Over the last two weekends I have played in two tournaments. The first one was at 2000 points, and my army worked its way to a solid 2nd place finish. What is interesting is that I lost a game to the tournament winner, but I accumulated enough battle points in that loss to still make me the clear 2nd place finisher. If I had denied the opponent the primary objective in round 3 (my loss) that would have been a tournament win for me.
My second tournament was the Battle for Stones River which runs a points value of 1863. My army did pretty well there as well up until round 4 when I got my face handed to me by a really good Null Zone based list, again my only loss for the day. I'll admit I made some mistakes in that game, mostly due to my inexperience fighting against Null Zone. My opponent capitalized and that cost me a great finish. Next time I'll need to be a bit more aggressive and strike that librarian as early as possible. As it was, I let him sit around and force me to reroll a ton of saves all game, and that eventually led to a cascade of death upon my terminators in the later rounds.
Overall the two tournaments showed that the core of my list is solid. Mobility played a much bigger impact in the BFSR tournament, and I think I've worked up what is probably going to be my favorite list for the next month. At least until I get my hands on some Grey Knights stuff. I'm making a few changes to the list to add in some better armor threats and increase my mobility. I am still keeping the solid gunline mostly in tact though.
I am moving towards 3 Storm Shields per Deathwing squad in an attempt to increase close combat durability. I have run Belial with both the storm shield and the lightning claws. Both are perfectly valid options. The TH/SS will be better for tackling monstrous creatures, but the lightning claws are a great deterrent vs standard infantry.
here is the updated list:
130 Belial
- Lightning Claws OR Thunder Hammer & Storm Shield
290 Deathwing Command Squad
- 1 TH/SS/Cyclone
- 1 TH/SS/Standard Bearer
- 1 TH/SS/Apothecary
- 2 TH/SS
240 Deathwing Squad
- 1 Power Weapon & Storm Bolter
- 1 Chainfist & Storm Bolter
- 1 TH/SS/Cyclone
- 2 TH/SS
240 Deathwing Squad
- 1 Power Weapon & Storm Bolter
- 1 Chainfist & Storm Bolter
- 1 TH/SS/Cyclone
- 2 TH/SS
240 Deathwing Squad
- 1 Power Weapon & Storm Bolter
- 1 Chainfist & Storm Bolter
- 1 TH/SS/Cyclone
- 2 TH/SS
190 Ravenwing Attack Squadron
- 1 Sergeant
- 1 Meltagun & Bolt Pistol
- 1 Meltagun & Chainsword
- 1 Multi-Melta Attack Bike
190 Ravenwing Attack Squadron
- 1 Sergeant
- 1 Meltagun & Bolt Pistol
- 1 Meltagun & Chainsword
- 1 Multi-Melta Attack Bike
140 Ravenwing Attack Squadron
- 1 Sergeant
- 1 Meltagun & Bolt Pistol
- 1 Meltagun & Chainsword
170 Devastator Squad
- 1 Sergeant w/ Bolt pistol & Chainsword
- 4 Missile Launchers
170 Devastator Squad
- 1 Sergeant w/ Bolt pistol & Chainsword
- 4 Missile Launchers
Total: 2000 points.
What we end up here is a list with a LOT more mobility and the ability to inflict significant more damage to enemy armor. We basically trade 4 lascannons and 2 missile launchers for 6 meltaguns and 2 multi-meltas. We get the perfect mix between traditional double-wing and the original Death Hammer's gunline.
We do lose some close combat potential because we dropped a terminator squad, but we also increase the durability of the remaining squads a little bit to compensate. Our extra bolter shots are moved into the bikes. We have a nice little bit of duality in those squads, and if the bikes run out of juicy targets for meltaguns, the bolters do good against standard infantry.
While we also lose a durable scoring unit, we gain two fast ones. While they are relatively flimsy, the attack bikes are always scoring units for DA. I'd say be a little more aggressive with the 3-man bike units and be only SLIGHTLY more cautious with the attack bikes.
As for the terminator squads... Chainfists aren't as necessary with the inclusion of meltaguns, but they are very nice for dealing with walkers. Making a model or two in each squad wield lightning claws is not a bad idea either. This slight shift in the army layout doesn't need as much emphasis on terminators keeping storm bolters around. I think at this point it comes down to personal preference.
Please give me some feedback on these changes. I really like the way this list is shaping up!
Monday, February 28, 2011
Tuesday, February 8, 2011
Death Hammer Revisted
I have had some time to get some serious playtesting in with the Death Hammer theme. The list has migrated away from vehicle support and has embraced the same all-foot strategy my Loganwing list had. I must still give props to Chumbalaya for the initial inspiration for that list. Modifying that to my play style and playing it for 3-4 months allowed me to quickly bring this new DA list to its current level of kick-ass.
I'm gonna give the basic outline at 2000 points and explain some of the insights I've learned with it as I have played. Depending on how things work out with Grey Knights or other rules changes, this is starting to look like the army i will be taking to NOVA. I think it is awesome that this army is capable of high level competition thanks to the updates.
Click through for the list and analysis:
I'm gonna give the basic outline at 2000 points and explain some of the insights I've learned with it as I have played. Depending on how things work out with Grey Knights or other rules changes, this is starting to look like the army i will be taking to NOVA. I think it is awesome that this army is capable of high level competition thanks to the updates.
Click through for the list and analysis:
Labels:
40k,
army lists,
Dark Angels,
Death Hammer
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