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Made in us
Fresh-Faced New User





So I'm just getting started with my Dark Angels army and the local game store is hosting a 1000 point "youngbloods" tournament that I will be participating in. I have come up with a few lists but this is my favorite so far.


Belial, Master of the Deathwing
x5 Deathwing Terminators w/ Assault Cannon (130+235) 375 points
Storm Bolters and Power Fists
Interrogator Chaplain in Terminator Armor
x5 Deathwing Terminators w/ Cyclone (145+235) 380 points
Storm Bolters and Power Fists
Deathwing Terminator Squad w/ Assault Cannon 245 points
Storm Bolters and Power Fists

Total: 1000 points


I like the idea of being able to deep strike my entire army if I so please, and I think it will really catch some players off guard(being a youngbloods tournament). I realize that it is only 17 models. I'm willing to deal with that. So if anybody has any army list or tactical suggestions, please let me know. I'm not sure if I want to switch one of the assault cannons for a cyclone seeing as how my most of my anti-tank capabilities are from the power fists. I also don't know if I want to make the termis with the chaplain an assault squad. The problem with doing that is I have no transport and I can't assault after deep striking. So I'd either have to trudge my way through the battle field or strategically deep strike so I can for sure assault with them next turn.

This message was edited 1 time. Last update was at 2009/01/17 21:48:47


 
   
Made in us
Devestating Grey Knight Dreadknight






I like your list as it is. You may consider swapping out the chappy for a librarian for his shooty hellfire power and force weapon. Either would work well though. Have fun and good luck on those deep strike rolls. Let us know how you did in the tourney if you could.

DQ:70+S++G+M-B+I+Pw40k93+ID++A+/eWD156R++T(T)DM++


 
   
Made in us
Fresh-Faced New User





augustus5 wrote:I like your list as it is. You may consider swapping out the chappy for a librarian for his shooty hellfire power and force weapon. Either would work well though. Have fun and good luck on those deep strike rolls. Let us know how you did in the tourney if you could.


I actually still may get a librarian. I was trying to decide today at the game store but all the had was a chap. The one thing I don't like about hellfire is it's unpredictability. I may not even deepstrike them. Depends on what my opponent does.
   
Made in us
Implacable Black Templar Initiate





Flowery Branch, Ga

Small number is going to be your biggest issue, even though they have 2+ saves with 5+i enough rolls you are going to fail. Thing to worry about is going to be horde armies, lots of stealers or foot slogging orcs can over run ya real fast.

"I have no idea, people who boast about their IQs are losers." - Steven Hawkings when asked what his IQ was during an interview.

 
   
Made in us
Fresh-Faced New User





Hordicant wrote:Small number is going to be your biggest issue, even though they have 2+ saves with 5+i enough rolls you are going to fail. Thing to worry about is going to be horde armies, lots of stealers or foot slogging orcs can over run ya real fast.


Yeah but that's what assault cannons are for And I figure if I run into a horde army I will kite them, though they will eventually catch me if they don't shoot. But hopefully by then they will be thinned out enough to where I can finish them off. Plus powerfists would be a insta-kill for horde armies, though I will be going last.

"It is my sacred duty to save your soul from the Dark Gods of Chaos…and I will save your soul, even if you die in the process."  
   
Made in za
Dakka Veteran






Cape Town, South Africa

Nice man
In My DA, I found that Deathwing works twice as
well in concert with Ravenwing.
The Teleport homers and Scouts rule lets your termies drop right onto almost anywhere on the table (objectives).
Just consider it. I would suggest not using the Chaplain unless he's with assault termies, but in a small game, too many heroes isn't really what you want.
Look at replacing him with a small ravingwing unit perhaps?

2500 pts | 1500 pts | 1000 pts | 1000 pts

 
   
Made in us
Fresh-Faced New User





adielubbe wrote:Nice man
In My DA, I found that Deathwing works twice as
well in concert with Ravenwing.
The Teleport homers and Scouts rule lets your termies drop right onto almost anywhere on the table (objectives).
Just consider it. I would suggest not using the Chaplain unless he's with assault termies, but in a small game, too many heroes isn't really what you want.
Look at replacing him with a small ravingwing unit perhaps?


Yeah this is what someone is telling me on Bolter and Chainsword. I'm seriously considering it. I'm thinking it will be 90 bucks well spent (HA!). Someone also told me that if I wanted a teleport in termie armor that I should ally a Grey Knight Brother Captain. But... + = Fluff Gods will smite you.

So this is what I have now.

