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Made in us
Stalwart Veteran Guard Sergeant




United States

What role do these guys have in the game? Are they just a one shot CC unit or can they be used for more?

This message was edited 1 time. Last update was at 2013/01/15 03:37:59




3000 Pts Astra Militarum
1800pts mess of Blood Angels
?? pts Mechanicus 
   
Made in ca
Longtime Dakkanaut





Toronto

They seem to be beefier assault terminators, trading high str thunderhammers for better toughness (shield wall) and weapon skill.

   
Made in gb
Horrific Howling Banshee




Hemel Hempstead

Don't forget their precision strikes & increased nastiness vs csm units; good for traitor character assassination.

 
   
Made in us
Regular Dakkanaut




 McGibs wrote:
They seem to be beefier assault terminators, trading high str thunderhammers for better toughness (shield wall) and weapon skill.


Well, they're only AP2 for one round. Sucks if they're in combat with a bunch of 2+ dudes and don't kill them all in that one round.
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

MadmanMSU wrote:
 McGibs wrote:
They seem to be beefier assault terminators, trading high str thunderhammers for better toughness (shield wall) and weapon skill.


Well, they're only AP2 for one round. Sucks if they're in combat with a bunch of 2+ dudes and don't kill them all in that one round.


They will actually score more wounds vs Vanilla TH&SS termies than the TH&SS termies will do in turn to the Knights even when the Maces are powered down. That said I think they are much less flexible than normal (and scoring) DWs so I doubt they will see much use.

I cannot believe in a God who wants to be praised all the time.
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Made in us
Dakka Veteran




NoVA

If I play DA, I will use their models as DW TH&SS... mainly because the models rule and the box comes with 4 maces but only 1 TH.

But yeah, they are pretty good, but the flexibility and scoring DW are better.

Playing: Droids (Legion), Starks (ASOIAF), BB2
Working on: Starks (ASOIAF), Twilight Kin (KoW). Droids (Legion)
 
   
Made in us
Stalwart Veteran Guard Sergeant




United States

If I play DA, I will use their models as DW TH&SS... mainly because the models rule


Agreed, but maybe for more usefulness is to use them as bodyguard for HQ? They could handle horde units with thier high toughness and maces make short work of orks, eldar, guard right?

This message was edited 1 time. Last update was at 2013/01/15 15:02:59




3000 Pts Astra Militarum
1800pts mess of Blood Angels
?? pts Mechanicus 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

The +1T makes them a great bodyguard for an IC, none of which you'll note have Eternal Warrior. Otherwise, standard DW are better through being more versatile.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

So is the squad just 5 models?

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Death-Dealing Dark Angels Devastator



California

5-10 DW Knights
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Nivek5150 wrote:
5-10 DW Knights

YES!
Crap now I need to by 2 more boxes!

Space Wolf Player Since 1989
My First Impression Threads:
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Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

 Super Ready wrote:
The +1T makes them a great bodyguard for an IC, none of which you'll note have Eternal Warrior. Otherwise, standard DW are better through being more versatile.


Someone, Sammael if I remember correctly, still has an Adamantine Mantle which grants Eternal Warrior. So exactly 1 HQ has Eternal Warrior.
   
Made in us
Death-Dealing Dark Angels Devastator



California

Now I'm picturing a group of Deathwing Knights trying to keep up with Sammael in a jetbike and how amusing and impractical that would be hehe
   
Made in us
Blood Angel Terminator with Lightning Claws






Nivek5150 wrote:
Now I'm picturing a group of Deathwing Knights trying to keep up with Sammael in a jetbike and how amusing and impractical that would be hehe


Why? All Sammy has to do is not put it past 1st gear or whatever

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Made in us
Twisting Tzeentch Horror





and he has a plasma cannon, DW has plasma cannons... i'm seeing a pattern here. He also has the only CC in the book at that AP and strikes at initiative.

Mess with the best, Die like the rest. 
   
Made in ca
Guard Heavy Weapon Crewman




Burlington, Ontario

Not true on the AP/Initiative. The Halberd of Caliban. Str +2 AP 2 strikes at initiative. The Maces of Absolution in Smite mode, Str +6 AP 2 strike at initiative.

