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.
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.
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