Tuesday, July 31, 2012

Dark Angels - 6th Edition



Brother C here,

so I have been tinkering with some DA lists for 6th edition.

I really want to use some of the tools that DA has not had access to in the past... I feel like there were some definite weaknesses to the army as a whole. mostly due to cost of units. most people would simply take another power armor army and save anywhere between 40-50 points just by choosing a newer book. I tried to take that into consideration when designing the list.. but still keep it fluffy and play the models I have and want to use. oh, and its competitive so I dont' want to make it sound like a fluff bunny list.

so I started with a simple Dark Angel primary - Space Marine Secondary list. I am using the 1999+1 strategy, so not to have double force org charts, just simple allies.

and the list looked like this:


6th Edition list Dark Angels and Space Marines allies. 2000points.
Flying V.


Dark Angels [Primary Attachment]

HQ: Belial with TH/SS [130 points]
            +apothecary upgrade [+30 points]
            +banner upgrade [+25points]
Total = 185 points


Troops: Deathwing Terminators [215 points]
            +2 lightning claws [+0 points]
            +3 TH/SS [+0 points]
            +cyclone [+20 points]
Total = 235 points

Troops: Deathwing Terminators [215 points]
            +2 lightning claws [+0 points]
            +3 TH/SS [+0 points]
            +cyclone [+20 points]
Total = 235 points

Troops: Deathwing Terminators [215 points]
            +2 lightning claws [+0 points]
            +3 TH/SS [+0 points]
            +cyclone [+20 points]
Total = 235 points

Fast Attack: Land Speeder [65]
            + Multi-melta [+ 0 points]
            + typhoon [+10 points]
Total = 75 points

Fast Attack: Land Speeder [65]
            + Multi-melta [+ 0 points]
            + typhoon [+10 points]
Total = 75 points

Heavy Support: Predator [70 points]
+ heavy bolter sponsons [+25 points]
Total =  95 points

Heavy Support: Predator [70 points]
+ heavy bolter sponsons [+25 points]
Total =  95 points

Space Marines [Secondary Attachment]

HQ: Librarian with Nullzone and Gate of Infinity [100 points]

Troops: Tactical Marines [90 points]
            +5 additional marines [+80 points]
            + flamer [+0 points]
            +Multi Melta / Missle [+0 points]
            + rhino transport [+35 points]
Total = 205 points

Troops: Tactical Marines [90 points]
            +5 additional marines [+80 points]
            + flamer [+0 points]
            +Multi Melta / Missle [+0 points]
            + rhino transport [+35 points]
Total = 205 points

Fast Attack: Storm Talon Gunship
[135 points]
            +missles [+20points]
Total = 155 points


Heavy Support: Thunderfire Cannon
[100 points]


Total = 2000 points.


ok.. so.. that was a decent start. I go to throw in a space marine librarian which is great. cheap tactiacls which i like as well, and I got a flyer and an artillery piece in there as well. not too bad. lots and lots of anti-infantry fire, not a ton of anti armor or anti-flyer, but i have a flyer to deal with opponents who don't have anything skyfire. I kept feeling like the speeders were out of place in this list. and the predators were just more expensive than their vanilla counterpart. so I massaged this list a bunch and discovered that if I ran a VERY similar list, but instead took the space marines as the primary and dark angels as the secondary, I could build a list that I was more happy with in the end. I would still include all of the toys I wanted to have, and still maintain a very Dark Angels feel to the army. 

The list looks like this:

6th Edition list Space Marines and Dark Angel allies. 2000points.
Orion’s Revenge.

Space Marines [Primary Attachment]

HQ: Librarian with Nullzone and Gate of Infinity [100 points]

Troops: Tactical Marines [90 points]
            +5 additional marines [+80 points]
            + melta guns [+5 points]
            +Multi Melta / Missle [+0 points]
            + Melta bombs [+5 points]
            + rhino transport [+35 points]
Total = 215 points

Troops: Tactical Marines [90 points]
            +5 additional marines [+80 points]
            + melta guns [+5 points]
            +Multi Melta / Missle [+0 points]
            + Melta bombs [+5 points]
            + rhino transport [+35 points]
Total = 215 points

Fast Attack: Attack Bike Squadron
[40 points / bike]
            + additional bike [+ 40 points]
            + multi-meltas [+20 points]
Total = 100 points

Fast Attack: Attack Bike Squadron
[40 points / bike]
            + additional bike [+ 40 points]
            + multi-meltas [+20 points]
Total = 100 points

Fast Attack: Storm Talon Gunship
Total = 135 points

Heavy Support: Predator [60 points]
+ heavy bolter sponsons [+25 points]
Total =  85 points

Heavy Support: Predator [60 points]
+ heavy bolter sponsons [+25 points]
Total =  85 points

Heavy Support: Thunderfire Cannon
[100 points]


Dark Angels [Secondary Attachment]

HQ: Belial with Lightning Claws [130 points]
            +apothecary upgrade [+30 points]
Total = 160 points


Troops: Deathwing Terminators [215 points]
            +2 lightning claws [+0 points]
            +3 TH/SS [+0 points]
            +cyclone [+20 points]
Total = 235 points

Troops: Deathwing Terminators [215 points]
            +2 lightning claws [+0 points]
            +3 TH/SS [+0 points]
            +cyclone [+20 points]
Total = 235 points

