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Ravenwing Deathwing 2K, post CA2018, ITC


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#1
CyberC1

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Interested in what folks think about the below for ITC, the other option I was playing with was replace the assassins with more bikes (with plasma) and attack bikes, or land speeders.. I’m at a dearth of command points here but hoping the copious rerolls mitigate the need for those...


++ Battalion Detachment +5CP (Imperium - Dark Angels) [39 PL, 633pts] ++

+ HQ +

Interrogator-Chaplain in Terminator Armor [6 PL, 102pts]: Storm bolter, The Eye of the Unseen
. Warlord: Master of Maneuvre

Librarian on Bike [8 PL, 131pts]: 2) Aversion, 3) Righteous Repugnance, Bolt pistol, Force axe
. Space Marine bike: Twin boltgun

+ Troops +

Scout Squad [4 PL, 55pts]: 4x Scout (Boltgun)
. Scout Sergeant: Bolt pistol, Boltgun

Scout Squad [4 PL, 65pts]
. 4x Scout (Sniper rifle): 4x Sniper rifle
. Scout Sergeant: Bolt pistol, Sniper rifle

Tactical Squad [5 PL, 90pts]: 3x Space Marine
. Heavy Weapon Marine: Lascannon
. Space Marine Sergeant: Bolt pistol, Boltgun

+ Elites +

Deathwing Knights [12 PL, 190pts]: Watcher in the Dark
. 4x Deathwing Knight: 4x Storm shield
. Knight Master: Storm shield

++ Outrider Detachment +1CP (Imperium - Dark Angels) [67 PL, 1141pts] ++

+ No Force Org Slot +

Specialist Detachment: Ravenwing Attack Squadron (-1 CP)

Stratagem: Field Commander (-1 CP)

Stratagem: Relics of the Rock (-1 CP)

+ HQ +

Ravenwing Talonmaster [9 PL, 188pts]: Lightning-fast Reactions
. Land Speeder: Twin assault cannon, Twin heavy bolter
. Talonmaster: Monster Slayer of Caliban

Sammael on Corvex [10 PL, 183pts]

+ Elites +

Ravenwing Apothecary [5 PL, 92pts]
. Black Knight Bike: Plasma Talon

+ Fast Attack +

Ravenwing Bike Squad [5 PL, 112pts]
. Ravenwing Biker: Chainsword, Meltagun
. . Space Marine bike: Twin boltgun
. Ravenwing Biker: Chainsword, Meltagun
. . Space Marine bike: Twin boltgun
. Ravenwing Sergeant: Combi-melta
. . Space Marine bike: Twin boltgun

Ravenwing Black Knights [23 PL, 228pts]
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Huntmaster: Corvus Hammer
. . Black Knight Bike: Plasma Talon

Ravenwing Darkshroud [7 PL, 138pts]: Heavy bolter

+ Flyer +

Ravenwing Dark Talon [8 PL, 200pts]: 2x Hurricane bolter

++ Vanguard Detachment (Imperium - Officio Assassinorum) [14 PL, 225pts] ++

+ Elites +

Callidus Assassin [5 PL, 70pts]

Culexus Assassin [5 PL, 85pts]

Eversor Assassin [4 PL, 70pts]

++ Total: [120 PL, 1999pts] ++

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#2
TheWeepingAngel

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Really interesting list, Cyber1, and quite similar to something I was looking at running. I'm in favour of dropping the assassins for more bikes - you really want to max out that outrider detachment to make the most of the Ravenwing bonuses.

 

I'm on the fence with the apothecary - I can see the logic in taking him, but now that Black Knights are cheaper, it might be stronger to take two more knights for the price of one apothecary.

 

I'm also not sure about the talon master's field commander trait. It's nice, but if he gets charged, your opponent would still be able to hit him first, because they decide the order for alternating attacks between chargers and units with special 'attack first' abilities. I'd be interested to hear your reasoning for taking it.



