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14/02/2013

Army Lists: Dark Angels 'Ravenwing' - 2,000 points


I've always had a boner for bikes, I mean who doesn't like an 8ft tall armour giant riding a bike firing a rocket launcher? Then come along Dark Angels who helped me boner raise my trouser tent even higher.

Before moving onto the list, bikes got pretty awesome in 6th ed as the bonus toughness now actually counts as the models base toughness, so to instagib a multi wound biker model you need S10 or an instant death weapon.

Bikes also ignore terrain (though take dangerous terrain tests) ,cannot be pinned have the hammer of wrath, relentless and jink special rule. Hammer of wrath and jink are very nice, particularly for small units which can be easily wiped out.

Oh yeah, they can move damn fast; turbo boost 24".

Naturally this list is going to have bikes, though I am going to add a few bits of cool kit and one or two combos ;) .

First we need Sammael, without this expensive geezer there's no Ravenwing. I am putting Sammy on his bike so his av14 Speeder doesn't get picked on. Keep in mind that Sammy has a plasma cannon, twin-linked bolter and an AP2 power sword, which is master crafted. The dude is expensive, but needs must.

Troops then, six units of six Ravenwing Bikers will do; the sixth will be the Attack Bike. I'll do a 50/50 split of dual meltaguns and dual plasma guns while all Attack Bikes will sport multi meltas.

So far thirty six biker models plus Sammy. It's not a lot, but that's the way the cookie crumbles with biker lists. Here is where is it going to get interesting:

I will add a Ravenwing Command Squad and throw on them the standard of devastation. There's thirty six Ravenwing Bikers there which all have access to boltguns, if all fired their boltguns this would be one hundred and fourty four boltgun shots!

Now, there's several plasma units in the list (four to be exact) and a good way to make extra use out of them and also bump up the Command Squad numbers (which is desperately needed) is to add two Techmarines. I'll give the Techmarines an auspex each. In the D.A codex an auspex allows you to -1 cover saves to a target enemy unit; excellent for blasting away with plasma.

As mentioned above, the Bikes have jink, which isn't awesome but better than nothing. To take advantage of this rule and also the Techmarines I will throw in two Ravenwing Darkshrouds - they give all units within 6" the stealth rule - that would be 4+ jink save then.

I will say I am not 100% sure on the Shrouds. They cost 80 points a pop and only increase the jink save by one. Also they are the only av in the list and will attract a crap load of anti tank fire.

Here's the list:

Dark Angels 'Ravenwing' - 2,000 points

HQ

Sammael
Ravenwing Command Squad - standard of devastation
Techmarine - auspex & bike
Techmarine - auspex & bike

Troops

5 x Ravenwing Attack Squadron w/ Attack Bike - 2 x meltaguns - Attack Bike w/ multi melta
5 x Ravenwing Attack Squadron w/ Attack Bike - 2 x meltaguns - Attack Bike w/ multi melta
5 x Ravenwing Attack Squadron w/ Attack Bike - 2 x meltaguns - Attack Bike w/ multi melta
5 x Ravenwing Attack Squadron w/ Attack Bike - 2 x plasma guns - Attack Bike w/ multi melta
5 x Ravenwing Attack Squadron w/ Attack Bike - 2 x plasma guns - Attack Bike w/ multi melta
5 x Ravenwing Attack Squadron w/ Attack Bike - 2 x plasma guns - Attack Bike w/ multi melta

Fast Attack

Ravenwing Darkshroud
Ravenwing Darkshroud

Total: 1,979

Ok, list is under by 21 points, though that can be easily sucked up by wargear additions. I am also not 100% sold on the second Techmarine, the point cost just to get -1 cover saves is a lot. Might be worth considering dropping this dude. I am not also sure on those Darkshrouds either.

So in this list you split the Attack Bikes from the Ravenwing units and you then have six seperate tank hunting units. They can also gang up and tackle monstrous creatures. With six Attack Bikes roaming about plus the Ravenwing there's no way an opponent can deal with all them.

Ravenwing is probably best to scout if going first (remember this is done before seizing!), this will get you into range shooty shooty pew pew pretty damn quickly.

The Darkshrouds will be left behind if you do the above, but they can move 12" and then 18" flat out and will soon be in range. Just be aware that the range for the Darkshroud is small and having the Ravenwing  up close means so will the Darkshroud which means it will be in bolter range etc.

One glaring weakness this list has is flyers; it has a very limited ability to deal with them and only plasma can help. The way this list survives is by assaulting the enemy unit, hoping they remain in combat and then in the opponent's turn the Ravenwing cannot be shot at as locked in assault and then the Ravenwing do hit and run. I know this plan isn't 100% guranteed, but it is the best I've got.

Allies

I think Ravenwing is an army which really needs allies. The low amount of elite troops numbers means they cannot afford any of these models sitting around holding objectives. Then there's the flyer issue, which I think Dark Angels lack altogether as the D.A flyers are very meh and flakk missiles are too expensive and not reliable.

So, it boils down to the Imperial Guard. If both Techmarines and both Darkshrouds are lost you could add in the below:

HQ

Company Command Squad - autocannon

Troops

Platoon Command Squad - autocannon
Infantry Platoon
Infantry Platoon

Fast Attack

Vendetta

Total: 1,999

I guess if you wish you could switch out the Vendetta for an aegis with a quad gun and throw autocannons onto the Platoons. Of course Guardsmen should be hiding in cover anyway and a Vendetta is more than good enough for anti air.

What do you think of the Ravenwing in 6th?