The Storm Bolter and Powerfist

If all else fails, hit it with a powerfist

Saturday, October 10, 2009

A Multi-Wing Approach


I apologize to all my followers and want to let you all know that I am still breathing. I just have not had the time to to enjoy this hobby as the real world is gradually catching up with me and graduation is right around the corner.

I have seen the space wolves codex and am not happy that they have the ability to field an all terminator army.


My fellow Dark Angels players do not worry I refuse to switch codexes and will be taking many of the things that still remain somewhat unique to the Dark Angels Codex and draw up a list.


My Deathwing will still be an option, but I believe in order to stay competitive I must mix in elements from the rest of the codex.


Here is the list:


HQ

Belial- 130
w/twin lightning claws

- makes the Deathwing terminators in the army count as troops and will be attached to that squad and ride in the crusader. Twin lightning claws gives Belial the best load out in my opinion as he will have 5 attacks on the charge (6 attacks when you factor in the +1 from the company banner)



Sammael (in his landspeeder) - 205
yes this is the armor 14 landspeeder


-makes the Ravenwing bikers in the army count as troops. He has an assault cannon and heavy bolter that are both twin linked at BS 5 making him effective at taking out infantry. Most opponents will not be able to ignore a fast moving armor 14 vehicle that can put out that number of shots. He will zip around guns blazing and zoom in to contest objectives on turn 5 (Fritz and Jawaballs this one is for you guys).




Troops


Deathwing- 280
2 terminators w/twin lightning claws
2 terminators w/thunder hammers and stormshields one will carry the company banner
1 terminator w/a chainfist and heavy flamer upgraded to an Apothecary



-This is the hammer unit of the army. The squad will ride in the crusader and will spearhead my assault. This unit will most likely be sent in to claim the objective most heavily guarded by my opponent or if needed will go after my opponents hardest unit. The apothecary helps when they win combat and are vulnerable to shooting allowing me to ignore one failed save a turn (if he saves at least one terminator a game he has made up his points). The company banner gives everyone in the squad +1 attack (Belial will receive this bonus when he joins the unit).





Tactical Squad 1 - 115
Sgt w/a power weapon and melta bomb
3 marines w/bolters
1 marine w/a flamer


Rhino transport-50
w/extra armor


Tactical Squad 2 - 120
Sgt w/a powerfist
3 marines w/bolters
1 marine w/a flamer


Rhino transport - 50
w/extra armor

- Both squads will remain inside of their rhinos as long as they are still up and running. They will move out and claim objectives. The squads are equipped to deal with infantry likely to be sitting on these objectives if I cannot tank shock them off.

I might switch out the flamers for meltaguns





Ravenwing Attack Squadron 1- 160
Sgt w/a power weapon and melta bomb
2 bikers w/meltaguns




Ravenwing Attack Squadron 2 - 170
Sgt w/a power weapon
2 bikers w/meltaguns one upgraded to an Apothecary


-these guys will act as a distraction. They will outflank to get into better position to pop my opponents big tanks and give my opponent an immediate threat to deal with. I do not expect them to survive the whole game but if they do they have the ability to claim objectives.



Heavy Support


Land Raider Crusader - 270
w/ extra armor and pintle mounted stormbolter

-this will carry Belial and his squad. The Dark Angels codex uses the old smoke rule where all hits scored upon a vehicle that pops smoke can only glance making the land raider almost indestructible the turn it pops smoke.



Predator 1 - 100
w/autocannon, heavy bolters and a pintle mounted stormbolter



Predator 2 - 100
w/autocannon, heavy bolters and a pintle mounted stormbolter


-These have been showing up a lot lately with the shift to 5th edition and mechanization of armies. The autocannons on the Predators are good at popping light transports such as Rhinos, and Ork trucks. The two tanks are well equipped to lay out a decent amount of fire power to deal with those horde armies as well.



Overall a balanced list. I have all the tools needed to handle most situations. The squads are small but have some kind of protection (terminators ride in the land raider, the tactical squads are mounted in rhinos to protect them from incoming fire and the bikers turbo boost to claim a cover save or to get behind cover when there is nothing for them to shoot at).




-comments and/or criticism are more than welcomed

5 comments:

  1. Glad to hear your sticking with the Codex, it will be interesting to see how your mixed-wing does.

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  2. Good to see you back, I havent seen you in a while!

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  3. Good to have back posting. While I think you list is interesting I am pretty sure predators can't have twin-linked autocannons.

    Also, any shot you and this list will be out at Mechanicon in Nov with Fritz and JB?

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  4. As a new Dual-Wing player, it looks like you eventually moved over to pure Deathwing from a preference to use them exclusively.

    I was wondering how you did with dualwing in general over the year you played them.

    I am a strict dualwing player, with similar layouts to what you posted.

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  5. I also find it interesting.. I am a die-hard Dark Angel player, but the second army I play to add is Dark Eldar (I had been planning to play before the codex was coming out, but wanted to wait until I was more experienced, since the game play is more difficult)

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