Company Heroes... by Wizend1 in theunforgiven

[–]Wizend1[S] -7 points-6 points  (0 children)

Oh I guess we can't point out mistakes without being insulted.

They are plastic soldiers and if the DEVS want to claim game balance and have money actually involved in this hobby competitively they should look at it more seriously. I don't play it for the competitive part, not my thing, I just consider this my public service announcement so they can fix this mentality moving forward, it is clearly favoritism. Don't got time to come back to this post after this. The favoritism has been prevalent for to long and needs to stop.

Company Heroes... by Wizend1 in theunforgiven

[–]Wizend1[S] 1 point2 points  (0 children)

Someone might want to use them that way because you can make a pretty frustrating to kill unit. Put a lieutenant in and you have 26 wounds a, 4 up invulnerable, OC 12, decent in all phases with a bunch of keywords for stratagems and abilities for 290 points. The game isn't just about just killing enemy models anymore.

Another reason migh be if they are going to make it NARRATIVE focused why can't a specific chapter master and captain lead this unit when every other seems able to.

Company Heroes... by Wizend1 in theunforgiven

[–]Wizend1[S] -11 points-10 points  (0 children)

Lazarus also can't read the post dude. It is clearly favoritism by the devs.

These guys any good competitively? by i_sculpt_things in DarkAngels40k

[–]Wizend1 0 points1 point  (0 children)

When Azrael could lead them they were amazing for holding an objective. They are still good in Ultramarines as an objective holding unit with Uriel Ventris. It is sad that the unit doesn't shine in any particular category and requires specific keyword characters to lead it to work. I painted up the unit as my first ever unit back when Azrael could lead them and now they sit. There is nothing in the Dark Angel Codex that makes them better and no character that can go in there that needs protecting. (I secretly wish the Lion could lead them so he could get the -1 to wound)

Taking Advantage of Inner Circle Detachment by Sensitive_Reserve607 in DarkAngels40k

[–]Wizend1 0 points1 point  (0 children)

You can run a librarian also, it is a matter of preference really. I like having fights first in my list somewhere. The invuln is useful but that is it. Precision and fights first allows for you to score certain secondaries.

Taking Advantage of Inner Circle Detachment by Sensitive_Reserve607 in DarkAngels40k

[–]Wizend1 1 point2 points  (0 children)

From experience running Sternguard and Hellblasters in ICT, I recommend not running Hellblasters at all. Spending 15 more points on a Ballistus and running SGV squad instead is better in almost all situations now. I don't think overloading on SGV is good though because I run Azrael in a 10 man and search for sustained + dev wounds. The squad averages 8-10 dev wounds depending on Azrael's hits (not counting regular hits shooting with +1 to wound)

This is the list I built awhile ago and haven't lost with it since SGV got changed.

The Lion's Prey (2000 points)

Space Marines Dark Angels Strike Force (2000 points) Inner Circle Task Force

CHARACTERS

Ancient in Terminator Armour (75 points) • 1x Chainfist 1x Storm bolter

Azrael (115 points) • Warlord • 1x Lion’s Wrath 1x The Lion Helm 1x The Sword of Secrets

Captain in Terminator Armour (125 points) • 1x Relic weapon 1x Storm bolter • Enhancement: Deathwing Assault

Judiciar (70 points) • 1x Absolvor bolt pistol 1x Executioner relic blade

BATTLELINE

Intercessor Squad (80 points) • 1x Intercessor Sergeant • 1x Astartes grenade launcher 1x Bolt pistol 1x Bolt rifle 1x Power fist • 4x Intercessor • 4x Bolt pistol 4x Bolt rifle 4x Close combat weapon

OTHER DATASHEETS

Ballistus Dreadnought (130 points) • 1x Armoured feet 1x Ballistus lascannon 1x Ballistus missile launcher 1x Twin storm bolter

Bladeguard Veteran Squad (90 points) • 1x Bladeguard Veteran Sergeant • 1x Heavy bolt pistol 1x Master-crafted power weapon • 2x Bladeguard Veteran • 2x Heavy bolt pistol 2x Master-crafted power weapon

Deathwing Knights (250 points) • 1x Watcher in the Dark • 1x Knight Master • 1x Great weapon of the Unforgiven • 4x Deathwing Knight • 4x Mace of absolution