#3
Basteala

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I'm also not sold on the Apothecary, although for different reasons. You have Sammael on Corvex. Sableclaw is infinitely better and easily worth the 33 points. Dropping the tac squad for a Scout squad will pay for Sableclaw, alone.

 

Even with the points drop, one set of scout snipers isn't going to do much. Three scouts of scout snipers might have some edge cases, but one sure as hell won't.



#4
CyberC1

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Great points everyone, couple of thoughts around the list creation which might provide some context, and additional points for consideration...

I’m not sold on the tactical squad. I think bringing another scout squad with a missile launcher might accomplish the same thing as the tactical squad in all honesty. The challenge is I don’t own any heavy weapon toting scouts.. haha... The tactical squad is to hold back line objectives and provide a bit of long-range fire support. Something do-able with just scouts - so might swap out.

The reason why I like the assassins is because they can pop up and nab objectives during ITC games. The challenge is that I’m at a risk of giving away headhunter points... but previously I had been running 2 eversors and a culexus and they’ve been worth it. With the points drop to the callidus I’m curious about how she’ll play out. I do agree that having more plasma-gun toting bikes will let me leverage the attack squadron more, but at the cost of being able to cap objectives... not sure that’s worth it for ITC.

For the field commander / lightning fast reactions; I misread it to be always strikes first in combat, even if charged. Re-reading it, you’re right, it alternates with the chargers for who strikes first, so I find that it’s less useful than I thought it was, and would take it off to save myself a CP.

Apothecary... I’ve had good luck with the apothecary in bringing back black knights when they get blown away, and also because Sammael is on his Corvex, he can be healed by the apothecary. If in the Sableclaw, I’d have to bring along a tech marine on a bike, which, while able to heal the talon master too, I don’t think is as flexible given the mass infantry & bikes in this list. I had also been using the apothecary to do double-duty to heal the Deathwing Knights and the Librarian as needed (in the previous incarnation of this list at least).

Thoughts about bringing an even bigger unit of black knights & the ancient instead of the apothecary & the assassins? There’s points to do so... or a separate unit of plasma-gun ravenwing bikers? The ancient makes Sammael, Talonmaster, and the Black Knights pretty-hard-hitting in combat with the +1 attack (I think).

#5
CyberC1

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Modifications based on the suggestions...
Removed Apothecary
Replaced tactical with scouts
Added plasma gun Ravenwing bikes - I’m playing around with replacing with a cheaper flamer squad to throw in front to eat up charges. Triple flamers is a good overwatch deterrent and if they don’t die from close combat they can swift strike out of there.... not sure about that strategy yet though...
Changed Sammael to his Sableclaw
Took away the field commander trait

Only problem is now I’m proxying Sammael in a Sableclaw as I’ve only one model for either the talonmaster or Sableclaw... curses! Must buy more things.


++ Battalion Detachment +5CP (Imperium - Dark Angels) [38 PL, 588pts] ++

+ HQ +

Interrogator-Chaplain in Terminator Armor [6 PL, 102pts]: Storm bolter, The Eye of the Unseen
. Warlord: Master of Maneuvre

Librarian on Bike [8 PL, 131pts]: 2) Aversion, 3) Righteous Repugnance, Bolt pistol, Force axe
. Space Marine bike: Twin boltgun

+ Troops +

Scout Squad [4 PL, 55pts]: 4x Scout (Boltgun)
. Scout Sergeant: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]: 4x Scout (Boltgun)
. Scout Sergeant: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]: 4x Scout (Combat Knife)
. Scout Sergeant: Bolt pistol, Chainsword

+ Elites +

Deathwing Knights [12 PL, 190pts]: Watcher in the Dark
. 4x Deathwing Knight: 4x Storm shield
. Knight Master: Storm shield

++ Outrider Detachment +1CP (Imperium - Dark Angels) [68 PL, 1184pts] ++

+ No Force Org Slot +

Specialist Detachment: Ravenwing Attack Squadron (-1 CP)

