Monday, January 14, 2013

Working Torwards Perfect: First Thoughts on Dark Angels

Greetings all!

** Post Script**

I'll note that that some people have already pointed out some ideas / other lists that are potentially way more powerful after taking a glance at mine or flat out nocking my list out of the park with their own versions of D.A. 

Its very cool people are coming up with neat combinations to put the book to work. I look forward to posting improved versions of mine soon. I'm just starting with a "what I think would be fun to play", and then I'll go from there modifying it.

Here is an example of a better list http://whiskey40k.blogspot.com/2013/01/dark-angels-ahoy-start-boring-work.html

**END post script**


Having gotten my hands on the new Dark Angels codex over the weekend and a small amount of time to digest it and discuss it with a few other 40kers (namely Jon Pryts, Matt Schuchman, Eric Hoerger and MVB), my initial thoughts are complete. I'm throwing them out there now so future me can see how right or wrong current (past) me was.

A few obligatory comments.

From the wargaming perspective Dark Angels seem to have been significantly buffed ability wise. Their army has lots of fancy new rules and neat wargear that can really allow for interesting synergy and combinations. While their trademark (and essentially mono build in the previous book) pure deathwing army seems to have been nerfed due to an increase in point costs here and there. It seems that the ravenwing side of the book has been greatly increased in power and potential.

From the fluff side, it seems like this author (Jeremy Vetock) really knows his shit. While I must admit I didn't cross reference anything, it seems to be "authentic" fluff written by someone who reads a lot of black library novels and incorporated it into the codex. This was great. I even felt like I should be fist bumping someone when I read the business about the Lion being alive, wounds healed, waiting for a call by his Father (who is watching him in that creepy paternal way from those eyeless sockets on the golden throne, as is par the norm).

If anyone is going to save the imperiums ass, its the Lion. Combo him with Vulkan (who isn't dead as far as I know), and you have a resurgent technologically advanced imperium. Vulkan probably would go split some skulls in the Adeptus Mechanicus for being so backwards by this point and force them to start innovating again. You have to remember while they worshiped technology during the time of crusade, they were still innovating actively and not as religiously dogmatic.

Overall the book seems to fall into the same category as Chaos SM's. It feels like a good balanced book with lots of neat abilities, but when you start throwing lists together it feels like you are short on points to do what you really want to do, but you can still get the job done.

I think this is a good trend if GW continues down this road. Balanced books are far and a way better than having consistent codex creep ruining the game. As a long time MMO player, I quickly figured out how expansion creep destroys the MMO experience in the long run. Those expansions always feel really cool and are shiny when you first get them, but you quickly realize everything that was previously "good" is now garbage. It's not a fun system, it keeps you hooked on working towards (or in this case buying) the latest toys but comes at a cost as the original game you fell in love with slowly disappears. I can't imagine that somehow codex creep would somehow be any different. Codex creep via books though is a substantially slower process and is much more pronounced. It can also be undone in an instant which is nice, so its not as devastating even if it does happen.


Are there super overpowered things in this book? Well just like Chaos SM's there are definitely some very strong units with excellent rules you can throw out there. But again the points costs help bring this kind of thing back to earth.

As 1850 seems to be the new black as far as events go for the near future on the east coast. I threw together my first "test" list today just to start thinking through what I might be seeing across the table from me in the near future.

1845
HQ
Sammael 200
Troops
Ravenwing Attack Squadron 80
3 Additional Bikers 81
2 Plasma guns 30
Meltabomb 5
Attack Bike 45
Multimelta 10
Ravenwing Attack Squadron 80
3 Additional Bikers 81
2 Plasma guns 30
Meltabomb 5
Ravenwing Attack Squadron 80
3 Additional Bikers 81
2 Plasma guns 30
Meltabomb 5
Ravenwing Attack Squadron 80
3 Additional Bikers 81
2 Plasma guns 30
Meltabomb 5
Ravenwing Attack Squadron 80
3 Additional Bikers 81
2 Plasma guns 30
Meltabomb 5
Elite
Deathwing Terminators 220
4 TH/SS 20
Cyclone Missle Launcher 25
Deathwing Terminators 220
4 TH/SS 20
Cyclone Missle Launcher 25
Fast Attack
Ravenwing Darkshroud 80


So is this a good list? No its not. Is it an O.K list? Yes I think so. There may be better way to do this (all ravenwing with no deathwing). I kind of like the idea of striking ten terminators into your opponents field turn 1 or turn 2 by using the teleport homers on the bikes. It feels very fluffy and appeals somehow.

If i did not take the deathwing, I can potentially take some of the following, a 6th ravenwing bike squad, a ravenwing command squad, ravenwing black nights, or tactical squads in drop pods.

This army is going to depend on using cover to prevent itself from being shot, make good use of the darkshroud to have a 3+(cover) save at any given moment, and do its best to focus fire targets to oblivion until its not going to get torrented off the board.

It's likely going to depend on a first turn scout move + turboboost forward to get the terminators into position for a turn 2 deepstrike to maximum effect.

Should be fun!

If you face fliers? ignore them

1 comment:

  1. I posted this over on the White Scars blog, but here are some of my first impressions from the book:

    I really think the Ravenwing will shine with SM allies. Their biggest weakness currently is the Heldrake, with will absolutely tear your expensive bike squads a new one. A way to get around that, believe it or not, is the stormtalon. Also, I think a thunderfire cannon in the back also does wonders.

    On another note, 60 point scouts and 130 point devastators with 4 plasma cannons anybody?

    This army might very well work best with a cheap firebase of devastators/whirlwinds (65 points now)/typhoons (75 points), with a mobile front of bikers. MM Attack bikes are still their own units, meaning they are great for hiding behind objectives and for last turn contest. The shroud, as well, is a great force multiplier.

    Also, Sammuel has skilled rider, meaning him and his squad get +1 to jink saves

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