Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I am getting back into 40k soon after a long hiatus. I used to play Black Templars and before them Blood Angels. I am thinking of playing an army that I have always pondered and admired: Dark Angels. I love the fluff behind the Deathwing and actually the entire chapter! However, when I used to play, I was never very good, even with Space Marines. Probably because I didn't play that often and never learned much, but I'd like to change that. <_< :w00t:
Are the Dark Angels too hard to get the hang of? I am willing to commit for a while and take a few beatings in the interest of experience, but it really sucked losing all the time in the past. I understand that the Dark Angels are a very shooty army, but I love assault squads and scouts and intend to use them, when appropriate. I suppose it depends on the mission at hand. I would like to put my terminators to good use, too.
So what should I keep in mind when starting this army? I intend to have an HQ leader, at least 2 tac squads (should I take advantage of the plasma cannons DA's can have?), a unit of scouts w/ sniper rifles, a dreadnaught, and, of course.... the entire reason for having them is my Deathwing terminators! I can't wait to paint them. If necessary, I'll take a predator, but mine always went up in flames and didn't make up for their points. :cry: Maybe solid tactics can reverse that...
What principles whould I concentrate on when collecting my first 1000 points?
AKA Captain America :w00t:
PS- I really don't want to go vanilla. An effective army that has a lot of fluff and is very stylized is my goal, as I like painting just as much - if not more, sometimes - than playing. With this army I want to restore my interest in playing, through winning now and then.
Give yourself a nice Independant Librarian with Iron Halo, Ficer Armour, & Bolt pistol (whatever psychic power).
2 Tactical squads with 6 men, 1 with Plasma Cannon will take advantage of that Plasma cannon thingy.
For your goals, get 2 5 man Deathwing squads with 2 Assault Cannons.
Use your sniper scouts to the best advantage, give the Sarge Terminator Honours & A Teleport Homer. 5-6 Scouts will do.
If you take 5 scouts, you can have a 2nd tier Librarian, or 7 man Tactical squads.
Hope that helps.
Post your army lists in the ARMY LIST section! Not that hard!
when I play DA I like to think of them as a wall of Dark green ceramite. My suggestion is to go with as many tactical marines as you can get your hands on 2 Hq squads maxed out with men with 2 plasma cannons (by the way they got rid of our Plasma cannon specialness as now all tac squads can have plasma cannons lame GW) and your choice of HQ I like Two librarians in one of them myself a captain in the other. Also even though it takes up your relic choice the DA standards arent bad and just about as fluffy as you can get. As for scouts I suggest a squad of sniper marines as said earlier. This armies tactic let em come to you. Oh yeah a devi squad is alwwways a good choice.
"They shall all taste OBLIVION!,.....which tastes like Red Bull, which is disgusting."
What if I play a scenario in which I need to be able to take and hold a piece of terrain? What if I play against IG or another army that is very shooty? They obviously won't be eager to close with the apeptus astartes! Does that effectively neuter my army?
Yes. IG will always outshoot Marines. Close in with them.
Sniper scouts call in Deepstriking Termies, who Assault cannon & Storm Bolt some guardsmen, then they move in. that's 10 armour save ignoring dudes of glory cruising their way in.
Just make sure to keep your scouts close by the enemy with that Homer.
With that, you can still shoot at things quite well. at 1000pts, IG aren't too bad of a foe with Termies.
Note that I'm basing this n the list I supplied.
Post your army lists in the ARMY LIST section! Not that hard!
You probably remember ultra marines, well dark angles are exactly like them, with a few special rules.
First- everything except ravenwing bikes, will never fall back from shooting, ever, and you can still shoot, even if you fail a check. Although you can still be pinned. This makes shooty squads, like devs better for DAs then other chapters. (shooty tactical squads are also better)
Now you have different bikes/speeders/and termintors.
Unfortanlty, the termintors arent easy to use, although there Assault cannons are pretty nice.
The termintors however are no different from space marines termintors, except, they will never fall back, from anything, period, unlike normal troops who can fall back from CC. This, sadly is as much a benifet as it is a curse, since termintors are easly outnumbered.
Next, your bikes and speeders get a 6+ invunerable save, and your have skilled riders.
Other then that, your playing unltra marines, with a couple of units removed, such as veterans.
Dark angles are the 3rd worst army for space marines:
Blood angles/wolves are pretty even, and definatly the best.
Trait marines(assume you know what your doing)
Thats pretty much where you stack up. But your definatly the most shooty.
Id avoid ravenwing/deathwing, very difficult to learn, low success rates even for master players.
For more help, submit an army list.
Variety can be kept with dark angels, but puting all that variety onto a field at a time is never too good an idea. Do what I do and make up a few different lists. My first list has commander, 3 medium sized plasma tacs, a speeder, whirlwind, and dropping dread (with plasma cannon! the one good thing in the FAQ!!) . My second is a drop army for fighting long ranged losers, with a librar with fear, a speeder to drop in, 2 slightly large tac squads with meltas to drop next to tanks, a speeder, and a dropping dread. My final list is very interesting as I see it as a great fluffy DA list. It has 5 small squads with plasma cannons, a raven master on bike (its cheaper then the regular SM master!!!), and 2 whirlwinds. That gives off 5 blast markers and 2 large blasts! And the best part is that all of those are all under 750 pts!
Sorry, got alittle too sidetracked with myself. But try building a few different lists and play tests them all a few times. If you play a small games like me, then you could very easily test the effectiveness of everything before expanding.
Welcome back, and good luck fellow unforgiven
Sleeping, not dead.
Removed by the moderators.
I have not played them yet, but have been wanting to for a long while. I have some friends that play DA, Ravenwing, and Deathwing. The suggestions given are pretty much the winning combos. Lots of shooting. The advantage of the DA tac squads is they won't fall back at all from shooting. So you can just stand there all day with your fire lines.
Scouts with sniper rifles, a missle launcher and teleport homer. Gold. Us Librarians or Chaplains for HQ's. They have some good/cool things about them, especially for for DA.
Keep in mind, they are expected to get a new codex book early next year. I don't see them making any drastic changes, but might be some little goodies to change up tactics and army composition a little.