Stratagem: Relics of the Rock (-1 CP)

+ HQ +

Ravenwing Talonmaster [9 PL, 188pts]
. Land Speeder: Twin assault cannon, Twin heavy bolter
. Talonmaster: Monster Slayer of Caliban

Sammael in Sableclaw [11 PL, 216pts]

+ Fast Attack +

Ravenwing Bike Squad [5 PL, 112pts]
. Ravenwing Biker: Chainsword, Meltagun
. . Space Marine bike: Twin boltgun
. Ravenwing Biker: Chainsword, Meltagun
. . Space Marine bike: Twin boltgun
. Ravenwing Sergeant: Combi-melta
. . Space Marine bike: Twin boltgun

Ravenwing Bike Squad [5 PL, 102pts]
. Ravenwing Biker: Chainsword, Plasma gun
. . Space Marine bike: Twin boltgun
. Ravenwing Biker: Chainsword, Plasma gun
. . Space Marine bike: Twin boltgun
. Ravenwing Sergeant: Combi-plasma
. . Space Marine bike: Twin boltgun

Ravenwing Black Knights [23 PL, 228pts]
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Huntmaster: Corvus Hammer
. . Black Knight Bike: Plasma Talon

Ravenwing Darkshroud [7 PL, 138pts]: Heavy bolter

+ Flyer +

Ravenwing Dark Talon [8 PL, 200pts]: 2x Hurricane bolter

++ Vanguard Detachment (Imperium - Officio Assassinorum) [14 PL, 225pts] ++

+ Elites +

Callidus Assassin [5 PL, 70pts]

Culexus Assassin [5 PL, 85pts]

Eversor Assassin [4 PL, 70pts]

++ Total: [120 PL, 1997pts] ++

Edited by CyberC1, 16 December 2018 - 03:08 AM.


#6
CyberC1

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Wanted to give everyone a follow-up on this. Played against a Deathguard army with Mortarion, 4 other psykers (incl. daemon prince with wings), 2 plague marine squads, cultists, PBC, 2 bloat drones, and a unit of bloat drones.

Mission: Scars of Battle (Maelstrom, CA2018)

Would categorize it as quite successful. I flew the Dark Talon up and dropped a bomb, but that was a sacrificial move, it got blown up real fast. I was able to use swift strike to hit & run while staying at range, taking out everything except the characters & the PBC. Was able to shoot Morty to near death using the Signal the Attack strategem, and finished him off with the Talonmaster in combat (with the Monster Slayer of Caliban).

The challenge is that i had to proxy.. :(. So need to convert up a talonmaster and two plasma gun toting ravenwing.
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#7
CyberC1

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Played a second game using the army (same one I used against the Death Guard), this time against a Tyranid list: 2 fly-rants, 1 tyrranofex, 1 trygon-prime, 2 carnifexes, 2 tyranid warrior squads, 2 tyranid-primes, venomthropes, 1 big ass hormagaunt unit, 1 big ass termagaunt unit. 

 

Played keep away successfully for three turns while I peppered the bugs with the heavy bolters from my talon master & Sammael.  When they got up in my face I was successfully able to signal the attack and delete the hive tyrant, then did it again with the trygon.  Regular shooting took out the rest of the big bugs.

 

I didn't end up using swift strike this time around.  I think the strength of the list is really around the massive amount of re-rolls that you get courtesy of Sammael and the Talonmaster.  Running my 2 squads of bikes and the black knights around in a very mobile blob helped to make sure I was shooting things off the table successfully.  In the last turn, I was able to delete a 30-model unit of hormagaunts hiding in some cover with just Sammael and the Talonmaster shooting at it.

 

My sense is that the attack squadron works best as a second-turn unit, feinting then counter-punching hard with its shooting.