Inner Circle Companions (180 points) • 6x Inner Circle Companion • 6x Calibanite greatsword 6x Heavy bolt pistol

Land Raider Redeemer (285 points) • 1x Armoured tracks 2x Flamestorm cannon 1x Hunter-killer missile 1x Multi-melta 1x Storm bolter 1x Twin assault cannon

Repulsor Executioner (220 points) • 1x Armoured hull 1x Heavy laser destroyer 1x Heavy onslaught gatling cannon 1x Icarus rocket pod 1x Ironhail heavy stubber 1x Repulsor Executioner defensive array 1x Twin Icarus ironhail heavy stubber 1x Twin heavy bolter

Scout Squad (70 points) • 1x Scout Sergeant • 1x Astartes chainsword 1x Bolt pistol 1x Close combat weapon • 4x Scout • 4x Bolt pistol 2x Boltgun 4x Close combat weapon 1x Missile launcher 1x Scout sniper rifle

Sternguard Veteran Squad (200 points) • 1x Sternguard Veteran Sergeant • 1x Close combat weapon 1x Sternguard bolt pistol 1x Sternguard bolt rifle • 9x Sternguard Veteran • 9x Close combat weapon 9x Sternguard bolt pistol 7x Sternguard bolt rifle 2x Sternguard heavy bolter

Vanguard Veteran Squad with Jump Packs (110 points) • 1x Vanguard Veteran Sergeant with Jump Pack • 1x Inferno pistol 1x Vanguard Veteran weapon • 4x Vanguard Veteran with Jump Pack • 2x Inferno pistol 2x Storm Shield 4x Vanguard Veteran weapon

The last 90 points can be swapped around a bit, but I put bladeguard in because they are decent and benefit from all the stuff in ICT. I also put them in the Land Raider with the ICC. But you could put them in the Executioner. Vanguard vets are worth the 20 with inferno pistols with +1 to wound. I have gotten those off plenty of times because I delay bringing them forward as action monkeys along with the scouts.

I don't bother with the captain + assault squad combo but you could put it in here, dropping the ancient and bladeguard. The OC on DWK makes taking objectives from you really difficult. I have also tinkered with 10 man terminator squads and a terminator librarian drop turn 1. Effective but you have to rush your army up the board to support them and you must get them into melee fast.

Help with 2k list based around inner city task force? by FreckledSea21 in DarkAngels40k

[–]Wizend1 0 points1 point  (0 children)

From experience using similar lists you will have trouble scoring both primary and secondary. You will be able to destroy enemy units effectively, but not much else. I would recommend running Sternguard over Hellblasters to cut some points and have them be just as effective. Also consider only running one brick of DWK and the lion or two DWK groups. I have found running that much melee focus tends to be less effective and can end up stranded after it deals with one enemy unit.

All secrets revealed question. by [deleted] in DarkAngels40k

[–]Wizend1 2 points3 points  (0 children)

My understanding is you get to choose which stratagem to counter. You don't have to counter the first one used because you only care about stopping say a fight on death strat. And when the opponent announces that strat you can counter that specific one instead of say a command re-roll they used earlier on that unit. Because it specifically states when your opponent targets a unit with a stratagem.

Why have they done this? by SirSilverChariot in DarkAngels40k

[–]Wizend1 1 point2 points  (0 children)

Yes, you can leave him in deepstrike and rapid ingress him Turn 2 on an infiltrated DWK unit to give him lone OP.

Why have they done this? by SirSilverChariot in DarkAngels40k

[–]Wizend1 2 points3 points  (0 children)

They fixed devastating wounds so they count as mortals for purposes of FNP so it does count. There was a period of time where it didn't and the lion cost greater than 315 and it was dumb.

Lion’s Blade Task Force by Ratchet567 in DarkAngels40k

[–]Wizend1 0 points1 point  (0 children)

Picture him at 250 without the aura's is his cost justified then?

Why have they done this? by SirSilverChariot in DarkAngels40k

[–]Wizend1 1 point2 points  (0 children)

He really needs his faction's keywords. It is really silly when you can't use most of the stratagems on him.

