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2020/11/04 19:26:04
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Really? I thought the combat squadding of units had to happen at the start of the deployment step?
Declaring reserves and transports happens before that step in the order of operations.
Oh I see, sorry I had a brain moment. For some reason I was thinking you used teleportarium strat on the turn when you bring the unit onto the table, but no you use it pre game. Its never worked that way, I don't know why I was thinking that.
So yeh, interesting, as I did have concerns that I'd only teleport full-sized units, but it does seem like I could break them up for -free-. Wonder if that'll last.
2020/11/04 19:29:44
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Really? I thought the combat squadding of units had to happen at the start of the deployment step?
Declaring reserves and transports happens before that step in the order of operations.
Oh I see, sorry I had a brain moment. For some reason I was thinking you used teleportarium strat on the turn when you bring the unit onto the table, but no you use it pre game. Its never worked that way, I don't know why I was thinking that.
So yeh, interesting, as I did have concerns that I'd only teleport full-sized units, but it does seem like I could break them up for -free-. Wonder if that'll last.
It would definitely be awkward to deploy stuff in reserve and not have the CP to bring it on the table or Vect or what not.
2020/11/04 19:31:02
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
So yeh, interesting, as I did have concerns that I'd only teleport full-sized units, but it does seem like I could break them up for -free-. Wonder if that'll last.
Like I said, there's enough weirdness in several places surrounding units that can split and/or do other things "at the beginning of deployment" that I expect we'll see some blanket FAQs.
2020/11/04 21:36:21
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Currently I'm planning on splitting it into 4 Bolt Sniper Eliminators and an Infiltrator with a Helix Array to block for them and hand out DS protection. Probably going to quickly realize it doesn't help much though.
The other half.... 4 Infiltrators and I suppose an Incursor. Probably not worth the mine. I'd prefer a Reiver but :(
2020/11/04 22:43:30
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Inceptors are great, and I'd take them over eradicators in an Indomitor KT for days, because I can see some use for obsec inceptors, or aggressors that can fallback and shoot. That's because Eradicators in Indomitors suck a little (and I'm not sure I like the look of Indomitor at all tbh.) ...
As far as I can see, the best way to run eradicators is in eradicator teams, with the only exception being if you want to spam high numbers of them, for some reason.
They dont need obsec because they're such HVTs and will be eating shots all day.
They don't need bodies that are almost as expensive tanking for them, when you can just take more eradicators (seriously, 3x3 eradicators is only about 20pts more than a 5-eradicator Indomitor team).
And they don't need to be taken in groups of 5 because that represents a huge decline in returns when every model in the unit (heavy ints included) has to shoot the same target, especially with knights being as naff as they are right now.
So yeah, take them as every other chapter takes them, but just not as well as some of them. If you're looking for where nuDW will shine, this is not it.
/hot-take
2020/11/04 22:55:45
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
grouchoben wrote: Inceptors are great, and I'd take them over eradicators in an Indomitor KT for days, because I can see some use for obsec inceptors, or aggressors that can fallback and shoot. That's because Eradicators in Indomitors suck a little (and I'm not sure I like the look of Indomitor at all tbh.) ...
Hard disagree. Eradicators on their own waddling up the board in pods of 3 are begging to be shot off the table. In groups of 2 behind a slab of HInts they cause target priority nightmares.
They don't need bodies that are almost as expensive tanking for them, when you can just take more eradicators (seriously, 3x3 eradicators is only about 20pts more than a 5-eradicator Indomitor team).
HMR Eradicators are 45 points. HInts are 28. You're looking at an additional entire body you can put between the heavy hitters and the enemy before performance even begins to degrade measurably.
And they don't need to be taken in groups of 5 because that represents a huge decline in returns when every model in the unit (heavy ints included) has to shoot the same target, especially with knights being as naff as they are right now.
You're vastly underestimating Eradicators in the anti Heavy Infantry role. Guaranteed 3 damage per unsaved wound is terrifying to Custodes and Gravis targets alike (not to mention things like Bikes or things like Canoptek units which you're going to see everywhere in the Newcron context), and they're targets that HInt weaponry is extremely valuable against. The combination also tunes up exceptionally well if you give them full rerolls with Specialisms.