#8
Hellunder

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Converting a talonmaster is top priority for any dark Angels player. ;) how was your dw knights? I’m thinking of running a similar dw/rw combo in my list.

#9
CyberC1

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When they get into combat they're fantastic!

 

.... the last few games they've failed their re-rollable charge and gotten blasted off the table ....

 

but when they get into combat I love them!

 

Converting a talonmaster is top priority for any dark Angels player. msn-wink.gif how was your dw knights? I’m thinking of running a similar dw/rw combo in my list.


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#10
CyberC1

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Ravenwing Attack Squadron, with Deathwing, Scouts, and Officio Assassinorum support

 

 

For those curious, this is what it looks like (proxying the landspeeder for talonmaster atm).

 

Played against a Tau army - two riptides, two commanders, 3 marksmen, 2 fireblade cadres, 5x 5-man fire warrior squads, 3x 9-drone sniper drone squads, 3-man crisis suit team.. something of that sort.  Got seized on, but luckily deployed pretty far back so out of range of most of the shooting.  Took my first and second turn pretty slowly, creeping forward slowly and knocking out his units one by one.  Escalated into a crescendo at the end with my whole army locking his into his back corner, leaving on a riptide with 3 wounds and the two commanders left.  I was up 15 victory points to 9, and he conceded at the top of 5.  I still had the Deathwing Knights, my librarian, Dark Shroud, the plasma ravenwing, and all my scouts left.

 

Mission: Disruptive Signals, Maelstrom of War - Dawn of War deployment.

 

Finding good success with the book missions with this list.  Will need to get to try ITC soon.  I think that I will be giving up lots of headhunter points with the assassins, but it's working so far in the book missions so I'm optimistic.



#11
Fierce Bear

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Hey Cyber1,

Thanks for sharing, very interesting as I have been testing out a 2k list as part of an escalation campaign.

The Sableclaw has become my MVP and in tandem with a talonmaster gets a 'holy emperor' level of shots out...

Have you found the 3-man RW bikes better with the plasma? I have sidelined mine but like the idea of more plasma...

The meta is Aeldari, Thousand Sons and Tau.

Aeldari love my Assault cannons, but I also went with a couple of Culexus and Vindicaire Assassins to disrupt and counter the Thousands sons all is dust... Turns out they really mess with everyone else's strategy...

But the Riptides and heavy Armour (Wave serpent/Tau Battlesuits and Tanks) are still something I haven't solved...

I need to run against the Tau Riptides now post-CA... I should add Santa is bringing Primaris reinforcements so currently Castling heavy plasma Devs.

Also since when did DWK get a re-rolled charge? Say it's true!?

#12
Grand Master Raziel

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The Hunt the Fallen strat lets you pick an enemy infantry character at the start of the game that all your Deathwing and Ravenwing units get to reroll their charges against. 


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#13
Fierce Bear

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Of course Raziel!

Perhaps time I gave it a whirl!

#14
CyberC1

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Ah i've been using the Interrogator chaplain as the warlord with the master of maneuver warlord trait, which gives me the re-roll charges.  It has failed me every game.


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#15
CyberC1

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Yeah - my opponents have commented that it "feels like there's a lot more shots coming at me" after CA2018 - this is because I'm running the Sableclaw and Talonmaster in tandem now.

 

I very much like the plasma guns on the 3-man squad.  In the first turn, i don't normally shoot them as I am advancing to get the 4++ (opponent dependent).  Afterwards though, I find that the overcharge paired with "Signal the Attack" is awesome.  With the black knights, i'm pumping out somewhere between 15-18 overcharged plasma shots that re-roll hits and re-roll 1's to wound, with one of them getting Weapons of the Dark Age.  It's increased the flexibility of the list quite a bit, primarily to counter heavy armor (along with the melta gun squad)

 

Another game report:

 