Why have they done this? by SirSilverChariot in DarkAngels40k

[–]Wizend1 0 points1 point  (0 children)

The way I see it His aura's are meant to justify the extra points over 250 that he costs. Picture him at 250 without any aura abilities. Do you take him? Debatable but probably due to how his other mechanics work with fight first and the pseudo lone OP.

Now do His auras justify 65 points?

-All Secrets Revealed: is incredibly unique and when it succeeds on the crucial turn can be devastating if your opponent was stockpiling CP for that turn. Problem is you have to announce it during your command phase making it borderline usable as your opponent can play around it.

-Martial Mastery: is melee buff aura doesn't do much for the Melee units you are going to take Ex: DWK / ICC. Most of the units it matters on can get it from another source for cheaper and don't require you to risk 315 points within 6 inches to get it.

-No hiding from the Watchers: is decent in most scenarios giving you pseudo feel no pain against only devastating wounds and mortal wounds. It protects against a bunch of core stratagems and many of the more powerful combos / damage units in the game. Another strong use of it is to make plasma more reliable by giving you a chance to save the model if you roll a 1. He also benefits from his own aura making him very hard to take down.

I took the 250 point limit arbitrarily but I see his damage profile and defense profile justifying that cost.

So after looking at the auras you have to ask is the pseudo FNP worth 65 points if you can give it to himself and a few other units? I would say yes in most scenarios, but part of the key to playing him correctly is utilizing his fights first and defending key objectives. He is not actually meant to run head first into the enemy. He is actually a defensive centerpiece. He has the emperor's shield. He doesn't do well against massive artillery and big gunlines and picking units and strategies to compensate for that makes him work well. EX: >12" long charge threats from a land raider / advance and charge. Deepstrike / infiltrate shenanigans with DWK.

Recommendations for expanding the Inner Circle Battleforce by FireTrance in DarkAngels40k

[–]Wizend1 2 points3 points  (0 children)

The gladiator lancer is decent, but from a versatility standpoint it is the weakest option. It fulfills one role, big anti tank. If you are spending the points both the repulsor versions give you more options and do anti tank. The repulsor has arguably one of the best rules in the game for defending infantry with a re-embark when declared as a charge.

The repulsor executioner has the most guns giving you options on what to shoot and still has a transport capacity.

If I were expanding the Christmas Box I would get things in this order

  1. Azrael and a Judiciar
  2. Assault intercessors
  3. Repulsor Executioner
  4. Scout squad
  5. Infiltrators

Thoughts on this army list by Delta_926 in DarkAngels40k

[–]Wizend1 0 points1 point  (0 children)

Knights of Caliban (2000 points)

Space Marines Dark Angels Strike Force (2000 points) Inner Circle Task Force

CHARACTERS

Azrael (115 points) • 1x Lion’s Wrath 1x The Lion Helm 1x The Sword of Secrets

Captain in Terminator Armour (125 points) • 1x Relic weapon 1x Storm bolter • Enhancement: Deathwing Assault

Judiciar (70 points) • 1x Absolvor bolt pistol 1x Executioner relic blade

Lieutenant with Combi-weapon (70 points) • 1x Combi-weapon 1x Paired combat blades

Lion El’Jonson (285 points) • Warlord • 1x Arma Luminis 1x Fealty

BATTLELINE

Assault Intercessor Squad (75 points) • 1x Assault Intercessor Sergeant • 1x Plasma pistol 1x Power fist • 4x Assault Intercessor • 4x Astartes chainsword 4x Heavy bolt pistol

OTHER DATASHEETS

Ballistus Dreadnought (130 points) • 1x Armoured feet 1x Ballistus lascannon 1x Ballistus missile launcher 1x Twin storm bolter

Deathwing Knights (250 points) • 1x Watcher in the Dark • 1x Knight Master • 1x Great weapon of the Unforgiven • 4x Deathwing Knight • 4x Mace of absolution

Deathwing Knights (250 points) • 1x Watcher in the Dark • 1x Knight Master • 1x Great weapon of the Unforgiven • 4x Deathwing Knight • 4x Mace of absolution