"I have seen war in all its forms. I have seen feral world savages braining each other with stones and I have monitored the death of a whole planet at the hands of a virus bomb. I have seen Space Marines drop to certain death and win. I have seen Titans crush whole platoons underfoot.

But there is no more stirring sight in war than the charge of massed cavalry."

-Dravin Gratz, 14th Tharinga 
   
Made in us
Twisting Tzeentch Horror





Missed the Halberd, thought it was ap3, ap2 vs chaos.
The mace is one use only with the entire squad so it's really not TOO bad if you split up your forces well.

Mess with the best, Die like the rest. 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

People are discounting the power maces too early. DWK are tough customers and can throw out a ton of wounds easily, even vs other Terminators (who have an invul anyway so AP2 wouldn't mean all that much). The only major drawback of DWK is that they can't score, which can be crippling in a super-elite DW force.

   
Made in us
Revving Ravenwing Biker





Sherman Oaks, CA

Deathwing Knights are going to be a great support/shock troop. You want them to get stuck in and they will be very hard to get rid of. This can let your more flexible units score. Also, just because they can't score doesn't mean they can't contest an objective, effectively denying your opponent a point, putting you ahead.

Putting these guys up against hordes of dudes is going to be very useful too. Orks, nids, Dark Eldar etc are all going to struggle immensely with these guys as they will be str6 AP4 I4, WS5 and then T4/5 with a 2+ 3++. even big critters with worse than a 3+ save will fold easily as these guys will be wounding with lots of attacks. And if you need that extra oomph, save that str 10 ap2 Initiative 4 attack to take down some big nasties like Hive Tyrants etc. And forget it if you are a power armored CSM. You are going to HATE these guys (ap3 vs CSM).

I think these guys will see a lot of play despite being less flexible. They are more of a two-trick pony than a one-trick, but they aren't as flexible as combined-arms DW squads. Two tricks being anti-horde then briefly anti EVERYTHING and also being very hard to destroy. For 235 pts they aren't too badly priced either, as 5 TH/SS is 245 I believe?

w/e just my thoughts on em. Regardless, their models look great!

-VardenV2




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Krazed Killa Kan






WS5, S6 AP4

vs MEQ: .66*.83*.33*2 = .36

WS4, S4 AP3

vs MEQ: .5*.5*2= .5

WS4, S8 AP2

vs MEQ: .5*.83*2= .83

4 DW Knights + Knight Master vs MEQ = (.36*4)+(1.64) = 3.08 MEQs per turn

5 Power Swords vs MEQ = .5*.5*10 = 2.5 MEQs per turn

4 Power Fists vs MEQ (assuming one dead at I4) = (.5)*.83*2*4 = 3.32

e.g., DW Knights slightly outperform Power Swords against MEQs. Against everything else, they will considerably outperform Power Swords. They are competitive in their normal mode to Power Fists although inferior against both MEQs and TEQs. Their impact hits will give them a considerable advantage over Power Swords on the charge.

A 5 man unit of PF/SB or TH/SS Terminators will slightly defeat them in combat if they don't use smite.

4 DW Knights + Knight Master vs 5 TH/SS

Knights .66*.83*.16*11 = .96

TH/SS .5*.83*.33*2*4 = 1.09

Knights w/ Smite vs TH/SS .66*.83*.33*11 = 1.98
Knights w/ Smite vs PF/SB .66*.83*.66*11 = 3.97

I would say they're better point for point than TH/SS when used carefully.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
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Death-Dealing Dark Angels Devastator



California

Well, unless they're attacking a TH/SS, AP2 does mean making a terminator make a save with a 66% chance of failure instead of a 16.6% chance of failure.

I think the DWK will work best against hordes. A mob trying to tarpit you is going to get pretty well annihilated against a group DWK with 5 WS, 5 T and a 2+/3++ and hitting back with 2 attacks(3 for sgt) at +2 strength striking at initiative. And if you manage to get the charge off instead of waiting to be tarpitted, you've got Hammer of Wrath added in as well.
   
