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Post by rogerspacem on Jun 18, 2017 15:20:53 GMT -6
So here is my attempt at a 2k point list. Bringing termines for fun.
++ Vanguard Detachment +1CP (Imperium - Dark Angels) [54 PL, 1011pts] ++
+ HQ +
Ezekiel [8 PL, 145pts]: 1) Mind worm, 2) Aversion, 3) Engulfing fear
Interrogator-Chaplain [6 PL, 90pts]: Bolt pistol
+ Elites +
Deathwing Ancient [7 PL, 128pts]
. Thunder Hammer & Storm Shield: Storm shield, Thunder hammer
Deathwing Apothecary [4 PL, 77pts]: Storm bolter
Deathwing Knights [12 PL, 255pts]: Watcher in the Dark
. 4x Deathwing Knight: 4x Storm shield
. Knight Master: Storm shield
+ Heavy Support +
Land Raider Crusader [17 PL, 316pts]: 2x Hurricane bolter, Multi-melta, Storm bolter, Twin assault cannon
++ Outrider Detachment +1CP (Imperium - Dark Angels) [48 PL, 989pts] ++
+ HQ +
Sammael in Sableclaw [11 PL, 216pts]
+ Troops +
Scout Squad [6 PL, 55pts]
. Scout: Boltgun
. Scout: Boltgun
. Scout: Boltgun
. Scout: Boltgun
. Scout Sergeant: Bolt pistol, Boltgun
+ Fast Attack +
Ravenwing Dark Shroud [7 PL, 138pts]: Heavy bolter
Ravenwing Land Speeders [12 PL, 290pts]
. Ravenwing Land Speeder: Heavy bolter, Typhoon missile launcher
. Ravenwing Land Speeder: Heavy bolter, Typhoon missile launcher
Ravenwing Land Speeders [12 PL, 290pts]
. Ravenwing Land Speeder: Heavy bolter, Typhoon missile launcher
. Ravenwing Land Speeder: Heavy bolter, Typhoon missile launcher
++ Total: [102 PL, 2000pts] ++
Ravenwing is my mobile gunline, and with Sammy holding the back. Deathwing can push up, but its going to be my counter charge task force. In case my speeders get tied down, they can always jump away, but I rather put their shots into the other charging units, so my dw's will charge the chargers. My scouts will just hold down an objective. In total I believe I just have 6 units to deploy with, 2x sets of speeders, sammy, scouts, dark shroud, and crusader. Thoughts from my fellow space marine players?
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Post by mcsardo on Jun 18, 2017 21:20:32 GMT -6
Gets it down to 6 drops (if you through the characters with the knights in the LR), which is nice, but I'm not sure you have enough of a screen for the darkshroud which will draw a lot of early game fire (especially against a Girlyman lascannon gunline). It's also not a lot of models, which could make scoring difficult, since it's number of models within 3. I'm also not sold on Sammy. The ravensword is monster, and his buff is decent but less versatile than Azrael.
I was thinking of a similar list to try a bit for fun. But eventually I think a ravenwing heavy list with an Azrael gunline will be what I end up with.
