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Made in us
Fixture of Dakka





Slayer-Fan123 wrote:
Which sucks because our HQ units are so expensive.


Sure, but there's a reason that nothing competes with the price of the loyal 32... and its not so much the 30.
   
Made in us
Been Around the Block




Can a 10man vet squad that you combat squad begin the game in 2 separate razorbacks?
   
Made in us
Longtime Dakkanaut




Midnightmullen wrote:
Can a 10man vet squad that you combat squad begin the game in 2 separate razorbacks?


Yes. They're functionally two distinct units for all purposes except when it comes to detachment slots.
   
Made in de
Implacable Skitarii




Germany

Hey i got one question of the correct use of the beacon angelis:

Use at the end of the movementphase. i always play it on a Jump Captain which i let come as shocktroop^^

The core rules says: if things happen at the same time, the current player can choose the sequence.

So i first let all my things shock at the end of movement (Stratagem and Jumppack) and then i activate with my previous shocked captain the beacon and teleport whatever of one infantary squad to him.

is this correct and legal played^^?

on my last tournament it has been banned me to do this so, because they said shocking is the last that happen in the movementphase

Admech & Deathwatch
--------------------------------------
Don´t Hessel the Hof  
   
Made in de
Regular Dakkanaut




Hesselhof wrote:
Hey i got one question of the correct use of the beacon angelis:

Use at the end of the movementphase. i always play it on a Jump Captain which i let come as shocktroop^^

The core rules says: if things happen at the same time, the current player can choose the sequence.

So i first let all my things shock at the end of movement (Stratagem and Jumppack) and then i activate with my previous shocked captain the beacon and teleport whatever of one infantary squad to him.

is this correct and legal played^^?

on my last tournament it has been banned me to do this so, because they said shocking is the last that happen in the movementphase


I would totally allow you to do this. The core rule is the main point why.

I think denying you this is a VEEEEEERY gamey decision...
   
Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

I would say it is legal. Because en of movement phase but you are using abilities that activates in this moment. There is nothing writen in the Bacon Angelis rules that says anything about if the model must be before in the battlefield.

This is very interesting for me bacause in my next match I am going to use it on my Terminator Captain. If someone knows about this please let us know.

2500
1500
400 
   
Made in us
Longtime Dakkanaut




Alex_85 wrote:
There is nothing writen in the Bacon Angelis rules that says anything about if the model must be before in the battlefield.


Wot?

The relic clearly says it can only affect units on the battlefield or in a teleportarium.
   
Made in de
Regular Dakkanaut




I‘d say it goes just as the core rule book rule says.

End of movement. You now have several special rules going off at the end of the movement phase. You obv. can not do all of them at once so you pick the order. 1st deep strike all units. 2nd all relics etc.

With rules lawyering like that you could deny necrons their „ctan phase“ if the player decided to deep strike his units first.

Edit: spelling

This message was edited 1 time. Last update was at 2019/04/11 15:56:55


 
   
Made in de
Implacable Skitarii




Germany

Nothing to discuss here? XD

K

I´ll visit a tournament with 1250 points an some special rules:
no unit more than one time, expect troops max 3 times, no lords of war.

i guess ill try this:
Spoiler:

++ Battalion Detachment +5CP (Imperium - Deathwatch) [81 PL, 7CP, 1234pts] ++

+ No Force Org Slot +

**Chapter Selection**: Deathwatch

Battle-forged CP [3CP]

Detachment CP [5CP]

Operative Requisition Sanctioned [-1CP, 85pts]

+ HQ +

Chaplain Venerable Dreadnought [11 PL, 192pts]: Lord of Hidden Knowledge, Twin lascannon
. Melee weapon: Dreadnought combat weapon, Storm bolter
. Warlord: Codex: Deathwatch

Watch Captain [7 PL, 124pts]: Jump Pack, Storm shield, The Beacon Angelis, Thunder hammer