Made in us
Krazed Killa Kan






Nivek5150 wrote:
I think the DWK will work best against hordes. A mob trying to tarpit you is going to get pretty well annihilated against a group DWK with 5 WS, 5 T and a 2+/3++ and hitting back with 2 attacks(3 for sgt) at +2 strength striking at initiative. And if you manage to get the charge off instead of waiting to be tarpitted, you've got Hammer of Wrath added in as well.


5 DWK vs 20 Ork Boyz

(.66*.83*11) = 6 Ork Boyz

(.5*.33*.16*2*14) = .73 Knights

HOW = 2 dead Boyz
Charge bonus on DWK = 6.57+2.19=8.76

or ~ 10.76 Boyz dead before they get to strike. This means you could on average strip fearless of a 20 man unit of Boyz before blows are struck, or ~3 turns to strip Fearless off a 30 man unit.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Twisting Tzeentch Horror





Here is the real kicker that makes them next to impossible to actually kill. Giving them the FNP banner... You can DS 20 Termies in front of the enemy all with FNP. using DWA so they both come in... drop the DW squad first so you know where they will land, then the DWKs that won't scatter thanks to the character. run the knights 2 to 1 to b2b with a majority of DW termies and fire with the DW termis.

This leaves both squads with majority T5, the CC termies in front ready to move and charge next turn, and both squads with FNP...

How do you plan on dealing with that? that is equivilent to almost a 2+ invul. give the DW squad 2 or3 TH&SS termies and they are also almost a 2+ invul at T5... Vindi good, but what else?? S10, AP2 large blast good, but what else?

Death Star, yeah... good one, yeah...

This message was edited 1 time. Last update was at 2013/01/17 04:58:09


Mess with the best, Die like the rest. 
   
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Death-Dealing Dark Angels Devastator



California

Deathwing Knights standing next to regular Deathwing do not give the regular Deathwing +1 toughness.
   
Made in us
Twisting Tzeentch Horror





Do you have the codex in front of you? I don't know the page number (don't look at the reference section rule but in the army entry and unit description for the rule) off the top of my head but as it was quoted elsewhere is that it actually says if a models with the inner circle special rule is in b2b contact with at least 2 models with this rule, the model gets +1T...

Now the reference section contradicts this but it wasn't fixed in the FAQ. If you have the DA codex and can confirm the opposite way please let me know and i'll tell the guys over in the the rules section.

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 jegsar wrote:
Here is the real kicker that makes them next to impossible to actually kill. Giving them the FNP banner... You can DS 20 Termies in front of the enemy all with FNP. using DWA so they both come in... drop the DW squad first so you know where they will land, then the DWKs that won't scatter thanks to the character. run the knights 2 to 1 to b2b with a majority of DW termies and fire with the DW termis.

This leaves both squads with majority T5, the CC termies in front ready to move and charge next turn, and both squads with FNP...

How do you plan on dealing with that? that is equivilent to almost a 2+ invul. give the DW squad 2 or3 TH&SS termies and they are also almost a 2+ invul at T5... Vindi good, but what else?? S10, AP2 large blast good, but what else?

Death Star, yeah... good one, yeah...


About them not scattering: The first squad wouldnt scatter because im assuming youre putting Belial in there. But The DWK would scatter since the teleport homer works only if "it is on the table at the start of the turn". Since it came in from reserves, it dosent count as the start of the turn right?

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
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Sniping Hexa




Dublin

No, his plan is to land the "lone" DW regulars first and let them scatter, then drop the DWK with attached Belial close-by for added awesomeness

 
   
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OH ok I see

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Twisting Tzeentch Horror





TanKoL wrote:
No, his plan is to land the "lone" DW regulars first and let them scatter, then drop the DWK with attached Belial close-by for added awesomeness
Got it right! Now how do non DA counter this?? Assuming we don't have a vindicate assassin with shield breaker rounds manning a Icarus Lascannon.

Mess with the best, Die like the rest. 
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

The same way you normally massed deep striking terminators, throw massed shooting at it.

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