Dark Angels, 2 Detachments, 8 command points, 1998 pts
Battalion Detachment
Interrogator Chaplain on Bike (1) - 119pts 1 Interrogator Chaplain on Bike: Twin boltgun,Crozius arcanum,Bolt pistol
Librarian on Bike (1) - 135pts 1 Librarian: Force stave,Bolt pistol,Twin boltgun
Tactical Squad (5) - 65pts 1 Sergeant: Bolt pistol,Boltgun 4 Space Marine: Bolt pistol,Boltgun
Razorback (1) - 110pts 1 Razorback: Lascannon and twin plasma gun
Tactical Squad (5) - 65pts 1 Sergeant: Bolt pistol,Boltgun 4 Space Marine: Bolt pistol,Boltgun
Razorback (1) - 110pts 1 Razorback: Lascannon and twin plasma gun
Tactical Squad (5) - 65pts 1 Sergeant: Bolt pistol,Boltgun 4 Space Marine: Bolt pistol,Boltgun
Razorback (1) - 110pts 1 Razorback: Lascannon and twin plasma gun
Ravenwing Darkshroud (1) - 138pts 1 Ravenwing Darkshroud: Heavy bolter
Ravenwing Black Knights (3) - 150pts 1 Ravenwing Huntmaster: Corvus Hammer,Bolt pistol,Plasma Talon 2 Ravenwing Black Knight: Corvus Hammer,Bolt pistol,Plasma Talon
Vanguard Detachment
Azrael (1) - 180pts 1 Azrael: The Sword of Secrets,The Lion's Wrath,Bolt pistol
Ravenwing Ancient (1) - 117pts 1 Ravenwing Ancient: Corvus Hammer,Bolt pistol,Plasma Talon
Ravenwing Apothecary (1) - 97pts 1 Ravenwing Apothecary: Corvus Hammer,Bolt pistol,Plasma Talon
Deathwing Knights (5) - 250pts 1 Knight Master: Flail Of The Unforgiven,Storm shield 4 Deathwing Knight: Mace Of Absolution,Storm shield
Land Raider Crusader (1) - 287pts 1 Land Raider Crusader: Twin assault cannon,2 Hurricane bolters
It's 10 drops, which is a bit much, but I can also castle up behind the land raider and Razorbacks close enough to the darkshroud. Or if I know I'm going 2nd, start with Azrael outside, in the Darksroud bubble, but close enough to the landraider to give it the invul save.
But in general, I have a razorback las/plas gunline, buffed by Azrael's rerolls (assuming I can get the model positioning right, I actually haven't tried it yet), and then a hammer/anvil of the crusader with the knights and the black knights and characters with a bunch of overlapping auras.
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Post by rogerspacem on Jun 19, 2017 0:27:42 GMT -6
It is indeed 6 units overall to deploy, which has a great chance I'll go first, but I agree its a VERY low model count. I just feel, since mobs are going to be appearing on the tabletop more often now, that having bodies won't mean as much. I can move my units relatively fast enough, so I don't feel too concerned about claiming objectives. I just need to shoot the nearest mob down. For the dark shroud you got a point. I don't have a whole lot to project it. Only my crusader up front and my two land speeders on its flank, but that's it. I figured it will be shot down first, so I don't really mind losing it, but an all lascannon army will have an easy time to picking off my vehicles. Yeah your right, Sammy isn't as good as azeral. that 4++ invul save is too good. The only problem I have with azreal is his slow speed. If I have to move my gun line azreal is going to be left behind. As for your list, why bring the ravenwing ancient? I thought its bubble only gives +1 attack to all friendly ravenwing. The only models that really benefit that are the black knights and the apoth and ancient, which already not a whole lot of attacks. If I'm right about 18 total attacks from all the ravenwing models in your list, which isn't bad, but that assumes they all charge together. I can see chap though helping out quite a bit. I do like the idea of having azreal running behinding rasorback and landraider line, but I am curious how you will handle hordes. I take it you will castle up?
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Post by rogerspacem on Jun 19, 2017 0:34:29 GMT -6
Also I'm curious but why not take a regular Chaplin on a bike? You'll save about 20 points if you switch in instead of interrogator chaplain. I think the only difference between the two is the unforgiven and aura of dread rule.
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Post by mcsardo on Jun 19, 2017 8:45:47 GMT -6
All reasonable questions:
Ravenwing Ancient was to unlock the extra detachment and command point, but you're right it's not optimized. I'm working a list centered around ravenwing, once I pick up another box of black knights, that will put him in a better spot. But for this list, you're right it should probably be dropped and
Interrogator chaplain is part an aesthetic choice - I don't think that DA should have regular chaplains - and part because I think the aura of dread can mess up some people with the new morale mechanics.
Hordes will be tough, the crusader puts out a strong weight of fire, but could get surrounded by hordes. I was thinking that a more competitive list would need missile devs in the back field to thin them down.
The goal would be to castle up turn 1 ( I need to get all the models on the table and see if the spacing can actually work the way I want it to) and then advance with the RW knights and the DW knights/crusader.
