Monday, 1 September 2008

Army-building: The List

As I said in my first post, I'm currently building a 1750 points Dark Angels army. I thought I'd present my army list here, both so I can talk a little about my choices, but also so you can see what's coming in future updates.

I'll show you the list first, and then talk about each part, but I won't bore you with details right now. If anyone is interested in seeing the actual points value of each choice, I'll be happy to show them in a later update.

  • HQ:
    Company Master, Command Squad (5), Razorback
  • TROOPS 1:
    Tactical Squad (10), Rhino
  • TROOPS 2:
    Tactical Squad (10), Rhino
  • TROOPS 3:
    Tactical Squad (10), Rhino
  • ELITE:
    Ravenwing Support Squadron (2)

I decided on a Company Master with a Command Squad as HQ. The Chaplains and Librarian are all cool character choices, and awesome models, but I want to use some of the cool Dark Angels upgrade bits to build my own plastic Master.

The Command Squad will include an Apothecary, Standard Bearer and a Company Champion. With a total of four power weapons and two flamers, I'm hoping this unit will be able to dish out some serious hurt and clear objectives for my Tactical Squads to hold. The Razorback will hopefully get them to where they need to be, without them being shot to pieces on the way.

TROOPS 1, 2 & 3:
I think Tactical Squads should always be the core of a Space Marine army, and with 5th Edition, you really need them. The option to split them into five-man combat squads makes them extremely versatile, and gives me a potential six Troops units with which to hold objectives.

I'm hoping to paint up the entire 3rd Company, eventually, and three full Tactical Squads with Rhinos will not only be a solid core for the force, but will also provide a good start for the bigger project.

The Tactical Squads will have a Plasma Cannon, Missile Launcher and Lascannon, respectively. The special weapons slots will be filled with two Plasma guns and a Meltagun. However, the special weapons are not glued, but are held in place by magnets. This way, I can swap them around. I will paint up a whole bunch of Flamers, Meltaguns and Plasma guns with magnets, so I'll always have options when I build my lists in the future. This will be the topic of a future tutorial, if anyone is interested.

I don't think I could ever play a 1000+ points game without at least one Dreadnought, as it is one of my absolute favourite models. I've got both a right and a left arm Twin-linked Autocannon, so in some games I'll be able to field him as a Mortis Dread. For this list, though, the left arm will be a close combat weapon with a heavy flamer.

The Dreadnought will be held together with magnets at three points: both arms and the waist. This will allow me to take it apart for easy storage and transport, as well as allowing me to change the armament between games.

Land Speeders are fragile on the table, but they look really cool and they can fill the air with screaming bullets before they go down. I will have one regular speeder and one Typhoon variant. I would like to have an Assault Cannon as well, but I don't have the points for it.

If they survive long enough, they may even be able to deny the enemy an objective by flying in on top of it in the last turn.

A Predator with Twin-linked Lascannon and two Heavy Bolters should work well against both enemy armour and infantry. And a Vindicator can make anyone worry about where they move their units to.

I thought about taking a Devastator Squad, to tie in with the Battle Company plans, but I already have a Predator that just needs a new paint job, and the new Vindicator model is just too damn sweet to leave out.

That's it! That's 1750 points of angels of death in green armour.

Dark Angel Space Marine

Comments and e-mails are always welcome, so if there's anything you'd like to say to me, don't hold back!

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