90435
Post by: Slayer-Fan123
Tamereth wrote:It can take a black star but not a rhino, razorback or drop pod. Other than that seems to be a copy and paste of the deathwatch codex entry.
no drop pod kills it for my list.
Well it isn't like the Blackstar is a bad choice. 5-10 Marines bring dropped off from one would be a major hit.
108746
Post by: gomes
Hello everyone. This is my first post on this forum and yet quite an large one, so I hope you will recieve it warmly  I'm working on my DW army now, and I'm trying to figure out a list using strengths to maximum and compensating for weaknesses. I thought, that what we have best is a mix of a drop pod assault and stalker sniping, while our greatest weakness is lack of bodies. We can compensate to some degree for this by adding storm sields, but they can make us tougher only against heavy/special weapons. Our greatest enemy is, as weird as it may sound, the bolter. Him, and every other multiple-shot, high-strength weapon. This is true, because our tanking stormsield veterans are only as resistant to bolter fire as regular space marines, despite being twice as expensive, while being able to take much more in terms of high- ap weapons. This we need to compensate by giving our enemy incentive to use his basic weapons against different targets, while our veterans do their job. I thought, that the best source of manpower to achieve that goal would be IG. 50 conscripts cost only few points more than 5-man stalker squad, while having much more damage soaking potential, and staying power (with commisar/priest). This led me to the 1850 CAD with guard allies and strategium kill-team for serious skull-cracking.
CAD
HQ
Librarian ( lvl 2, auspex)
Troops
Veterans (drop pod, 2 frag cannons, 3 storm shield/shotgun)
Veterans (drop pod, 2 frag cannons, 3 storm shield/shotgun)
Veterans (drop pod, 5 stalker/boltgun)
Veterans (drop pod, 5 stalker/boltgun)
Astra Militarum (Allied Detachment)
2x Ministorum Priest
HQ
Company Command Squad
Troops
Infantry Platoon
PCS
Conscripts (50)
Infantry Squad (Autocannon)
Infantry Squad (Autocannon)
Infantry Squad (Autocannon)
HS
Wyvern
Strategium Command Team
Aquila Kill Team (drop pod, 3x storm shield/shotgun, powerfist/shotgun, blacksield/powerfist/shotgun, terminator)
Watch captain (artificer, thunder hammer)
Libby goes with strategium, tries to get something to toughen the squad up (invis, etc.). Strategium and frag cannon squads drop turn one, shoot everything up and pray to make it to turn 2, when strategium charge whatever they can. Conscripts run up the field trying to take objectives and draw maximum attention. Autocannons try to blow up light vehicles with CCS orders, while possibly shielding stalker squads. PCS runs behind conscripts for frfsrf. Stalker squads try to pick the juciest targets while sitting on objectives, and their drop pods come in empty, trying to get late-game objectives. I considered swapping one priest for commisar for better order chance on conscripts, or downgrading libby to lvl one and switching captain for master. What do you think?
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Post by: Taudar
Hi folks I am playing with the idea of a deathwatch kill team for kill team and with my 200 points was wondering what you guys thought of 2 similar ideas i had for it
1st is more a get at max range and fire then as they get close swatch to boltguns to move
3 x Veteran with stalker and boltgun
1 x Veteran with Heavy bolter and bolter
1 x Veteran Seargent with stalker and boltgun
1 x Razorback with heavy bolters
or another spammy list being
2 x veterans with shotguns and boltguns
2 x veterans with deathwatch frag cannon
1 x veteran seargent shotgun and boltgun
1 x rhino with storm bolter
First in more long range but stationary the other in more in your face and the shotgun ammo gives some defence against being charged. Very low model count on both though, cheers
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Post by: Wolfblade
honestly, for KT I'd drop the HB and go with as many stalkers as you can get, then use the ignore cover ammo/hellfire ammo, and hope for rends (and it's a heavy 2 weapon, so HBs are only slightly better). Maybe drop the rhino/razorback for a termie w/ an asscan or cyclone, but I dunno. what you're lacking is reliable AP2.
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Post by: Taudar
I don't need AP2 as you cant use 2+ armour in kill team, cant use termies for that reason though I had thought about 2 x vanguard vets.
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Post by: Wolfblade
Ah, true I forgot about that. in that case, I'd stick to stalkers + whatever ammo type is needed over a HB.
