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![[Post New]](/s/i/i.gif) 2013/05/11 13:36:06
Subject: 2,000 points of Deathwing. Any obvious holes?
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Unhealthy Competition With Other Legions
Arlington, VA, USA
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I’ll be playing in a 2,000 point 40k campaign this summer, and don’t really want to take my existing Space Marine army, but would rather take something new. I like elite forces, and something which is either low model count or very simple to paint would be good, for ease of storage/transport and so that I’m likely able to convert and paint much of the force before/during the campaign.
I’ve settled on Deathwing or Necrons (my Eldar are possible but in no fit state at the moment, so I’ll have to see the new Codex for thoughts on that). Here is my rough 2,000 point list (33 models, which is doable for me):
HQ: Belial.
HQ: Librarian. Mastery 2, Terminator armour.
HQ: Terminator command. 1 Deathwing Company Banner, 1 Deathwing Champion, 1 Deathwing Apothecary, 1 with heavy flamer, 1 with lightning claws.
Elites: 5 Deathwing Knights.
Troops: 5Terminators. 1 assault cannon, 1 chainfist, 1 TH/SS, 1 pair lightning claws.
Troops: 5Terminators.1 plasma cannon.
Troops: 5 Terminators. 1 cyclone missile launcher.
Troops: 5 Terminators. 1 cyclone missile launcher.
Fortification: Aegis Defence Line. Quad-cannon.
This comes in at 1940 points so leaves a little room for wargear. I am not looking for the ultimately-optimised list, but rather looking for advice from those who have played Deathwing armies as to whether this is likely to be a fun army that gives me a fair chance in friendly games. So, are there any obvious holes in my list? I see it as a Deathwing strike force (with the fortification being something that’s there rather than something they brought with them).
I’d rather keep it pure Deathwing. Another draft swapped the ADL for a Rifleman dreadnought, although I know the other players will all be taking flyers so I thought the ADL’s quad-cannon and cover save could be useful (plus taking one vehicle only is asking for it to be a heavy weapon magnet). Or, I could drop one Terminator squad and bring two Dreadnoughts. The other players’ armies will be from a broad mix of codices.
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![[Post New]](/s/i/i.gif) 0047/05/11 16:07:47
Subject: 2,000 points of Deathwing. Any obvious holes?
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Painlord Titan Princeps of Slaanesh
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Replace as many storm bolters &pf for TH/SS as possible, but keep heavy weapons. Designate top 2 termi& command as assault squads.
Termi, 4 TH/SS, CML is the popular configuration I have seen.
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![[Post New]](/s/i/i.gif) 2013/05/12 05:27:41
Subject: 2,000 points of Deathwing. Any obvious holes?
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Secretive Dark Angels Veteran
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Filch wrote:Replace as many storm bolters & pf for TH/ SS as possible, but keep heavy weapons. Designate top 2 termi& command as assault squads.
Termi, 4 TH/ SS, CML is the popular configuration I have seen.
Terrible advice. This isn't 5th Edition. If needed you should take a max of one SS on the Cyclone squad which is sitting on the home objective and Quad Gun. All your front line squads need the shooting.
Take a combi-melta on the Librarian, for 5 points it's worth every point, and if you come down with the Deathwing Knights you can pop a vehicle so their shooting isn't wasted.
If you're bringing that many terminators I'd recommend taking the Banner of Fortitude in command squad... giving your frontline termies 2+ and 5+ FNP is strong. Deathwing Company Banner isn't great because it's only 6".
Consider taking a LRC with Belial solo inside of it, this way you can DWA the rest of your army in on turn 2 with no scatter.
Plasma cannon is cheap but pretty useless. Drop it for Assault Cannon.
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This message was edited 1 time. Last update was at 2013/05/12 05:28:48
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![[Post New]](/s/i/i.gif) 2013/05/12 09:52:17
Subject: 2,000 points of Deathwing. Any obvious holes?
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Bounding Dark Angels Assault Marine
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I know it goes against everything you said in your title, but I find that having a 250 point squad sit at the back and man the quad gun a bit of a waste. I play a DW centred DA army, with other elements and I always have a scout squad at the back, that way you can have a 60 point squad camping at the back rather than 250, it also allows you to deep strike more stuff turn 1 and with the remaining points get some more terminators for belials squad
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3500 (ish) points
who-knows-how-many points random stuff |
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![[Post New]](/s/i/i.gif) 2013/05/12 15:28:42
Subject: 2,000 points of Deathwing. Any obvious holes?
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Unhealthy Competition With Other Legions
Arlington, VA, USA
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Thanks for the suggestions, all. They (mostly) make sense. I thought about it, and based on those, he's another version (1,996 points).
HQ: Belial.
HQ: Librarian. Mastery 2, Terminator armour, combi-melta.
HQ: 5 Terminator command. 1 Standard of Fortitude, 1 Deathwing Champion, 1 Deathwing Apothecary, 1 with heavy flamer, 1 with lightning claws.
Elites: 5 Deathwing Knights.