Again, you were never taking 5 in a single unit anyway, for the same reason you were never taking 6 in a Heavy Support slot without squadding them down.
This message was edited 2 times. Last update was at 2020/11/04 23:05:59
2020/11/05 00:03:49
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Sterling191 wrote: You're vastly underestimating Eradicators in the anti Heavy Infantry role.
Vaguely related to this, I've been trying to come up with an Indomitor team loadout that isn't just pure Eradicator spam and had come to a similar idea of a back up anti heavy infantry team as the second combat squad (still a bit Eradicator spammy though so might rethink this):
Combat squad 1
2 Heavy Intercessors
3 Eradicators
Combat squad 2
3 Heavy Intercessors
1 Heavy Intercessor with heavy bolter
1 Eradicator with multi melta
Squad 1 will likely just teleport in and be a generic Eradicator pain but with added durability and annoying deployment. Squad 2 though - having just 1 eradicator in there means I don't really have to care about being optimal for the total obliteration rule, a 4 shot MM is fine for anti heavy infantry, and the str 5 bolters are not exactly a rubbish choice if I need to point at a tank. The MM is about the same as what a Heavy Intercessor would cost if they had that option anyway so doesn't exactly seem a waste of points.
2020/11/05 00:10:21
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Trying to grok how to deploy the special weapons for HInts and Eradicators is definitely something I've been struggling with too. I like the configuration as a more "battle line" take, but in that vein I'd probably swap out one Eradicator for another HInt in Squad 1. The whole package (special weapons included) comes out to 2 points less than a straight 6/4 split.
One of the things that Deathwatch are uniquely able to do right now is disseminate capacities out across the army so that not only will not losing a single unit cripple us, but that it can force an opponent to make inefficient or bad decisions.
This message was edited 2 times. Last update was at 2020/11/05 00:16:10
2020/11/05 06:29:03
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Hey up Sterling, I won't go line by line but I do want to respond to this point, as I think it lies at the heart of why we'd bother with eradicator-Indomitor teams...
Hard disagree. Eradicators on their own waddling up the board in pods of 3 are begging to be shot off the table. In groups of 2 behind a slab of HInts they cause target priority nightmares. ... HMR Eradicators are 45 points. HInts are 28. You're looking at an additional entire body you can put between the heavy hitters and the enemy before performance even begins to degrade measurably.
An Indomitor team with 5 erads (1mm) costs us 345pts.
A six-erad squad (2mm) costs us 280pts.
Indomitor has more wounds (30vs18) for sure but it also shoots less melta (14vs11) and costs more (65pts). If you're going heavy on erads as your AT then let's be frank, they're a very good pick for the teleportarium strat.
I also don't see why Indomitors cause 'targetting priority nightmares'. You shoot them lots, they're obsec troops that also contain the game's best AT. Shoot them, shoot them with your anti-SM tech'd guns, and don't stop until they're all dead. Very very (very) much like your priorities vs pure erad squads.
Finally, it's really unclear to me why we'd want to be shooting our Hints at the same target as our erads. Like, every time. Erads are the definition of overkill, their damage spike is outrageous, and having to ping a bunch of S5 shots into the same target is often going to be extremely sub-optimal. If the Hints were contributing anything other than being slightly more efficient meatshields then I'd be interested. As it is, in a faction that has reserve options coming out the wazoo, I don't see a place for them. We can already take 840pts of erads and start them all off the board if we want, a few ablatives doesn't really compare.
2020/11/05 07:29:30
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Hey up Sterling, I won't go line by line but I do want to respond to this point, as I think it lies at the heart of why we'd bother with eradicator-Indomitor teams...
Hard disagree. Eradicators on their own waddling up the board in pods of 3 are begging to be shot off the table. In groups of 2 behind a slab of HInts they cause target priority nightmares. ... HMR Eradicators are 45 points. HInts are 28. You're looking at an additional entire body you can put between the heavy hitters and the enemy before performance even begins to degrade measurably.
An Indomitor team with 5 erads (1mm) costs us 345pts.
A six-erad squad (2mm) costs us 280pts.
Indomitor has more wounds (30vs18) for sure but it also shoots less melta (14vs11) and costs more (65pts). If you're going heavy on erads as your AT then let's be frank, they're a very good pick for the teleportarium strat.