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Post by rogerspacem on Jun 19, 2017 10:23:24 GMT -6
All reasonable questions: Ravenwing Ancient was to unlock the extra detachment and command point, but you're right it's not optimized. I'm working a list centered around ravenwing, once I pick up another box of black knights, that will put him in a better spot. But for this list, you're right it should probably be dropped and Interrogator chaplain is part an aesthetic choice - I don't think that DA should have regular chaplains - and part because I think the aura of dread can mess up some people with the new morale mechanics. Hordes will be tough, the crusader puts out a strong weight of fire, but could get surrounded by hordes. I was thinking that a more competitive list would need missile devs in the back field to thin them down. The goal would be to castle up turn 1 ( I need to get all the models on the table and see if the spacing can actually work the way I want it to) and then advance with the RW knights and the DW knights/crusader. 1) For the rw ancient, I was thinking pairing him with 5 black knights. I'm not certain about an rw apoc (though I might throw him in to try it out and try to keep the knights alive). Assuming I throw in rw apoc, with the knights and ancient that's a total of 24 attacks (assuming they all charged/engaged in combat,) also that's 14 plasma shots. 2) For the Interrogator chaplain, honestly that's an respectable answer. I would probably put him in too but I don't really have a good model for him to throw on a bike. At last, I have only the good ole regular chap on a bike. For his dread aura it might be effective for some armies, but I don't see it being useful against the others. If I do get interrogator on a bike model, and had the points, then I'll put him on the list. 3) Yeah I pitted a land raider crusader against an horde army, and let me say, keep your LR.C. FAR back. Once a single model gets locked with your crusader, its over. It just becomes a game of disengaged and move a few inches away, only to be charged again. So a 65 point squad of tacts can literally negate your 287 point (assuming no upgrades) in an instant, unless your land raider gets a few lucky hits. Hell a rhino can indefinitely lock him up forever. IF land raiders had some kind of upgrade to allow them to fire after disengaging then I'll consider bringing one in a more serious competitive, otherwise protect your LR.C. with your dear life. If you do protect your LR.C. then it will instantly becomes your MVP against hordes. When my LR.C did fire, it took out horde of guants pretty easily, granted I had an company master to allow it to re-roll to hits. 4) Considering you will go turn 2 (i think, not sure how the other armies will fair) then yeah castling up might be good. Just be sure to protect your precious cargo because if someone manages to get their guys in they can easily multi-charge a lot of your vehicles forcing them to disengage (maybe) and forgoing shots. Again it depends how many charges you, if it's not a lot then its quite possible you can disembark and murder them. Otherwise you give up shots. Maybe you should switch 1 or 2 razor backs with twin heavy flamers? It be good against chargers, especially those who come down from reserves. 5) I'm also considering just doing a straight ravenwing's list as well. As mentioned with 5 black knights, an apoc, and ancient, but I'll post it later tonight. Want to make sure I have the models to support it.
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Post by mcsardo on Jun 19, 2017 10:39:44 GMT -6
Yeah, I keep ending up coming down to a debate between taking the extra unit for the extra command point or having a lower drop count. I haven't had a chance to play 8th yet so I need to see how things work on the table rather than just sketching things out on paper.
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Post by rogerspacem on Jun 19, 2017 13:52:47 GMT -6
Yeah, I keep ending up coming down to a debate between taking the extra unit for the extra command point or having a lower drop count. I haven't had a chance to play 8th yet so I need to see how things work on the table rather than just sketching things out on paper. It's nice to have command points because there will be times where you want to re-roll or break fight order during your opponent's turn. So having a few points is worth it, but I hear you on taxing yourself with another unit that may or may not be helpful. I only played a couple of games, so I can't say if command points is always worth it. For now just try your list out and see what happens. I think it will still do great, but the only thing that will kill you is position. Be careful where you position everything because having all your guy's grouped together to counter charge will only end up hurting you if you dont space them out correctly.
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Post by rogerspacem on Jun 19, 2017 18:01:00 GMT -6
is it possible for us to take two ravenwing or deathwing ancients? Or are they like named characters?
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Post by mcsardo on Jun 19, 2017 19:29:51 GMT -6
The ancients and the champions are only 1 per army (for each RW and DW). You can take as many apothecaries as elite spots.