76953
Post by: Taudar
True, would give me a few more points for other stuff also
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Post by: SpacePuppy
How have people been running their Deathwatch Dreads?
I know they aren't great right now, but I like having variety in my armies and I've always wanted to play Dreads and the Nihilus doesn't seem half bad.
I ike the Nihilus for the Invuln as a relatively hardy weapons platform, except you're stuck with the power fist and can't take a second ranged weapon, so I'm wondering how best to run them, whether the extra ranged weapon is worth giving up the invuln save.
I'm also trying to decide whether to glue on the storm bolter or the heavy flamer to the melee arm.
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Post by: DarthDiggler
The new GW FAQ doesn't allow the Beacon Angelis to work the turn it drops from a pod so combining the Beacon with a Skyhammer Annihlation force won't work anymore. I had just bought all the DW models to make an army based around this tactic the weekend before the new FAQ came out.
DW can still Pod in with a Skyhammer, but without the guidance of the Beacon I can't ensure the assault marines will hit their spot each time and assault the speedy weak units an enemy has before they can get away.
I'm turning to the terminator entry in DW. The new FAQ allows TH/SS terminators to take cyclone missile launchers also. A 5-man terminator unit kitted out this way is 375pts. This gives you 10 krak missile shots at 48" and a 2+/3++ defense. Sort of similar to a 30k Iron Warrior Tyrants unit.
I think the 48" range can be used to mitigate return fire. I think attaching Coteaz to the unit makes enemy deep strikers think twice about coming down near the terminators.
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Post by: Sinji
375pts is a lot of points to spend on a squad. You would be better off with 10 man Vet Squad with 4 Frag Cannons and a Pod and you would still have some points up your sleeve as well.
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Post by: Tibs Ironblood
Yeah I found the new FAQ ruling on the shotguns to be complete crap personally. I do not see any reason found in the actual game why the veterans could not be equipped with shotguns and bolters. It seems extremely clear thats a totally valid option. The FAQ did not even list a reason as to why they could not perform the action of swapping their weapons out to get the bolter/shotgun combo.
That hit plus the big nerf to the beacon really killed a big part of the entire deathwatch book for me.
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Post by: sizzlebutt666
So is the Beacon Angelis really worth it's points right now? After the FAQ nerfed Deathwatch out of its best tricks, I'm trying to think of the best way to get this Furor Kill Team where it needs to go:
++++++++++++
Furor Kill Team - 300pts
Terminator
-TH//SS
Veterans x5
- Frag Cannon x4//Storm Shield x4
++++++++++++
Should I just stick with a Black Spear Strike Force and use Locator Beacons on various allied units? Or, should I keep my Watch Company Captain (w/Beacon) on the ground, and inside a transport or Land Raider, or should I have him hoof it covered with shield-bros?
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Post by: Beastagon
Does anybody know the deal with transports and kill teams now..... because they are clearly in all the kill team formations. So veterans can take them.. but veterans in a kill team cant take them, unless everyone can fit in. So no termis or bikes in a razorback....ok. Well what if i have a 10 man kill team in power armor. They can all fit in but not at one time. Codex space marines can do that with 10 man tac squads with razorbacks or even drop empty drop pods. Like if you cant take transports i'm just going to sell this army. There is no point to them unless your a diehard DW fan. Also the bolter shotgun thing was just laziness... didnt talk about the other combos you can do or just change the wording. It's like the dude who wrote it charged some DW and got murdered in overwatch and lost his mind.
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Post by: Sinji
You could technically still take a Shotgun and Combi-Weapon.
I didn't see and FAQ to change that one.
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Post by: sizzlebutt666
Sinji wrote:You could technically still take a Shotgun and Combi-Weapon.
I didn't see and FAQ to change that one.
I actually just thought of this. Maybe that's the "tax" they force you to pay for the privilege of super-gun-option-guys
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Post by: Beastagon
Ok, so i have the Codex and the FAQ in front of me and im going to try to understand and also give my opinion on this stuff. Mostly going over the nerfs or just stuff thats kinda stupid.
Q: Can a Veteran be equipped with both a Deathwatch shotgun
and a boltgun? This seems possible since they can take items
from both the Ranged Weapons and Special Weapons list.
