Dark Angels Deathwing Command Magic in a Nutshell

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Dark Angels Deathwing Command Magic in a Nutshell

Post  Lore Weaver on Wed Feb 06, 2013 4:44 pm

"Get 5 models and an HQ for over 450 points and make you think it's a good idea."

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Re: Dark Angels Deathwing Command Magic in a Nutshell

Post  Dom.0 on Wed Feb 06, 2013 5:08 pm

good idea in what why?

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Re: Dark Angels Deathwing Command Magic in a Nutshell

Post  Rhaevyn on Wed Feb 06, 2013 5:24 pm

6th edition design philosophy = all the options in the world.. but you pay for it.

All in all i'm not adverse to this thinking. Better than the way they were headed in 5th.

I have been saying command squads are a ..less than optimal...choice since the DA book dropped. I'm not a fan of ravenwing command squads either.

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Re: Dark Angels Deathwing Command Magic in a Nutshell

Post  Aegwymourn on Wed Feb 06, 2013 5:32 pm

Rhaevyn wrote:6th edition design philosophy = all the options in the world.. but you pay for it.

All in all i'm not adverse to this thinking. Better than the way they were headed in 5th.

I have been saying command squads are a ..less than optimal...choice since the DA book dropped. I'm not a fan of ravenwing command squads either.

I agree with this 100%. Reminds me of old editions of Warhammer Fantasy. You could have the super deathstar of a character but it was going to cost. Not to mention nothing was funnier than getting it stuck in a tarpit unit for basically the whole game (hooray for units of 30-40 zombies).

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Re: Dark Angels Deathwing Command Magic in a Nutshell

Post  Lore Weaver on Wed Feb 06, 2013 9:07 pm

In a nutshell

-- I pay 65 points for a libby
-- If I pay 35 points, he gets two psychic powers
-- If I pay 30 points, I get terminator armour
-- Now that I have termy armour, I can pay 220 points for a command squad
-- If I pay 30 points, I get an apothecary
-- If I pay 5 points, I get a Halberd
-- If I pay 5 points per guy, I get thunder hammer stormshield
-- If I play 30 points, I get a CML
-- If I pay 45 points, I get a banner that gives me +1 attack
-- If I pay 250 points, I get a landraider
-- if I pay 30 points, that land raider is beefy
-- if I pay 10 more points, it has a multi-melta

====

All those things are good... but suddenly I've spent 1/2 my army on an HQ unit made of 7 models.

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Re: Dark Angels Deathwing Command Magic in a Nutshell

Post  Planes on Wed Feb 06, 2013 9:10 pm

You forgot 10 points to give it a Storm Bolter to eat weapon destroyed results. :p

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Re: Dark Angels Deathwing Command Magic in a Nutshell

Post  Aegwymourn on Wed Feb 06, 2013 10:46 pm

Wait spending 1/2 your points on 7 models is bad... I knew there was something wrong I was doing with my Black Templars lists Sad

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Re: Dark Angels Deathwing Command Magic in a Nutshell

Post  Rhaevyn on Thu Feb 07, 2013 1:00 am

it works for grey knights.

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Re: Dark Angels Deathwing Command Magic in a Nutshell

Post  dusktiger on Thu Feb 07, 2013 6:01 am

Lore Weaver wrote:
-- If I pay 250 points, I get a landraider
-- if I pay 30 points, that land raider is beefy
read back to that one italicized again mark. cause your buying the land raider for a deathwing unit, you 'have' to pay that 30pts. its only optional for non-terminator units/heavy support choice. so more accurately, its -- If I pay 280 points, I get a landraider. with a 10 model capacity. fun huh?

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Re: Dark Angels Deathwing Command Magic in a Nutshell

Post  Lore Weaver on Thu Feb 07, 2013 8:23 am

You're right.

I'd grab a crusader though, so 16 models. Not that it matters because there'd only be six dudes in it.

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Re: Dark Angels Deathwing Command Magic in a Nutshell

Post  Roland on Thu Feb 07, 2013 8:48 am

The trick is you're taking EVERYTHING.

DW banner is no longer worth it. It rocked as a 25 pt upgrade. At 70 points.... not so much.

THe Champ is filler. I have 5 points leftover... sure.

I'm not totally sure I'd WANT my libby in this unit. It's designed to kick face. I tend to think he's better off buffing units as needed. He's also less than stellar in CC.

I agree with Mike on the command squads. They ARE fun.... but they are less than effiencent and turn into huge point sinks. The DW command squad in the last codex, decently tooled (Banner, Apoth, A TH/SS to soak invuls and Belial w/ TH/SS) costed about 420 points, but mine has taken on 5 GK termies and a full 10 man strike squad at the same time and tied them up the whole game....

The new dex thats about 100 points more, loses scoring status, and gains some moderately spiffy stuff (Split Fire, Inner Circle, Belials swanky no miss deep strike). Nope. I;ll just take a standard squad thankyouverymuch.

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Re: Dark Angels Deathwing Command Magic in a Nutshell

Post  miv305 on Thu Feb 07, 2013 12:25 pm

I think Command Squads will be good/bad once they clarify how the Banner of Devastation works. If it works on Storm Bolters, then I can see DW armies that all generate 4 shots per guy as being quite potent. If the banner only works on Tac Marines then we'll see them disappear because, as Beau already mentioned, the other DW squads do the same thing for less points/are scoring/etc.

I will say a DW Command Squad is the only one I'd even think of giving the Feel No Pain banner to, as you save the 30 pts you'd spend on an Apothecary and instead generate a 12' bubble o' manliness. Has anyone tried that out yet?

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Re: Dark Angels Deathwing Command Magic in a Nutshell

Post  Lore Weaver on Thu Feb 07, 2013 12:32 pm

Super Voth wrote:
I will say a DW Command Squad is the only one I'd even think of giving the Feel No Pain banner to, as you save the 30 pts you'd spend on an Apothecary and instead generate a 12' bubble o' manliness. Has anyone tried that out yet?

I completely agree with this, but haven't tried it. Ravenwing are too few models, Tacticals are 3+/no invul.

I'm not sure how board placement would work??? Belial and co start in a landraider, deathwing assault a bunch of termies within 6" of the landraider on turn two (after it moves 12" and (maybe) turbo-boosts?) It's 85 points, you'd want to "Keep it in your pants" for a little while so it doesn't get precision shot out of a unit. (although, 5++ / 5+FNP is a 55% chance to live anyway)... I guess you'd give the banner dude TH/SS right?

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Re: Dark Angels Deathwing Command Magic in a Nutshell

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