+ Troops +

Intercessors [5 PL, 90pts]
. Intercessor: Bolt rifle
. Intercessor: Bolt rifle
. Intercessor: Bolt rifle
. Intercessor: Bolt rifle
. Intercessor Sergeant: Bolt rifle

Intercessors [5 PL, 90pts]
. Intercessor: Bolt rifle
. Intercessor: Bolt rifle
. Intercessor: Bolt rifle
. Intercessor: Bolt rifle
. Intercessor Sergeant: Bolt rifle

Veterans [20 PL, 222pts]
. Terminator
. . Power Maul and Stormbolter: Power maul, Storm Bolter
. Vanguard Veteran: 1x Bolt Pistol, Thunder Hammer
. Veteran: Storm Bolter, Storm shield
. Veteran: Storm Bolter, Storm shield
. Veteran: Storm Bolter, Storm shield
. Veteran: Storm Bolter, Storm shield
. Veteran: Storm Bolter, Storm shield
. Veteran: Storm Bolter, Storm shield
. Veteran: Storm Bolter, Storm shield
. Watch Sergeant: Chainsword, Storm Bolter

Veterans [15 PL, 178pts]
. Veteran: Stalker Pattern Boltgun, Storm shield
. Veteran: Stalker Pattern Boltgun, Storm shield
. Veteran: Stalker Pattern Boltgun, Storm shield
. Veteran: Stalker Pattern Boltgun, Storm shield
. Veteran: Stalker Pattern Boltgun, Storm shield
. Veteran w/ Heavy Weapon: Heavy bolter
. Veteran w/ Heavy Weapon: Missile launcher
. Watch Sergeant: Stalker Pattern Boltgun, Storm shield

+ Elites +

Venerable Dreadnought [8 PL, 140pts]: Missile launcher, Twin lascannon

+ Fast Attack +

Bikers [10 PL, 129pts]
. Biker: Twin boltgun
. Biker: Twin boltgun
. Biker: Twin boltgun
. Biker w/ Teleport Homer: Twin boltgun
. Deathwatch Biker Sergeant: Storm Bolter, Twin boltgun

++ Total: [81 PL, 7CP, 1250pts] ++


May you guys got some tipps to change?

Admech & Deathwatch
--------------------------------------
Don´t Hessel the Hof  
   
Made in us
Sword-Bearing Inquisitorial Crusader





Cleveland, Ohio

Hesselhof wrote:
Nothing to discuss here? XD

K

I´ll visit a tournament with 1250 points an some special rules:
no unit more than one time, expect troops max 3 times, no lords of war.

i guess ill try this:
Spoiler:

++ Battalion Detachment +5CP (Imperium - Deathwatch) [81 PL, 7CP, 1234pts] ++

+ No Force Org Slot +

**Chapter Selection**: Deathwatch

Battle-forged CP [3CP]

Detachment CP [5CP]

Operative Requisition Sanctioned [-1CP, 85pts]

+ HQ +

Chaplain Venerable Dreadnought [11 PL, 192pts]: Lord of Hidden Knowledge, Twin lascannon
. Melee weapon: Dreadnought combat weapon, Storm bolter
. Warlord: Codex: Deathwatch

Watch Captain [7 PL, 124pts]: Jump Pack, Storm shield, The Beacon Angelis, Thunder hammer

+ Troops +

Intercessors [5 PL, 90pts]
. Intercessor: Bolt rifle
. Intercessor: Bolt rifle
. Intercessor: Bolt rifle
. Intercessor: Bolt rifle
. Intercessor Sergeant: Bolt rifle

Intercessors [5 PL, 90pts]
. Intercessor: Bolt rifle
. Intercessor: Bolt rifle
. Intercessor: Bolt rifle
. Intercessor: Bolt rifle
. Intercessor Sergeant: Bolt rifle

Veterans [20 PL, 222pts]
. Terminator
. . Power Maul and Stormbolter: Power maul, Storm Bolter
. Vanguard Veteran: 1x Bolt Pistol, Thunder Hammer
. Veteran: Storm Bolter, Storm shield
. Veteran: Storm Bolter, Storm shield
. Veteran: Storm Bolter, Storm shield
. Veteran: Storm Bolter, Storm shield
. Veteran: Storm Bolter, Storm shield
. Veteran: Storm Bolter, Storm shield
. Veteran: Storm Bolter, Storm shield
. Watch Sergeant: Chainsword, Storm Bolter

