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Post by Callus on Apr 5, 2010 20:24:30 GMT -5
Right, so I havn't played my Dark Angels much since starting guard and even then I was using my Deathwing army most of the time. But now I have a 750 point game against my mates guard on friday, I usualy use my guard against him but he wants something different from our usual guard on guard bloodfests, where he uses a rather large for 750 points gunline and I play mechanized. It's always bloody and fun but it'll be good to dust my Angels off and see if I'm stilled blessed by the lion.
Decided to make a new 750 point list, mainly cause I wanna try out my relatively new jump pack Chaplain that I only used in a couple of games before, here it is:
Chaplain 150 Powerfist Jump pack Meltabombs
Tactical squad 175 Sergeant- Power weapon, Plasma pistol Plasmagun Rhino- Pintle mounted storm bolter
Tactical squad 165 Sergeant- Powerfist Meltagun Rhino- Pintle mounted storm bolter
Assualt squad 185 Sergeant- Power weapon, Plasma pistol, Meltabombs Plasma pistol
Whirlwind 85
Total = 750
He usualy runs a gunline consisting of two platoons of 35, a melta vet squad in a chimera and a LRBT. Usually it isn't too hard to outmanouver him, take out his chimera and russ then pick his platoons apart at my own leasure, but I'm a bit conserned that I only have 16 bodys compaired to his 80. The plan is to send my melta squad straight after his russ, the plasma squad after his chimera and meanwhile the whirlwind will blow chunks out of his gunline. The chaplain and assualt squad I'm not sure about as I havn't used the combo much and especially not at 750 points but I guess they'll zoom in and tear up the vets as they spill out of their smoking chimera then fly about finishing off squads that the whirlwind has blasted.
So any ideas? I'd quite like to win this game as my mate is always slagging off my much loved Dark Angels and is being rather cocky about being able to slaughter them. Any comments, ideas or advice would be much appreciated.
Thankyou
Callus
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Post by ElegaicRequiem on Apr 6, 2010 10:10:29 GMT -5
Well, the WW can blast guys into gibbering fear, and even make them run off the table, so be on the lookout for the bunched guys. The assault squad and chappie will need a lot of cover for the advance. Try to get them behind it, rather than in it. I think it's silly the way a power armored guy has a hard time landing on a bush. Perhaps it's a fancy topiary, and he's trying to not ruin it? Anyway, I'd say swap the assault sgt's power fist since the chappie has one, and it's IG you're facing. I'd go with a power sword to get the extra attack, and keep hitting first - he's going to put some attacks on the I1 chappie - better to kill them all before he gets that one lucky wound in there.
Now on to my real question: this is a DA list with no bikes or termies? What's going on, here?
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Post by cheminhaler on Apr 6, 2010 10:50:51 GMT -5
A fluffy DA list. At last! Some people would use the DA as 'counts as' vanilla marines.
The only concern sounds like the LRBT, which will be dropping pie plates on you. You're quite lacking in anti-tank, with only one meltagun and a couple of power fists. Long range AT is almost non-existant, but hey, at 750 pts you can't have everything.
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Post by Callus on Apr 6, 2010 12:03:03 GMT -5
That's a good point about the powerfist on the Assualt sergeant, I probably will downgrade it and use the points to add a few meltabombs in there to make up for my lack of AT.
I know it sounds silly, but I prefer to use pure Deathwing or none, it's a bit cheesey and doesn't really fit in with my fluff. It's all about the fluff =]. In such a small game I would only use Ravenwing to get those teleport homers behind enemy lines for the incoming Deathwing, so since there's no Deathwing I didn't bother will them either.
Yeh I'm sick of people round here getting their Dark Angels army out and I get all excited only for them to inform me that they're using the SM codex. I love the DA codex, ok it may be slightly handycaped now compaired to the new SM one but it's so full of character, gotta stay true to the lion...
Callus
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Post by ElegaicRequiem on Apr 6, 2010 14:07:10 GMT -5
It's all about the fluff =]. ... gotta stay true to the lion... Callus El'Johnson and the Emperor smile upon you. May you win the battle.
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Post by cheminhaler on Apr 6, 2010 14:12:11 GMT -5
Good luck with the game!