A: No. ( That one is pretty straight forward. I wish they would address the problem though. Because people will still want to take combi-bolter/shotgun or stalker/bolter or stalker/shotgun, so kind of lazy in a sense)
Q: Can a Watch Sergeant or Black Shield take items listed as
being available to Veterans?
A: No. (So no blackshield with a HTH)
Q: The rules say that the guardian spear can be both fired and
used in the Assault phase in a single turn, but as it’s fired
as a boltgun (Rapid Fire), the model surely cannot charge,
and could therefore only use it either as a ranged or as a
melee weapon?
A: In the event the Model gains the Relentless special
rule – or fires in Overwatch – it could both shoot and
fight with this weapon. Otherwise, yes, shooting would
prevent you from charging.(I thought they already answered this on the facebook or a battle report or some crap and it was the opposite answer i guess this nerfs the Custodian as well)
Q: Are the Banebolts of Eryxia intended to be distributed by
the character to any squad he joins? All models in a unit must
fire the same special issue ammunition – if you give a Captain
Banebolts of Eryxia, and he chooses to use them, no other
model in the squad can fire their bolt weapons using special
issue ammunition, unless this relic was intended to spread to
any unit the character joins, or is otherwise an exception to
that rule.
A: No. (so why ever take these if it makes the squad your with unable to shoot)
Q: Can a Terminator fire both the auxiliary meltagun and
the cyclone missile launcher in the same turn? (The cyclone
missile launcher can fire in addition to the storm bolter, and the
auxiliary meltagun says it can fire instead of another weapon.
Do these two criteria combine?)
A: No, you can shoot the cyclone missile launcher and
storm bolter, or only the auxiliary meltagun (kind of stupid... if your going to pay the points you should be able to shoot both. I mean its deathwatch you think they could get something unique and its no like terminators are great anyway)
Q: How is a model’s ‘type’ determined for the Thief of Secrets? Is
it purely the model name, or does it apply to the unit (e.g. if you
wound a Space Marine Sergeant in a Tactical Squad, does that
mean you only get the bonus against Space Marine Sergeants,
or against the Tactical Marines too)?
A: In this example, you would get the bonus against
Space Marine Sergeants. (Really!.... so just the Sergeants not Tactical Marines, i dont know why this is so specific its just a power sword that can wound on 2+ after you get a kill)
Q: It’s not specifically stated that anything other than Veterans
can take a Dedicated Transport. The assumption is that all Kill
Team combinations,Terminator units, etc. can take a Dedicated
Transport within the limitations dictated by the types of model
in the squad. Is this correct?
A: No, but you can select Transports as Fast Attack
options, for example, if you like. (So i guess people were trying to take Rhinos for bikes or terminators because they were part of a kill team? Or were they trying to take multiple transports for a single kill team? That's how i understand it and it obviously doesn't work like that and that would be common sense to me)
Q: The Deathwatch Vanguard Veteran construction book
includes the instructions for a Vanguard Veteran with a relic
blade and grav-pistol, but this isn’t supported in the rules –
should this be an option?
A: No.(I like how this is a No but on the vanguard DW box it has a guy holding a relic blade.... i guess it's just a big power sword)
Q: Can a unit of Veterans that is part of a Kill Team take a
Dedicated Transport for themselves if it can’t carry the other
members of the Kill Team?
A: No. (This on I have some trouble understanding, So if i have an Aquila Kill Team and its a unit of Vets and a Libby in power armor i can take a Razorback, 6 guys. But what if that Libby is in Terminator armor? No? or what if the unit is over 6 man can i no longer get a Razorback? So the coolness that makes Kill teams unique is now very limited to what will jam into a transport. So what is the point of this book... i guess we are just an ally force and should never be played as a stand alone army?)
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Post by: SkrawnyNob
Beastagon wrote:
Q: Can a unit of Veterans that is part of a Kill Team take a
Dedicated Transport for themselves if it can’t carry the other
members of the Kill Team?
A: No. (This on I have some trouble understanding, So if i have an Aquila Kill Team and its a unit of Vets and a Libby in power armor i can take a Razorback, 6 guys. But what if that Libby is in Terminator armor? No? or what if the unit is over 6 man can i no longer get a Razorback? So the coolness that makes Kill teams unique is now very limited to what will jam into a transport. So what is the point of this book... i guess we are just an ally force and should never be played as a stand alone army?)