Veterans [15 PL, 178pts]
. Veteran: Stalker Pattern Boltgun, Storm shield
. Veteran: Stalker Pattern Boltgun, Storm shield
. Veteran: Stalker Pattern Boltgun, Storm shield
. Veteran: Stalker Pattern Boltgun, Storm shield
. Veteran: Stalker Pattern Boltgun, Storm shield
. Veteran w/ Heavy Weapon: Heavy bolter
. Veteran w/ Heavy Weapon: Missile launcher
. Watch Sergeant: Stalker Pattern Boltgun, Storm shield

+ Elites +

Venerable Dreadnought [8 PL, 140pts]: Missile launcher, Twin lascannon

+ Fast Attack +

Bikers [10 PL, 129pts]
. Biker: Twin boltgun
. Biker: Twin boltgun
. Biker: Twin boltgun
. Biker w/ Teleport Homer: Twin boltgun
. Deathwatch Biker Sergeant: Storm Bolter, Twin boltgun

++ Total: [81 PL, 7CP, 1250pts] ++


May you guys got some tipps to change?


Throw some chainswords on those bikes and a storm shield on the Sergeant biker. Other than looks pretty good.

This message was edited 1 time. Last update was at 2019/04/17 14:36:17


Sometimes, you just gotta take something cause the model is freakin cool... 
   
Made in gb
Dakka Veteran





Played against a nid list with lots of big bugs yesterday and it was quite scary, my army is basically all Primaris appart from smash captain and venerable dreads. I was suprised at how amazingly effective bolt rifles with hellfire rounds just takes down anything.
Set up my gunline full of intercessors and dreads and then deepstruck a big aggressor unit and some plasma inceptors and they absolutely wrecked face.
   
Made in us
Dakka Veteran




Rogerio134134 wrote:
Played against a nid list with lots of big bugs yesterday and it was quite scary, my army is basically all Primaris appart from smash captain and venerable dreads. I was suprised at how amazingly effective bolt rifles with hellfire rounds just takes down anything.
Set up my gunline full of intercessors and dreads and then deepstruck a big aggressor unit and some plasma inceptors and they absolutely wrecked face.


Yeah, when all of an army's basic infantry guns effectively become rapid fire 30" STR 14 AP-1, the Nidzilla player is gonna have a really bad time.

Tau is also fun in this regard since most of their suits don't have the vehicle keyword.
   
Made in gb
Dakka Veteran





RogueApiary wrote:
Rogerio134134 wrote:
Played against a nid list with lots of big bugs yesterday and it was quite scary, my army is basically all Primaris appart from smash captain and venerable dreads. I was suprised at how amazingly effective bolt rifles with hellfire rounds just takes down anything.
Set up my gunline full of intercessors and dreads and then deepstruck a big aggressor unit and some plasma inceptors and they absolutely wrecked face.


Yeah, when all of an army's basic infantry guns effectively become rapid fire 30" STR 14 AP-1, the Nidzilla player is gonna have a really bad time.


Tau is also fun in this regard since most of their suits don't have the vehicle keyword.


Yup! Really considering having even more intercessors in the list they are just all stars against everyone with hellfire ammo.
   
Made in hk
Steadfast Ultramarine Sergeant




Rogerio134134 wrote:
RogueApiary wrote:
Rogerio134134 wrote:
Played against a nid list with lots of big bugs yesterday and it was quite scary, my army is basically all Primaris appart from smash captain and venerable dreads. I was suprised at how amazingly effective bolt rifles with hellfire rounds just takes down anything.
Set up my gunline full of intercessors and dreads and then deepstruck a big aggressor unit and some plasma inceptors and they absolutely wrecked face.