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Post by mcsardo on Jun 22, 2017 11:03:56 GMT -6
A new attempt at a Dark Angels list: now with more DAKA 1998pts, 3 Detachments; Faction Keywords: Imperium, Questor Imperalis, Dark Angels; Command Points: 6; Minimum Drops: 9 Super-Heavy Auxiliary Detachment
Knight Crusader (1) - 540pts 1 Knight Crusader: Avenger gatling cannon,Rapid-fire battle cannon and heavy stubber,Heavy flamer,Heavy stubber,Titanic feet
Outrider Detachment
Interrogator Chaplain on Bike (1) - 119pts 1 Interrogator Chaplain on Bike: Twin boltgun,Crozius arcanum,Bolt pistol
Librarian on Bike (1) - 135pts 1 Librarian: Force stave,Bolt pistol,Twin boltgun
Ravenwing Darkshroud (1) - 138pts 1 Ravenwing Darkshroud: Heavy bolter
Ravenwing Black Knights (4) - 204pts 1 Ravenwing Huntmaster: Power sword,Bolt pistol,Plasma Talon 3 Ravenwing Black Knight: Corvus Hammer,Bolt pistol,Plasma Talon
Ravenwing Black Knights (3) - 154pts 1 Ravenwing Huntmaster: Power sword,Bolt pistol,Plasma Talon 2 Ravenwing Black Knight: Corvus Hammer,Bolt pistol,Plasma Talon
Spearhead Detachment
Azrael (1) - 180pts 1 Azrael: The Sword of Secrets,The Lion's Wrath,Bolt pistol
Devastator Squad (5) - 115pts 1 Sergeant: Bolt pistol,Boltgun 2 Space Marine: Bolt pistol,Missile launcher 2 Space Marine: Bolt pistol,Boltgun
Devastator Squad (5) - 115pts 1 Sergeant: Bolt pistol,Boltgun 2 Space Marine: Bolt pistol,Missile launcher 2 Space Marine: Bolt pistol,Boltgun
Rhino (1) - 72pts 1 Rhino: Storm bolter
Devastator Squad (5) - 121pts 1 Sergeant: Bolt pistol,Boltgun 2 Space Marine: Bolt pistol,Grav-cannon and grav-amp 2 Space Marine: Bolt pistol,Boltgun
Drop pod (1) - 105pts 1 Drop pod: Storm bolter
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Post by rogerspacem on Jun 30, 2017 23:35:22 GMT -6
++ Vanguard Detachment +1CP (Imperium - Dark Angels) [64 PL, 798pts] ++
+ HQ +
Company Master [5 PL, 80pts]: Power sword, Storm bolter
Company Master [5 PL, 80pts]: Power sword, Storm bolter
+ Elites +
Company Veterans [9 PL, 72pts] . Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Veteran Sergeant: Chainsword, Storm bolter
Company Veterans [9 PL, 90pts] . Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Veteran Sergeant: Chainsword, Storm bolter
Company Veterans [9 PL, 72pts] . Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Veteran Sergeant: Chainsword, Storm bolter
Company Veterans [9 PL, 90pts] . Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Veteran Sergeant: Chainsword, Storm bolter
Company Veterans [4 PL, 52pts] . Space Marine Veteran: Chainsword, Flamer . Veteran Sergeant: Chainsword, Combi-flamer
Company Veterans [4 PL, 52pts] . Space Marine Veteran: Chainsword, Flamer . Veteran Sergeant: Chainsword, Combi-flamer
+ Dedicated Transport +
Drop Pod [5 PL, 105pts]: Storm bolter
Drop Pod [5 PL, 105pts]: Storm bolter
++ Outrider Detachment +1CP (Imperium - Dark Angels) [60 PL, 1202pts] ++
+ HQ +
Azrael [9 PL, 180pts]
+ Elites +
Company Veterans [4 PL, 32pts] . Space Marine Veteran: Boltgun, Chainsword . Veteran Sergeant: Boltgun, Chainsword
+ Fast Attack +
Ravenwing Black Knights [12 PL, 200pts]: 3x Ravenwing Black Knight . Ravenwing Huntmaster: Corvus Hammer . . Black Knight Bike: Plasma Talon
Ravenwing Dark Shroud [7 PL, 138pts]: Heavy bolter
Ravenwing Land Speeders [24 PL, 580pts] . Ravenwing Land Speeder: Heavy bolter, Typhoon missile launcher . Ravenwing Land Speeder: Heavy bolter, Typhoon missile launcher . Ravenwing Land Speeder: Heavy bolter, Typhoon missile launcher . Ravenwing Land Speeder: Heavy bolter, Typhoon missile launcher
+ Dedicated Transport +
Rhino [4 PL, 72pts]: Storm bolter
++ Total: [124 PL, 2000pts] ++
This list focuses on targeting troops, as Veterans all carry storm bolters. A group of 5 for 90 points outputs 20 shots. Each drop pod (each with a company master with a storm bolter and power swords) can fire 42 shots (assuming you can squeeze in both squads and not rapid fire drop pod). It's about 347 points per full drop pod. Also they all carry chain swords so every 5 man squad has 16 attacks in cc. Again these drops are for anti troops. Azrael and the flame Veterans will all chill in the rhino till the battle starts then first turn azrael jumps out and provides bubble to speeders and shroud. The speeders main objective is to shoot down the big targets otherwise they can output 8d6 str 4 shots at hordes. The speeders give good maneuvering as they move 16 inches and are "fly" keyword, so I'm not too worry about them getting locked intO combat. The blacks knights are a decent fire magnet though I'm thinking of dropping the other company master for another black knight. The knights will be right in front of speeders to provide counter charged or push forward if someone scouts to far away. Dark shroud will do what a dark shroud does best (either chilling with speeders or knights depending on the game.) the rhino filled with 2 two man flame squads and 1 two man bolted squad will either slow down hordes or just simply hold objectives.
