Monday, February 18, 2013

THE WINNER!!!!!!

The winner is !!!!!!!!!!!!! John Sandwich with Typhus. John i will contact you .Soon they will be others competisions to win more stuff.

Thursday, January 24, 2013

Dark Angels Analysis part2



Dark Angels continue

In the first part we saw the wargear now the analysis continues. Dark Angels have a nice codex with some Ace up there sleeve and trick capably of winning a game. Tip of the spear of course the Deathwing squad. In the end of the post I will have  a Dark Angels List.

The first thing I notice that the codex lack is psychic power. The Librarians can take Divination, Pyromancy, Telepathy and Telekinesis. Divination, Telepathy and Telekinesis are mostly support power in comparison of Pyromancy that mostly is aggressive powers. At 65 points is a perfect HQ choose in a low points game to lead your attack or support the back lines.  


Dark Angels have 3 ways that can be played:
1) The regular Space Marine 
2) The Deathwing
3) The Ravenwing


1)
The core unit of a Space Marine Chapter is the Tactical Marines .Likewise the Dark Angels has their own Tactical Marines but  10-man squad  is cheaper and cost 140, Instead of 165 (Space Marine codex)  and 170(old dark angels codex). We have see that in the meta games the plasma weapons lead the race(and this codex is a hell of plasma ) so  with  30  points more you can equip your unit with a plasma gun and a plasma cannon not bad at all. With your army core having  a nice ,tough and cheap unit you can prevail.



2) Deathwing is BIG chapter in the Dark Angels army. First you need Azrael to make your Deathwing squad (terminators) troops choose .They lack numbers and used to lack speed. There speed problem was a issue for the Deathwing but no more .Now they have the Special Rule : Deathwing Assault that allows you to Deep Strike them from the first round(if you like). The other option they have is to move on a Land Raider but in the Codex to make a Land Raider for Deathwing  cost 30 points more so instead of paying 250 you must pay 280.The Deathwing squad is powerful unit even if they shooting or assaulting. Of course that makes them expensive. The new codex let them have plasma cannon, but is that useful. You cant snap fire blast so you have to stay pin in a place to use it. Will you pay 235 points for 5 terminators and a plasma cannon that they will do nothing more than fire the cannon ,no thanks.

Here is the Deathwing list i promise





DEATHWING 1750 list -1748



+ HQ + (350pts)
    * Belial - Master of The Deathwing (190pts) 

        (Deathwing Assault, Independent Character, Inner Circle, Marked for Retribution, Tactical Precision, Vengeful Strike) 
        Thunder Hammer and Storm Shield

 * Deathwing Command Squad(260)

        (Deathwing Assault, Inner Circle, Vengeful Strike, Split Fire)
       * 3 Deathwing Terminators
       * 1 Deathwing Apothecary
       * 1 Deathwing Champion
        Apothecary Upgrade, Deathwing Champion Upgrade, Thunder Hammer and Storm Shield, 2x Twin Lightning Claws

+ Troops + (1063pts)

    *  Deathwing Terminator Squad (Troops) (250pts) 

        (Deathwing Assault, Inner Circle, Vengeful Strike, Split Fire)
        * 4 Deathwing Terminators
        * 1 Deathwing Term Sg
            Thunder Hammer and Storm Shield , 3x Storm Bolter and Power Fist, Storm Bolter and Power Sword, cyclone missile launcher

    *  Deathwing Terminator Squad (Troops) (225pts) 

        (Deathwing Assault, Inner Circle, Vengeful Strike, Split Fire)
        * 4 Deathwing Terminators
        * 1 Deathwing Term Sg
            Thunder Hammer and Storm Shield , 3x Storm Bolter and Power Fist, Storm Bolter and Power Sword

    *  Deathwing Terminator Squad (Troops) (299pts) 

        (Deathwing Assault, Inner Circle, Vengeful Strike, Split Fire)
        * 5 Deathwing Terminators
        * 1 Deathwing Term Sg
            2x Thunder Hammer and Storm Shield,  3x Twin Lightning Claws
, Storm Bolter and Power Sword, cyclone missile launcher

*  Deathwing Terminator Squad (Troops) (289pts) 

        (Deathwing Assault, Inner Circle, Vengeful Strike, Split Fire)
        * 5 Deathwing Terminators
        * 1 Deathwing Term Sg
            5x Thunder Hammer and Storm Shield, Storm Bolter and Power Sword

+ Elites + (235pts)

 *  Deathwing Knights(Elites) (235pts) 

        (Deathwing Assault, Fortress of Shields, Hammer of Wrath, Inner Circle, You Cannot Hide)
      * 4 Deathwing Knight
      * 1 Knight Master
        Flail of the Unforgiven, 4x Mace of absolution, Storm shield





Here ends the Second part of DARK ANGELS ANALYSIS  soon the third and last  part will be publish .Remember to participate in the contest to win a HQ choose from the list


Until next time Happy 40K times.









Friday, January 18, 2013

Dark Angels Analysis part1



Dark Angels Are Back


Are they Strong? Are they Weak? One is for certain the FIRST SPACE MARINE CODEX is out for the 6th Edition and is for Dark Angels .Of course we know all this so will not hesitate anymore and I will begin the analysis.