Yeah, when all of an army's basic infantry guns effectively become rapid fire 30" STR 14 AP-1, the Nidzilla player is gonna have a really bad time.


Tau is also fun in this regard since most of their suits don't have the vehicle keyword.


Yup! Really considering having even more intercessors in the list they are just all stars against everyone with hellfire ammo.


Yes, Carnifexes, Trygons, Hive Tyrants really hate those poison rounds with AP-1. But I am afraid that You might not be that joyful If you run into Nidz playing Genestealer - Hiveguards - Venomthrope combo. Hiveguards shoot all your inAggressors dead so the real threat of the Genestealer hordes are gone, then 60 Genestealer will charge into you with supersonic speed, tie up and kill anything they touch......
   
Made in us
Omnipotent Necron Overlord






I've recently got into some deathwatch to bring as support for my Ultramarines with Gman.

What do you find to be the most effective? Assault bolters or bolt rifles? On my Ultramarines there is no debate - the rifle is superior. On DW though - Putting an aggressor in the squad you increase your threat range significantly and can still get ap-1 on your bolters or wound on 2's when necessary. With the added benefit of getting an aggressor or 2 into position.

My plan is a 7 man with 2 aggressors and 5 assault bolters.

Also whats your opinion on assault hellblasters in these units? Seems like a great combo - advance and shoot with no penalty helps you get a lot of plasma into range. At some point though you are just putting too many eggs in 1 basket. Plus leadership issues.


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Longtime Dakkanaut




 Xenomancers wrote:
I've recently got into some deathwatch to bring as support for my Ultramarines with Gman.

What do you find to be the most effective? Assault bolters or bolt rifles? On my Ultramarines there is no debate - the rifle is superior. On DW though - Putting an aggressor in the squad you increase your threat range significantly and can still get ap-1 on your bolters or wound on 2's when necessary. With the added benefit of getting an aggressor or 2 into position.


It depends entirely what you need the unit to do. That's the beauty of DW Kill Teams, they can be kitted for nearly any role, and do those roles pretty damn well.

A block of 10 intercessors in backfield cover lobbing shots downrange with rifles is damn hard to shift, and with the beta bolter rule puts out a serious amount of firepower with SIA. At the same time, skirmish teams of 5 Auto Bolters plus an Aggressor running midfield do alright.

The big issue is that they're both outclassed by Veteran options in nearly all respects. Stalker Boltgun vets have near identical offensive capacity, plus the ability to take storm shields. Combat squad off a five pack of 3 bikes and 2 VanVets and you've got a T5 skirmish squad that moves 12 inches and is packing storm bolter equivalents and storm shields.

 Xenomancers wrote:


Also whats your opinion on assault hellblasters in these units? Seems like a great combo - advance and shoot with no penalty helps you get a lot of plasma into range. At some point though you are just putting too many eggs in 1 basket. Plus leadership issues.



Hellblasters are great for insertion from Deep strike (or via the Beacon), not for skirmishing. S7 really hurts the squad's anti-armor capacity, and DW dont need plasma to deal with non-vehicles.
   
Made in us
Omnipotent Necron Overlord






So just deep strike the hell blasters. Can already do that with plasma interceptors though for 0 CP and better range. Does give you 4 more wounds though I guess.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Esteemed Veteran Space Marine



Ottawa

 Xenomancers wrote:
So just deep strike the hell blasters. Can already do that with plasma interceptors though for 0 CP and better range. Does give you 4 more wounds though I guess.


Could just go with an Intercessor squad with 5 Intercessors and 4/5 Hellblasters (add an inceptor if you want to fall back and still shoot). Tons of ablative wounds for your plasma, which definitely helps compared to barebones Inceptors.
   
Made in us
Longtime Dakkanaut





One issue I've always had with running big squads is the leadership 8 problems. It's so easy to just kill the 5 intercessors leaving the 5 hellblasters/aggressors at leadership 7 losing boys a 3+.

 
   
Made in us
Omnipotent Necron Overlord






Lemondish wrote:
 Xenomancers wrote:
So just deep strike the hell blasters. Can already do that with plasma interceptors though for 0 CP and better range. Does give you 4 more wounds though I guess.