HQ Belial 130

Troop 1 : 5 Deathwing Terminators w/ Cyclone 235

Troop 2: 5 Deathwing Terminators w/ Assault Cannon 245

Troop 3: 5 Deathwing Terminators w/ Assault Cannon 245

Fast: Ravenwing Attack Squadron w/ 2 meltaguns and melta bombs. 145

Total: 1000

I figured I was still a little short on anti-armor stuff so I gave the bikes meltas. How does this look?

Note: I may still use the first army posted in the case I cannot get a Ravenwing Attack Squadron before the tourney.

This message was edited 2 times. Last update was at 2009/01/18 02:26:58


"It is my sacred duty to save your soul from the Dark Gods of Chaos…and I will save your soul, even if you die in the process."  
   
Made in us
Longtime Dakkanaut






HQ Belial 130

Troop 1 : 5 Deathwing Terminators w/ Cyclone and lightning claws 235

Troop 2: 5 Deathwing Terminators w/ Assault Cannon and chainfist 250

Troop 3: 5 Deathwing Terminators w/ Assault Cannon and chainfist 250

Fast: Ravenwing Attack Squadron w/ 1 meltagun and 1 flamer 135

Total: 1000

Arm your Assault cannon squads with x2 PF/SB, x1 LC, sgt with PW/SB, x1 AC/CF

These are multi purpose squads that have alittle close combat ability. The chainfist are more reliable at taking out tanks (tanks = Land Raiders).

I have played alot of games with these type of squads. They are tried and true.

Good Luck

2012 tourney record:
Eldar 18W-2L-5D Overall x4
Deathwing 21W-7L-6D Overall x4 Best General x1 Best Appearance x3, 19th place Adepticon 40k Champs.
Space Wolves 2W-0L-1D Best Painted x1

Armies:
1850+ pts. 3000+ pts. 2000+

40k bits go to my ebay... http://stores.shop.ebay.com/K-K-Gaming-and-Bits  
   
Made in us
Fresh-Faced New User





Ok so this is what I have now.

HQ: Belial, Master of the Deathwing (1#, 130 Pts)
1 Belial, Master of the Deathwing @ 130 Pts
Lightning Claws (pair)
1 Terminator Armor @ [0] Pts

Troops: Deathwing Terminator Squad (5#, 250 Pts)
4 Deathwing Terminator Squad @ 250 Pts
Power Fist (x2); Storm Bolter (x2); Terminator Armour; Chain Fist (x1); Lightning Claws (pair) (x1); Assault Cannon
1 Terminator Armour @ [0] Pts
1 Sergeant @ [43] Pts
Power Sword (x1); Storm Bolter (x1); Terminator Armour
1 Terminator Armour @ [0] Pts

Troops: Deathwing Terminator Squad (5#, 235 Pts)
4 Deathwing Terminator Squad @ 235 Pts
Power Fist (x4); Storm Bolter (x4); Terminator Armour; Cyclone Missile Launcher
1 Terminator Armour @ [0] Pts
1 Sergeant @ [43] Pts
Power Sword (x1); Storm Bolter (x1); Terminator Armour
1 Terminator Armour @ [0] Pts

Troops: Deathwing Terminator Squad (5#, 250 Pts)
4 Deathwing Terminator Squad @ 250 Pts
Power Fist (x2); Storm Bolter (x2); Terminator Armour; Chain Fist (x1); Lightning Claws (pair) (x1); Assault Cannon
1 Terminator Armour @ [0] Pts
1 Sergeant @ [43] Pts
Power Sword (x1); Storm Bolter (x1); Terminator Armour
1 Terminator Armour @ [0] Pts

Fast Attack: Ravenwing Attack Squadron (3#, 135 Pts)
1 Ravenwing Attack Squadron @ 135 Pts
Bike Squad
2 Bike Squad @ [135] Pts
Bolt Pistol (x2); Frag Grenades; Krak Grenades; Power Armour; Teleport Homer; Flamer (x1); Meltagun (x1); Twin Linked Bolter (x2)
1 Sergeant @ [40] Pts
Bolt Pistol (x1); Frag Grenades; Krak Grenades; Teleport Homer; Twin Linked Bolter (x1)

Total Roster Cost: 1000

"It is my sacred duty to save your soul from the Dark Gods of Chaos…and I will save your soul, even if you die in the process."  
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control







wow very good
   
Made in de
Sinister Chaos Marine




paderborn (germany!)

this will sure sound kinda funny first but please take your time and think about the following.

tactical terminators are not built for cc.
so i would at all costs keep your termies out of cc.

explanations:

1. powerfist hitting last makes you unreasonably vulnerabel to >60% off all standard units. they hit you first, many take some sort of champion with some kind of energy weapon, which will probably kill of 2-3 termies before they can act. furthermore standards usually have higher body count. so most units will just wear you down this way, even if they have no energy weapons at all they will just wear you down by shear numbers.

