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Okay Gents, heres the situation. Ive been a marine player for a long time, and I'm thinking about starting a Dark Angels army. Tomorrow I'm proxying, my marines, for Dark Angels. I'm hoping, that in addition to my reading tonight, some of you can help point me in the right direction for a good list. I'm used to playing shooty, heavy armored vanilla marines. I don't know the special rules, but I do have the dex, so abbreviate away and ill know what you mean. My two local opponents are Eldar (Vanilla) & (Alaitoc?) I'm making a 1500 and a 1000 pts list. Thanks for the help and I will be monitoring this post for a while to see where it goes. (as well as back reading in the forum)
Thanks in advance.
May the emperor live forever. Amen.
Making Space Marines Ultradead since the 41st millenia
Lots of average shots per shooter.
Lots of separate units.
MANY anti-tank weapons if any (must take out AV12 or greater only).
Ablative wounds are good.
-These 4 things to remember.
Deepstriking: Only do it if you KNOW it'll do you good. 5 Termies with 2 Assault cannons are good for this, eg.
Charging: DO IT! Shining Spears especially, charge them. Bikes are your best option here due to their rediculous speed & higher T.
Weaponry of choice: Assault & Plasma Cannons. Blast markers of any sort are fun, as are Heavy Bolters.
Vehicles: Dreads, Whirlwinds, and/or Tansports. Laces are too damn strong to make anything else feasibly used.
Range: Have more. Simple. Auspices for the Rangers & Scorps, Missiles are the go.
Assault: Powerfists for all. Except the Librarians with a Familiar and Furious Assaulted Command Squad, you WILL be out-initiatived by all but the most basic stuff, and your basics will be by all. So, why worry about using 'superior' Initiative *spits* and go fists.
Helpful? You're welcome regardless.:sleep:
Post your army lists in the ARMY LIST section! Not that hard!
The simple greatest strength that the Dark Angels have against an Eldar force is the use of rapid firing bolters. Hitting and wounding on threes means that you'll be causing a high percentage of wounds. And the average armour of the Eldar meanst that a high number of kills is also in order.
Now, your game strategy may vary greatly based on whether you're facing a mech army or an infantry army. Most likely of the two, you'll be facing the former, as the survivablitiy of the Eldar vehicles is simply legendary. The easiest tactic is to focus on the Wave Serpents, as they're the crux of the army. At most, I'd fire no more than three lascannons at a wave serpent to take it out, but only if it was carrying things such as Fire Dragons or Howling Banshees. It's all situational.
Infantry armies are a much simpler venture. Their low toughness and mediocre armour make them juicy targets for Rapid Fire weapons and high volume AP 4 weapons platforms (Predator Destructor).
Feel free to PM me with some specific questions.
Another thing I'll add, is bikes absolutely rock against eldar.
You may hvae guessed by my name that I play eldar, I also have a sizeable force of sm's (about 5000pts of 3rd ed DA) and having played games against my mates new DA force I feel confident to say that ravenwing is something that eldar will really struggle against.
The bikes mean that you are almost as fast as us and the T5 means that at best our combat troops will need a 5+ (Scorps - in which case you still get a save) or more commonly 6 (Banshees, Harle's, everything else). Couple that with the 3+ save and 3+ invulnerable from turbo boost (as well as scout moves) means that even if you aren't in cc by first turn, you are in a rather threatening position and we just cannot bring enough effective fire to bear to wipe you out. Master of the Ravenwing is also nasty (jetbiking plasma cannon anyone?)
I would also advice against going tank heavy - eldar have that many options to pop tanks it is not funny - that said, Land Raiders are still a pain, but a little exy for the points.
If you do take vehicles, go dozer blade, smoke and extra armour - drive through that strand of trees or pop smoke in the open - it may not always work, but it will draw fire from your troops.
If you go for a mixed army - i.e. infantry + bikes - I would suggest 2 tac squads an assault squad and ravenwing. I really wouldn't bother with termies - yes, deep striking ac's are cool, but they are just too slow to see combat unless the eldar player does something really stupid - and what can pop a tank can pop a termie.
I find it absolutely hilarious that the Eldar are supposed to have the fragile and highly maneuverable tanks and the Space Marines are supposed to have the unstoppable highly armoured tanks, but SM get Rhinos and Land Speeders and the Eldar get Wave Serpents and the Undying Falcon of Severe Annoyance.
Don't try to outrun them. Play solid, shoot them to crap, be careful to space your units properly to avoid haywire grenades and prism shots, watch out for Dire Avengers (and linked prisms - AP3 large blasts with a definite chance of wounding!) and try to put as many models on the field as possible. Be wary of taking short-ranged weapons (meltas) or relying on rapid-fire because they're easily fast enough to get out of that kind of threat range, especially if it's on an infantry squad. Take long-ranged weapons so you can threaten them all over the board.
The above poster = Totally a member of the Fluff Masters Clan. Click here for fluff pwnage.
Come, sons of LO! Kneel before Poodle!
Mr_Wayne: "Some people believe that the World Eaters do not field any ranged weaponry. Those people often die at a distance."