Greetings once Dakka Monkeys!
Headed out to the DropZone
GT in about in hour, so thought I would get a thread going before I head out the door.
As my four fans know, I'm a vanilla marine player, just cause I can be. What most people don't know is that toward the end of 5th ed I started playing Deathwing because I was inspired by a batrep that Hulksmash posted on his site, found here:
http://hulksmash-homeplace.blogspot.com/2011/06/1st-company-goes-to-war-bugeater-game-1.html
After I read that batrep I instantly fell in love with the Deathwing. The whole concept of a crapload of terminators dropping in your face and then throat punching you was just too much for my simple mind to handle. I had to have a
DW army. By the time I finally had one put together and painted, 5th ed was coming to a close. I was able to play them in two
RTTs and one
GT, winning both
RTTs and winning second best general at the
GT, so I did alright with them.
Then 6th ed hit and totally killed the full reserve army concept. With the inception of flyers and no real way to deal with them outside of allies,
DW took another nutshot. Finally, just when it seemed that all hope was lost, the new
DA codex dropped. While some people feel that
DW got nerfed, I think they're just more appropriately costed now. You pay more for turn 1 or turn 2
DW assault, get fearless, get twin-linked on the drop, preferred enemy
CSM, oh and you score. So that's a pretty good deal I think. But I still wasn't playing
DW.
A few weeks ago at the Colonial
GT I ran into Brad (aka DevianID for you Dakka geeks) who is traditionally a
DW player and is pretty damn good with them. He was playing Nick's (Yermom for you Dakka geeks)
GKs, so I stopped for a minute to ask him where his
DW army was. He said he hadn't found a way to make them work yet, which immediately got my little brain started on how to make them work. Fast forward to now.
I was getting a little burned out on playing my usual marine army and Brad had unknowingly motivated me to start working on my
DW army. In 5th ed I played six termy units with speeder support, but I didn't think that would work in 6th. Speeders are too weak now and fewer people are taking tanks and with the point increase, six termy units just wasn't going to get it done. I needed some long range support, some home objective campers, some sort of
AA fire, and some psychic defense wouldn't go amiss either, so I came up with this list.
Libby in termy armor (
lvl 2, warlord)
Belial (duh)
5 x
TH/
SS termies w/heavy flamer
3 units of 5 x shooty termies w/chainfist and asscannons
2 x 5 units of
tac marines with heavy bolters
2 x 5 units of
devs w/3x missile launchers (upgraded to flakk)
2 x riflemen dreads
So far it's done well in test games, but I'm taking it to a
GT, so we'll see what happens. I'd like to have more flakk fire for hordes, but then I'd have to give something else up and I don't know what. I tried a few games running only three termy units and I really didn't like the way they played.
So who knows? I'm going to go, have a little fun, probably get curb-stomped, and hopefully learn how to make a better army. Batreps to follow. Later on chumps.