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Messages - Nightwing7x

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Discussion: Dark Angels / Re: Chapter Tactics
« on: January 14, 2018, 11:17:15 AM »
While Deathwing did get hit pretty hard, on there own, which is a shame because I love them. The new DA are quite the force. I made a 2k point list with the release of the new book and it is about 80% greenwing, then 10% Ravenwing and Deathwing. I have not lost with it yet. My most common opponent, Deathguard, always try to drop typhus with some deathshroud by my back line, which they always manage to get the charge off, because of course they do. However with the new auspex scans, my opponent now dreads my backline, which has plasma cannon devs.

Another friend of mine, who plays tau, hates my devs as well, because he to dropped them by my 3 damage plasma devs, once. Then my deathguard friend also plays grey knights, and he always uses Draigo with paladins in deepstrike, which my devs now destroy, and paladins only can get a 5+ invuln sooooooo yeah.

Overall I love the new book, though IMO, Azrael breaks the internal balance of the book. I have barely any reason not to take him in the list, unless I want it to be fluffy. 

Discussion: Dark Angels / Re: Chapter Tactics
« on: November 05, 2017, 10:02:48 AM »
Here is to hopping that we called it brothers: If so we were spot on.

Discussion: Dark Angels / Re: Chapter Tactics
« on: October 15, 2017, 11:26:35 PM »
Brothers hold on for a moment...something just hit me, what if we get our old banners back as relics?!?!? I know it has nothing to do with chapter tactics but I thought I would share it because it seems like there is some potential there.

Discussion: Dark Angels / Re: Chapter Tactics
« on: October 11, 2017, 08:55:21 PM »
I have also been reading some lore myself strangely enough. I picked up the Horus Heresy novel Angels of Caliban, I am about half way through the book and highly recommend it. During my time reading it, it occurred to me that perhaps we might see a return of the old wings with the return of our primarch and potentially a break from the codex astartes for many chapters.

I hope we get synergy back between the wings, as it stands it seems that just playing 1 wing at a time is the best bet, that is not how this army should work fluff wise. On the note about the Ultramarines, we are known for our tactical prowess and hopefully we get a warlord trait or something to reflect such. Perhaps a copy and paste of the get a command point back on a 5+.

Personally I wish interrogator's had a little more going for them as it stands, or a drop in points because they do not feel worth 90 points. Finally I cannot wait to see our new psychic powers, interromancy has always been the odd ball of psychic powers in my opinion, but a fun discipline none the less.

Discussion: Dark Angels / Re: Chapter Tactics
« on: September 17, 2017, 10:34:49 AM »
Brother Rezial, you have brought up a good point. Our "core" chapter tactic should be very unique compared to the others as we are the first legion, however I truly cannot think of anything other than maybe something involving plasma. We do have a bit of a plasma fetish. Perhaps something such as rolls of 1 with a plasma weapon just inflict a mortal wound instead of out right killing whoever is using it? However even that seems very lack luster as normally its 1 wound infantry that carry plasma to begin with and the bigger stuff like dreadnoughts already just take a mortal wound from it.

Actually perhaps we could have a rule where if you do roll a 1 for gets hot, roll the dice again and only on another 1 does that model suffer a mortal wound or die, however the shot still does not go off regardless of the reroll from this rule. However here is to hoping that gw actually comes up with something creative, fluffy and unique.

The fearless point brings something up however. Last edition almost every single one of our characters, named or not, were fearless. Which was great as whatever unit you stuck them in, were not going to run anytime soon. What in the Emperor's name does that do now. Nothing. How can we fix that?

Hello everyone, so jumping straight to the point of this post, I am looking to get into 30k, but literally have no clue where to start looking. I love the look and theme of the heresy era and would love to run a Dark Angels army in 30k, but I have not a clue where to get the rules for these models.

I have asked around my local gw, everyone points me in the direction of the Betrayal at Calth box as a solid starting point. Which looks like a very promising box set. Again however I do not know where to get the rules for the 30k models.

Looking at forge world there appears to be two types of books, the red books and the black books, what is the difference between the two? Subsequently which has the model rules I need?

Discussion: Dark Angels / Re: Chapter Tactics
« on: August 27, 2017, 02:45:14 PM »
A good theory brother. However if every Dark Angel could reroll 1s to hit that would be a little overpowered in my opinion. The losing only 1 guy from leadership I can understand however.

Discussion: Dark Angels / Re: Chapter Tactics
« on: August 13, 2017, 02:06:40 AM »
Guys I think I have finally figured out what I believe we should have for a ravenwing tactic. I would like to propose, in addition to the current jink mechanic, that our bikes be able to pull back from combat, and shoot. The white scars get increase movement and can charge again but cant shoot. Dark Angels are all about shooting so I propose we be able to fall back and shoot. Subsequently I would like to see a return to the teleport homers on our bikes. Because right now, aside from jink we do not have any special rules to set our bikes apart from the codex chapters.

As heretical as this may sound, maybe give our bikes a different version of the teleport homers. Something a kin to the tau homing beacon. Allowing our Deathwing brethren to deepstrike closer than 9".

