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!
Hey. This is my first army and list and was curious to know how it stood up to public critique.
The points don't total up to exactly 900, but it doesn't matter what my points total for now is 'cause my opponents will all lower theirs to match mine, until I can field a 1500+ army.
I'll be fighting the Tau quite a lot, but I also need to be tough against Tyranids as well as Chaos and Necrons.
I appreciate any feedback on this, as I would like to get my list sorted out before I build the rest of my army.
*All squads have the maximum allowment of Meltabombs in their lists, but certain ones will probably come off as I see fit.
Dark Angels Codex Fourth Edition
Azrael (I haven't bought him yet but I'm thinking of using him over a Company Master)
Command Squad /170*
1 Veteran 4 SM
4 Bolt Pistol
1 Plasma Pistol
1 Power Sword
1 Meltagun (Not too sure about this)
Scout Squad /185*
1 Sgt. 4 Scout
5 Bolt Pistol
4 Sniper Rifle
1 Missile Launcher
(This is basically all I can do with this Squad, as they are the only parts that came with the box set. [Or 5 Sniper Rifle])
Tactical Squad 195*
1 Veteran 9 SM
10 Bolt Pistol
1 Heavy Bolter
1 Plasma Gun
Devastator Squad /165*
1 Veteran 4 SM
5 Bolt Pistol
3 Heavy Bolter
1 Plasma Cannon
I haven't done too much research into the Rhino, what are some good upgrades for it?
And that's it.
I'll definitely get some Terminators and Bikes sometime in the future, but for now this is all I can field. Again, I appreciate any comments.
Last edited by aelange; June 2nd, 2007 at 16:10. Reason: missle > missile
but I would drop the melta bomb and take a powe fist instead, also a Meltagun instead of plasma might be better, so you can both shoot and charge.
this list will also have major trouble against Vehicles, theres almost nest to nothing in the line of anti tank firepower, and you only have at the moment 1 troops choice.
Hmm, I don't know if I want to get rid of the command squad. It seems like a good choice to have considering these are my only game peices, I might as well use as much as I can.Since its only 900pts, ditch Azrael and the Command squad, its too many points for a small force, just take a company master for now I would suggest
I can however choose not to use Azrael... would a Company master be more beneficial?I was also thinking of using a power fist for the Tactical Squads Veteran, but I don't fancy it's initiative, plus the Chainsword gives me that little extra somethin' somethin'. Meltagun eh? Maybe.... just maybe....but I would drop the melta bomb and take a powe fist instead, also a Meltagun instead of plasma might be better, so you can both shoot and charge.
And yes I totally agree I'm not quite fit for vehicles, but once I complete this army I will buy some Dreadnoughts and Bikes and some Whirlwinds. But for now, strictly infantry.
Thanks for the advice, by the way.
Take the heavy bolter out of the tactical squad and put it in the Dev squad. No need to distribute priorities; anti-light infantry all in one squad, anti-heavy infantry all in the other. That way nothing is wasted. Definitely drop the melta bomb on the devastator squad.
You lay out your units in a confusing manner, but overall; drop the melta bombs, get models with power fists. You do need two Troops choices and you only have one, so I'd advise buying another tactical squad, k? Two 10-man ones, with plasma, can give you much-needed manpower to support the rest of your army, and are quite fluffy for Dark Angels.
With the Scouts, either drop the CC guys, drop the snipers, or split them into two squads. No point in having heavy weapons in an assault squad or vice versa. Should have assembled them with bolters if you wanted to play them as a single squad. Now, you can split them, but since none of the rest of your army is specifically assaulty, I'd just drop the five CC guys to save points and get another full tactical squad. Azrael is way too expensive for this points level.
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."
Definitely a lot more to learn, that's for sure.
Thanks for all the advice, I'll definitely rearrange my list a bit.
If you go for a round figured 1000pts force, you might find things a little easier to deal with
making a list from what looks to be a battleforce you've brought mainly
(keep him cheap, once you start to reach 1500pts, then you could probably add a Command squad, but seriously, in less then that, its a huge points sink, 2000pts, is probably the best time to use them, if you do, same for Azzie boy, 2000pts, is the best time for him.
10 scouts (thats how it looks from here anywho)
5xBolt pistols and CCW's
(personally this is how I would take them, if anything tough comes up, blast it with sniper fire, if anything threatens the snipers, counter with the other 5)
SGT Power fist
(I take 3 units just like this, and trust me, there damn good, you can move every turn without wasting a heavy weapon at all, get to close range, and boom, unload rapid fire in there face, or bolt pistols and charge)
SGT Power fist
extra Storm bolter
(split into combat squads, and open up)
this brings it to 960pts
NOW if you wanted to, you could replace the devvies Heavy bolters with 2 more missile launchers, and put the heavy bolters into the tactical squads
this would further increase the points to 990pts
if you give the company master a Combi plasma, then it would make 1000pts
and this would also allow you to use the Azrael model as your company master