Wednesday, April 1, 2009

Battle Company

My primary army is Dark Angels.

While learning both 5th and the Dark Angels codex, I started out with a Battle Company list (that is, a list emphasizing power armored marines instead of Deathwing or Ravenwing) but when the new Space Marine codex came out I decided to play to my codex's strengths (scoring terminators! scouting bikes!).

I've had a pretty good list, I think, that's primarily Terminators with bike support... but I'm getting a little tired of it; time to shake things up a bit. Plus, I have a tendency to roll awfully, and a failed 2+ terminator save hurts a lot more than a failed 3+ marine save.

So, just for the hell of it, I've thrown together a regular marine army. I think the dual Land Raiders is probably goofier than I normally like to run; I figure I'll play a game or two with them and then replace one with my usual Devestator spam.
Azrael
Company Veterans x9 - Lightning Claws x2, Powerfist, Meltagun
Tactical Squad x10 - Powerfist, Plasmagun, Missile Launcher
- Rhino - Pintle-mounted Stormbolter
Tactical Squad x10 - Powerfist, Plasmagun, Plasmacannon
- Razorback - Heavybolters, Pintle-mounted Stormbolter
Tactical Squad x5 - Flamer
Land Raider
Land Raider Crusader - Extra Armor
Whirlwind
Azrael rides with the Company Veterans in the Crusader. They'll hit very hard and be very hard to kill with a 4+ Invulnerable. Tactical Marines are good at pretty much everything. The other Land Raider sticks around in the back and provides some anti-tank support while the Whirlwind helps out with anti-infantry. (I'm not used to running without more frag missiles.)
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