So I’m back on the DoA kick. I’ve re-invented my list, ran it by Kirby (http://kirbysblog-ic.blogspot.com/), and started planning out the conversion. I plan on building throughout the year but I won’t be painting anything until I finish my Wolves!
1750 – Descent of Devils
Librarian – Jump Pack, Shield of Sanguinius, Blood Lance
-Obvious hood is obvious. Blood lance to dissuade castling and the shield gives me something to cast during my opponents turn. Cheap.
5 Honor Guard – Jump Packs, 4x Meltaguns
-OK, when a vehicle really needs to get busted open either to stop it shooting or so I can charge Vanguard Vets into the inside these are the guys to call. They also come with a cheap priest who’s not an IC.
5 Sanguinary Guard – Power Fist, Chapter Banner, Infernus Pistol x1
-Standard beater unit. I need something to reliably clear out a unit of marines in a game turn. 4 attacks ea @ str/I5 on the charge with Master-crafted power weapons should do nicely!
2 Sanguinary Priest – Jump Packs
-I think the benefits of Feel No Pain and Furious Charge army wide are obvious.
10 Assault Marines – 2 Meltaguns, Powerfist on Sergeant
-The meat and potatoes of the army.
10 Assault Marines – 2 Meltaguns, Powerfist on Sergeant
-The meat and potatoes of the army.
5 Assault Marines – 1 Meltagun, Powerfist on Sergeant
-25 Assault Marines means 5 scoring units.
10 Vanguard Vets – 4 Storm Shields, 2 Lightning Claws, 1 Meltabomb
-Basically I can combat squad these however I need to suit the situation. 4x storm shields and 1 regular dude to tank, 2 LC 3 regular dudes to kill a unit, 5 regular dudes to deal with bubblewrap, etc etc. Landing (only d6 scatter) and charging is pretty awesome and allow DoA to function properly.
After talking to Kirby he raised a few good points.
- I could drop the HG for another unit of SG and have 2 face beater units. It changes the list from DS everything to jumping up the field. I would only have 2 priests instead of 3 if I was to do this but would greatly increase my CC power.
- I could run more of a hammer army by dropping the VV for 3 units of missile-toting devs. Basically, I wouldn’t need to deal with the bubblewrap anymore as my missiles could deal with armour and I would be less reliant on meltaguns. This change goes hand in hand with dropping the HG for another unit of SG. Basically I’d be looking at 2 units of SG and 12 Missile Launchers. I would probably very rarely DS in this case unless facing a lot of firepower. I’d also probably consider adding a foot priest to babysit the dev squads.
- @ 2k with my original list I’ll add another SG squad, 1 fist and probably 2 Infernus Pistols and toss an Assault Marine into the 5 man squad.
- @ 2k with the hammer style list I’d probably add the HG back in.
Basically the question is whether or not to run VV or Devs. Fortunately I have a plethora of Missile Launchers from my wolves so I’ll probably build the VVs and playtest both. I’m personally leaning towards the VV’s as its something a bit different from the Missile spam we see these days.
What do you think? Which list do you like better and why?
Also, be sure to check back tomorrow as I plan on unveiling a new weekly article I’m doing. To give you a hint I’m calling it “Friday Night Fights” or FNF.