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Made in gb
Dakka Veteran





Anyone take a repulsor? Got a game this week 2k and I'm going to take one and see how it goes. Can pump out crazy firepower for 290 pts you get..

2 lascannon shots
18 strength 5 ap -1 shots from the 2 onslaught Gatling's
12 storm bolter shots
Krakstorm launcher and heavy stunner

I'm thinking of chucking my aggressors in there or some hellblasters and casting might of heroes on the tank to get it up to t9 and pop smoke turn 1.
   
Made in us
Never Forget Isstvan!






repulsors are fine if you go dakka setup and have guilliman for rerolls. For deathwatch you always take dreads instead. Relic Leviathans and/or contemptors will do you better.

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Made in us
Stealthy Space Wolves Scout





Florida

Rogerio134134 wrote:
Anyone take a repulsor? Got a game this week 2k and I'm going to take one and see how it goes. Can pump out crazy firepower for 290 pts you get..

2 lascannon shots
18 strength 5 ap -1 shots from the 2 onslaught Gatling's
12 storm bolter shots
Krakstorm launcher and heavy stunner

I'm thinking of chucking my aggressors in there or some hellblasters and casting might of heroes on the tank to get it up to t9 and pop smoke turn 1.

The MOH and smoke will be great for keeping it alive turn 1. Having the watch master near by would allow rerolls on all failed hits. If you choose the right targets for each weapon then you don't need the reroll wounds that gulliman brings. I'd take a mixed squad of agressors and intercessors if possible. That way if the repulsor does die before you deliver your payload any 1s can be allocated to the intercessors as casualties. Try it out and let us know how it goes. I have a repulsor but haven't used it yet. I play mostly 1250 pt games and like lots of infantry.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

If you use Smoke, you aren't shooting.

And tanks don't get Chapter Tactics.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Longtime Dakkanaut




 Creeping Dementia wrote:


+1

Roughly 240 pts gets you 5 Deny attempts, and access to a strat that is a deny on a 4+.

Assassins are another option, with the new rules/strats that are coming out it gives you more to work with. The Culexus isn't very different from before but still very useful.

Also, adding bikes to your vet squads make for some spaces to put those MWs for less points per wound (12.5 ppw for a bike vs. 20 ppw for SS/SB vets).

Having a good screening force is also pretty crucial to soak up those MWs, don't expose them turn 1, move them out to screen out Smites turn 2 and 3, all the while your Deathwatch are taking a toll on his army.


I've only run it once so far, but the "Three Sisters" Supreme Command squad of triple Canonesses worked brilliantly for a little over half of that price point. Cover hug to keep em out of LoS for Deny coverage, then send em in as supporting mini-beatsticks / shooters (2+ with their own baked in reroll aura is spicy) where necessary. Bonus points if you run em as the +1 AoF Order so they can self-heal more efficiently.

This message was edited 1 time. Last update was at 2019/02/18 17:59:44


 
   
Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

Hi guys. I am thinking of get one Corvus for my Deatwatch. Is it worth it in a 1750 army? I usualy use my Ultramarines for having a second Battalion an I have 12 or 13 Cp, so maybe it is better for just deep strike my Veterans instead and maybe got a Relic Leviathan instead. I know it is tottaly different play stile but... what do you think?

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Made in us
Decrepit Dakkanaut




Having just one is gonna make it get shot at and then die.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Dakka Veteran





I understand what people are saying about taking not than 1 target. In my list are 2 venerable dreads with tl and ml plus a redemptor and a repulsor so there are a few big things.

It's a vigilus game anyways so I'll give it a try as I love the model.
   
Made in us
Shas'la with Pulse Carbine





Florida

 Galef wrote:
bobafett012 wrote:
It seems like a decent sized unit or two of bikes with the SIA and new bolter rules would be very good in a DW list.
Maybe, but you trade ObSec for it since you have to run the Fast Attack. Bikes in Vet units do not have the Biker keyword

-


Why would you have to trade Obsec when they are still in the troops slot?

I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains 
   
Made in us
Longtime Dakkanaut




Because if you want the BIKER tag to get permanent rapid fire you need to take them outside of a Veteran squad, which necessitates a non Troop slot and the loss of ObSec.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I still think Bikes are good in Vet units, even if they don't get the BIKER keyword to make the most out of Bolter Discipline.
Particularly if you are putting any melee in the unit (and with 3atk Sgts and Black Shields, you should be IMO, at least for a unit or 2)
That 14" Move, plus a VV or 2 to string the coherency along can make for a guaranteed Turn 2 assault, maybe even a Turn 1 assault if you are lucky.

Even if you aren't gearing towards melee as a way to kill units, getting close by assaulting and forcing that enemy unit to have to fall back if they wish to shoot your unit is a useful tactic. And the Bike in the unit allows you to fall back and charge again if you get into trouble.
Since DW are an "in your face" army, these are all valuable tricks.