I also don't see why Indomitors cause 'targetting priority nightmares'. You shoot them lots, they're obsec troops that also contain the game's best AT. Shoot them, shoot them with your anti-SM tech'd guns, and don't stop until they're all dead. Very very (very) much like your priorities vs pure erad squads.
Finally, it's really unclear to me why we'd want to be shooting our Hints at the same target as our erads. Like, every time. Erads are the definition of overkill, their damage spike is outrageous, and having to ping a bunch of S5 shots into the same target is often going to be extremely sub-optimal. If the Hints were contributing anything other than being slightly more efficient meatshields then I'd be interested. As it is, in a faction that has reserve options coming out the wazoo, I don't see a place for them. We can already take 840pts of erads and start them all off the board if we want, a few ablatives doesn't really compare.
The way I see it, Sterling is talking about the KT from a TAC approach.
By splitting the KT down into 2 units of 3 HI and 2 Eradicators you basically tell your opponent, “sure, when I am shooting your tanks I’m wasting 3 HI shots, but if you want to kill my 4, 6, 8 etc Eradicators then – good luck!”. (especially if you then drop Transhuman onto one of the squads)
When it comes to the point where there are no tanks left on the table (there might not be any heavy vehicles or monsters to begin with) then these combat squads become heavy infantry/2 wound infantry murderers. The fact that they have obsec and the toughness to stand in the open on objectives and draw a large portion of your opponents firepower is just a bonus.
If you’re going pure DW then I can’t see a reason why you wouldn’t spend 373 points on a squad with 4 Heavy Melta Rifles and Aquila upgrade, standing on your home objective in 2 combat squads with a Chief Apothecary. That still leaves you 1532 points to ram down the throats of your opponents.
My personal approach at the moment is the 10-man KT split into 5 HI and then 1 HI and 4 Eradicators. This is prob going to change to the above though, depending on how much use I will be getting out of using the SIA strat on the 5 HI unit. Also not running the Chief Apothecary, but using a Watch Master as I’m running a sizable force of Raven Guard successors with the CA to provide additional threat and distraction.
2020/11/05 13:27:58
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Indomitor has more wounds (30vs18) for sure but it also shoots less melta (14vs11) and costs more (65pts). If you're going heavy on erads as your AT then let's be frank, they're a very good pick for the teleportarium strat.
For the second time, you're using Eradicators purely in an AT configuration. That's extremely shortsighted and a waste of what the unit can do.
I also don't see why Indomitors cause 'targetting priority nightmares'. You shoot them lots, they're obsec troops that also contain the game's best AT. Shoot them, shoot them with your anti-SM tech'd guns, and don't stop until they're all dead. Very very (very) much like your priorities vs pure erad squads.
You're acting like Eradicators are the only dangerous thing that a Deathwatch player can put on the board. They're not. If a player wastes their shooting on a single combat squad, that's fantastic. It means the rest of the army isnt getting shot at.
grouchoben wrote: Hey up Sterling, I won't go line by line but I do want to respond to this point, as I think it lies at the heart of why we'd bother with eradicator-Indomitor teams...
Finally, it's really unclear to me why we'd want to be shooting our Hints at the same target as our erads.
Because Eradicators are extremely efficient at killing things other than tanks that S5 weaponry is also very good against. There are entire factions currently rampaging through the game built on that premise.
Indomitor has more wounds (30vs18) for sure but it also shoots less melta (14vs11) and costs more (65pts). If you're going heavy on erads as your AT then let's be frank, they're a very good pick for the teleportarium strat.
Yes they are. But unlike naked Eradicators, they dont *require* the Teleportarium strat or Reserves to function in a highly lethal meta. They're flexible, and able to do more than one thing. Thats their strength.
The way I see it, Sterling is talking about the KT from a TAC approach.
Exactly. Standalone Eradicators are good. Too good. Extremely too good. If they shore up a gap in your army? Take them! They're a perfectly legal (albeit criminally undercosted) unit that addresses one of the major needs of the army. But the fact that we can take them in a different formation opens up alternate avenues of play and utilization that no other army has. That's also a good thing.