What you think? I don't think it's game winning but I think it's fun.
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Post by rogerspacem on Jul 5, 2017 8:44:38 GMT -6
++ Vanguard Detachment +1CP (Imperium - Dark Angels) [46 PL, 612pts] +++ HQ +Company Master [5 PL, 80pts]: Power sword, Storm bolter + Elites +Company Veterans [9 PL, 90pts]. Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Veteran Sergeant: Chainsword, Storm bolter Company Veterans [9 PL, 147pts]. Space Marine Veteran: Chainsword, Plasma gun . Space Marine Veteran: Chainsword, Plasma gun . Space Marine Veteran: Chainsword, Plasma gun . Space Marine Veteran: Chainsword, Plasma gun . Veteran Sergeant: Chainsword, Combi-plasma Company Veterans [9 PL, 118pts]. Space Marine Veteran: Chainsword, Plasma gun . Space Marine Veteran: Chainsword, Plasma gun . Space Marine Veteran: Chainsword, Plasma gun . Veteran Sergeant: Chainsword, Combi-plasma Company Veterans [9 PL, 72pts]. Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Space Marine Veteran: Chainsword, Storm bolter . Veteran Sergeant: Chainsword, Storm bolter + Dedicated Transport +Drop Pod [5 PL, 105pts]: Storm bolter ++ Spearhead Detachment +1CP (Imperium - Dark Angels) [73 PL, 1388pts] +++ HQ +Azrael [9 PL, 180pts]+ Fast Attack +Ravenwing Dark Shroud [7 PL, 138pts]: Heavy bolter + Heavy Support +Devastators [11 PL, 155pts]: Armorium Cherub, 4x Space Marine . Space Marine (Heavy Bolter): Heavy bolter . 3x Space Marine (Missile launcher): 3x Missile launcher . Space Marine Sergeant: Boltgun, Chainsword Devastators [11 PL, 155pts]: Armorium Cherub, 4x Space Marine . Space Marine (Heavy Bolter): Heavy bolter . 3x Space Marine (Missile launcher): 3x Missile launcher . Space Marine Sergeant: Boltgun, Chainsword Predator [9 PL, 204pts]: Storm bolter, Twin lascannon . Two lascannons: 2x Lascannon Predator [9 PL, 204pts]: Storm bolter, Twin lascannon . Two lascannons: 2x Lascannon Predator [9 PL, 204pts]: Storm bolter, Twin lascannon . Two lascannons: 2x Lascannon + Dedicated Transport +Rhino [4 PL, 74pts]: Storm bolter, Storm bolter Rhino [4 PL, 74pts]: Storm bolter, Storm bolter ++ Total: [119 PL, 2000pts] ++So taking out the black knights, land speeders, and a drop pod. Replacing them for three predators. The list overall is 7 drops. Both devs. hiding in rhinos, either in the same rhino or separate. Azrael hiding in one of the rhinos as well to hold the back line. The two vet.s squads (one 5 man, one 4 man) have storm bolters, and the other vets have plasma guns (one 5 man, one 4 man) with company master. Plan: -Vets: Plasma duders in drop pod and pop scary vehicles or monsters (if nothing too big to shoot at then I'll considered just throwing in storm bolters to take down hordes). Otherwise they'll be in the rhino/s to rush out to grab objectives or be used as fodder to slow the horde. Storm bolters will output 18 rapid fire 2 shots (sergeants having storm botlers as well), 9 rapid fire 1 plasma shots (with sergeants having combi-plasma). -Company Master: Just rocking a storm bolter and Power sword. There for vet.s support bubble. If he can charge into smaller squads or weaken characters then he'll do it. -Predators: Will take out bigger targets. With 12 lascannons shots re-rolling to get 3's from azrael I'm confident they'll do the damage. I gave them storm bolters cause I wasn't sure what to do with six points. (I could throw it on the rhinos considering they will be more into the fight.) -Dark Shroud: Does what a dark shroud does best...hide in the back to support predators. -Dev: Will hide in rhinos as well for deployment (unless opponent has more than 8 drops) and either encircle azrael in the back line or hold back line objectives. Missile launchers to cover any remaining armor/monster opponent