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hi i'm new and iv'e got a dark angels army i'm gonna field 2 troop units, 2 terminator units ,1 or 2 dreadnaughts iv'e got 3 bikes and 3 landspeeders and want to know whats the best stuff to kit them out with
Ok, your terminator squads should be equiped with 2 Assault cannons each (if you decide to take both), and and you troops should be given a rino or drop pod if you want to go up and assualt, or if you want to shoot, break the squads in to 3 sqauds of 6-7, and arm them with heavy weapons and plasma rifles.:sleep:
The Dreads can Be very useful at shooting or advancing and assaulting the enemy weather by Assault cannon or Close Combat
IMO, i would never use bikes, unless you arm them with melta guns, but then the get quite exspensive.
And, what are you landspeeders equiped with? I would only take speeder's with assault cannons (Land Speeder Tornado), because the are pretty useless with just a Heavy Bolter, and The Multi-Meta land Speeder usually just dies before it can do any real damage:hmm:
You will also need a HQ to play a legal army. Do you have the Codex?
Last edited by Blue Wave; April 16th, 2006 at 21:32.
One Shot, One Kill
Thanx for the advice the landspeeders are tornados and i do have the codex, what sort of equipment should i give the troops in regards with terminator honors and do i go with a melta gun or hand flamer? and i've also got a devistator squad and assault squad and what should i give them?
I'd kit the Tac squads as follows:
Tac Sqauds: (3)
If you have the bits, 2 assault cannons each. And MAYBE 1 chainfist per squad (IMO a waste of points though, an any vehicle should be dead by shooting)
If not, I'd do it as follows:
2 Assault Cannons (Anti Infantry and Light armour detail)
2 CycloneMissile launchers (The backpack missiles. Still get your Storm bolters on all 5 and Krak missiles for Vehicles, and Frag for weak infantyLike orks/IG/Eldar/DarkEldar
*note: These squads can handle alot of CC if you keep them out of power weapon range from yoru enemies. And they will kill LOTS per turn. And you can give them Either Furious assault (Waste really unless fighting lots of Monstrous creatures or armour) Or tank THunters to bust tanks easier.
Use only in certain conditions is what I do, but otherwise:
Vet. Sergeant with Power fist and Trooper with Plasma/Melta gun.
*note: Can tackle Tanks or tie up enemy infantry. Use carefully though with only three. Attach an attack bike for added ability.
Break them up out of a squad so they cant all be lost at once. And with the assault Cannons and Heavy bolters (Not Multi Melta's. You already have enough to deal with Tanks) , Along with the Terminators and Tac Sqauds you;ll have a VERY impressive array of firepower.
Just use one so you can use termies as well:
Lascannon and Misslies if you want more fire Support for Heavy Stuff.
Assault Cannon/Dreanought Powerfist/Storm bolter and walk it up with Infantry or Terminators.
Here you hit on a MUCH contested point: There are basically "Guidelines" To follow for them.
1: DONT Mix Weaponry Range. If you want a Lascannon or 2, stick with 48" range(Missile Launchers)
2: Decide if you want Anti Infantry/Anti Armour ability.
3: Do you want to take out Horde/Power Armour/All comers.
4: Always put at least 2 other bodies int he squad to take the hits.
Decide those and there are these classics:
Choice 1: 4 Rocket Launchers. Good for takingout armour (Other than 14 Armor, it'sa low chance) And with 4 Blast templates, even STR 4 frags can get you decent kills. Adn it's relativly cheap.
Choice 2: 4 Lascannons. It will kill what it shoots at, BUT you can killa max of 4 infantry per turn with this. Best for Monstrous creatures and Armour heavy armies.
Choice 3: 4 Plasma Cannons. The Unltimate Mass kill Dev squad. WIll kill LARGE numbers of anything, including Terminators. Downside, it's the MOSt expensive squad,a dn can possibly fry itself.
Best thing you can do for yourself is...
Vet Sergeant with BOlt Pistol and Powerfist (3 Attacks, 4 on charge. Plasma Pistol is optional, depending on what you want him to be able to take on. But is useless once you assault)
9 Bolt Pistols and Chainsword Marines (Plasma Pistols are useless in Assault, don't waste the points.)
And from yoru HQ slot attach a Chaplain w\ Jump Pack. (Re Roll misses in first round. 4+Invulnerable Ind. Char. and A power weapon. Fearless. They can stick in there with ALOT of stuff. LD 10.)
I'd take the Chaplain with this force since it isn't assault heavy as my main. (And 'cause asmodai looks cool)
And becasue you can't use the rules formt he new commanders yet.
You;ve got a very balanced force here, with the firepower to stick int here,a nd the assault ability to do the same. you wont Rule ass at The assault phase, but your DA. Your supposed ot be stubborn, stalwart, and disciplined. So shoot them all to hell.
*note: You can give the Jump Chaplain a Teleport Homer and cut down ont he termies incoming fire and positon them wherever you want if you like that idea. Drop them in Right close. It's a tactic I use with my Codex SMa nd it works GREAT, for getting those big points ermies where you want them to be.
Right, first off its better if you take more troop choices because SMs are already pretty much outnumbered in every single battle and you'll need every marine you'll get - for the tactical squad configurations read http://www.librarium-online.com/content/view/153/16/
Secondly I wouldn't take terminators just yet. Use the points for more normal marines. Otherwise just follow the above advice for the rest of your units.
A billion chinese can't be wrong - eat rice.
Originally Posted by Xuy
Mmm, well i wouold always take terminator's with 2 Assault cannons, because they always do very well. But if he is really low in men, like less than 20, then your right, I would take more men.
One Shot, One Kill
I would certainly kit out tac squad sergeants with Termie Hons. The stubborn ability can come in very very handy.
Oh and btw, my apologies to all DA players out there: I succesfully made a jink save on a Landspeeder last week. So now no one will get one for another 14 years......
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. I didn't know ANYbody EVER made those saves.Originally Posted by Will J
but um...don't kick out both your termies. ESPECIALLY in a DA army, where the deathwing, fluff wise, are the Shiznit.
IMO, plasma guns are no good. I'll take a melta any day. Sure, two shots...but two shots that get hot and you can't assault. So, IMO, take meltas. As for heavy weapons in there, personally, I've found that while they are very tempting, I get more out of my points to add another man and keep them mobile.
Dreadnoughts are amazing as far as I'm concerned...I often field three; 2 with ACs and one with an LC...the long range one is expensive and I don't get as much use out of it.
Also, I agree with the chap that said bikes are garbage...unless you're taking attack bikes, which are at least better.
Tornados are very effective, especially since you have 3 of them, and thus they can hopefully survive for a couple of turns.
I agree with the fella saying mixing your devastators is a no-no...but beyond that you can't go wrong. I'd reccomend MLs as a staple...but heavy bolters are good against pretty much everything not wearing power armor. aaaaand 4 lascannons or plasma cannons are just fun to field
Assault squad...powerfist and plasma pistols.
For me, as a general rule, the more assault cannons you can put on the board, the better. So versatile, so powerful. Probably TOO powerful.
But..um....yeah. Meltaguns and fists in the tacs, plasma pistols and powerfist (or power weapon, but you lose your tankbusting ability and gain a little speed) in the assault squad.
Actually, I did. 4 of them. Last weekend. And 2 more a week ago, and 3 more the week before that...Originally Posted by Fuhrik
"I have died a thousand deaths, and I will die a million more..."
wowza. well, you're BOTH lucky, lucky fellas. I may have made one or two in my life...but my speeders get waxed a LOT. Now I see where all the luck's going