Most recently played against a Thousand Son's army of Tzangors & Daemons (3 big units of Tzangors, 1 big pink horror unit, LoC, Daemon Prince, Changecaster, Tzangor Shaman, 3-4 units of Skyfires, Screamers, Flamers, Exalted Flamer) on the Eternal Wars: 4 Pillars mission.  Deployment: Hammer and Anvil.  Won this one by a fair margin as well - was able to deploy back far enough to force his guys to come to me.  With the different speeds & warptime affecting only one of his many units, he ended up hitting my lines piecemeal instead of all at once.  That enabled me to concentrate fire to pick off his most dangerous units turn by turn.  It did get a little dicey when 30 pink horrors showed up and flamed my bikes, but I just turned around at them at shot them up while continuing to pull back.  Around turn 3 or 4 I counterpunched and there wasn't enough left to fight off the bikes.  Game went to turn 5.

 

Per usual, my Deathwing Knights dropped in 9" away from the Lord of Change and failed their charge, and failed the re-roll due to the Int-Chaplain's Master of Maneuver.  derp.  

 

 

Hey Cyber1,

Thanks for sharing, very interesting as I have been testing out a 2k list as part of an escalation campaign.

The Sableclaw has become my MVP and in tandem with a talonmaster gets a 'holy emperor' level of shots out...

Have you found the 3-man RW bikes better with the plasma? I have sidelined mine but like the idea of more plasma...

The meta is Aeldari, Thousand Sons and Tau.

Aeldari love my Assault cannons, but I also went with a couple of Culexus and Vindicaire Assassins to disrupt and counter the Thousands sons all is dust... Turns out they really mess with everyone else's strategy...

But the Riptides and heavy Armour (Wave serpent/Tau Battlesuits and Tanks) are still something I haven't solved...

I need to run against the Tau Riptides now post-CA... I should add Santa is bringing Primaris reinforcements so currently Castling heavy plasma Devs.

Also since when did DWK get a re-rolled charge? Say it's true!?



#16
CyberC1

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Not sure if anyone is still following, but I tweaked the list and played ITC Mission #5: Precious Cargo against the Tzeentch army (also tweaked from last time slightly). Won 33-17, fairly successful across the board in thinning out the herd of Tzangors before they got into my lines. No surprise, the terminators flopped their charge again even with the Master of Maneuvre. They were able to finally get into combat the turn afterwards and ate through a unit of pink horrors to claim the primary objective. I am liking the replacement of the chaplain with the librarian, at least I can get a shot off and I’m not reliant on the guy on a bike to give me psychic support where they deep strike.

Truth be told though I am considering replacing the deepstrike unit (Librarian + Deathwing Knights) with a Master on Jump Pack (with heaven fall blade + storm shield) and a regular unit of Deathwing Terminators with an assault cannon. At least I can shoot with them when they land on the field and I’m not relying on them to get into combat. Curious what others think about that?


++ Battalion Detachment +5CP (Imperium - Dark Angels) [40 PL, 591pts] ++

+ HQ +

Librarian in Terminator Armor [8 PL, 112pts]: 3) Righteous Repugnance, 6) Mind Wipe, Force stave, Storm bolter, The Eye of the Unseen
. Warlord: Master of Maneuvre

Librarian on Bike [8 PL, 129pts]: 1) Mind Worm, 3) Righteous Repugnance, Bolt pistol, Force stave
. Space Marine bike: Twin boltgun

+ Troops +

Scout Squad [4 PL, 55pts]: 4x Scout (Boltgun)
. Scout Sergeant: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]: 4x Scout (Boltgun)
. Scout Sergeant: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]: 4x Scout (Combat Knife)
. Scout Sergeant: Bolt pistol, Chainsword

+ Elites +

Deathwing Knights [12 PL, 185pts]
. 4x Deathwing Knight: 4x Storm shield
. Knight Master: Storm shield

++ Outrider Detachment +1CP (Imperium - Dark Angels) [68 PL, 1184pts] ++

+ No Force Org Slot +

Specialist Detachment: Ravenwing Attack Squadron (-1 CP)