Troops: 5 Terminators. 1 assault cannon, 1 chainfist, 1 TH/ SS, 1 pair lightning claws.
Troops: 5 Terminators. 1 assault cannon.
Troops: 5 Terminators. 1 cyclone missile launcher, 1 thunder hammer/storm shield.
Troops: 5 Terminators. 1 cyclone missile launcher.
Fortification: Aegis Defence Line. Quad-cannon.
Belial will be with the command squad, and the librarian with the knights. The first Deathwing squad will reinforce where needed. The other three will claim/contest objectives. The one with the thunder hammer/storm shield will be on the ADL, hopefully by an objective (and the hammer guy will man the quad-gun).
Asmodai Asmodean wrote:
Consider taking a LRC with Belial solo inside of it, this way you can DWA the rest of your army in on turn 2 with no scatter.
Based on the FAQ, if I read correctly, you can't do this as DWA counts towards the number of units in reserve. So I'd probably DWA the characters, and first three squads, and have the second three squads deploy at the start.
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![[Post New]](/s/i/i.gif) 2013/05/13 01:33:49
Subject: 2,000 points of Deathwing. Any obvious holes?
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Crushing Black Templar Crusader Pilot
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If you take the Standard of Fortitude then lose the Apothecary, that way you regain a special weapon while still keeping the FNP.
You have a total of 8 "units" for the purpose of calculating reserves (3HQs, the Knights and 4 Troops). This is gonna make it difficult to maximise the usefulness of the DWA and the effect of the banner and the twin-linked weaponry upon arrival...
As mentioned above, adding a 9th unit will really help you out, you could add a single scout squad or even a single techmarine manning the quad-gun.
Have fun!
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![[Post New]](/s/i/i.gif) 2013/05/13 02:38:22
Subject: 2,000 points of Deathwing. Any obvious holes?
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Unhealthy Competition With Other Legions
Arlington, VA, USA
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phoenix darkus wrote:If you take the Standard of Fortitude then lose the Apothecary, that way you regain a special weapon while still keeping the FNP.
Oh, good point. I didn't think of that. I'll see... Or I could swap in the old banner and use the extra 40 points for wargear.
I see the point made about manning the ADL, but don't want to add non-Deathwing elements to this force.
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![[Post New]](/s/i/i.gif) 2013/05/13 07:17:23
Subject: 2,000 points of Deathwing. Any obvious holes?
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Painlord Titan Princeps of Slaanesh
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Sorry if I gave bad advice. I was trying my best. Although we are all now playing 6th, 5th ed thinking and old armies are still being played as they are slowly fine tuned for 6th ed and some people are reluctant to hop on the flying bandwagon.
Even 1 squad of TH/SS gives me so much problem compared to 2+/5++ termi. A squad of 4 TH/SS and 1 CML was what I saw spammed on a few lists. I can take care of termi with my chosen toting 4 plasma guns. But I can not stop those with TH/SS.
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![[Post New]](/s/i/i.gif) 2011/05/08 18:16:41
Subject: 2,000 points of Deathwing. Any obvious holes?
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Revving Ravenwing Biker
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Filch wrote:Replace as many storm bolters & pf for TH/ SS as possible, but keep heavy weapons. Designate top 2 termi& command as assault squads.
Termi, 4 TH/ SS, CML is the popular configuration I have seen.
I like to have a 1:1 ratio of shooty to cc terminators. The TH/ SS combo is great but not for the whole army in my opinion. I construct my squads like this:
Close Combat
Sgt w/ TH/ SS (according to FAQ this may be disputed)
3x TH/ SS
Assault Cannon + Chainfist
These guys can do a lot of damage, the sergeant can take on most guys in challenges, and the chainfist can crack vehicles if need be. Plus the assault cannon is twin linked on drop (which is awesome). I chose to use the assault cannon instead of CML because every turn they are in combat and not firing the CML it is wasting its range potential. I much prefer the assault cannon for the close drop and overwatch if they get charged.
Shooty Support
Sgt w/ TH/ SS (again, may be disputed due to poor wording in the FAQ)
Power Fist + Storm Bolter x2
Chain Fist + Storm Bolter
Power Fist + Storm Bolter + CML
Good all around shooty squad. Can be dropped in for twin link or march up the field split firing the CML at armor etc and letting the storm bolters shoot at troops. I use these guys to camp objectives and support my cc terminators by dealing some ranged damage before the cc squad charges. And if need be, they can counter charge (they do have power fists afterall) and put the hurt on some people.
Your command squad looks good to me, but I am not a fan of lightning claws on terminators, but that is a personal preference really. I would say that maybe you should replace the heavy flamer for an assault cannon if you can find the points, as it has longer range and can possibly take out vehicles (again, personal preference). If you want a more cc oriented command squad I would recommend taking the Deathwing banner instead of the fortitude banner because the extra attack can really help in my opinion. If you want them to be giving FNP I would orient them to be more shooting based and staying out of direct combat where they might get beaten up quickly.
List looks fun either way.
- VardenV2
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