Could just go with an Intercessor squad with 5 Intercessors and 4/5 Hellblasters (add an inceptor if you want to fall back and still shoot). Tons of ablative wounds for your plasma, which definitely helps compared to barebones Inceptors.

That is one way to do it - really expensive though.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I've always liked the idea of utilizing Combat squads for DW Intercessors.
6 Intercessor + 4 Plasma Inceptors splits nicely into two units with 3/2 each.
Gives you 3 models worth in each unit as casualties before you reach the Inceptors, and after you lose the 1st T4 model, the unit jumps to T5
Have a jump Captian tag along for reroll 1s.

If I was going to do all Primaris DW, I would do at least 2 units like this. My other 4 Troops (because you need 6 total for 2 Battalions) would likely be cheap(ish) 5-man Intercessor, potentially with a few Hellblasters thrown in as a 6th

-

This message was edited 1 time. Last update was at 2019/04/26 19:31:59


   
Made in us
Longtime Dakkanaut




 Xenomancers wrote:
really expensive though.


There are no cheap Deathwatch. Just a fact of life.
   
Made in us
Locked in the Tower of Amareo




I use a 10 man squad of primaris and cast psychic fortress on them. It kinda works.
   
Made in us
Nasty Nob






Gardner, MA

Has anyone any experience running vet squads with plasma rifles and Storm shields with a vanguard vet?

A man's character is his fate.
 
   
Made in gb
Dakka Veteran





People taking about hellblasters etc in mixed squads I run multiple mixed squads and also run a separate squad of inceptors.
My list is

Watch master
Primaris Libby
Smash captain
5 intercessors 5 hellblasters killteam
6 intercessors 4 hellblasters killteam
5intercessors 3 aggressors 1 dakka inceptor killteam
7 intercessors
3 plasma inceptors
Ven dread TL Ml
Redemptor with Gatling cannons and storm bolters
Repulsor

I usually put a plasma/intercessor squad in the repulsor and the other one on foot with the 7 intercessor squad with the dread and characters as a gunline. This draws the enemy in and I can soften the enemy up a bit.
In reserve I have the killteam with intercessors and aggressors, plasma inceptors and the smash captain. I use them as a deepstrike bomb to come in at an enemy weak point and clear away some tough units and they benefit from the smash captains reroll 1 aura too. It's quite effective!
   
Made in us
Longtime Dakkanaut




 kaiservonhugal wrote:
Has anyone any experience running vet squads with plasma rifles and Storm shields with a vanguard vet?


They're my default Vet team. 4x plasma / SS, 3x SS/SB, VanVet BP/SS, Bike and Termie.

These lads do serious work. Im running 2-3 of these squads per game right now.

This message was edited 1 time. Last update was at 2019/04/28 15:23:58


 
   
Made in us
Esteemed Veteran Space Marine



Ottawa

Sterling191 wrote:
 kaiservonhugal wrote:
Has anyone any experience running vet squads with plasma rifles and Storm shields with a vanguard vet?


They're my default Vet team. 4x plasma / SS, 3x SS/SB, VanVet BP/SS, Bike and Termie.

These lads do serious work. Im running 2-3 of these squads per game right now.


I'd probably go with combi-plasma. Same price, and when you don't need the extra strength and damage from overcharge you can fire both weapons at once. Even with the -1 to hit, it's pretty close to the value you'd get out of a storm bolter against most 1w units.
   
Made in us
Regular Dakkanaut





I second using combi-plasma. While they aren't my best models My combi-plasma breachers can generally get something done when I use them.
   
Made in us
Longtime Dakkanaut




Point of note, for Deathwatch combi-plas are one point more than regular plasma rifles.
   
Made in us
Esteemed Veteran Space Marine



Ottawa

Sterling191 wrote:
Point of note, for Deathwatch combi-plas are one point more than regular plasma rifles.


Oops, you're totally right due to SIA.
   
 
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