My primary point in all of this is that Kill Teams can allow specific models to do things that they couldnt otherwise, and contribute to the "greater than the sum of their parts" faction identity that I think a lot of us were drawn to in Deathwatch. Is it necessarily going to be the most points efficient in terms of lethality? No, probably not. But pure lethality doesnt win games in 9th. Being able to do things on the table, to hold objectives, to force bad decisions by your opponent, does. These are tools with which we can create those situations.
This message was edited 4 times. Last update was at 2020/11/05 14:00:52
2020/11/05 14:24:09
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Vilgeir wrote: Regarding the 6/4 HInt/Erad squad, is that using all Heavy rifles, or is there room to consider the assault variant for mobility and accuracy reasons?
I think there's real play for all three HInt weapons. The Executor is scary as hell for Gravis or PM targets (slightly less so for Custodes or Blightlord level targets due to overlapping defensive abilities), while the Hellstorm is a great all rounder brrrrt weapon thanks to its high strength, good range and serious weight of fire, and the basic Heavy Bolt Rifle is in between. I'd personally lean towards either the Heavy or Hellstorm, but the basic one definitely has its place for covering more bases in a list. I feel like the HMR is the auto-take for the Eradicator because of the damage floor (seriously, flat 3 damage minimum going to 5 at half range is just too damn good to pass up), and the fact that if the unit advances they dont get to double tap, which puts them behind most other high strength weapon options for efficiency.
We talked about this in the old thread, but for Eradicators, taking the -1 to hit for moving sounds bad, but the impact of the flat damage bonus more than outweighs the accuracy loss (Goonhammer thread breaking down the math), and is proportionally better cushioned when you apply things like rerolls to the unit.
This message was edited 4 times. Last update was at 2020/11/05 14:39:04
2020/11/05 16:12:45
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
LunarSol wrote: What are people looking at for the Spectrus KT?
Currently I'm planning on splitting it into 4 Bolt Sniper Eliminators and an Infiltrator with a Helix Array to block for them and hand out DS protection. Probably going to quickly realize it doesn't help much though.
The other half.... 4 Infiltrators and I suppose an Incursor. Probably not worth the mine. I'd prefer a Reiver but :(
My plan is similar. 4 eliminators with an attached infiltrator, although if I take a Phobos captain, I will take the comms over the helix for reroll 1s to hit.
I'm also not sure if the HW mine is worth it, but the incursor is a few points cheaper and will take up at least one slot.
Shame about the reiver, would be a good addition.
2020/11/05 16:14:44
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Ah, I don't have the new Codex yet (I ordered it with the Supplement preorder), so I'm guessing now that there's a change between the Eradicator rules I have in Indomitus and the main codex? Would I guess explain my initial confusion about why we wouldn't want the mobility. I agree that the opportunity cost of advancing is too high.
Also, sorry if I rehashed old topics from an older thread - still new and learning. I know that can be annoying at times. Sorry all!
This message was edited 1 time. Last update was at 2020/11/05 16:16:43
2020/11/05 16:18:00
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Vilgeir wrote: Ah, I don't have the new Codex yet (I ordered it with the Supplement preorder), so I'm guessing now that there's a change between the Eradicator rules I have in Indomitus and the main codex? Would I guess explain my initial confusion about why we wouldn't want the mobility. I agree that the opportunity cost of advancing is too high.
Also, sorry if I rehashed old topics from an older thread - still new and learning. I know that can be annoying at times. Sorry all!
There's no change with the Indomintus Eradicators. There's just two additional weapon options in the codex for the unit. A Heavy 1 version of the Melta Rifle that has the same profile with +2 Damage and a Multimelta option.
2020/11/05 16:20:32
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Vilgeir wrote: Ah, I don't have the new Codex yet (I ordered it with the Supplement preorder), so I'm guessing now that there's a change between the Eradicator rules I have in Indomitus and the main codex? Would I guess explain my initial confusion about why we wouldn't want the mobility. I agree that the opportunity cost of advancing is too high.
Also, sorry if I rehashed old topics from an older thread - still new and learning. I know that can be annoying at times. Sorry all!
There's no change with the Indomintus Eradicators. There's just two additional weapon options in the codex for the unit. A Heavy 1 version of the Melta Rifle that has the same profile with +2 Damage and a Multimelta option.