-

This message was edited 1 time. Last update was at 2019/02/19 15:12:38


   
Made in us
Longtime Dakkanaut




 Galef wrote:
I still think Bikes are good in Vet units, even if they don't get the BIKER keyword to make the most out of Bolter Discipline.


I dont disagree (you've seen me sing the gospel of combat squads before). It's just an edge case involving the new rule that not everyone is aware of.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Sterling191 wrote:
 Galef wrote:
I still think Bikes are good in Vet units, even if they don't get the BIKER keyword to make the most out of Bolter Discipline.


I dont disagree (you've seen me sing the gospel of combat squads before). It's just an edge case involving the new rule that not everyone is aware of.
Of course. I was just adding that due to this new rule, it should not be forgotten the value of Bikes in Vet units while weighing the value of "true" BIKER units on their own.
Both are good and have different uses

-

This message was edited 1 time. Last update was at 2019/02/19 15:36:32


   
Made in us
Decrepit Dakkanaut




That's why I keep reiterating we need to send GW emails until they officially respond.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Regular Dakkanaut




Talking about anti tank since the heavy support is so light in codex, I know some have mentioned dreads being our best anti-tank, but has anyone tried running like 3 armiger warglaives?
   
Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

bobafett012 wrote:
Talking about anti tank since the heavy support is so light in codex, I know some have mentioned dreads being our best anti-tank, but has anyone tried running like 3 armiger warglaives?


But there you are going out of the codex. They are lots of AT options and those are excellent ones. In DW there are few options. But now Dreadnoughts are cheaper. I would like to have Devastators in the DW codex.

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Made in us
Longtime Dakkanaut




bobafett012 wrote:
Talking about anti tank since the heavy support is so light in codex, I know some have mentioned dreads being our best anti-tank, but has anyone tried running like 3 armiger warglaives?


Armigers in general are solid units, and frankly they're some of my favorite Knights to see on either side of the table. Warglaives are pretty solid for hunting medium armor like Chimeras or Hellhounds, but they'll struggle against Russ equivalents and anything with an invuln (S8 weaponry only goes so far).

Keep in mind that the QuadLas Contemptor Mortis is now cheaper than either Armiger variant, while having better output (via better ballistic skill and access to significant synergy within the Deathwatch ruleset). Or if you're looking for a Helverin alternative, the QuadAutocannon +/- a CML is pointswise very close.


Automatically Appended Next Post:
Alex_85 wrote:


But there you are going out of the codex. They are lots of AT options and those are excellent ones. In DW there are few options. But now Dreadnoughts are cheaper. I would like to have Devastators in the DW codex.


Vets can already pull Dev-lite duty via their capacity to add up to four heavy weapons to a team. Their only flaws are an inability to take Lascannons or Plasma Cannons, and no cherub.

This message was edited 2 times. Last update was at 2019/02/20 13:27:12


 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

What are the 2 most commonly used powers for a DW Librarian?

Both in general and if a specific purpose is desired.

My list, for example, has 2 Smash Captains, one with the Beacon as well as a few melee Vet units.
So Might of Heros seems an obvious choice, as does Veil of Time. Any experience with other powers?

-

This message was edited 1 time. Last update was at 2019/02/21 17:53:02


   
Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

Hi DW brothers. I am thinking on expand my DW army. I had a couple of battles where I used an Ultramarines batalion as support and extra AT ( and the cheap scouts), but they didn't performed in the new CA18 missions, the same problem likes always, to few units. I had nothing to screen and control objetvies.

i wanted to stay purely Astartes but this year I would like to go to some small Tournaments. I was thinking of course in Astra. Cheap infantry, Company Commander and a Tank Commander. My question is about the main weapon of the Leman, I was thinking between the Batlle Cannon and the Punisher. What would be better for my DW army?

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Made in us
Stubborn Prosecutor





If you are using Terms with Storm Bolters, go Battlecannon since you don't need extra anti-hordes. Otherwise get a Punisher.

Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.


https://www.victorwardbooks.com/ Home of Dark Days series 
   
Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

 ChargerIIC wrote:
If you are using Terms with Storm Bolters, go Battlecannon since you don't need extra anti-hordes. Otherwise get a Punisher.


I only use one terminator per vet squad, but, I have now 10 Sb for my Vets. Then the Battlecannon. Cadia for the Astra battlaion?

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Made in gb
Dakka Veteran





Had a game tonight 2k against mono chaos, mission was part of a vigilus campaign and had special rules, for this one everything could only fire 12 inches until turn 2 which was amazing for me. Drove my repulsor in close and absolutely cleaned up a squad of daemons and squad of CSM. My deepstrike time came in behind him with a 9 man storm bolter squad and a squad of intercessors/aggressors and annihilated all his infantry. Smash captain took down a land raider and then it was game over. The strat which gains +1 to wound against heavy support is so good if used on storm bolters or intercessors.
   
Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

Rogerio134134 wrote:
Had a game tonight 2k against mono chaos, mission was part of a vigilus campaign and had special rules, for this one everything could only fire 12 inches until turn 2 which was amazing for me. Drove my repulsor in close and absolutely cleaned up a squad of daemons and squad of CSM. My deepstrike time came in behind him with a 9 man storm bolter squad and a squad of intercessors/aggressors and annihilated all his infantry. Smash captain took down a land raider and then it was game over. The strat which gains +1 to wound against heavy support is so good if used on storm bolters or intercessors.


Nice to read this. Seems a nice mission. I am still not on the half of the CA18 mission, but once we finish them I will pass to Vigilus.

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Made in us
Stubborn Prosecutor





Alex_85 wrote:
 ChargerIIC wrote:
If you are using Terms with Storm Bolters, go Battlecannon since you don't need extra anti-hordes. Otherwise get a Punisher.


I only use one terminator per vet squad, but, I have now 10 Sb for my Vets. Then the Battlecannon. Cadia for the Astra battlaion?


Yeah. Catachan are for screens and Tallarn are for pure AM lists.

Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.


https://www.victorwardbooks.com/ Home of Dark Days series 
   
Made in us
Sneaky Sniper Drone




I'd take battlecannons unless you're playing serious hordes. I mean, that's the point, to shore up DW's somewhat lighter AT ability. And really, the Battlecannon can punch down on light targets if you need to, the Punisher is not as good at punching up.

As far as Regiment...Cadia is good, especially if you're mostly planing on keeping the Russes in one place.
But if you plan on moving around and have sponson guns then I think Tallarn.
And maybe upgrade to an Emperor's Fist detachment for the Hammer of Sunderance on one of them. The extra warlord trait is pretty good too.

This message was edited 1 time. Last update was at 2019/02/21 23:40:19


 
   
Made in us
Sword-Bearing Inquisitorial Crusader





Cleveland, Ohio

 Galef wrote:
What are the 2 most commonly used powers for a DW Librarian?

Both in general and if a specific purpose is desired.

My list, for example, has 2 Smash Captains, one with the Beacon as well as a few melee Vet units.
So Might of Heros seems an obvious choice, as does Veil of Time. Any experience with other powers?

-


The two you listed, or Null zone if the Libby has a jump pack. Other than that the DW powers are pretty lackluster.

Sometimes, you just gotta take something cause the model is freakin cool... 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Creeping Dementia wrote:

The two you listed, or Null zone if the Libby has a jump pack. Other than that the DW powers are pretty lackluster.
I thought about Null Zone, but the fact that you have to be so close to the "target" makes it seem like a difficult power to effectively use without suiciding the Libbie
Also as primarily an Eldar player for the last decade, I've become accustom to either easier to cast powers with some kind of bonus, or consistently disappointed by WC7 powers failing with no kind of bonus (Warlocks/Spiritseers). So a WC8 power with no bonus just does not seem good to me at all.

So it looks like Might of Heroes & Veil of Time are it. Thanx

-

   
Made in us
Deadshot Weapon Moderati




MI

Psychic Powers for Astartes are really lackluster. Might of Heroes & Veil of Time are pretty much the only worthwhile ones, although Null Zone can sometimes be useful in niche situations (but its low range and chance to cast make it unreliable). DW should have been given access to the other chapter powers as well to give them more to work with, considering they can have librarians from those other chapters.
   
Made in us
Fixture of Dakka





 JNAProductions wrote:
Slayer-Fan123 wrote:
Neophyte2012 wrote:
 Banesword wrote:
The new Culexus?


You need to take three then. They are actually not hard to kill with only a T4 5W despite only being hit on 6s. Three would be sufficient.

The character rule on Culexus is wasted if you go against TSons. Due to that many 24" psychic powers, so you need to put the Culexus forwards, and being prone to shoot / chop to death against thousands of attacks throw out from the TSons.

Not hard to kill? Wanna run the math on that real quick?


5 Wounds
10 D1 wounds needed to be dealt due to a 4+ Invuln
20 S4 hits are needed due to T4
120 Shots, since he's hit on 6s.

Pretty damn durable.


More importantly, if he's been shot to death, he's already helped you against one psychic phase. It's not a perfect defense, but with a bit of experience it can definitely buy you time to help blunt the psyker assault.
   
Made in fi
Fresh-Faced New User




The way how ts kill culexus though is by charging a bunch of tzaangors into him, who are very good dishing damage to characters in general.

Not that they want to kill the guy, he is way more useful as a hostage and free movement enabler for them to spread out across the board safe from shooting. That is what the cultist blob wants to do too.

Whenever I talk about meta or how good something is, I'm speaking about the competitive tournament environment. So if I say your favourite unit is trash, I mean it's trash in a list that aims to be at the top tables. 
   
 
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