Friday, January 21, 2011

List Building Deep Dive - Dark Angels Part II, Sammael



So let’s look at what a “Just Sammael” list might look like:

Sammael (Biker Version)

Elites:
Deathwing Terminators, Cyclone Launcher
Deathwing Terminators, Cyclone Launcher
Deathwing Terminators, Cyclone Launcher

Troops:
Ravenwing Attack Squad, Meltaguns x 2, Narthecium, Attack Bike (Multimelta)
Ravenwing Attack Squad, Meltaguns x 2, Attack Bike (Multimelta)
Ravenwing Attack Squad, Meltaguns x 2, Attack Bike (Multimelta)
Ravenwing Attack Squad, Meltaguns x 2
Ravenwing Attack Squad, Meltaguns x 2

Fast Attack:
Land Speeder, Typhoon Launcher, Multimelta
Land Speeder, Typhoon Launcher, Multimelta
Land Speeder, Typhoon Launcher, Multimelta

Heavy Support:
Hah! This is Ravenwing, bitches. We don’t need no stinking Heavy.

Now let’s compare that to the equivalent list out of Codex: Space Marines:

Captain, Bike, Relic Blade

Assault Terminators x 5
Assault Terminators x 5
Assault Terminators x 5

Biker squad, extra biker, Meltagun x 2, Attack Bike, Multimelta
Biker squad, extra biker, Meltagun x 2, Attack Bike, Multimelta
Biker squad, extra biker, Meltagun x 2, Attack Bike, Multimelta
Biker squad, extra biker, Meltagun x 2, Attack Bike, Multimelta
Biker squad, extra biker, Meltagun x 2, Attack Bike, Multimelta

Land Speeder, Typhoon Launcher, Multimelta
Land Speeder, Typhoon Launcher, Multimelta
Land Speeder, Typhoon Launcher, Multimelta

So what do we see here? The Codex: Space Marine has more staying power in its bikers, certainly. I see 5 squads with 5 models (6 wounds) apiece. Compare that to Ravenwing with 5 three man squads and 3 Attack Bike Squads. One of the Ravenwing squads gets FNP, which is nice, but only goes so far. Everything else is identical.

So seven less wounds for the Dark Angels. Ouch. What do we gain?

-Teleport Homers throughout.
-Scout moves on all our bikes.
-Deathwing Assault
-6 Missile Shots.
-The ability to attack14 targets with shooting rather than 8 per turn. 

...-Oh yeah and everything is Fearless. Lol.

You see, it’s easy to just look at the points cost and say “Vanilla Marines get the same for less,” but they don’t really GET “the same.” In fact, I would venture that the Vanilla list as written doesn’t even really work. You NEED a reliable shield unit to protect bikes. Speed alone is not enough. With the Marine list you aren’t getting your Assault Terminators until Turn 2 at best, and are relying on reserve rolls. Even then, you are going to be deep striking them into a (by then) crowded midfield, without homer support.

That’s why Vanilla Biker Marines bring command squads. It’s a different army entirely.

A better army?

Arguably.

But a different build nonetheless.

This army allows you to close range by 12”before the game starts (or get behind cover if your enemy is going first), and it GUARANTEES that you are getting two of your Deathwing squads at turn 1, dropping in WHERE YOU WANT THEM (between you and the baddies) AND allowing you to suppress nearly TWICE as many targets as the Marine list. It’s a bit of a Glass Hammer, sure, but it’s got some teeth.

Now, I might even go with Sammael’s Land Speeder for this list. It provides you with a very mobile and very hardy blocking unit if you are playing against a Close Combat army, it’s  mobile cover for your Land Speeders, etc.

It’s an option. I would probably prefer at least one relatively hardy bike squad though, so putting him with the Narthecium squad and letting him soak wounds is probably a good idea. Play testing would help on that front.

Next: The Sammael/Belial list. 

(That one will have to wait until after the weekend, as I really need to get ready for this tourney, wish me luck!)