might have or go after hordes with 3d6 shots (total 6d6 shots with both squads, average is about 21 shots). I got heavy bolters cause they are decent long range weapons and provide a little extra fire power against 3+ armor. Weakness: Close Combat: I don't have a whole lot of C.C. troops on the battlefield. My vet.s can dish out 3 atks per model (chain swords), but nothing great against tanker targets. Tied up: I think i can get tied up pretty fast, but I think if I practice my deployment and positioning I might get something to work (unless my opponent doesn't bring reserves.) Mostly worried about my predators and azrael. Mobility: Having a couple of rhinos and a drop pod helps, but the drop pod will mostly be out of position, especially if I am suiciding my plasma vet.s (though maybe I'll hold drop pod back to grab objective I need.) The rhinos, though sturdier than before, will most likely get popped first (or swarmed take your pick.) Otherwise I'm relying on my tanks to move up, or my troops to advanced. Thoughts: I'm tempted to lose plasma guns on vet.s, replace them with s. bolters, and drop a dev. squad for black knights. If I do so I can get 5 b. knights (this will give me a spare 8 points to use for whatever). I know B. knights are good, and are pretty decent in C.C., but they offer mobility and plasma fire. Again fiddling around ideas. mcsardo Did you manage to try out your list with the Gun Knight?
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Post by mcsardo on Jul 9, 2017 19:50:25 GMT -6
rogerspacem , I like the list. The predators can putout a lot of firepower allowing you to hang with the alpha strike lists. My concern with the list is more or less what you've noted. You don't have a ton of bodies or mobility so scoring objectives could be tricky. You can probably be okay with End of Game objectives, since you can castle up for a few turns and then move out. But if you're playing any maelstrom or progressive objectives, you might have more trouble. I think you might have some issues with a Tau Crisis suit list where they have some hammerheads and fire warriors hiding out of LOS and then trop in some melta to pop your tanks quickly. I'm also not sure if you have sufficient anti-hordes. Here are two DA lists I want to try out. List 1: Dark Angels with Shooty Knight I can get it down to 6 drops, but probably 7. Puts out a lot of shooting turn 1. Missile and Las go after the big guns, while the Grav devs can pinpoint a particular tough unit (I actually think grav cannons in a pod are still pretty good, and are actually better against low armor targets than they used to be). Main problem is low body count, and a strong alpha strike could nuke the knight. List 2: Switch out the Knight for more Marines This list gives me a bit more flexibility without sacrificing too much fire power. Gives me more bodies to contest objectives or bubble wrap against first turn charges, but still is only 7 drops. 7 Lascannons, 4 missile launchers, (up to) 20 grav shots, and potentially 20 plasma shots turn one with a lot of it re-rolling depending on how well I position should be a pretty strong alpha strike.
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Post by Nick P on Jul 10, 2017 7:44:04 GMT -6
I just think its incredible how many drops Marines can play with - at 2000 points, my Nids struggle to get under 8/9 drops even using trygon tunnels - the ability to put characters and multiple units in a transport is huge for you guys and almost assuredly means you'll go first more often than not. None of my eldar, dark eldar, tyranid, or necron lists have even CLOSE to that few drops, so it looks like I'll be relying on stealing the initiative at this tournament haha
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