Another idea would be to give our bikes the old scout, and/or outflank rule.

I do want to know what you guys think about these ideas however. Maybe we will get these in the form of stratagems once our codex comes out.

General Discussion / Who still plays the Deathwatch RPG?
« on: August 12, 2017, 01:04:15 PM »
Hello everyone, so me and my 40k friends have recently become hooked on the Deathwatch game. I am the DM, I have never DMed before and I am in a bit of a pickle with what to do when it comes to the environments we will be in. Setting up the story is no problem for me but its figuring out the planets and worlds I want the group to go to is the hard part. For example the next mission they will be sent on is going to be on a planet to investigate mysterious weather patterns we believe to be the work of chaos. I have thus far described the planet to be very martian in nature. Having long stretches of red rock and sand. With an average human populous and planetary defense force.

However I have no idea what else to do with that. I do not want to give them free reign over the entire planet as that would be a little too much work to set up and make happen but again I just do not know where to go with this.

So if you guys could give me some help, I would appreciate it a lot.

Discussion: Dark Angels / Re: Chapter Tactics
« on: August 11, 2017, 11:48:45 PM »
Well you will be happy to know that Black Knights are a force to be reckoned with in shooting and combat. Their plasma talons are assault 2 plasma guns with 18" range. Then their hammers are S+1 AP-1 and 1 damage, but on a 6 to wound it does d3 damage. Black Knights are a very big threat, being able to advance and still shoot their plasma talons, while also gaining a 5+ invuln from incoming shooting is dangerous.

However they come at a cost, being 50 points a model. They might be 2 wounds now and T5 with a 3+ armor, but with how fast things die now that's above average, but its pricey for 50 points a model.

Discussion: Dark Angels / Re: Chapter Tactics
« on: August 11, 2017, 01:55:36 PM »
I definitely agree that we need some more command points. My common opponent is Ultramarines. It bothers me that the Dark Angels are famed for tactical prowess, and not backing down. So when I see my opponent put Calgar down on the board, it bothers me. He gives them 2 more command points while Azreal only gives 1 more. What ever happened to the whole thing for Azrael where he gave you +1 to sieze and Ld10 for everyone in his detachment?

Rezial, I think this is the edition of our characters being represented as the duelist they are. Blades of Caliban are a flat upgrade over what other company champions have, not to mention they are free. The halberd of caliban is still amazing, and our named characters can do some serious damage in close combat. The last game I played, Azrael took down Typhus and Ahriman by himself. I have also seen Azrael take Guilliman down to half his wounds again by himself. Belial oh man he is great again, He can duke it out with the best of them and come out on top. Sammael, can beat the Khan in shooting and combat. The list goes on and on.

I am also disappointed to see the disappearance of grim resolve from last edition. I would love to see this return and give greenwing the flavor it had before. Maybe this time it would give us, +1 Ld like the ultramarines tactic, and give us back the improved ballistic skill in overwatch. I do not want the ridiculous full ballistic skill overwatch, but just +1 instead.

Finally I still do not know what they should give the Ravenwing for a tactic. Perhaps they should improve the jink a bit or do what they did with the scars and improve their speed.

Azrael is definetly a big threat. In the last game I used him he took down Typhus and Ahriman in 1 round of combat each, while giving rerolls and invulns to my preds. However what you might want to do if possible is to have a small ravenwing force, led by a librarian on a bike, to help with psychic, and run him with a squad of normal ravenwing bikes with melta guns to threaten anything that relies on armor saves or high wounds. This will also create a multitude of threats for your opponent. Having to worry about positioning from the deepstrikes, the fire lanes of the preds and the speed of the ravenwing. The only things that will threaten you will be hordes. Again another reason to take the preds auto cannons, its more shots than a lascannon, which can deal with hordes. Another alternative is to get a crusader for some of your termies, or deathwing knights to also clear hordes. Plus if you have knights in there the Knight Master can help with hordes due to his weapons wounds spilling over, while also threatening bigger things with the maces flat 3 damage. If you do go this way, drop Belial and use Asmodai. The knights have no shooting and just melee, which is what Asmodai buffs more than Belial, at the cost of no shooting benefits.

Thank you for the insight and ideas brother. I agree the flyers are effective as are lascannons and investing in laspreds is certainly a good idea. Personally I like to mix my preds to have the auto cannon with lascannons. The auto cannon on a pred is devastatingly powerful with a flat 3 damage, giving more consistency over the lascannon.

Agreed, without our own codex right now we are in a bit of a bad spot, with vanilla marines getting access to a lot of the same toys for cheaper and with more abilities. We do not have chapter tactics, nor army specific stratagems and what hurts the most is the lack of the 'Defenders of Humanity' rule.

Discussion: THE LIST / Re: 1000 Points of Tempestus
« on: August 02, 2017, 06:16:27 PM »
The idea with the flamers was to be anti horde, and not need to rely on orders. Orders would help by issuing 'Bring It Down' to reroll wounds of 1 for the unit.  As you said they are better in overwatch than hotshot las guns, but its a trade I am willing to take.

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