Stratagem: Relics of the Rock (-1 CP)

+ HQ +

Ravenwing Talonmaster [9 PL, 188pts]
. Land Speeder: Twin assault cannon, Twin heavy bolter
. Talonmaster: Monster Slayer of Caliban

Sammael in Sableclaw [11 PL, 216pts]

+ Fast Attack +

Ravenwing Bike Squad [5 PL, 112pts]
. Ravenwing Biker: Chainsword, Meltagun
. . Space Marine bike: Twin boltgun
. Ravenwing Biker: Chainsword, Meltagun
. . Space Marine bike: Twin boltgun
. Ravenwing Sergeant: Combi-melta
. . Space Marine bike: Twin boltgun

Ravenwing Bike Squad [5 PL, 102pts]
. Ravenwing Biker: Chainsword, Plasma gun
. . Space Marine bike: Twin boltgun
. Ravenwing Biker: Chainsword, Plasma gun
. . Space Marine bike: Twin boltgun
. Ravenwing Sergeant: Combi-plasma
. . Space Marine bike: Twin boltgun

Ravenwing Black Knights [23 PL, 228pts]
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Huntmaster: Corvus Hammer
. . Black Knight Bike: Plasma Talon

Ravenwing Darkshroud [7 PL, 138pts]: Heavy bolter

+ Flyer +

Ravenwing Dark Talon [8 PL, 200pts]: 2x Hurricane bolter

++ Vanguard Detachment (Imperium - Officio Assassinorum) [14 PL, 225pts] ++

+ Elites +

Callidus Assassin [5 PL, 70pts]

Culexus Assassin [5 PL, 85pts]

Eversor Assassin [4 PL, 70pts]

++ Total: [122 PL, 2000pts] ++

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#17
Grand Master Raziel

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So, I think a small unit of Terminators is not really going to aid your list very much. Deathwing and Ravenwing don't really synergize well with each other in this edition. They synergize well with themselves. So I think you'd be better off ditching the Deathwing and going with more Ravenwing. Or go the other way and drop the Ravenwing to field a ton of Deathwing, but this list is Ravenwing-heavy already, so it's easier to go more Ravenwing than more Deathwing.

Or another possibility if you want a deep striking unit with some oomph, take a unit of Plasma Inceptors and a Slam Captain. They can definitely drop in and put the hurt on something.


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#18
oldmanlee

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It's a good list I myself am not a fan of the assassins how vital are they to the list? And could you drop them for something else?
6954089749a1b00m3.jpg

#19
Fierce Bear

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I have been running exactly this: Master on Jump Pack (with heaven fall blade + storm shield, Lieutenant as the Warlord thou), sure sometimes the saves don't go your way but he also tanked two Riptides overwatch another time before swatting a heap of wounds off one of the brutes.

No doubt not quite as 'smashy' as a thunder hammer but you trade off a better hit ratio for a point of strength... so not great against heavy Armour... And'll as a DA Master your going to take a sword right!?! :D

Have added a jump pack interrogator Chaplain to help him out.

On the Deathwing side, haven't run them in the 8th, but I do want to try a 10-man DW assault deep strike... 2 rounds of a 10 man squad in rapid fire range... :9 should delete some troop units I think?

Perhaps even rubric with that weight of fire?

#20
CyberC1

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I think Plasma Inceptors and the smash captain might be what I'm looking for. I'm basically lacking a high-damage thing that'll really hurt an Imperial Knight. Deathwing Knights, assuming they make it into assault, could feasibly knock a castellan out in a turn with fight twice (it's hard), but doable). All of my shooting, along with signal the attack I think gets me a little less than 20 damage on average.

One reason for keeping the terminators in is that my bikes/speeders can't get into enclosed ruins. So in ITC terrain heavy tables, e.g., LVO (which I'm missing, but I"m going to an RTT next week that plays ITC missions), having a beat-stick infantry unit to knock enemy infantry out of ruins is useful.



