCome Fri Aug 19, 2011 10:12 pm

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.
+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.
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Post by TSMango Fri Aug 19, 2011 11:54 pm

It'll take me a while but I think I will go for this list.
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