The way I do it with my deathwing at 2k is this:
Belial
5 squads, 4 THSS, 1 SB/CF, One THSS has cyclone, one squad upgraded with banner/apoth
2 speeders
3 bikes 2 melta pfist, MMAB
Landraider
At 1850, swap the raider for 3 more bikes. At 1750, just drop the landraider.
So if you are going second, first you need to see how he deployed. If he is near the flanks, outflank the bikes, reserve the speeders, and deepstrike the termies. DWA is optional on turn 1, so depending on how he moves if you have good side shots with some LOS blocking, drop down and snipe side armor.
If you are going first, it is still a good idea to deepstrike 3 termie units sometimes, as the bikes scout forward and let your termies homer in for ideal side armor shots. This greatly increases the damage your cyclones can do, and with bikes charging turn 1, and 3 units of termies charging turn 2, its a lot easier to absorb a turn of shooting. Belial is golden for this, as his Feel no pain and fully diversified unit holds up to enemy shooting very well.
In the end, the biggest problem with deathwing is swings in dice. If you roll 3 1's for armor saves on 5 dice, its a disaster for your unit. On the other hand, 5 6's for saves means nothing. Thus, good luck doesnt really help deathwing like other armies, and bad luck hurts much worse. In order to mitigate this, supporting your squads is key, as you never know when a 5 termie push into a flank will be blunted by a squad with lasguns forcing you to fail 3 out of 5 saves. With only 1 squad there, you lose the entire flank on that one set of bad dice.
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