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Made in hk
Warwick Kinrade





Hong Kong

So I am looking at playing deathwing in an upcoming game, but having not played them before I was looking for some C&C on my list. My Meta is pretty mixed, hence the balance of Anti Infantry/TEQ/Armour.

Deathwing List

HQ
Belial, TH & SS 190pts (joins command squad)
Deathwing Command Squad, 2x TH & SS, 2x LC, 1x Company Champion with Haliberd of Caliban 235pts

Troops
Deathwing Term. Squad, HF 230pts
Deathwing Term. Squad, HF 230pts
Deathwing Term. Squad, PC 235pts
Deathwing Term. Squad, PC 235pts

Elites
Company Veteran Squad, MM, MG, Combi-melta, DP 155pts
Company Veteran Squad, MM, MG, Combi-melta, DP 155pts

Fast Attack
Assault Squad, DP 85pts

1750pts

Plan would obviously be for everything except Assault squad to come in T1, target priority accordingly (melta pods for armour, PC Termies for TEQ/light armour/ HF termies for Infantry/Hammernators for MC/HQ units) with assault squad to come in and hold back filed objective/line breaker.

Any way to optimize this?

This message was edited 1 time. Last update was at 2015/01/30 03:57:47


If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate

My Slapdash and Shoddy Tau P&M Blog
Titan's Fall: A WIP Campaign Book
 
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

Interesting list...

I wouldn't go with the command squad unless you need their banner. Otherwise, just get some DW Knights instead. Trust me... knights is pretty boss.

Anti-air is your weakness... drop a DW squad to get maybe a pair of Mortis dreads for Skyfire/Interceptor?


Live Ork, Be Ork. or D'Ork!


 
   
Made in hk
Warwick Kinrade





Hong Kong

 whembly wrote:
I wouldn't go with the command squad unless you need their banner. Otherwise, just get some DW Knights instead. Trust me... knights is pretty boss.
Went for the Command squad so I could get TH & SS, LC and the Champion w/ Haliberd for a nice mix of AP2/3 at different initiatives (sorry, forgot to add these in original list, now edited correctly )

I wouldn't expect more than one of two fliers in my meta so I can probably get away with ignoring it, otherwise the mortis dread is a good call and he could go in the third DP with a bit of points shaving/shuffling.

Having looked at knights, they do seem pretty awesome for the slight point increase on a normal DW squad - are there any draw backs to them?

This message was edited 1 time. Last update was at 2015/01/30 04:05:40


If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate

My Slapdash and Shoddy Tau P&M Blog
Titan's Fall: A WIP Campaign Book
 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






 Iapedus wrote:
 whembly wrote:
I wouldn't go with the command squad unless you need their banner. Otherwise, just get some DW Knights instead. Trust me... knights is pretty boss.
Went for the Command squad so I could get TH & SS, LC and the Champion w/ Haliberd for a nice mix of AP2/3 at different initiatives (sorry, forgot to add these in original list, now edited correctly )

I wouldn't expect more than one of two fliers in my meta so I can probably get away with ignoring it, otherwise the mortis dread is a good call and he could go in the third DP with a bit of points shaving/shuffling.

Having looked at knights, they do seem pretty awesome for the slight point increase on a normal DW squad - are there any draw backs to them?


Command squads are only useful for getting a banner - but even then are of questionable use. Remember that the command squad is basically a squad of terminators, except they do not have objective secured. I also think the champion is inferior compared to a normal th/ss terminator.

Mortis dreads with lascannons are nice and also fit your fluffy army. Don't DP them, they should be staying back and out of the way.

Knights are absolutely brilliant. They are a little cheaper than a normal terminator with th/ss, but have better WS, HoW and potentially T5. They are very capable against hordes too, something that regular terminators struggle against.
Their downside is obvious. They are awesomely powerful with their str 10 attacks, but only for 1 turn. Don't get me wrong, their regular WS5 , str 6 attacks at initiative still compare similarly to normal th/ss terminators against most targets, however if you come across lots of walkers with AV13 (soul grinders, imperial knights) or lots of 2+ saves, then they will not do so well.

Your list really needs a couple of landraiders to become more efficient. Remember, terminators are best in assault, and landraiders are the best way to get them there.
If you aren't getting your terminators in assault, and simply want them to shoot, then they will let you down.

Consider the cost, for the same points as a 5 man terminator squad with assault cannon, the opponent could field 22 fire warriors with an ethereal. I don't need to show you the math to prove that this will end badly.

For this reason I would also get a few more th/ss terminators in those squads.

I don't like veteran squads. Personally they are too expensive for what they do. If you are taking them, then I would take the MM out, as it will be snap firing, and instead makesure that everyone has a meltagun or combi melta. This way you can be more sure that they will achieve what you want them to do.

Final thing: Spend 10 more points on your assault squad to give them 2 flamers. For a measly 10 points your squad suddenly becomes a big threat to GEQ, as well as being able to actually do something the turn they come down.
   
Made in my
Dark Angels Neophyte Undergoing Surgeries




Malaysia

You could look at getting a DW company banner or DA chapter banner for get an extra attack. Quite pricey at 45pts, but can be well worth it to increase the effectiveness of CC squads.

CC DW also need a land raider to be effective really. Not being able to assault after deep striking renders them useless and normally stranded out in the open if you're looking to get them stuck in the following turn. Even knights with the 3++ will take losses with the amount of firepower they are likely to attract.
   
 
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