This one I disagree with entirely. I know it has been addressed before that you can buy a DT for a unit even if that unit's model count is higher than the vehicle's transport capacity. Wish I remembered where I read that, but as an Ork player I have used DT trucks to block LOS on 30-strong Boyz mobs. I don't see what makes this different; you just have to deploy the unit outside of the vehicle and they won't be able to embark unless casualties reduce you to under capacity or the bulky model dies or w/e.
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Post by: ChobitsCrazy
Between the no Bolter/Shotgun and the Beacon rulings now makes me glad I haven't yet invested in a DW army.
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Post by: casvalremdeikun
They did give a minor buff to Terminator Librarians and Watch Captains by letting them keep SI Ammunition if they take a Combi-weapon.
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Post by: Sinji
I cut all of my close combat weapons off to allow the Shotguns to be held.
:-(
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Post by: Rezyn
Honestly the shotgun/bolter nerf doesn't surprise me. I never expected that to stick around. If they had intended that to be a free option then the units would have been given the combo in the wargear to start with.
The beacon thing irritates me because that could have been an easy catch if they did a rules review, the way it is worded specifically allows it to work regardless if the model starts the turn on the board. Its not a deal breaker for me because I love the DW theme, but I am curious how this will affect some of the strategies.
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Post by: Cephalobeard
ChobitsCrazy wrote:Between the no Bolter/Shotgun and the Beacon rulings now makes me glad I haven't yet invested in a DW army.
I won't lie. Losing Beacon, Shotguns/Bolters, and TRANSPORTS FOR KILL TEAMS, makes me somewhat regret that I did at all as well.
***Edited my comment to add "somewhat" to sound less dramatic.
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Post by: Rezyn
Cephalobeard wrote: ChobitsCrazy wrote:Between the no Bolter/Shotgun and the Beacon rulings now makes me glad I haven't yet invested in a DW army.
I won't lie. Losing Beacon, Shotguns/Bolters, and TRANSPORTS FOR KILL TEAMS, makes me regret that I did at all as well.
I am sorry but that's like saying you only played skitarii because of the flesh tearers drop pods.
If you chose DW because of those 3 reason alone then maybe it was a hasty decision. Which I wont lie, I have done myself many-a-time. I try to pick armies for visual appeal and theme now though so I don't get bent up on codex changes or FAQ nerfs. Its saved my wallet too honestly.
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Post by: fr3ddy
I am sorry but that's like saying you only played skitarii because of the flesh tearers drop pods.
If you chose DW because of those 3 reason alone then maybe it was a hasty decision. Which I wont lie, I have done myself many-a-time. I try to pick armies for visual appeal and theme now though so I don't get bent up on codex changes or FAQ nerfs. Its saved my wallet too honestly.
word, the shotgun/boltgun lose is meh, I never really used beacon angelis, and just stuff those kill teams in corvus and you will be fine.
afterall, I ran this quasi-deathwatch double cad gladius 1850~2000, with like 5~6 pods, 5~6 rhinos, its super effective. I mean, DW damage output is tremendous and people weep as suicide meltas and frag cannon decimate 1/3~1/2 of his/her army turn 1, with pseudo-predator rhino frag cannon gunning everything down turn by turn.
or better, I ran this DW rhino CAD with Sicarian Killclade, its super effective, both extremely shooty and choppy. As ruststalkers and infiltrators are fast, and DW frag cannon can soften things up before they charge, and those transonic blades AP2 at I4.
92002
Post by: Axle_Gear
Was looking through the FAQ regarding the issue with killteams not being able to take transports, and I came across this:
Q: Can a unit of Veterans that is part of a Kill Team take a
Dedicated Transport for themselves if it can’t carry the other
members of the Kill Team?
A: No.
Now, looking at the earlier Q/A that seems to implicate that killteams cannot take transports at all, I think it may be more of a case of players assuming an option is listed that isn't listed (I point out the mention of Terminators, who do not have dedicated transports in DW). I would interpret the 'no' to dedicated transports as meaning that it isn't added as an option if it isn't already there, in the instance that there is a killteam that has no veterans to take the dedicated transport option (is there a killteam that doesn't require veterans? I don't have my book handy).
