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91
Discussion: Dark Angels / Re: 8th Edition Dark Angels Army list
« Last post by SharkoutofWata on July 04, 2017, 09:42:23 PM »
Because you're going against competitive armies I'll treat it as a competitive list and tear it apart properly, cause from a power standpoint, there is a lot to be desired.

What's the point of the Patrol?  You're doing nothing with the Tacticals as far as I can see and the Devs are only modest.  Frankly, I think you're putting too many points into big fancy characters that give fairly basic buffs.  Samael is good and all and of the three I think he would be more valuable with your army playstyle from what I'm seeing here, but having three big names at 2k is excessive.  Commit to one, drop the other down to an Interrogator Chaplain or Company Master depending on if you're going for a stabby or shooty unit for the character.

In my experience playing against Dark Angels, you need to commit to a playstyle and theme.  Going down the middle just means your units are weak and you can't hold any real section of the table.  I've had way more trouble against either Greenwing, Deathwing OR Ravenwing, but I've haven't been stopped by a mix of the three.

The deathwing Squad is the Dark Vengeance set obviously and that's a poor build now.  Assault Cannons from a unit without ignoring the -1 BS is putting out a whole whopping two wounds before armor against MEQ, and at only a whimpy -1, they've got a good chance to save it.  It's worse against bigger things obviously and absolutely abysmal against things that give a further -1 to your BS, as a lot of armies are capable of.  Even Twin Assault Cannons are garbage now point for damage.  The Chainfist is two extra points of eh and in a competitive list it doesn't need to be there.  I like it for the guaranteed average damage, but frankly this whole unit doesn't need to be there.

The Deathwing Knights have a purpose, I'll grant you that.  They're beefy and hard to kill and a bad roll for your opponent means they are there to stay.  Incredibly annoying to have to put down but without some real support...  I've hated seeing a unit of them with an Interrogator Chaplain and Ancient and they can usually just flat out murder whatever they don't like.  Hitting on 3s with their Mace is a bigger bonus than I had given them credit for, but they need that extra attack to really do some slaughtering, which means the Ancient has to make the charge too.  Not an easy task every time so your mileage will vary compared to my opponent who slaps them in a Land Raider Crusader.

The Dreadnought hits on 3s after moving with its six shots...  I'm less than thrilled.  Autocannons or bust if you ask me.  Less shots, more Rend, twice the damage.  Taking an Assualt Cannon over the Autocannon is a poor choice.  I'd look pretty hard at the Deredeo though if your area does Forge World.  Lots of Autocannons.

Samael will make your Ravenwing more powerful.  A Ravenwing Apothecary will make them last longer.  The two together will be annoying as all hell to kill.  You don't get an Invul, which is why I say Ravenwing is the weakest of the three, but that doesn't mean Ravenwing are weak.  If you build up a Black Knight squad right witht he right character support, they can just walk through whatever they want to walk through.  Hang out at max range and blast with some Plasma Talons and MEQ won't stand a chance while reviving your own guys.  I can't stress enough how annoying that is to have friggin reviving multiwound models.

The Ravenwing squad needs to just be dropped in favor of more Black Knights.  Why are you taking the whimpy little brothers and still trying to put Plasma on them?  If they were Melta, we could talk, but it's worse versions of the Black Knights, plain and simple.

Land Speeders are one of either two things.  Long distance gunners that have the ability to move only when they absolutely must, or close range burners with Twin Heavy Flamers to rack up some hits before they die horribly.  Yours are neither and won't accomplish much now that they move and hit on 4s.

Ezekiel and the Tacs need to just be dropped.  They don't help in any way, shape or form.  Use the optional slots in the other two detachments if you want more stuff.

A trick with Devestators is another Apothecary on foot and some extra dudes in the Devs squad.  Seven models or so.  Now, the Devs have extra guys to burn and the Apothecary can maybe pick them back up.  Turn your squad into 2+ armor 7 regen Wounds of annoyance in cover.  With your lack of long range stuff, I'd keep them all at Lascannons and see what you can kill.  There should always be targets for four very healthy shots.

