Hey all,
I'm a long time Chaos player who defected to the enemy when the Deathwatch-codex dropped. I always loved their fluff/background and colourscheme and the idea of making a brandnew army with a solid core of new primaris marines appealed to me. After thorough studying and painstakingly fine-tuning my army list I've come up with, and built the following:
Deathwatch Battalion Detachment +5 CP
130 Watchmaster (in Corvus Blackstar) Warlord - Lord of Hidden Knowledge
130 Watch Captain with Jumppack, TH/SS, Beacon Angelis
295 5 Intercessors w. Bolt Rifle, 4 Hellblasters w. Plasma Incinerator, Inceptor w. 2 Plasma Exterminator
283 5 Intercessors w. Auto Bolt Rifle, 2 Hellblasters w. Assault Plasma Incinerator, Aggressor w. Auto Boltstorm Gauntlets, Inceptor w. 2 Assault Bolters, Reiver w. Bolt Carbine
298 5 Intercessors w. Auto Bolt Rifle, 4 Aggressors w. Auto Boltstorm Gauntlets, Inceptor w. 2 Assault Bolters
230 7 Veterans w. 4 Storm Bolter, 3 Chainsword, 1 SS, 2 DW Shotguns, 1 Fragcannon, Terminator w. Stormbolter, Powerfist, Vanguard Veteran w. BP/ChS (in Corvus Blackstar)
98 2 Bikers w. ChS, Sergeant with Stormbolter, SS, DW teleport homer
251 Corvus Blackstar w. Twin Assault Cannon, 2 SS ML, Huricane Bolter, Infernum Halo Launcher
Imperial Knights Auxiliary Super Heavy Detachment
177 Armiger Warglaive, Meltagun
Inquisition Vanguard Detachment +1 CP
63 Ordo Xenos Inquisitor, Psyker, Force Stave
10 Acolyte, Stormbolter
10 Acolyte, Stormbolter
25 Daemonhost
2000 points exactly, 9 CP, 11 Drops
I think the main core of the armylist is quite standard and quite powerfull. Sure you can argue against 2 Deathwatch Shotguns on the Veterans, but I like them for the flexibility (2D6 S3 overwatch hits vs. Harlequins is fun for such a cheap gun) but for the rest the list will not generate much discussion.
The Armiger is there to fill a gap in the AT department and to be a distraction Carnifex.
The Inquisitor is there for cool modeling opportunities, but also to have a bit of Psykic defence, a Leadershipbuff (with proved very relevant vs. Harlequin/Drukhari opponents thusfar) and some deepstrike protection and deployment options with the Acolytes/Daemonhost.
The real fun here is that in deployment I can start with 2-3 DW units in Teleportation chambers, then progress to acolytes/deamonhost being a drop each, then deploy 2 characters, followed by the Armiger, the Bikes and finally the Corvus. The opponent wil not know where the crux of my army will be untill the very end of deployment and even then in a unit that moves 45 inch. I've enjoyed the flexibility in not having to show my hand untill the 9th-10th drop. Setting up to create a concentrated turn 2 alpha strike, possibly followed by a turn 3 redeployment using the Beacon and the Teleporthomer.
Turn 1 the Bikers and Corvus will attempt to damage the most forward screens/flak with the Armiger playing a big threatening target. I then weather the opponents retaliation (which will obviously be painfull) and then drop in the full core of my army, 40 tough Marine bodies all within a reroll bubble, dishing out incredible damage.
I see the strength of the Astra Militarum CP Battery, but want to try to make this work first.
Any tips as to what to add or change in the army going forward?
Cheers, Cilithan
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