So... Reading into it, it looks like killteams can still take dedicated transports, provided part of the team has the option, and all the models can go into said transport. Unfortunately, I somehow doubt tournament organizers are going to understand, and jump onto the Internet wailing about how DW can't take dedicated transports.
In either case, I'm glad I was planning my force as a CAD. Can anyone else confirm my hypothesis?
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Post by: Cephalobeard
Rezyn wrote: Cephalobeard wrote: ChobitsCrazy wrote:Between the no Bolter/Shotgun and the Beacon rulings now makes me glad I haven't yet invested in a DW army.
I won't lie. Losing Beacon, Shotguns/Bolters, and TRANSPORTS FOR KILL TEAMS, makes me regret that I did at all as well.
I am sorry but that's like saying you only played skitarii because of the flesh tearers drop pods.
If you chose DW because of those 3 reason alone then maybe it was a hasty decision. Which I wont lie, I have done myself many-a-time. I try to pick armies for visual appeal and theme now though so I don't get bent up on codex changes or FAQ nerfs. Its saved my wallet too honestly.
Those are different things. Skitarii are not Flesh Tearers.
I'm content with my purchase, however, losing access to TRANSPORTS for their main form of function is a huge, pointless reduction to Deathwatch.
I can still do them, and will, through other forms, but losing access to their customization is enough to make me feel low.
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Post by: Buzzdady
So I'm assuming the only effective way of running a DW only army is going to be with a CAD now. Anyone have any effective CAD lists that they've played with or are theory crafting?
I hate this FAQ. :(
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Post by: Sinji
Buzzdady wrote:So I'm assuming the only effective way of running a DW only army is going to be with a CAD now. Anyone have any effective CAD lists that they've played with or are theory crafting?
I hate this FAQ. :(
I have only run my Deathwatch as a CAD Detachment this far.
The ability to combat squad and also giving your veterans Objective Secured is so unbelievably good that it out weighs all the pros that the kill teams can provide.
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Post by: fr3ddy
I have only run my Deathwatch as a CAD Detachment this far.
The ability to combat squad and also giving your veterans Objective Secured is so unbelievably good that it out weighs all the pros that the kill teams can provide.
that, use DW CAD at tourney, and it sort of worked.
at casual games it will definitely work
you can do half drop pod and half rhino, like a quasi-gladius but with more firepower. or all drop pod or all rhino, make your opponent hate you and those frag cannons.
i run 5 rhinos with 5 marines with 2 frag cannons in each rhinos and sicarian killclade for choppy. It works, almost pummeled a warcon.
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Post by: DarthDiggler
Buzzdady wrote:So I'm assuming the only effective way of running a DW only army is going to be with a CAD now. Anyone have any effective CAD lists that they've played with or are theory crafting?
I hate this FAQ. :(
Chaplain, auspex
5 veterans, 3 frag cannons, pod
5 veterans, 3 frag cannons, pod
5 veterans, 5 shotguns, pod
5 veterans, 5 stalker boltguns
10 veterans, pod
5 bikers, 5 power mauls, teleport homer
5 bikers, 5 power mauls, teleport homer
5 terminators, 5 SS/ TH, 5 cyclone missiles
I'm still working on this. Some of it is left over from when the Beacon worked and I had a Skyhammer added to it.
I like the bikers with power mauls. I like the stalker bolt gun unit. Maybe put them in a building. I like the 3 small pod units. The 10 man unit used to be in a rhino and worked with the Beacon, but they are left over right now.
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Post by: Sinji
fr3ddy wrote:I have only run my Deathwatch as a CAD Detachment this far.
The ability to combat squad and also giving your veterans Objective Secured is so unbelievably good that it out weighs all the pros that the kill teams can provide.
that, use DW CAD at tourney, and it sort of worked.
at casual games it will definitely work
you can do half drop pod and half rhino, like a quasi-gladius but with more firepower. or all drop pod or all rhino, make your opponent hate you and those frag cannons.
i run 5 rhinos with 5 marines with 2 frag cannons in each rhinos and sicarian killclade for choppy. It works, almost pummeled a warcon.
I have been running 1/2 DW Pods
1/2 Grav Cav
The DW get and put down all the damage and pressure. The Grav Cav work on objectives and taking down things with Grav.