The assassins have been awesome. Culexus has been worth its weight in gold everytime - it mucks up all sorts of psychic and is pretty hard to take out with the WS/BS modifier to 6+. Placing it near my librarians means that I can pretty easily deny enemy powers if they go off, or cast mine without the enemy denying. The eversor is fantastic against troop chaff and screens. The Callidus... I am struggling with her, I brought her in because she is the same cost of an eversor now - but the reign of confusion doesn't really do much for me (I also keep forgetting it..). Swapping for another eversor seems like the better option.

Also: here’s a version without the Dk knights and the terminator librarian. Instead, we have a techmarine on a bike to provide healing to the Talonmaster / Sammael, a unit of 3 multi-melta Attack bikes, and a landspeeder with two heavy flamers (to help signal the attack).


++ Battalion Detachment +5CP (Imperium - Dark Angels) [26 PL, 366pts] ++

+ HQ +

Librarian on Bike [8 PL, 129pts]: 1) Mind Worm, 2) Aversion, Bolt pistol, Force stave
. Space Marine bike: Twin boltgun
. Warlord: Brilliant Strategist

Techmarine on Bike [6 PL, 72pts]: Bolt pistol, Chainsword, Servo-arm
. Space Marine bike: Twin boltgun

+ Troops +

Scout Squad [4 PL, 55pts]: 4x Scout (Boltgun)
. Scout Sergeant: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]: 4x Scout (Boltgun)
. Scout Sergeant: Bolt pistol, Boltgun

Scout Squad [4 PL, 55pts]: 4x Scout (Combat Knife)
. Scout Sergeant: Bolt pistol, Chainsword

++ Outrider Detachment +1CP (Imperium - Dark Angels) [83 PL, 1409pts] ++

+ No Force Org Slot +

Specialist Detachment: Ravenwing Attack Squadron (-1 CP)

Stratagem: Relics of the Rock (-1 CP)

+ HQ +

Ravenwing Talonmaster [9 PL, 188pts]
. Land Speeder: Twin assault cannon, Twin heavy bolter
. Talonmaster: Monster Slayer of Caliban

Sammael in Sableclaw [11 PL, 216pts]

+ Fast Attack +

Ravenwing Attack Bike Squad [9 PL, 147pts]
. Ravenwing Attack Bike: Multi-melta
. . Space Marine bike: Twin boltgun
. Ravenwing Attack Bike: Multi-melta
. . Space Marine bike: Twin boltgun
. Ravenwing Attack Bike: Multi-melta
. . Space Marine bike: Twin boltgun

Ravenwing Bike Squad [5 PL, 112pts]
. Ravenwing Biker: Chainsword, Meltagun
. . Space Marine bike: Twin boltgun
. Ravenwing Biker: Chainsword, Meltagun
. . Space Marine bike: Twin boltgun
. Ravenwing Sergeant: Combi-melta
. . Space Marine bike: Twin boltgun

Ravenwing Bike Squad [5 PL, 102pts]
. Ravenwing Biker: Chainsword, Plasma gun
. . Space Marine bike: Twin boltgun
. Ravenwing Biker: Chainsword, Plasma gun
. . Space Marine bike: Twin boltgun
. Ravenwing Sergeant: Combi-plasma
. . Space Marine bike: Twin boltgun

Ravenwing Black Knights [23 PL, 228pts]
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Black Knight: Corvus Hammer
. Ravenwing Huntmaster: Corvus Hammer
. . Black Knight Bike: Plasma Talon

Ravenwing Darkshroud [7 PL, 138pts]: Heavy bolter

Ravenwing Land Speeders [6 PL, 78pts]
. Ravenwing Land Speeder: Heavy flamer, Heavy flamer

+ Flyer +

Ravenwing Dark Talon [8 PL, 200pts]: 2x Hurricane bolter

++ Vanguard Detachment (Imperium - Officio Assassinorum) [14 PL, 225pts] ++

+ Elites +

Callidus Assassin [5 PL, 70pts]

Culexus Assassin [5 PL, 85pts]

Eversor Assassin [4 PL, 70pts]

++ Total: [123 PL, 2000pts] ++

Created with BattleScribe

Edited by CyberC1, 29 December 2018 - 06:11 AM.