2. if you shock your termies close, to get into cc, you will be counter charged the next round by any player who is not completly out of his mind. simple reason they hit first and get the bonus attack if they charge. bad chances for you. only exception here would be ig soldiers and tau firewarriors. those will just move aside a bit and tear you apart with their big tank guns.
cc is no option for shocking or footslogging termies. if they are dangerous they will get blown to pieces when they strike. if they walk carefull enemies will keep out of range to charge you with specialists themselves.

3. tactical termies got a real nice amount of firepower. they can shoot down scores of infrantry in one round.

4. you can move and shoot full range. so against orks or similar, just move backwards and keep firering(my englisch sucksi know ). by the time they reach you there wont be too much left.

5. especially at this point level there will be much less ranged weapons that ignore you armour save than there are close combat weapons that do so. sure you still have the 5+ save but if you rely upon that to save you you're already doomed.


acordingly to those explanations above you would do fine dropping your LC's in favour for fists and stormbolters. drop the chainfists aswell.
get 2 meltas for the bike instead of a flamer and a melter.
mixing weapons always means one shot is wasted.

tactically you would:

in general
- always take care a see to it that enemy cc units cant charge you next turn. move backwards if necessary.
- avoid shocking if possible. you can't afford to lose a whole unit or get it moved to some distant corner of the board.
- take out most dangerous units first(!) - sounds stupid but in the heat of fire people get carried away easily. all that negates your armor save has to die first and fast.
- use cover. your body count is low. every units you lose hurt badly indeed.

against cc/horde armies
- not shock termies
- move backwards, shooting,
- flank bikes and hunt enemy tanks.

against balanced armies
- same thing as cc/horde armies
- hide from shooty parts of the enemies army

against shooty armies
- shock termies cunningly -> close to the enemy but with cover or blocked sightline to most of the enemy units. make them move to get a good line of sight and take them apart bit by bit.
- move cunningly behind cover. keep in clear sight only units you can easily kill with a volley of fire. take cover from all others.
- flank bikes again to get propper signal for the termies and afterwards hunt badass tanks (vindicators, demolisher, ...).
- if you shocked. and if you didn't die right away and if you got a tank in range you could charge it (this is only for the unit with the missile launcher!!!). but consider this: you will lose one round of shooting, since your termies will have to shoot at that tank which will probably be of no use due to too weak weaponry.

hmmn i think thats it.
see if its of any use to you.
i've played this way and it always worked for me.
sure you will have to be very very carefull but well.... that can't be helped whatever you do
BODY COUNT IS JUST TOOOOO LOW
greetz
sieek

"Iron within Iron without!"
 
   
Made in us
Fresh-Faced New User





I dropped the CFs but I am keeping the LCs, just so when a horde army catches me I will have something to shut them up with, if I haven't thinned them out enough. Doing this allowed me to replace the biker's flamer with a melta and give the sergeant meltabombs.

"It is my sacred duty to save your soul from the Dark Gods of Chaos…and I will save your soul, even if you die in the process."  
   
Made in us
Phanobi





Paso Robles, CA, USA

Just remember this mantra: "Shoot and scoot!" You can move backward 6" and still fire to full effect. Having LC's means you get fewer shots so I don't know if a squad full of them is a good idea in 1,000 points but YMMV.

Ozymandias, King of Kings

My name is Ozymandias, King of Kings.
Look on My works, Ye Mighty, and despair.

Chris Gohlinghorst wrote:Holy Space Marine on a Stick.

This conversation has even begun to boggle my internet-hardened mind.

A More Wretched Hive of Scum and Villainy 
   
Made in us
Fresh-Faced New User





Ozymandias wrote:Just remember this mantra: "Shoot and scoot!" You can move backward 6" and still fire to full effect. Having LC's means you get fewer shots so I don't know if a squad full of them is a good idea in 1,000 points but YMMV.

Ozymandias, King of Kings



I dont have a full squad of LC's....

Oh and Belial shouldn't have LC's. He will be using PF and PS.

"It is my sacred duty to save your soul from the Dark Gods of Chaos…and I will save your soul, even if you die in the process."  
   
 
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