So with these changes in mind but not adding up points, I'd be looking at:
Vanguard:
Interrogator Chaplain in Terminator Armor
Deathwing Knights w/ Watcher
Deathwing Ancient (maybe)
Apothecary
Ravenwing Apothecary
Venerable Dreadnought (maybe)

Outrider:
Samael On Bike
Black Knights
Black Knights
Land Speeder with Flamers
Devestators

Alternatively, if points are really bad, drop the Speeder and just shove it all into the Vanguard Detachment.  Takes a hit on CPs but it's doable and you have zero tax units that way.  I've kept a single backfield unit for an Objective with their Apothecary, a high threat Speeder to maybe take some fire away from your Black Knights and the now three meaty units with Samael hopefully buffing both squads at once and the Apothecary bouncing between them as needed and the Deathwing being Turn 1 pressure from Deep Strike.  Hopefully I haven't removed too much of the flavor in your playstyle with my advice but I definitely think you'll bump up competitive level.
92
Discussion: Dark Angels / 8th Edition Dark Angels Army list
« Last post by Charley359 on July 04, 2017, 08:34:06 PM »
While I haven't had any chances to play the 8th edition in a tournament setting.  I've been playing a 2000 point army practice event against my son running Ultramarines led by Roboute Guilliman, my son-in-law with Magnus and 3 chaos Knights and their friend running Blood Angels with 6 Storm Ravens. 

While they're helping me make sure I don't forget any steps to use per turn.  I'm helping them fine turn their armies as the 3 of them along with 2 others are heading to a major 40k tourney event in Memphis, TN in about 10 days. 4 or 5 years ago my eldest son came back as the overall winner with his Blood Angels army from this event.

This is what I ran facing them. I came in at 1996 points broken down into 3 detachments and giving me 5 command points.

VANGUARD Detachment: 803 points
HQ-Belial w/Storm Bolter and MC Power Sword
EL-DW Squad, Sgt: Storm Bolter/Power Sword, Assault Cannon/Power Fist, Storm Bolter/Chain Fist, Storm Bolter/Power Fist X 2.
EL-DW Knights, Sgt: Flail of Unforgiven/Storm Shield & Watcher, Mace of Absolution/Storm Shield X 4
EL-DW Venerable Dreadnought w/Assault Cannon/Storm Bolter

OUTRIDER Detachment: 797 points
HQ-Sammael on Corvex
FA-RW Bike Squad, Sgt: Chain Sword, Twin Bolters, Bolt Pistol/Twin Bolters X 3, Plasmagun/Twin Bolters X 2
FA-Black Knights Squad, Sgt: Power Sword/Plasma Talon, Corvus Hammer/Plasma Talon X 3, Grenade Launcher/Plasma Talon
FA-Land Speeder Tornado w/Assault Cannon/Heavy Bolter

PATROL Detachment: 396 points
HQ-Ezekiel
TRP-Tactical Squad, Sgt: Combi Grav, Grav Gun, Bolters X 3
HS-Devastator Squad, Sgt: Power Sword/Grav Pistol, Missile Launchers X 2, Lascannons X 2

Except for the Devastator Squad which was an optional unit choice.  Everything was the required units.  I was trying to put in more units for the Patrol list, but when I finished building it I found all of them I choose put me nearly 400 points over.  So after dropping them I had points to put in the Dev Squad. 

This was my first attempt as building an army in the new edition and I felt I did a decent job.  In two games against the Ultramarines I held my own until the 5th turn in the first game when my last piece fell.  But in the second game my dice abandoned me as I think I rolled more 1's the all the other numbers combined.  It was over much quicker.  In the first game I did feel good that Guilliman was down to 1 wound, but he did a great job of protecting him in the second game. 

Against the Chaos Knights & Magnus.  They blew me to pieces before I could mount any real offense against them.  They will be very tough to stop unless you are built specifically to fight them.  Against the Blood Angels I played defensively since he was transporting his army all over and we were even until his final turn which gave him the win. 