Slight clarification, Total Obliteration (the double tap ability) does not activate if the unit advanced. In Indomitus you could still advance and shoot twice. If we had the old rule, I think there'd be a reasonable argument to make for using basic Melta Rifles (especially with the capacity to give them the Scars CT and ignore the penalty for zooming).
Also, sorry if I rehashed old topics from an older thread - still new and learning. I know that can be annoying at times. Sorry all!
No apology necessary, there's a lot to cover and nuances like these are important to talk through. Some things from the old thread are still quite relevant and well worth revisiting.
This message was edited 3 times. Last update was at 2020/11/05 16:23:18
2020/11/05 16:44:17
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Vilgeir wrote: Ah, I don't have the new Codex yet (I ordered it with the Supplement preorder), so I'm guessing now that there's a change between the Eradicator rules I have in Indomitus and the main codex? Would I guess explain my initial confusion about why we wouldn't want the mobility. I agree that the opportunity cost of advancing is too high.
Also, sorry if I rehashed old topics from an older thread - still new and learning. I know that can be annoying at times. Sorry all!
There's no change with the Indomintus Eradicators. There's just two additional weapon options in the codex for the unit. A Heavy 1 version of the Melta Rifle that has the same profile with +2 Damage and a Multimelta option.
Slight clarification, Total Obliteration (the double tap ability) does not activate if the unit advanced. In Indomitus you could still advance and shoot twice. If we had the old rule, I think there'd be a reasonable argument to make for using basic Melta Rifles (especially with the capacity to give them the Scars CT and ignore the penalty for zooming).
Oh, duh. This is what I get for not getting to play them between Indomitus and the Codex
LunarSol wrote: What are people looking at for the Spectrus KT?
Currently I'm planning on splitting it into 4 Bolt Sniper Eliminators and an Infiltrator with a Helix Array to block for them and hand out DS protection. Probably going to quickly realize it doesn't help much though.
The other half.... 4 Infiltrators and I suppose an Incursor. Probably not worth the mine. I'd prefer a Reiver but :(
My plan is similar. 4 eliminators with an attached infiltrator, although if I take a Phobos captain, I will take the comms over the helix for reroll 1s to hit.
I'm also not sure if the HW mine is worth it, but the incursor is a few points cheaper and will take up at least one slot.
Shame about the reiver, would be a good addition.
I do really wish the base units for our KTs were a little more flexible. Replacing Infiltrators for Incursors is mostly a min/max wish, but I'd love it if Assault Intercessors could be part of the base 5. I'm trying to decide if the 5 man Outrider squad is really worth it or mostly a gimmick. It's a shame its sort of an all or nothing prospect.
Good call on the Comms guy. Might have to try that out. Planning on using one of the extra Eliminators as a Captain anyway.
This message was edited 1 time. Last update was at 2020/11/05 16:49:52
2020/11/05 18:42:48
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Sterling191 wrote: My primary point in all of this is that Kill Teams can allow specific models to do things that they couldnt otherwise, and contribute to the "greater than the sum of their parts" faction identity that I think a lot of us were drawn to in Deathwatch. Is it necessarily going to be the most points efficient in terms of lethality? No, probably not. But pure lethality doesnt win games in 9th. Being able to do things on the table, to hold objectives, to force bad decisions by your opponent, does. These are tools with which we can create those situations.
Agreed on all points except that regarding lethality. 40k is still about kill & hold, and the two are intertwined, especially in SM armies. holding objectives (above killing), forcing bad decisions – this sounds like a Daemons kinda playstyle to me. DW needs to leverage its extreme killiness to counterbalance its general low model-count nature, I don't see that changing. I guess I'll leave this discussion here because I do take a lot of your points as correct, and perhaps I'm off on my thinking regarding how combat squadding will open up Indomitus squads to some more advance plays, only experience will tell I guess.
2020/11/06 00:09:29
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
grouchoben wrote: holding objectives (above killing), forcing bad decisions – this sounds like a Daemons kinda playstyle to me. DW needs to leverage its extreme killiness to counterbalance its general low model-count nature, I don't see that changing.
I fully agree here, and I want to clarify that I'm not talking about a "sit on objectives and solely try to outlast your opponent" approach to list building or gameplay. With our current suite of defensive abilities, I think Deathwatch actually could make a go of that style of list. But that's not the perspective I'm coming from.
