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Made in de
Regular Dakkanaut




How do you guys run Hellblasters?

In Fortis kill teams or a big squad deep striking?

The problem I see in KT is the 15“ rapid fire range but is this really an issue?
   
Made in us
Longtime Dakkanaut





I've found them pretty useful both ways. In the fortis team they have cheaper wounds to lose before they get hit and you don't need to worry of the 15 rapid fire as you can DS the whole fortis squad or be in good range in about a turn or two for most targets.

On their own they tend to draw lots of fire once they land which can be good to spread the love around. Just like with old marines the trick to the upfront deep strikes is pressure. Make sure your list compliments your deep strike choices and it all works together and then even if they land shoot and die it hopefully drew fire off other good units that were supporting that role or other units pulled fire off it.

Such as forward operating units of ABR squads, deep striking other squads, pods landing, etc, etc. Give your opponent options and let them make mistakes in who to take out first.

In the fortis if anything they blend very well having matching effective ranges as the other bolt rifles and can also stay mobile with the bolt rifles or ABR equipped squad mates.
   
Made in us
Fresh-Faced Inquisitorial Acolyte



Seattle, WA

Fortis team with matching inceptor all the way.

 
   
Made in nl
Fresh-Faced New User



Netherlands

ImPhaeronWeasel wrote:
How do you guys run Hellblasters?

In Fortis kill teams or a big squad deep striking?

The problem I see in KT is the 15“ rapid fire range but is this really an issue?


Yeah, full 10 guys, 4 hellblasters and 1 plasma inceptor. Deepstrike usually turn 2 and kill whatever is close. They wreck face, especially when combined with a +1 to wound strat. Try and drop a watch captain or watch master with them, it's a great buff for them. I usually try and kill heavy vehicles with them.

They'll be a big target after dropping tho. But I've not have them being murdered all that hard because when they come in I try to have their threat dead. They're primaris so they're kinda durable.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Sloeberjong wrote:
ImPhaeronWeasel wrote:
How do you guys run Hellblasters?

In Fortis kill teams or a big squad deep striking?

The problem I see in KT is the 15“ rapid fire range but is this really an issue?


Yeah, full 10 guys, 4 hellblasters and 1 plasma inceptor. Deepstrike usually turn 2 and kill whatever is close. They wreck face, especially when combined with a +1 to wound strat. Try and drop a watch captain or watch master with them, it's a great buff for them. I usually try and kill heavy vehicles with them.

They'll be a big target after dropping tho. But I've not have them being murdered all that hard because when they come in I try to have their threat dead. They're primaris so they're kinda durable.
If, and only *IF*, you have the points to spare, or rather would prefer finding the points instead of spending the CPs on the Teleport strat, I'd recommend using a Drop Pod for this.
Let me explain. Give your Watch Master/Captain the relic Beacon. Deploy that character in the Pod. Deploy your big Fortis team on the board somewhere on the table, but out of LoS if possible.
Turn 1 the DP drops in, leaving room for the Fortis team to be Teleported in front of it via the Beacon

The question is, what's more valuable to you. 1CP, or 65pts. Personally, I need as many CPs as possible since I burn through then with the Command Reroll with EVERY army I play, so squeezing in a single Pod to A) save a CP and B) Get my WatchMaster closer seems like a win-win

-

   
Made in us
Stubborn Prosecutor





ImPhaeronWeasel wrote:
How do you guys run Hellblasters?

In Fortis kill teams or a big squad deep striking?

The problem I see in KT is the 15“ rapid fire range but is this really an issue?


I run 5 hellblasters with 5 intercessors in 2 squads, preferably in cover. It's enough raw plasma to blow up many targets outright and the intercessors serve as both bullet sponges and has a reliable way to get that last wound on a lucky target. Partially it works so well because in my meta there's a tendency towards big walkers like dreadnoughts and knights.

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 ca
Enigmatic Chaos Sorcerer





British Columbia

 Galef wrote:
Sloeberjong wrote:
ImPhaeronWeasel wrote:
How do you guys run Hellblasters?

In Fortis kill teams or a big squad deep striking?

The problem I see in KT is the 15“ rapid fire range but is this really an issue?


Yeah, full 10 guys, 4 hellblasters and 1 plasma inceptor. Deepstrike usually turn 2 and kill whatever is close. They wreck face, especially when combined with a +1 to wound strat. Try and drop a watch captain or watch master with them, it's a great buff for them. I usually try and kill heavy vehicles with them.

They'll be a big target after dropping tho. But I've not have them being murdered all that hard because when they come in I try to have their threat dead. They're primaris so they're kinda durable.
If, and only *IF*, you have the points to spare, or rather would prefer finding the points instead of spending the CPs on the Teleport strat, I'd recommend using a Drop Pod for this.
Let me explain. Give your Watch Master/Captain the relic Beacon. Deploy that character in the Pod. Deploy your big Fortis team on the board somewhere on the table, but out of LoS if possible.
Turn 1 the DP drops in, leaving room for the Fortis team to be Teleported in front of it via the Beacon

The question is, what's more valuable to you. 1CP, or 65pts. Personally, I need as many CPs as possible since I burn through then with the Command Reroll with EVERY army I play, so squeezing in a single Pod to A) save a CP and B) Get my WatchMaster closer seems like a win-win

-
That's a good plan. I've been using turn two jump pack beacon Captain. Now that we have turn one Pods again bringing in 9 Vets with that package is very tempting.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Fixture of Dakka





I put them in a Fortis. Since they don't go T5 I'm a little more flexible with exactly how many, but generally I'll start with 2, add a Plasma Inceptor, then up to 2 more in that order.
   