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Post by: crimson_caesar
I was thinking about the DW bikers.. they're actually pretty damn good.
Compare them to a scatbiker. 3 points more. Get a better cover save when they jink. +1 toughness. So, much strong defensively for just 3 points.
Offensively, they're not as powerful.. TL special ammo is nice and versatile, but it can't deal with anything that has AV. We also can't spam them as much as our bikers are fast attack and theirs are troops. Having 5 point power weapons is also nuts.
So they're pretty strong! Maybe most DW lists should center around these guys.
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Post by: Buzzdady
Anyone still taking a Skyhammer Annihilation Force to go along with their DW? Still as effective and worth the points as it was before the beacon nerf?
Also, I'm really upset I never got to use the beacon to teleport a land raider full of assault vets to charge turn 1 :(
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Post by: JNAProductions
So, Deathwatch Stuff:
4 Deathwatch Marines, Frag Cannons, Storm Shields, Power Mauls
1 Deathwatch Marine, Flamer, Storm Shield, Power Fist
1 Drop Pod
And I'm planning on picking up...
2 Terminators, Cyclone Missile Launchers, Power Fists with built in Meltas
1 Librarian, Inferno Pistol, Combat Shield, Auspex
Anything else I should add? And what should I do with them?
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Post by: Wolfblade
Not sure about the inferno pistol. It's mildly more effective vs vehicles/2+ saves, but other wise seems like a waste of points when you could get a combi metla for 5 points cheaper, and keep your longer ranged attacks.
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Post by: Matthew
I'm starting a small DW force based on 15 Marines (second hand), a Watch Captain w/ Terminator armour and Power Axe and 5 Terminators with Claws. I have most bits I need except for Frag Cannons. What do you guys recommend? i need mostly ranged guys to support my Space Wolves.
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Post by: Ceann
Matthew wrote:I'm starting a small DW force based on 15 Marines (second hand), a Watch Captain w/ Terminator armour and Power Axe and 5 Terminators with Claws. I have most bits I need except for Frag Cannons. What do you guys recommend? i need mostly ranged guys to support my Space Wolves.
Are you planning on playing this by itself or is this an allied attachments?
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Post by: fr3ddy
hey all, I will leave this here if anyone who plays deathwatch and needs ideas.
went to a GT that used adepticon rules but not adepticon,
I placed 3rd in the GT by playing pure deathwatch army. I built my deathwatch around the space marine demi company or gladius, however, since i am playing deathwatch I have to pay for all the transports. I put 2 frag cannon per squad and I have a total of 8 squads, 2 ML2 libby, 1 biker, 4 pods, 5 rhinos. Obj sec for all caz taking them in double CAD.
The idea worked out well against other list such as Khorne marines, Eldar and friends (i was surprised), some chaos stuff.
i was surprised the effectiveness of frag cannon/rhino combo against elder wraithknights and riptide wing. Killed 2 riptides, and 2 wraithknights, and whole bunch of those annoying scat bikes.
So just an idea I want to throw out there for those playing deathwatch, try deathwatch "glaidus" and win.
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Post by: Buzzdady
Very cool! What psychic table did you use for your Libby's?
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Post by: fr3ddy
well adepticon prohibits all the Space Marine psychic powers (why does elder and grey knights still gets theres??) (too OP???!?!?)
depending on opponents I usually roll for divination, telepathy and rare case telekinesis. anything to buff my fragile shooty frag cannon mahreens.
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Post by: Gamerely
How is everybody's watch going so far? I just started them, waiting on my stuff to get delivered. I'm hoping to run them solo and as a nice allied detachment. Any armies they particularly have a tough time with that you've seen? I'm primarily going to be going against Necrons, which makes me more than a little worried.
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Post by: Slayer-Fan123
Not much to say against Necrons outside you'll have a tough time. You can have OS while they usually won't, but you don't have anything tough enough to hold the objective they'll want.
If you have an idea of what the list will be like I can help give counter strategies as a Necrom player.
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Post by: Buzzdady
Finally got to try out the Deathwatch list I've been working on since the FAQ and it was pretty successful! Probably not tournament quality or anything, but for local events it could do well. Hoping 8th ed will give our book a boost.
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Post by: Gamerely
My friend more than likely will always run a decurion. Lord, Immortals, deathmarks, two ghost arks with warriors. So far that's been the core of his normal list.
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Post by: Slayer-Fan123
Are the Warriors actually embarked in the Ghost Arms or are these 11+ squads of Warriors?
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Post by: Gamerely
10 man squads. He doesn't normally run Wraiths or any major assault squads... so far. From everything I've read so far, Deathwatch really excel at keeping them shooty. How is everybody outfitting their veterans? Do you mix and match or keep it squad specific?
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Post by: Slayer-Fan123
Gamerely wrote:10 man squads. He doesn't normally run Wraiths or any major assault squads... so far. From everything I've read so far, Deathwatch really excel at keeping them shooty. How is everybody outfitting their veterans? Do you mix and match or keep it squad specific?
The key thing to remember then is this:
1. Ghost Arks are open topped. You can blaze them or frag them, but if you fail that initial strike they will shoot and charge you (assuming no fear of WoD).
2. If Deathmarks are being used a lot, Deep Striking will mostly cause you misery because they can Deep strike when you do and get free shots.
So I am mainly suggesting a Rhino approach with only a little Deep Striking. Everyone overrates Gauss as anti-vehicle, as it really only shines against 100+ point vehicles.
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Post by: Buzzdady
5 man squads with 2 frag cannons (Librarian for aquila depending on who you ask).
Very useful in both drop pods and rhinos.
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Post by: fr3ddy
concur with Buzzdady, pod/rhino is great.
its not a true tournament army, but for ITC is totally fine, obj sec like no 2omorrow.
Ghost Arks? Get Sgt with auspex, reduce them jink saves and boom it explodes. Pod down with 2 pods turn 1, auspex it with 2 Sgt and now it has 5+ or 6+ pending night fight or 0 if you have 3 auspex on it. And best part, the other squad can just target something else.
The list i ran for ITC tournaments does terrible against necron decurions and their constant re-animations, against anything else is alright.
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Post by: JNAProductions
Do Auspexes stack like that?
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Post by: fr3ddy
i don't see why not. Not mentioned in FAQ, and per rulebook it says it reduce cover save by 1, vet sarge cant shoot, and his squad member can shoot something else. So I would say yes the auspex thing stacks, but the sergeants can't shoot.
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Post by: JNAProductions
Except the same rule does not stack. Different rules stack.
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Post by: Gamerely
How does the Blackstar perform vs other Space Marine fliers?
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Post by: casvalremdeikun
Gamerely wrote:How does the Blackstar perform vs other Space Marine fliers?
Between all its options, it is pretty resilient compared to stuff like the Stormtalon. It is pretty good at clearing light infantry due to its bombs and rockets, which is nice. It is lacking in forward offense compared to the Stormraven. Always take the Infernum Halo Launcher. Being able to refill jinks is great.
49004
Post by: Buzzdady
It's a really solid flyer, just expensive for the Deathwatch. Larger points it can be really useful for anti-flyer/fmc though.
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Post by: Gamerely
Have you guys run into any armies that you've especially had a hard time with? I imagine with such a specialist force and low model count there have to be some natural tough match ups.... probably Necrons.
49004
Post by: Buzzdady
Necrons aren't too bad, Frag Cannons can get through the quantum shielding, and we have lots of AP 4 firepower with special issue ammunition.
Most problematic thing I've run into is tons of transports, like with a demi company. Can wipe out the transports, but then you have no firepower for the guys that were inside. Remaining disembark and now you're facing a lot of shooting/assaults.
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Post by: Rihgu
Buzzdady wrote:Necrons aren't too bad, Frag Cannons can get through the quantum shielding, and we have lots of AP 4 firepower with special issue ammunition.
Most problematic thing I've run into is tons of transports, like with a demi company. Can wipe out the transports, but then you have no firepower for the guys that were inside. Remaining disembark and now you're facing a lot of shooting/assaults.
Ghost Arks are open-topped, right? Means they hate frag cannons (if we can get in range).
I'm not familiar with how Night Scythes work, but if they get destroyed their riders go back into ongoing reserves and have to walk on from the enemy board edge, right?
49004
Post by: Buzzdady
Rihgu wrote: Buzzdady wrote:Necrons aren't too bad, Frag Cannons can get through the quantum shielding, and we have lots of AP 4 firepower with special issue ammunition.