Troops: Deathwing Terminators [215 points]
            +2 lightning claws [+0 points]
            +3 TH/SS [+0 points]
            +cyclone [+20 points]
Total = 235 points


Total = 2000 points.

ok so I really feel like this is what I am currently going with as my power build. I essentially just dropped the speeders for attack bike squadrons which during playtesting have done amazing. the base t5 and multi-meltas and a constant jink save. man, that is just pure money right there. I kept the storm talon in only because I think it will be fun to play at the club and to teach people about flyers and so I can make sure I learn the rules myself. However, I think if I would take these boys to Battle for Salvation, I would drop the talon, throw in another attack bike squadron (played as ravenwing for fluff) and throw in the +1 attack banner on the deathwing squads as well as give my libby a combi weapon. 

so what are your thoughts? do these lists inspire you for allies in 6th edition? I am playing uber cheese? can it be tweaked even further?

please feel free to leave your comments and thoughts and flames below:

- Brother C

9 comments:

  1. On the Ancient Rules of Combat..I declare a challenge

    ^.^

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    Replies
    1. Looking good Brother C BagRonk and his Boyz need som umie meat

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  2. After my debate with my better half.. er.. i mean Jared (Moros on here) The third deathwing squad on the secondary attachment would have to be an elite choice unless it went to a full 2 force org charts.

    Also, since many TOs have been playing that deathwing may be chosen as an elites choice but also maintain their scoring ability due to troop limitations, I may still be able to run the full 3 squads as troops/scoring. Either way, I don't think i would change the list if they have to become elites. having terminators in there is just too good in 6th edition and even though I am a little low on troops at 4 at that point. beign able to combat squad on teh fly will help tremendously.

    @ brandon and brian. BRING IT ON! after our fantasy league is over,k I will be diving headfirst into 40k again. I will be looking to develop some nice streagies against your flying circus.

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  3. Thoughts:

    -Consider, especially in the 2nd list, a SM commander on bike with a power fist lurking in those attack bikes. No Instant Death from S8 is huge.
    -3 TH/SS 2 LC termies is a decent mix, but I would even take it one step further and go with a 4/1 ratio. Greater survivability when power fists start flying.
    -Consider using shooty terminators. Sure they may be more vulnerable in an assault but they got beefed defensively some. Besides, the extra storm bolter firepower will be instrumental in taking out that advancing Rapid-Fire infantry that can now move and shoot max range. Besides, giving a sergeant a storm bolter will allow him to Precision Fire.
    -Belial has a standard and an apothecary upgrade but where are the terminators that go with this? Do they come free or something?
    -Consider dropping the rhinos on the SM squads in favor of Drop Pods. Cheaper than Rhinos and they come in more reliably now, plus if they don't scatter off the table, your guys are completely safe, AND you're putting down a free piece of terrain with better armor than a Rhino.
    -Although Land Speeders are more fragile, your Land Speeders are devastating when left alone. Possibly consider another one if you can.
    -I'm not up on my SM stuff, but Sternguard could possibly be decent now that they can move and shoot max range. Id have to look at points cost.
    -One last thing, the cyclone is still the gold standard for long-range warfare, but at least consider the humble assault cannon which can Rend. Although I realize that my army beefs them more, if you're planning on getting in closer, might help to bring one along.

    So that was a lot of commentary, but to be honest I like what you are rocking now. A lot of what I said is really small tweaking, so I think that list has the potential to do really well. BTW...... Wheres the Crusader!?!

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  4. Sig -

    The banner/apothecree upgrade get applied to any 2 terminators in the army, so he could have the banner in one squad, the apothecree in the second, and belial attached to the third.

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  5. the banner / apothecary could also be the same model. it does not specify that it has to be a model not given the other upgrade.

    the captain on a bike is a suggestion that could be worth noting, honestly i like the cheapness of the libby and unlocking physic abilities is nice too. being able to make my opponent reroll invulns.. of.. gate the squad of scoring terminators out of the fray of combat onto a back objective is priceless. plus, i could take one of the new powers as well. however, I will be looking into this said captain on a bike for sure.

    i don't like the idea of shooty terminators.. in this list, its simply not needed. i have tons and tons of anti infantry shooting to spare. i need someone that will go in and be an assault force to push my opponent back. hold ground and be tough to take down. i am actually considering sticking with all storm shields as well.

    I am worried about the vulnerability of the speeders since most squads can now shoot at 24" a single 10 man tactical squad can easily down a speeder in a single volley. if they faq some flak missiles though, this may change dramatically.

    thanks for reading and commenting guys, hope to get some games in against you guys soon! specially you lukas, long time now see man.

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  6. Are these old Termie models, or did you mod the shoulders some how?

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  7. These are 'newer' models, the set before the DV box. the shoulder pads are custom converted using the paper board from cereal boxes, cutting out 2 layers of templates. overlaying them, and using gorilla glue to bind them and solidify the frayed edges. The board will stay bent enough to glue down and once all the glue hardens, will maintain that shape. If you browse the interwebz you will find a tutorial. search for 'pre-heresy terminator shoulder pads' and you should find it. I have not done my own tutorial so i'm not stealing any of that guys' thunder.

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  8. This is a pretty good list, but there is one thing that makes DA librarians better than regular librarians. that is access to Divination powers. He can get two powers, and with all of divination being only one warp charge and they are all extremely useful, except maybe the last one, in my pure DA army, with no allies, I am definitely running the librarian with either two divinations, or one divination and one pyromancy.

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