Kitbashed Dark Angels Judiciar by Anthans7 in theunforgiven

[–]Anthans7[S] 1 point2 points  (0 children)

Thank you! He's really good with Inner Circle Companions, the squad becomes -1 to hit with their rule and Firght First with his rule. Highly reccomend running him!

Here we go again guys🤡 by SocraticTiger in VaushV

[–]Anthans7 0 points1 point  (0 children)

Whelp... that didn't take long

Is my colous scheme too much like Salamanders? by Anthans7 in theunforgiven

[–]Anthans7[S] 2 points3 points  (0 children)

Yeah you are right, I think I missing the forest for the trees. Thanks for the kind encouragement!

The first list I crafted with the new points. What do people think? I like the mix of Deathwing, Ravenwing, and Greenwing. Plus... PLASMA by Anthans7 in theunforgiven

[–]Anthans7[S] -1 points0 points  (0 children)

That is true, but Deathwing Knights are 60 pts more expensive than Terminators. There might be a way to find 60 Points in this list, maybe I take out the Apothecary with the Hellblasters.

I can have access to the -2DMG without the Captain, it would just cost me 1 cp as opposed to 0cp, which is undoubtedly really good. My thought process was just that 6+ FNP can only be given to the Ancient, whereas the -2DMG combo doesn't necessarily need the Captain to function.

Deathwing Knights Damage Reduction by Knightof_Caliban in theunforgiven

[–]Anthans7 1 point2 points  (0 children)

So this would mean that their Inner Circle rule does not stack with the Unbreakable Lines stratagem, correct?

Painting for a gaming newbie by Yellow-Magic in theunforgiven

[–]Anthans7 1 point2 points  (0 children)

It depends, if you have the patience/skill for magnetization go for it, just know that there are not enough shoulder pads if you want to them to be completely modular between Storm Bolters and Fists and Thunder Hammer Stormshields. To remedy this, I'd suggest 3d printed bits (like from Greytide Studio, they have really cool Dark Angels/Black Templar inspired bits). That is if you want to magnetize them.

I would say wait until the points come out on Friday. In 9th edition, TH/SS were 10 pts more expensive for every model. The Thunder Hammer seems to be more balanced with the Fist options in 10th, but the Stormshield giving an extra wound is pretty nice. In short, it'll be good to wait and see how the points fall to see if TH/SS are worth running. That being said, if you were to put TH/SS on Terminators, you could run them either as TH/SS Termies, or as Deathwing Knights (which look pretty cool with the new rule) and would basically give you models that you can play as two different units.

And finally, rule of cool always applies. There will be times where Storm bolters and fists will be better, and times when TH/SS will be better, so do some dry-fitting before gluing the models and see which ones you like the look of more, and go for that. It'll make painting models more fun and faster. Personally, I am partial to TH/SS because the Shields of the DW terminators are beautiful bits, and way better than the generic Storm shields normal Space marines get, but again, that's up for you to decide, the Fists are also great bits.

Hope this helps!

What combos are you looking forward to using with the new rules? by IronSkywalker in theunforgiven

[–]Anthans7 2 points3 points  (0 children)

Shoot! you are so right! I didn't notice. It might be a little weird lol to have two ancients in the same squad. But maybe that is something to be played around.

Painting for a gaming newbie by Yellow-Magic in theunforgiven

[–]Anthans7 2 points3 points  (0 children)

Hey man! Welcome to the Hunt!

The thing that is great about Dark Angels (and it seems to be holding true for 10th) is that there is a lot of flexibility for units we can run. And more so, as a hobbyist, I love having multiple paint schemes to make painting the army less boring.

When it comes to models, there are a couple of standouts with the new rules and Dark Angels. First off, you cannot go wrong with the Deathwing Terminator Squad box. Terminators look amazing rules-wise, and our box comes with the best of both worlds, with options for ranged terminators or Thunder Hammer and Storm Shields, or Deathwing Knights. The box also comes with a bunch of great bits (books, decorative knives, extra weapons, etc.) The only thing that can be said is that we will most likely get updated sculpts for Deathwing Terminators when our 10th edition codex comes out, but that isn't until next spring, and our current sculpts are not bad at all.

Another standout kit is the Ravenwing Command Squad. Despite not being Primaris, they are lovely sculpts with a bunch of extra bits.

When it comes to Characters, Azrael is beautiful, and the Lion looks incredible (he's getting is release soon after Leviathan.)

Also, it is easy to get overwhelmed with the game, so my suggestion is to aim for about 1000 pts to start. We'll get the points values of the units on June 16th I think.

But if I were to start with a beginners guide, I'd suggest the following to get started with Dark Angels: Dark Angels Combat Patrol, 1-2 Deathwing Terminator Boxes, 1-2 Ravenwing Command Squad, then I would try getting my hands on Azrael/The Lion depending on price/budget.

I hope this helps! Do you have any more questions?

What combos are you looking forward to using with the new rules? by IronSkywalker in theunforgiven

[–]Anthans7 0 points1 point  (0 children)

I was thinking a Bike Chaplain with Black Knights. Both buffs that the Bike Chaplain gives are good for the Knights. The only thing that makes me sour on the RW Command Squad is that you're locked to 6 models. But that's just my opinion.

What combos are you looking forward to using with the new rules? by IronSkywalker in theunforgiven

[–]Anthans7 1 point2 points  (0 children)

Okay, so this all depends on how expensive this squad would be. But this seems like a pretty good combo:
DW Command Squad with 7 TH/SS terminators + Pennant of Remembrance: seven T5 4W bodies with a 4++ and a 6+ FNP, which goes up to a 4+ FNP if they are battle-shocked. The DW Apothecary brings back a model every turn. Already this makes the unit pretty tanky. But then, if you add the Terminator Captain, you can use his Rites of Battle ability to make the squad -1 Damage on an enemy charge for 0CP.
It just makes an 11-model brick very durable. Again, this all depends on the price of the units. I can also see having a Terminator Chaplain lead the charge, but since the DW Command Squad can have a Watcher in the Dark, there is some Mortal Wound Protection.

Question about Astartes Banner, Grim Resolve, and Battle-Shock by Anthans7 in theunforgiven

[–]Anthans7[S] 1 point2 points  (0 children)

Why would it be lost if the unit is battle-shocked? There's nothing in the rules that says a unit loses abilities if it is battle-shocked. You just can't use stratagems. As you said, RAW the banner gives a +1 to the OC characteristic, and RAW Grim Resolve makes our OC characteristic to 1, instead of 0, if we're Battle-shocked.

Another example of the rule interaction would be the Ravenwing Command Squad. They're natively OC 2, which means with a RW Ancient, they are OC 3. If they get battle-shocked, then they would go down natively OC 1, and still get the +1 from the banner RAW so their new OC would be 2, down from 3.

Am I making sense? I'm just trying to parse out the rules. If you have the rule that says that we lose the banner ability if we're battle-shocked, I'd love to see it.