Made in us
Nasty Nob






Gardner, MA

Does a Veteran unit with stormbolters that deepstruck 10" away from an enemy unit get to shoot 4 times with SIA? There are 2 terminators and 8 standard marine vets in the unit shooting.

A man's character is his fate.
 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

At the units within 12 yes.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Longtime Dakkanaut




Or 15 if you use Kraken rounds.
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

Given the insane Marine update they should remove the no Discipline when firing SIA restriction.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Decrepit Dakkanaut




 Eldarain wrote:
Given the insane Marine update they should remove the no Discipline when firing SIA restriction.

It shouldn't have been removed in the first place so...

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
Nasty Nob






Gardner, MA

They get to shoot 4 times within 12 or 15 because it's a rapid fire 2 weapon even though it's shooting SIA correct?

A terminators shooting a stormbolters with SIA only gets 2 shots at 24" or 30" correct?

This message was edited 1 time. Last update was at 2019/10/24 16:48:08


A man's character is his fate.
 
   
Made in us
Longtime Dakkanaut




Yes and yes. SIA doesnt invalidate being a rapid fire weapon, it simply cant trigger Bolter Discipline.
   
Made in us
Longtime Dakkanaut





Yeah felt pretty weak to lose our SiA bolter discipline use when they must have known what was coming down the road for Marines at large. Feels punitive.
   
Made in us
Longtime Dakkanaut




The efficacy disparity between codex marines and everyone else (including non-codex marines) is definitely irritatingly irksome.
   
Made in fr
Fresh-Faced New User




What are our must have in a small format ?

I think DW are in a very bad position in 1K point tournament...
   
Made in gb
Combat Jumping Rasyat




East of England

Invictors for the early pressure game, and to add some AT. Infiltrators for board control, and a phobos captain for reposition shenaingans. Most importantly, Eliminators so we can threaten characters and have some non-LoS threat.

I'd say those are must haves...
   
Made in us
Longtime Dakkanaut




A shame a pure DW player cant run any of those.
   
Made in fr
Fresh-Faced New User




Yes... I was thinking DW only. My bad I didn't say it.

So.. in DW, small format?
   
Made in gb
Combat Jumping Rasyat




East of England

Note to self: never employ sarcasm when conversing with xenohunters!

10man vet squad ds with a vv a termi lots of shields. 2 primaris units, either assault plus aggressors or stalker campers. Maybe a vet stalker team with a hb and ml for triple mortal wound strats if you need it. A watchmaster with some mortis dreads. Season to your taste - I like ds 6-man aggressors with +1 wound strat, for instance.

This message was edited 1 time. Last update was at 2019/10/26 07:56:37


 
   
Made in us
Kinebrach-Knobbling Xeno Interrogator





Crossroad

Thats what I run above ^ along with admech dunerider tanks and some -1 to hit stuff.

I took double mortis contemptor with double las and missile for dishing out some pain. Gr8 against knights and T8 stuff.

Assault fortis kill team with aggressors and auto bolt rifles purges monsters and troops alike.


~4000 pts Deathwatch
~4000 pts ORKS ORKS ORKS
~1000 pts Sphess Mahreen
~2000 pts Admech 
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

Hi guys, I'm looking towards buying a few deathwatch marines for Xmas for my rpg. So I'll probably use them in 40k too !
How do they compare to SM 2.0 ?
The start collecting has a dreadnought but I don't think DW has the same stratagem the marines have to half damages suffered by dreadnoughts, so is it worth it ?

   
Made in us
Longtime Dakkanaut




 godardc wrote:

How do they compare to SM 2.0 ?


Badly. Our SIA is largely comparable, and in some cases inferior, to doctrine bonuses + bolter discipline. Our deep strike shenanigans have been replicated in various forms by several chapters, and without access to the new Primaris Vanguard units we're badly missing particular niche skills like forward deployment and highly focused anti-character capacity. Combine with some of the PA2 shenanigans and regular marine infantry can push the envelope on survivability nearly as hard as Deathwatch can.

 godardc wrote:

The start collecting has a dreadnought but I don't think DW has the same stratagem the marines have to half damages suffered by dreadnoughts, so is it worth it ?


Ven Dreads and Contemptor Mortis dreads are still some of our best units. They're inferior due to structural issues, but still near auto-takes for Deathwatch.

This message was edited 1 time. Last update was at 2019/11/18 15:07:07


 
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

Well, I guess I could soup a start collecting with my IG without loosing any bonus at least !
Maybe for a fluffy game

   
Made in de
Implacable Skitarii




Germany

Can i use the beacon if the character that wears it, just came via deepstrike?

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




In your turn, you can decide in which order simultaneosu actions are taken. Since both happen "at the end of the movement phase" and, unlike in 7th Ed, neither DW FAQ nor Rulebook FAQ specifically forbid that, it seems possible.
   
Made in de
Implacable Skitarii




Germany

Hey thx, thats my thoughts too. But in serveral tourneys TO denied me to do so, beacuse deepstrike is the last you do.... my argument was rulebook simultaneosu actions are taken, i decied, no one cares, they just said it where written in FAQ etc. but i cant find anything ... lol

Admech & Deathwatch
--------------------------------------
Don´t Hessel the Hof  
   
Made in us
Longtime Dakkanaut




 Hesselhof wrote:
Hey thx, thats my thoughts too. But in serveral tourneys TO denied me to do so, beacuse deepstrike is the last you do.... my argument was rulebook simultaneosu actions are taken, i decied, no one cares, they just said it where written in FAQ etc. but i cant find anything ... lol


Both occur at the "end of the movement phase". There can be multiple actions that trigger in that part of the phase (or the equivalent in other phases). If there wasnt, then a *lot* of things that people take for granted in 8th would break. There is not an FAQ/Eratta that precludes what you're attempting.
   
 
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