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Post by Callus on Apr 6, 2010 20:20:52 GMT -5
Cheers guys, thanks for your help =]
Callus
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Post by Callus on Apr 11, 2010 6:43:05 GMT -5
Ok so played the game yesterday (didn't have time on friday), resulted in a draw. The plasma squad did a grand job of toasting his chimera (plasmagun+rear armour=dead chimera) and the assualt squad/chaplain slaughtered the vets inside. The whirlwind blew massive chunks out of his gun line (silly boy blobed them) each turn, whilst sitting well out of the way behind a mac donalds happy meal box, and cause he'd spread them out it meant that the 30 man blobs were pretty much impossible to miss. The meltagun squad failed to to much to the Leman Russ with it's first shot and didn't get the chance to fire a second as a Battle cannon shell landed on it, the squad inside then felt the wrath of most of his gunline and disapeared in a storm of las and autocannon rounds. The chaplain and assualt sergeant (all that was left of assualt squad) managed to finish the job with their meltabombs though.
Imperial guard losses = Chimera, Veteran squad and LRBT Dark Angel losses = 2 x rhinos, tactical squad
Oh yeh and we played annihilation, I don't usually play annihilation as it's so tacticaly retarded but we decided we wanted a really bloody stand off bewteen our armys with nothing getting in the way of our armys destroying each other (guess we were in a rather blood thirsty mood?).
Not satisfied with the result we've planned a rematch for wednesday, which I MUST win, so any ideas for any changes it sounds like I could make? I think the main problem was destroying his entire blob squads to get the points, but I have no idea how to go about doing this better.
Callus
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Post by ElegaicRequiem on Apr 11, 2010 11:31:44 GMT -5
Well, if he's smart, he's going to be making his own changes. Do you expect him to keep the blob gunline? He's not likely to squeeze them together again to make a pretty target for the WW, is he?
I'm not sure how to optimize your list any further. The real problem with marines is they sacrifice utility for (somewhat marginal in my opinion) flexibility. If you really wanted to blow his mind, make a new list with Space Wolves. Or re-do this one to include termies. An Interrogator-Chappie in termie armor is five points cheaper than the jump pack one. The termies wouldn't lose deathwing assault by hum joining, so they'd get on the table turn one. *Shrugs* It's up to you.
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Post by Callus on Apr 12, 2010 10:16:01 GMT -5
Now I've thought about it, blobing his gunline is probably the best thing he could have done, reducing each platoon into just 2 available points instead of 4. He wraps his blobs around the Command squads so only the whirl wind can taget them and pretty much every shot scattered at least a bit into the blob itself. So he probabaly will blob them again =[.
I've decided you're right ElegaicRequiem, so I've written up a list with my new terminator Chaplain and a squad of Lightning Claw armed Terminators. It looks pretty brutal to be honest, just wondering how they're going to hold out going up against 30+ strong units at a time? Thankfuly he doesn't have a single power weapon =D.
Interrogator Chaplain 145 Terminator armour
Tactical squad 145 Plasmagun Rhino- Pintle mounted storm bolter
Tactical squad 160 Sergeant- Powerfist Meltagun Rhino
Deathwing Terminator Squad 215 5x Pairs of Lightening Claws
Whirlwind 85
Total = 750
So think this list shall fair any better?
Callus
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Post by ElegaicRequiem on Apr 12, 2010 10:52:06 GMT -5
I'd keep the storm bolters and power fists on the termies, just because you'll be able to shoot stuff when they arrive, and pop that pesky LRBT afterward. The termies cut into the number of marines a bit, so there's no sense in letting that angry pie plate of marine-pasting fire any more than it has to.
Then take advantage of the chappie's re rolls in cc with poor guardsman. Make sure to hide your smile as you hack through them like butter. Lots of butter, or maybe molasses...
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Post by Callus on Apr 12, 2010 14:14:22 GMT -5
Haha, I was torn between fists/stormbolters and lightening claws but I couldn't resist 20 attacks on the charge with re-rolls to hit and wound plus another 4 with re-rolls to hit. That's gonna slice up those blob squads nicely, but now you mention it they wont be able to charge on the turn they drop in so it would be nice to throw some bolter rounds out and the fists would destroy the Russ pretty easily so I may go with that. Thanks.
Callus
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Post by ElegaicRequiem on Apr 12, 2010 14:32:05 GMT -5
Just to be that guy, and because you can as DA, throw a th/ss combo in there for the improved inv save along with the storm bolters.
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Post by cheminhaler on Apr 12, 2010 15:38:20 GMT -5
TH/SS can take out tanks, but if he's using mass infantry the lightning claws are better, like you say. Cyclone missile launchers are great fun, too.
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Post by Callus on Apr 12, 2010 19:21:44 GMT -5
Cyclone could be really fun... but I really can't squeeze any more points out of the rest of the list, I'm thinking of using my favourite 3 lightning claws 2 TH/SS combo so I can slice up infantry and tanks with it, but I'd still have no shooting.
Callus
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