Wednesday, January 16, 2013

6E Dark Angels Codex as allies

The Dark Angels are out of the box and into the hands of ego-maniacal gamers everywhere now and the word is out:  they are plasma enriched and CHALK full of special rules.  I want to look at them in terms of how they might help as allies.

One of the most interesting aspects is in their troops choices.   Of course everyeone knows that as before you can take Terminators as Troop Choices and even run a biker army.  However I was very surprised to see that their Tactical Marines and Scouts could actually take a Flakk missile option!

This makes them incredibly valuable as allies to their Space Marine brethren.  The "necessity of an Aegis Defense line gun can now be replaced simply by adding a Dark Angels captain and some Scouts or tactical Marines you would already need anyways and voila!  Two units with Flakk Missiles.

It has been my observation in 6E like it was in 5E, that cover can already be found on the battlefields of the 41st millenium.  The Aegis is valuable in spots, but its gun is why people take it for the most part.  Anti-Aircraft just IS that important.  here you can have the utility on a scoring unit, without the potential waste of the Aegis Defense Line.

Adding to this advantage are some of the other things you can take if they are allied with you.  I would place the Niphilim Fighter as chief among the aspirants for best anti-aircraft.  It is most definitely up to the task and multi-facet'd enough not to be a waste against enemies who lack a chopper command.

While going through the codex for the first time, I was dumb struck by the sheer volume of rules you have to track down and learn just to play the new Terminator variant Knights.  Once you wrap your brain around what they are, you find a very impressive unit that would not disappoint in smashing entire parking lots at a time.  It is frightening to consider what they can do to a mechanized enemy and even against many of the races whose armor is not Space Marine armor.  They are the ultimate linebreaking unit when the enemy tries to throw 3 Chimeras out there with plasma vets to block your way for example.  Multi-wound units like my Grotesques will quail in fear at the sight of these guys.  They are essentially AP4 Assault Terminators that don't go last and for all intents and purposes are usually wounding just as effectively as any terminator does.  Once per game they can add SIX to their STR!!!  Characters beware.  The Power Armored armies of the world will of course find them easier to deal with but the flail the commander carries and the Strength of the unit will likely be enough to win combats even so.  Their resiliency is that of any Assault Terminator.  This is a very interesting tool for the tool bag and I am very curious to see how many folks do not use them or will find them a disfavorable and expensive choice over the course of time.  Used to their strengths, I'd sure take them in a heart beat.

Dark Angels feel a lot like the Grey KNights did when they came out:  potentially quite compact and deadly.  Their weakness is that they do not enjoy cheap options in their list, overall (with a couple very notable exceptions) and model counts will not be typically high.  exceeding 40 total models won't be incredibly common in this codex.  So as allies, you may wish to restrict your interest to their Troops if your primary detachment is capable of handling its business.  But it almost seems "FREE" and worthwhile to have a pair of those Dak Angel Scouts with their Flakk in tow.

The Dark Vengeance boxed set just got more valuable, methinks.

Tuesday, January 8, 2013

Do the Warhammer 40K Monster Mash!

My interest in the Dark Eldar started a very long time ago.  I was mystified that no one played them.  From 2004 to 20010, I played just four Dark Eldar played games.  This is stunning when you consider that I play at least twice a week, and over a 6 year period, that means that Dark Eldar sightings sere infintesimily small. 

I never had the money or time to get such a force and other "army deals" came between us, ever increasing the gulf between my will to own them and practical time and ability to.

Then as a gift I was given my choice of armys unexpectdly and I chose them!  I had a great idea for them, a grand circus, and was out of my mind excited when I got the chance to finally play them after seeing so LITTLE of them as an opponent.

This is the list I have tested and reconstructed and retested etc...  It is a strong contender and as the painting nears its completion, I grow impatient to play it at tourney.  I've still not quite gotten the balance right and new developments, namely the Chaos Heldrake, are forcing me once again to re-evaluate it.  Nonetheless, its success to date has not been disappointing.  I am sharing it with you.  Feel free to comment!  Normally I dont like just putting lists up for review, as I like to talk tactics and units and strategems and all that.  But the subject came up recently and I'd like to have this up here for future reference.  Take a look.  I will comment on its use afterwards

What do you see as its strengths?  What component would worry you most?  How can you see it being used if you were its general?



Talos Pain Engine (TL Liquefier, TL Heat Lance)

Void Raven Bomber (2 x Necrotoxin, 1 x Shatterfield)
I like the AP and pinning of the Necrotoxin. Fits the terror theme better but the AP is the big thing. I have a Void Bomb so I dont NEED the 4th missile really, even though it would be nice.

5 Wracks (Liquefier, Acothyst with Hexrifle)

5 Wracks (Liquefier, Acothyst with Hexrifle)

5 Wracks (Liquefier, Acothyst with Hexrifle)

5 Wracks (Liquefier, Acothyst with Hexrifle)
All four units kick out pinning attacks, which really is quite useful when you want to pop a character or just Pin someone.  the utility is great because it comes on a scoring unit that is small enough that it doesn't demand immediate attention.  I tend to get a lot of these shots off when its all said and done.  I pin one or two units a game with regularity which can be a real boon at a critical time.

2 Raiders (Cannons, Shock Prow, Torment Launcher, Flickerfield)
I am able to rush the enemy with lesser units and force them to look at things besides my bigger monsters. Currently, enemies key in on the mean nasty big units (and for good reason). Need to force the issue.  Liquefier gun laden troops sometimes make one think twice about prioritizing things that are farther away.  They can then fade to allow the bigger units to take over the heavy lifting once their transports are gone.

1 Raider (Shock Prow, Torment Launchers)

2 Venoms (Extra Splinter Cannons)

5 Truborn (4 Blasters, 1 Splinter Cannon)
The unit seems to move SO often, so i dropped the Dark Lance I usually took.  Better on Overwatch as well

6 Grotesques (Liquefier, Aberration with Scissorhands, Master Homonculae upgrade).
This is a terrifying unit.  It has proven so many times over that it is a wrecking ball.  I own 8 of these models but after testing them at 8, found that even 6 was more than enough.

Urien Rakarth

3 Reaver Jetbikes (Blaster)

3 Reaver Jetbikes (Blaster)

5 Beast Masters (+4 Clawed Fiends, +2 Razorwing flocks)
This unit along with the Grotesques form a very hard hitting and efective hammer.  Despite the amount of shooting in the army, and the force does have a fair volume of fire, it is these two units that dish out the largest amount of punishment to the rank and file


1997 pts. Perfect!
Models: 56
Kill Points: 17