First the Dark Angels Special Rules Combat Squad (that they had in the previous Codex), Grim resolve that means Stubborn (and they can’t choose to fail a morale check), And They Shall Know No Fear (as all the space marines) and Inner Circle (mostly for the HQ that gives Fearless and Preferred Enemy at Chaos Space Marines).

They have there Warlord traits .The book has a table with 6 traits
1.      You get more dice for run
2.      You  get one more victory point when your Warlord slain the enemy’s warlord
3.      You roll 3 dice and discard the highest in Leadership test for the Warlord unit and any in 12"
4.      The Warlord unit gain the Furious Charge Special Rules
5.      As your Warlord is alive you can change the reserve score by one 
6.      All Dark Angels in 3" of an objective get Feel No Pain Special Rule 




The armory of Dark angels is a “simple” Space Marines except some nasty equipment.

NAME
Range
S
AP
TYPE
Blade of Caliban
-
+1
3
Melee , Unwieldy
Halberd of Caliban
-
+2
2
Melee, Bane of the Traitor, Two-Handed
Convus Hammer
-
+1
-
Melee, Rending
Flail Of The Unforgiven
-
+2
3
Melee, Bane of the Traitor , Concussive
Mace Of  Absolution
-Normal mode

-Smite mode
-
+2
4
Melee, Bane of the Traitor , Concussive, One use only
-
+6
2
Avenger Mega Bolter
48"
6
4
Heavy 5
Blacksword Missiles
36"
6
4
Heavy 1, One use only
Plasma Storm Battery

-Burst mode
24"
7
2
Heavy 3, Gets Hot
-Charge mode
24"
7
2
Heavy 1, Large Blast, Gets Hot
Plasma Talon
18"
7
2
Rapid Fire, Gets Hot, Twin-Linked
Ravenwing Grenade Launcher
- Frag shell
24"





3
6
Rapid Fire, Blast
- Krak shell
24"
6
4
Rapid Fire
- Rad shell
12"
3
-
Assault 1, Blast, Rad Charge
- Static shell
12"
-
-
Assault 1, Blast, Static Anomaly
Rift Cannon
18"
5
-
Heavy 1, Blast, Blind
Static Bomb
-
3
-
Heavy 1, Bomb , Large Blast, Vast Static Anomaly, One use only
Whirlwind multiple missile e launcher

-Vengeance missiles
12-48"
4
5
Ordnance 1,
Barrage,      
Large Blast, Ignores Cover

-Incendiary castellan
missiles
12-48"
5
4
Ordnance 1,
Barrage,      
Large Blast


Bane of the Traitor: All attacks by these weapons against Chaos Space Marines improve the AP by 1.
Static Anomaly: The unit that is hit by this weapon suffers -1 to WS and I until the end of the turn.
Vast Static Anomaly: The unit that is hit by this weapon suffers -3 to WS and I until the end of the turn.
Rad Charge: The unit that is hit by this weapon suffers -1to T until the end of the turn.


Next goes the SPECIAL ISSUE WARGEAR:

Auspex: A model uses an auspex instead of shooting. An enemy unit within 12" has -1 cs until the end of the shooting phase.
Camo Cloak: + 1 cs.
Combat Shield: 6 + inv s.
Conversion Field: 4+ inv s. If the bearer passes
Any invulnerable saves from the conversion field, units within
D6" test as if hit by a weapon with the Blind special rule.
Friendly units can re-roll the test.
Digital Weapons: Re-roll one failed To Wound rolls each Assault phase.
Displacer Field: 3+ invulnerable save. If the bearer passes any
Saves from the displacer field, he immediately scatters D6".
In the Assault phase, displacement happens after Initiative
Step 1 and he must Pile In if he had been locked in combat.
Iron Halo: 4+ inv s.
Narthecium: While the Apothecary is alive, his unit has Feel No Pain.
Perfidious Relic of the Unforgiven: The unit has Adamantium Will and Fear.
Porta-rack: If the bearer kills an enemy character in close combat, he has Fear and Preferred Enemy.
Power Field Generator: 4+ inv s for all models within 3" (friendly and enemy).
Rosarius: 4+ inv s.
Signum: Before rolling To Hit, use the signum instead of shooting to give one other model in the unit BS 5 for the rest of the phase.
Teleport Homer: Friendly Deep Striking Terminators do not scatter if the first model is placed within 6" of a teleport


Last the Dark Angels Banners:

Dark Angels Chapter Banner: Friendly Dark angels models
Within 12" re-roll failed Morale checks and Pinning tests and
Have + 1 A whilst the bearer is alive.

Company Standard: Friendly Dark Angels within 12"
Re-roll failed Morale checks and Pinning tests.

Revered Standard: Friendly Dark Angels within 12"
Re-roll failed Morale checks and Pinning tests. All friendly
Units within 6" have Crusader.

Ravenwing Company Banner: Ravenwing Dark Angels within 12"
Automatically pass Initiative tests to Hit and Run, and roll an
extra dice for the distance of the Hit and Run move.

Deathwing Company Banner: Friendly Death wing models
within 6" gain +1 Attack.




Here ends the First part of DARK ANGELS ANALYSIS soon the soon the second part will be publish .Remember to participate in the contest to win a HQ choose from the list




Until next time Happy 40K times.