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[2000-2500] - Deathwatch - Building a Primaris Only List  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Fresh-Faced New User




[size=12]

Hi,
I'm new to playing 40k (long time tyranid collector) and I've picked up a Deathwatch Army. Mostly just units that I liked the sound of and would look good as displays pieces.
Im planning on painting and magnetising them but I'm not really sure how I should run the army if I ever played a game. I have not found any solid information on whats good as far as Primaris only deathwatch goes and I don't play often enough to trial everything, so I guess I'd like to know how you would equip this army. The models I have are about 1500 pts without gear so I think I have either a 2000pt army or 2500 with an addition of another Dreadnought, repulsor or extra unit.

I've purchased these models and the deathwatch bits to convert them, let me know what you think I should do Gear/Weapon wise to get the best of what I have. Or if It goes over 2000 what I should add to round it in at 2500pts to make a more competitive list. Keep in mind unless these units are all garbage Id really like to keep it to primaris only.

Units:
- Primaris Watch captain ( dark imperium captain)
- Primaris Librarian (Dark imperium Leutenant)
- Primaris Chaplain (Dark Imperium Ancient)
- Primaris Apothecary
- 3x Primaris Redemptor Dreadnoughts
- 3x Easy Build Aggressors
- 6x Aggressors
- 3x Easy Build Reviers
- 3x Easy Build Inceptors (Dark Imperium)
- 15x Intercessors (Dark imperium 5 man squad Ax1 and Bx2)
- 5x Intercessors
- 5x Hellblasters (dark Imperium squad )


HQ

Primaris Chaplain - 86
- Crozius Arcanum
- Absolver Pistol
- Frag & Krak Grenades

Primaris Librarian - 102
- Force Sword
- Bolt Pistol
- Frag & Krak Grenades

Primaris Watch Captain - 98
- Master Crafted Stalker Bolt rifle
- Bolt Pistol
- Power Sword
- Frag & Krak Grenades


Troops –
Kill Team A -
1 S.Intercessors
4 Intercessors
1 Interceptor
1 Reiver
1 Hellblaster
2 Aggressors

Kill Team B -
1 S.Intercessors
4 Intercessors
1 Interceptor
1 Reiver
1 Hellblaster
2 Aggressors

Kill Team C -
1 S.Intercessors
4 Intercessors
1 Interceptor
1 Reiver
1 Hellblaster
2 Aggressors

Kill Team D -
1 S.Intercessors
4 Intercessors
2 Hellblasters
3 Aggressors


Elites –
Primaris Apothecary - 69
- Absolver bolt pistol
- Reductor pistol
- Frag & Krak Grenades

Redemptor Dreadnought A

Redemptor Dreadnought B

Redemptor Dreadnought C

My idea tactics wise is pretty much to stick one HQ & apothecary with each squad and just run them up the board with dreadnoughts chasing other targets as distractions. ( I'm a painter not a strategist :( )

Its mostly the kill team/Dreadnought upgrades, organisation and weapons I'm unsure of. Let me know what you think I should run to get the most playable army out of these models.
I've also been toying with the idea of Roboute Guilliman as a centre piece for this army, would it work points/effectiveness wise or am I better of with something else. I know he can be taken as a LoW for all space marines but where do I find his rules ( not in the deathwatch codex)?

Thanks for your help

- KingPram
[/size]

   
Made in us
Powerful Ushbati





United States

The dreads aren't good. They'll get slaughtered by incoming missile and lascannon fire. I would replace them with Repulsors if you can, or find something else that will help you. Getting your kill teams to their targets without deepstrike is going to be your Achilles heel, hence why I suggest the repulsors. you can build them with Twin HB, Heavy O Cannons and storm bolters for less than 275 points.

Rowboats rules are in the Marine Codex.

This message was edited 1 time. Last update was at 2018/09/02 05:07:12


 
   
Made in au
Fresh-Faced New User




That' s a bummer, I'm kind of stuck with the dreads now. If I run the dreads what weapons would you recommend?

I could potentially pick up one or two repulsors down the road for 2 of the kill teams and then use the teleport start or use 3 command points for all three and keep one footslogging.
The other problem is that a repulsor cant fit any of those squads since aggressors count as two and I dont think inceptors can even be taken in them.

But anyways what weapons/upgrades should I take and how should I organise the kill teams?

-KingPram
   
Made in us
Powerful Ushbati





United States

KingPram wrote:
That' s a bummer, I'm kind of stuck with the dreads now. If I run the dreads what weapons would you recommend?

I could potentially pick up one or two repulsors down the road for 2 of the kill teams and then use the teleport start or use 3 command points for all three and keep one footslogging.
The other problem is that a repulsor cant fit any of those squads since aggressors count as two and I dont think inceptors can even be taken in them.

But anyways what weapons/upgrades should I take and how should I organise the kill teams?

-KingPram


I think the assault cannon is far better than the plasma. Same thing with the mini-assault cannon instead of the flamer.

Inceptors can't, but they're another unit I just haven't had any luck with. So maybe someone with more knowledge can help with this.
   
Made in nz
Chosen Baal Sec Youngblood




This guy had a good build for an intercessor unit

Credit: link https://www.dakkadakka.com/dakkaforum/posts/list/759117.page#10035513

post is 2nd to bottom

From wrote:


Intercessors
4 Intercessors with Auto Bolt Rifles
1 Intercessor Sgt. with Auto Bolt Rifle, chain Sword, and Auxiliary grenade launcher
1 Inceptor with 2 plasma Exterminators
4 Aggressors with 2 Auto Boltstorm Gauntles&Fragstorm Grenade launcher


The intercessor squad will take on the chaff clearing role of the DC and be a major focus for your opponent. If the aggressors aren't dealt with They alone are going to shoot 104 times, rerolling 1s to hit & wound, can get +1 to wound on stratagems as well. The unit is T5 due to the split of models, can advance and fire at full BS if your opponent denies the aggressors to opportunity to stand still and shoot. They can't be dealt with by driving a tank into melee with them either, they will punch the gak out of the tank, fall back and keep shooting thanks to the inceptor. They're annoying as hell to charge and any eldar ( including dark eldar) have to consider that you could just pop a stratagem fire during their turn if they move to close. Babysit these guys with a watch master / captain at all times. They can kill 2 venoms a turn split firing, if they are stationary they can kill 2 ravagers in a turn, and that's not even their intended role.

This message was edited 1 time. Last update was at 2018/09/02 10:44:32


 
   
 
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