We have units that are more killy than they are durable. We have units that are more durable than they are mobile. We have units that are more mobile than they are killy. 9th edition games requires all three capabilities, and finding ways to get those elements on the table is what makes or break an army. Eradicators are an absurdly killy unit, but by their very nature they're not very durable. The ability to make them durable is what they gain in the Indomitor team, at the cost of their raw damage efficiency. That's okay, because even in groups of 1 or 2, they're still terrifying.
grouchoben wrote: I guess I'll leave this discussion here because I do take a lot of your points as correct, and perhaps I'm off on my thinking regarding how combat squadding will open up Indomitus squads to some more advance plays, only experience will tell I guess.
Indeed. Practical experience is going to provide us with a wealth of insight that we're barely starting to scratch the surface of.
2020/11/06 00:22:54
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
So on that note, what are people looking at for lists at the moment? It's kind of a habit from when options were limited, but right now my lists have mostly been a mix of 4-5 support HQ/Elite characters, a couple Venerables and something like 4-5 full KTs. Also still in the phase where I'm going to jam the Blackstar in there until it gets beaten out of me. Anything else people are fitting in?
2020/11/06 18:22:14
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
watchmaster Ultra CP regen, relic spear,
bike chappie master of sanctity and a second warlord trait
jump shield captain with relic blade and dominus aegis
5xassault rifle intercessors and 5x outriders - anti troop strategism
6zinfiltrator, helix upgrade 4x eliminator
5x veterans 3xccw, 2x stormshield
65ish points left over. Ideally as a buffer for any balance changes before I get to play. Also 2-4 CP for warlord traits and other relics.
ATVs, bikes, chaplain and captain are a fast, mobile, but also hard hitting, block. Weapon on the captain is still up in the air. Servitors, callidus and kill teams are there for objectives and board control. While working heir way towards midfield. Eradicators are almost always gonna be in teleport reserves. Basically the plan isn’t necessarily to blow them off the table with sheer amount of possible damage, but to be mobile and be able to have better control over when and where I engage.
Which reminds me, need to find my jump captains who are in storage as well as pry the shoulderpad off my watchmaster(currently raven guard, soon to be dragon guard, unknown founding). Then I will have most of my list ready.
Other thoughts are getting the Phobos captain, which combined with the eliminators should be able to knock out most medium characters.
This message was edited 1 time. Last update was at 2020/11/06 18:28:12
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer
LunarSol wrote: So on that note, what are people looking at for lists at the moment? It's kind of a habit from when options were limited, but right now my lists have mostly been a mix of 4-5 support HQ/Elite characters, a couple Venerables and something like 4-5 full KTs. Also still in the phase where I'm going to jam the Blackstar in there until it gets beaten out of me. Anything else people are fitting in?
I'm really just trying to fit in models I like, so the Stormraven with an Ironclad carrying a KT will be in there, but I can almost guarantee that it will not be very competitive. That's mostly fine, because I think I'll learn how to manage the inherent inefficiencies of it as I learn to actually play. You know, once I'm able to actually see other people again lol
2020/11/06 19:24:51
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
Other thoughts are getting the Phobos captain, which combined with the eliminators should be able to knock out most medium characters.
I just made a Phobos captain out of the Eliminator Sgt myself. He comes with an Instigator and I only need 4 of the 6 models. I also just don't love the official Captain, though I do with the Eliminator Sgt had a more interesting head.
This message was edited 1 time. Last update was at 2020/11/06 19:25:28
2020/11/06 20:50:36
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
I am not persuaded about the 5 outriders killteam, but happy to be proven wrong.
Also, I have run some math for the fortis killteam with assault hellblasters and intercessors. They are very good (maybe not be best, but viable)
The plan is as follow:
(i) centre objectives: 10 intercessors + aggressors + 1 redemptor + apothecary + champion with the dominus aegis. The Wm provides re-roll and ob sec (x2 on fortis killteam), the librarian, apothecary and champion 5++, 5+++ and revive.
(ii) 1/2 forward objectives o 1 front e 1 rear covered by the spectrus
(iii) 1 fortis +1 Redemptor in deep strike + inceptors to threaten the back line and other objectives
This message was edited 1 time. Last update was at 2020/11/06 21:49:35
2020/11/06 21:48:02
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica