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Made in us
Fixture of Dakka



Chicago, Illinois

There has not been much discussion on the Deathwind launcher, I was just getting some opions on the matter. I've started using them and find them just to be well worth the points especially with 4 or more. It actually makes a the Drop pod a threat and even causes the enemy to move somewhat around them.


A good example would be the ork player I played the other day. I didn't drop on him I just dropped empty pods in the middle of the field between me and his green tide. It worked extremely well. We had deployed spearhead and I also noticed that against Orks with relatively low strength heavy weapons and poor BS he had incredible difficulty blowing one up.



Here are some questions that were raised. Sicne its a vehicle where does it state in the rules that the drop pod or vehicles deepstriking move as if they were moving at a cruising speed. I cannot seem to find it in the rules but I recall reading it. This would mean you would not be able to fire on landing first turn.


Some tactics I tried in another game was I had 55 points left over didn't have anything really to buy bought a drop pod with a death wind and just dropped it into my enemies deployment zone empty. They ignored it got to close and I killed half a squad of Guardians then started firing at the rear armour of a vehicle that had flow past( I do not know the name of it waveserpent? I dont know it was smallish.

Here is something I also noticed though.

What are peoples opinions on using assault squads in these?

Here are some break downs.

1 10 man Assault squad w/ Drop Pod 190 points

Here is it along with a Deathwind missile 210

Now my point is that overall the fact that you get it for free I feel its a great buy as the cost comes out to being cheaper over all than a Marine squad they lose bolt guns but they also get the ability to get two flamers and the vehicle they arrive in has a Large Blast Template at str 5.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Deathwind launchers are definitely good to thin out hordes.
Not sure if Drop Pods can fire them when they land.
1 10 man Assault squad w/ Drop Pod 190 points

Here is it along with a Deathwind missile 210

The squad needs a power fist if it gets close and personal.

Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Regular Dakkanaut






Hollismason wrote:
Here are some questions that were raised. Sicne its a vehicle where does it state in the rules that the drop pod or vehicles deepstriking move as if they were moving at a cruising speed. I cannot seem to find it in the rules but I recall reading it. This would mean you would not be able to fire on landing first turn.

P.95 Left column, last sentence in the sixth paragraph, "Vehicles count as having moved at cruising speed."

"Someday someone will best me. But it won't be today, and it won't be you." 
   
Made in us
Fixture of Dakka



Chicago, Illinois

Thanks a bunch.

Yeah, I knew i read it somewhere.


The main benefit of the army with Deathwind launchers is that you can decide not to deploy in them and have something that is still going to be a threat to the opponents troops.

Especially armies that have large squads of fire bases , tau is a good example. They either deal with them and waste time against it or they get shot up.


Overall now that I have played with Deathwind launchers I definitely wll probably work in the points to allow all of my Drop pods to have them or at least my first wave.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Resolute Ultramarine Honor Guard





Expect that to get FAQ'ed however, either so Pods shoot first turn or, less likely, have PotMS. In the battle Rep by the guy who wrote the codex, he was firing his pod first turn.

My WHFB armies were Bretonians and Tomb Kings. 
   
Made in us
Been Around the Block





I didn't have much luck with my 4 Deathwind pods - they were just Carnifex food. I'd like to use them more, but when half of my pods die before getting a shot off I feel I've wasted a good chunk of points.

That was only 1 game though - in the last game I played it would have been nice to have some Deathwind launchers, since I was facing down (amongst other threats) two large squads of Howling Banshees fully intent upon assaulting anything that came out of a pod. I had 4 Typhoons watching my back though.

Unless drop pods get some form of errata that lets them fire the turn they land (doubtful IMO) I'm probably just going to keep running them cheap & naked.

*EDIT* Breton gives me hope!

This message was edited 1 time. Last update was at 2008/10/24 17:10:12


 
   
 
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