I can't really say to much about their armies in case any of you will meet them in battle.  But as long as they want me to help them prepare I will fight them. 
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Discussion: Eldar / Re: Thoughts on 8th Edition Aeldari/Ynnari
« Last post by Pdogg on July 04, 2017, 02:53:59 PM »
Ill take it though, after the nerf to star cannons(likely was never supposed to be 3 damage but still was never OP) we get a bone thrown here.

I plan on running ynnari guardian blobs now with avatar and likely 3 war walkers in a separate detachment.
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Discussion: THE LIST / Imperium - Primaris Mission Impossible - 2000
« Last post by Akaiyou on July 04, 2017, 02:21:35 PM »

++ Brigade Detachment +9CP (Imperium - Space Marines) [104 PL, 1999pts] ++


+ HQ +

Captain in Gravis Armor [7 PL, 137pts]: Boltstorm gauntlet, Master-crafted power sword

Primaris Lieutenants [4 PL, 74pts]
. Prmaris Lieutenant: Master-crafted auto bolt rifle

Primaris Lieutenants [4 PL, 74pts]
. Prmaris Lieutenant: Power sword

+ Troops +

Intercessor Squad [6 PL, 100pts]: 4x Intercessor, Intercessor Sergeant

Intercessor Squad [6 PL, 100pts]: 4x Intercessor, Intercessor Sergeant

Tactical Squad [5 PL, 82pts]
. 3x Space Marine
. Space Marine Sergeant: Bolt pistol, Boltgun
. Space Marine w/Special Weapon: Meltagun

Tactical Squad [5 PL, 74pts]
. 3x Space Marine
. Space Marine Sergeant: Bolt pistol, Boltgun
. Space Marine w/Special Weapon: Flamer

Tactical Squad [5 PL, 82pts]
. 3x Space Marine
. Space Marine Sergeant: Bolt pistol, Boltgun
. Space Marine w/Special Weapon: Meltagun

Tactical Squad [5 PL, 74pts]
. 3x Space Marine
. Space Marine Sergeant: Bolt pistol, Boltgun
. Space Marine w/Special Weapon: Flamer

+ Elites +

Dreadnought [7 PL, 145pts]: Missile launcher, Twin lascannon

Dreadnought [7 PL, 145pts]: Missile launcher, Twin lascannon

Primaris Ancient [4 PL, 69pts]

+ Fast Attack +

Attack Bike Squad [3 PL, 74pts]
. Attack Bike: Multi-melta, Twin boltgun

Attack Bike Squad [3 PL, 74pts]
. Attack Bike: Multi-melta, Twin boltgun

Inceptor Squad [8 PL, 225pts]
. 2x Inceptor: 4x Assault bolter
. Inceptor Sergeant: 2x Assault bolter

+ Heavy Support +

Devastator Squad [7 PL, 165pts]
. Space Marine Sergeant: Boltgun
. Space Marine w/Heavy Weapon: Lascannon
. Space Marine w/Heavy Weapon: Lascannon
. Space Marine w/Heavy Weapon: Lascannon
. Space Marine w/Heavy Weapon: Lascannon

Hellblaster Squad [12 PL, 190pts]
. 4x Hellblaster: 4x Plasma incinerator
. Hellblaster Sergeant: Plasma incinerator

Whirlwind [6 PL, 115pts]: Whirlwind castellan launcher

++ Total: [104 PL, 1999pts] ++
95
Discussion: THE LIST / Imperium - Primaris The Terminator - 2000
« Last post by Akaiyou on July 04, 2017, 02:14:57 PM »

++ Vanguard Detachment +1CP (Imperium - Space Marines) [50 PL, 1025pts] ++

+ HQ +

Captain in Gravis Armor [7 PL, 137pts]: Boltstorm gauntlet, Master-crafted power sword

+ Elites +

Dreadnought [7 PL, 145pts]: Missile launcher, Twin lascannon

Dreadnought [7 PL, 145pts]: Missile launcher, Twin lascannon

Terminator Assault Squad [13 PL, 280pts]
. Terminator Sergeant
. . Thunder Hammer & Storm Shield: Storm shield, Thunder hammer
. 4x Terminator w/THSS: 4x Storm shield, 4x Thunder hammer