Most problematic thing I've run into is tons of transports, like with a demi company. Can wipe out the transports, but then you have no firepower for the guys that were inside. Remaining disembark and now you're facing a lot of shooting/assaults.
Ghost Arks are open-topped, right? Means they hate frag cannons (if we can get in range).
I'm not familiar with how Night Scythes work, but if they get destroyed their riders go back into ongoing reserves and have to walk on from the enemy board edge, right?
Yes, if you use the template from the Frag Cannon you'd be hitting the Warriors inside. Could try and wipe them out, if you fail though they'd just start being repaired by the Ghost Ark.
Yes, nothing is really "embarked" on Night Scythes I believe.
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Post by: Gamerely
Shotgun templates and frag cannons sound like they'd really tear up ghost arks.
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Post by: theironlobster
this seems like a good place to ask this:
I run a guard army and got fed up with the lack of fast hard hitters so invested in some deathwatch, I was wondering if the Deathwatch Black Spear strike force counts as a formation and can it be taken as so? If not can it be taken as an allied detachment? In either case can these deathwatch units capture objectives as allies?
49004
Post by: Buzzdady
Answered on your thread
104305
Post by: Dakka Wolf
I've been tooling about with CADs and formations in an attempt to hit a sweet spot for 1850.
Nowhere near the sweet spot but I've had some amusing results with this.
CAD
HQ - Librarian ml2
Elites - Dreadnaught - Heavy Flamer, Lucius Pod
- Vanguard Vet - HTH VVet - Storm Shield, Lightning Claw
- Vanguard Vet - HTH VVet - Storm Shield, Lightning Claw
Troops - Vets - Shotguns, Drop Pod
- Vets - 3×Bolters, Stalker Pattern, Infernus HB, Rhino
FAttack - Biker
- Biker
- Biker
CAD
HQ - Librarian ml2
Elites - VVet - Inferno Pistol, Hand Flamer
- VVet - Bolt Pistol, Hand Flamer
- VVet - Bolt Pistol, Hand Flamer
Troops - Vets - Shotguns, Drop Pod
- Vets - Bolters, Rhino
FAttack - Biker
- Biker
- Biker
Formation Detachment
Wolfkin - 5 packs
First turn Drop Pod the Dread onto any soft targets to thin down bodies with the Heavy Flamer.
The Libbies are the flexibility, psychic powers to buff the Vets in different ways.
Vanguard Vets are the vehicle wreckers, HTHs with Storm Shield escorts, one with an Inferno Pistol.
Bikers are my harassment unit, six 30 point units with Special Issue Ammo, the Bikers don't have the power to put down whole units but they can pick at broken units, freeing more powerful units to chase after other power pieces. Even if I gang them all up on one unit that unit can only really strike back at 30 points per turn.
I have a low model count, I'm hoping that a higher number of units will make target prioritising a nightmare for my opponent.
I'm hoping the Wolfkin will help as screens to suffer Overwatch in place of my small units or join together to create the Alpha Pack for tarpitting.
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Post by: Leth
As lame as this sounds I am just gonna wait until 8th drops and see what happens with that. Just gonna work on my models and go from there.
Hopefully we wil get shotguns and bolters back though!
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Post by: Dakka Wolf
Leth wrote:As lame as this sounds I am just gonna wait until 8th drops and see what happens with that. Just gonna work on my models and go from there.
Hopefully we wil get shotguns and bolters back though!
Sounds like a common sentiment.
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Post by: MasterSlowPoke
Now that 8th is officially close to release, and the updating of all rules confirmed, I'd recommend against modeling any odd combination of wargear. You'll probably have to pull off any bonus weapon you got by trading in your CCW. I'd even expect the PF/LC combo to lose their benefit, so just be aware that big changes are coming.
104305
Post by: Dakka Wolf
MasterSlowPoke wrote:Now that 8th is officially close to release, and the updating of all rules confirmed, I'd recommend against modeling any odd combination of wargear. You'll probably have to pull off any bonus weapon you got by trading in your CCW. I'd even expect the PF/ LC combo to lose their benefit, so just be aware that big changes are coming.
I use these wonderful things called 'magnets' solves all my combination problems.
Sometimes has an issue with Lightning/Wolf Claws but everything else works well.
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