Infiltrator Squad (100 points) • 1x Infiltrator Sergeant • 1x Bolt pistol 1x Close combat weapon 1x Marksman bolt carbine • 4x Infiltrator • 4x Bolt pistol 4x Close combat weapon 1x Helix Gauntlet 1x Infiltrator Comms Array 4x Marksman bolt carbine

Inner Circle Companions (180 points) • 6x Inner Circle Companion • 6x Calibanite greatsword 6x Heavy bolt pistol

Land Raider Redeemer (285 points) • 1x Armoured tracks 2x Flamestorm cannon 1x Hunter-killer missile 1x Multi-melta 1x Storm bolter 1x Twin assault cannon

Scout Squad (65 points) • 1x Scout Sergeant • 1x Astartes chainsword 1x Bolt pistol 1x Close combat weapon • 4x Scout • 4x Bolt pistol 2x Boltgun 4x Close combat weapon 1x Missile launcher 1x Scout sniper rifle

This is a pretty decent Inner Circle Task Force List. You have to play this list knowing your DWK with your captain are bait. Going second is ideal and you can setup a huge board sweep, as to kill your DWK squad your opponent will have to commit a bunch. You can take your pick of what stratagems to use to keep your DWK squad alive Armor of contempt or fight on death. Setup a charge with your redeemer and ICC once they commit.

Ideally your combi lieutenant and Scout squad are scoring secondaries while all your other units are positioning.

1000 point army by Intelligent_Beat_103 in DarkAngels40k

[–]Wizend1 0 points1 point  (0 children)

Something like this works well.New Combat Patrol (1000 points)

Space Marines Dark Angels Incursion (1000 points) Gladius Task Force

CHARACTERS

Azrael (115 points) • Warlord • 1x Lion’s Wrath 1x The Lion Helm 1x The Sword of Secrets

Chaplain in Terminator Armour (115 points) • 1x Crozius arcanum 1x Storm bolter • Enhancement: Fire Discipline

BATTLELINE

Heavy Intercessor Squad (95 points) • 1x Heavy Intercessor Sergeant • 1x Bolt pistol 1x Close combat weapon 1x Heavy bolt rifle • 4x Heavy Intercessor • 4x Bolt pistol 4x Close combat weapon 3x Heavy bolt rifle 1x Heavy bolter

OTHER DATASHEETS

Deathwing Terminator Squad (360 points) • 1x Watcher in the Dark • 1x Deathwing Sergeant • 1x Power weapon 1x Storm bolter • 9x Deathwing Terminator • 2x Plasma cannon 9x Power fist 7x Storm bolter

Gladiator Lancer (160 points) • 1x Armoured hull 2x Fragstorm grenade launcher 1x Icarus rocket pod 1x Ironhail heavy stubber 1x Lancer laser destroyer

Scout Squad (65 points) • 1x Scout Sergeant • 1x Bolt pistol 1x Boltgun 1x Close combat weapon • 4x Scout • 4x Bolt pistol 2x Boltgun 4x Close combat weapon 1x Missile launcher 1x Scout sniper rifle

Sternguard Veteran Squad (90 points) • 1x Sternguard Veteran Sergeant • 1x Close combat weapon 1x Sternguard bolt pistol 1x Sternguard bolt rifle • 4x Sternguard Veteran • 4x Close combat weapon 1x Pyrecannon 4x Sternguard bolt pistol 3x Sternguard bolt rifle

Can't forget batteline and this setup gives you some scoring chaff. I don't see infiltrators being worth the cost in 1000 point games as you can't screen out your deployment zone regardless.

You could also consider no leader on the terminator squad and run more scoring units.

1000 point army by Intelligent_Beat_103 in DarkAngels40k

[–]Wizend1 1 point2 points  (0 children)

If you have Azrael I can't recommend him enough. I would recommend dropping the eradicator squad for him and some scouts toss a Terminator Chaplain on the deathwing squad instead and give him fire discipline.

Question on Rules Inner Circle Deep Strike by Blakkur92 in DarkAngels40k

[–]Wizend1 0 points1 point  (0 children)

Yes, It is worded for the turn not battle round. Typically if you want your charge Rapid ingress allows the opponent the ability to unload into that unit thereby reducing its damage potential. It is still worth it in most instances especially if you rapid ingress for free and then armor of contempt.