Venerable Dreadnought [8 PL, 156pts]: Twin autocannon, Twin autocannon

Venerable Dreadnought [8 PL, 162pts]: Heavy plasma cannon
. Dreadnought combat weapon w/Storm Bolter: Storm bolter

++ Battalion Detachment +3CP (Imperium - Space Marines) [53 PL, 975pts] ++


+ HQ +

Primaris Lieutenants [4 PL, 74pts]
. Prmaris Lieutenant: Master-crafted auto bolt rifle

Primaris Lieutenants [4 PL, 74pts]
. Prmaris Lieutenant: Power sword

+ Troops +

Intercessor Squad [6 PL, 100pts]: 4x Intercessor, Intercessor Sergeant

Intercessor Squad [6 PL, 100pts]: 4x Intercessor, Intercessor Sergeant

Tactical Squad [9 PL, 143pts]
. 8x Space Marine
. Space Marine Sergeant: Bolt pistol, Boltgun
. Space Marine w/Special Weapon: Plasma gun

+ Elites +

Primaris Ancient [4 PL, 69pts]

+ Fast Attack +

Inceptor Squad [8 PL, 225pts]
. 2x Inceptor: 4x Assault bolter
. Inceptor Sergeant: 2x Assault bolter

+ Heavy Support +

Hellblaster Squad [12 PL, 190pts]
. 4x Hellblaster: 4x Plasma incinerator
. Hellblaster Sergeant: Plasma incinerator

++ Total: [103 PL, 2000pts] ++
96
Discussion: THE LIST / Re: Craftworlds - Solar System - 2000
« Last post by Akaiyou on July 04, 2017, 01:49:59 PM »
List updated:


++ Super-Heavy Auxiliary Detachment (Aeldari - Craftworlds) [27 PL, 570pts] ++

+ Lord of War +


Wraithknight [27 PL, 570pts]: Scatter Laser, Scatter Laser, Suncannon with Scattershield

++ Supreme Command Detachment +1CP (Aeldari - Craftworlds) [47 PL, 857pts] ++

+ HQ +

Autarch Skyrunner [7 PL, 130pts]: Forceshield, Fusion Pistol, Laser Lance, Mandiblasters, Twin Shuriken Catapult

Avatar of Khaine [13 PL, 250pts]

Farseer Skyrunner [9 PL, 171pts]: 2. Doom, 3. Fortune, Twin Shuriken Catapult, Witchblade

+ Dedicated Transport +

Wave Serpent [9 PL, 153pts]: Shuriken Cannon, Spirit Stones, Twin Shuriken Cannon

Wave Serpent [9 PL, 153pts]: Shuriken Cannon, Spirit Stones, Twin Shuriken Cannon

++ Super-Heavy Auxiliary Detachment (Aeldari - Craftworlds) [27 PL, 570pts] ++

+ Lord of War +


Wraithknight [27 PL, 570pts]: Scatter Laser, Scatter Laser, Suncannon with Scattershield

++ Total: [101 PL, 1997pts] ++
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Discussion: Eldar / Re: Thoughts on 8th Edition Aeldari/Ynnari
« Last post by Shadenuat on July 04, 2017, 12:10:13 PM »
I find it amusing you can get Avatar of Khaine in one detachment and ynnari infantry in another and still use him in Ynnary army... even if it makes no goddamn sense.
98
Discussion: THE LIST / Re: Imperium - St.Celestine's Day - 1500
« Last post by Leftovers44 on July 04, 2017, 11:42:04 AM »
The 6+ invuln is ok  i guess and yeah it is a pretty cool themed list besides maybe not having any sisters of battle in it but that's just me.
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Discussion: THE LIST / Re: 1500 point space marine army
« Last post by strawberry fist on July 04, 2017, 11:26:50 AM »
By my reckoning the predator is 70 points more exspensive and that's without sponsons.

I just feel that my army needs something fast and hard hitting to bump it up from 1000 to 1500 points
100
Discussion: THE LIST / Re: Imperium - St.Celestine's Day - 1500
« Last post by MiniTV on July 04, 2017, 09:13:18 AM »
I like the theme. I'm honestly surprised you can fit that much stuff into 1500 pts, but regardless this would be a great army to fight against.
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