#21
SnakeChisler

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There is little to zero you can do against a Knight with 24/8 wounds and a 3++ invulnerable you simply do not have enough mortal wound output or anyway of negating or lowering the invulnerable.

If you start redesigning your list round trying to compete and kill them you'll end up with a list that is compromised.

I'd just go for best balance lots of plasma and play to the mission and always kill what you can don't get tempted to unload into a super buffed unit, I would however swap mind worm for mind wipe even though it's difficult to pull off against large targets such as a Knight it's effect is catastrophic to your opponent.

I use a couple of riever squads in a similar way to the assasins primaris with 2 wounds are quite sticky, upgrade wise on troops my scouts tend to hide and a heavy bolter on the tac squad gives you a mortal wound option though to be honest after a couple of games with the new ravenwing stratagems your using all your points on them + speed of the Raven wotda and it's worth a couple of CP's for only in death if you loose a speeder character.

The riever option also blocks character targeting

#22
Fierce Bear

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"Culexus has been worth its weight in gold everytime - it mucks up all sorts of psychic and is pretty hard to take out with the WS/BS modifier to 6+" - I Take two... :) - it's the disruption factor... 85 points is a damn cheap distraction gambit...


I have been running a Vindicaire nested within scout sniper unit, great for targeting and softening up characters.

Thanks for sharing cyberc1, I would be interesting to hear how you get on with the dwk 'kill team' :)

#23
Grand Master Raziel

Grand Master Raziel

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I squeaked out a win vs my IG playing friend in an ITC-mission game. One thing I learned from it is that Righteous Repugnance on a Slam Captain is an awesome combo.


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#24
CyberC1

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Oh totally agree on mind wipe vs mind worm.  That was a mistake in my army list selection!

 

Yeah I've given up on the "Killing a knight in a turn" approach, and just need to lock my guys in combat / hide them behind LOS blocking terrain / advance to get a 4++ to make sure they survive the couple of turns.  Playing against Mortarion in one game and a Lord of Change in the others, I think the best for those big ass units is to use my speed to get away from them and hide, while killing off the rest of the army and scoring more objective points.  Against the big scary shooty unit like a castellan my plan is just to Aversion + Dark Shroud + Mind wipe to make them miss their shots as much as possible.

 

Righteous repugnance is amazing.  Putting it on the Deathwing Knights make them such a beatstick unit.  Heck any unit - like a smash captain.

 

Interesting suggestion with Reivers - I don't have the models so curious to see how they play.  I've heard mixed bag about their effectiveness. 

 

Command points are almost 100% going to the Ravenwing (except for an occasionally critical command point re-roll), so I don't find having tacticals + heavy bolters etc. too useful.  

 

Thanks for the feedback and discussion - it's been great to get some tweaking on this list and this has been super helpful.



#25
Fierce Bear

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I played a game against my friend with his thousands sons last night... Frankly it was an embrassing turn out, I got hammered!

The Assassins did perform though, intact half his force focused down on the first Culuxes which I thought was just going to leave me able to blast away at close range but combos of priscience, glamour and all is dust meant I could only blow away a hellbrutes and the odd tzangor or rubric... My sword-smash Captain got burned out before landing a blow :( Poor positioning on my part really...

I feel I should now have run the black Knights.

Any tips for beating down that 'all is dust...' Even talon master/Sableclaw weapons are D1 so have struggled against rubric heavy lists!

Turn 3 did see my second Culuxes single handedly halt the Psychic phase with his -2...




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