HEADQUARTERS units: As the headquarters unit, I choose a Master of Dark Angels to lead your first force. He will be accompanied by a command squad and all will be mounted in a rhino APC. One of the common mistakes made by players is to create a very extensively tooled up command squad worth a lot of points, and use them in a relatively low points game. I have moved away from that and have created this unit with a few roles in mind while keeping the points cost down.
Master: Let's take the master. You can pick one of the assault squad troopers to represent this commander, with the running legs, leading your army. It is here that you will realise the value of the SW Accessory Sprue. Pick the power weapon from the said sprue for the master. Other items you can use include grenades and a plasma pistol from the assault squad.
Command Squad: I have selected a five-man command squad, three of whom will be upgraded to apothecary, techmarine and standard bearer for no extra points cost. This also allows you to arm them with weapons and wargear from the armoury. You can identify these by the simple expediency of colouring their shoulder pads (or their entire armour if you so wish) in the colours of their vocation red for techmarine, white for apothecary and gols for the standard bearer. Use the powerfist from the SW sprue to arm the standard bearer. The techmarine and apothecary are armed with stormbolters. The easiest way to make this is to stick two bolters side-by-side. This effectively doubles the units fire-power when on the move. Model two more marines using the remains of the tactical combat squad or assault squad and give one of the the meltagun from the SW sprue and the other a standard boltgun.
Rhino APC: The Rhino APC is fielded as standard, with one stormbolter and the essential extra armour, smoke and searchlight.
This HQ units is your most powerful close combat unit, but more than that it is your most effective mobile unit. It is able to charge in and take objectives, respond to enemy threats quickly and counter assault any enemy break through, especially in conjunction with the dreadnought. Now you have a very respectable and effective battle force to start with. It is well balanced with firepower, mobility, assault and staying power. It should be effective in most scenarios and allow you to gain your first experiences as commander of a Dark Angels force.
Stage V: Expansion and Personalising Your First Army:
The list I have previously above could easily be used to create a standard Codex Spacemarine army except for the point differences in the RW landspeeder and the Master of the force. However, now I would like to point out ways in which you can personalise your army to reflect the Dark Angel philosophy. One of the more enjoyable aspect of playing Dark Angels is to tailor your games to fit with the rich background and style of the chapter. The only change I would consider to the current list is to swap the two missile launchers for Plasmacannons and the flamers to Plasmaguns. I will detail how to set about this after discussion the next step to expansion, adding a further 500 points. The following is the next 500 points I would suggest you consider:
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