Switch Theme:

DEATHWATCH in 8th  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Fresh-Faced New User




Now we can take gravis captain's and librarians and reivers. For now........

This message was edited 1 time. Last update was at 2017/07/09 17:11:59


 
   
Made in us
Loyal Necron Lychguard






Palm Beach, FL

Korrova wrote:
What does everyone think of the Terminator in the Kill Team providing the whole unit a 5++ per the recent FAQ.


It doesn't say that.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 MasterSlowPoke wrote:
Korrova wrote:
What does everyone think of the Terminator in the Kill Team providing the whole unit a 5++ per the recent FAQ.


It doesn't say that.


Should have guessed that was too good to be true. They just get the Terminator keyword, not the Crux Terminatus special ability?

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Guarding Guardian



Cincinnati, OH

In the FAQ and Errata document here:

https://www.games-workshop.com/en-US/Rules-Errata?_requestid=27859568#40k-errata

It says:

Page 174 - Deathwatch Terminators
Change the Crux Terminatus rule to read:
"Models in this unit have a 5+invulnerable save."

Seems pretty clear to me...
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Korrova wrote:
In the FAQ and Errata document here:

https://www.games-workshop.com/en-US/Rules-Errata?_requestid=27859568#40k-errata

It says:

Page 174 - Deathwatch Terminators
Change the Crux Terminatus rule to read:
"Models in this unit have a 5+invulnerable save."

Seems pretty clear to me...


They changed it from TERMINATORS have 5+ invul save to models IN THIS UNIT have a 5+ invul save.
Like it or not the Terminators on page 173 Crux Terminatus is still limited to Deathwatch Terminators have 5+ invuln save.
They've changed it from a keyword that actually granted it to the Kill Team to a unit specific statement.
The Kill Team Terminators on page 173 have a different Crux Terminatus to those on 174.
We missed the boat on that bad wording 5++ save for the Kill Team.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Guarding Guardian



Cincinnati, OH

Doh! I messed up my page numbers.

I was really hoping the Terminators would add extra protection in the squad for being there, rather than being an expensive bullet sponge...
   
Made in gb
Audacious Atalan Jackal



UK

Can a kill team get one terminator with Storm Shield and thunderhammer stand front of the rest of killteam and eat all moral wounds as it can ? Act as Riot shield in real life heh.



 
   
Made in us
Loyal Necron Lychguard






Palm Beach, FL

They don't have to stand in front, but don't do that anyway, storm shields don't block mortal wounds.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






I'd Storm Shield the Termie if it wasn't a package deal with the 20 point Hammer, personally I'd just keep the Storm Bolter and replace the Power Fist with a cheaper Power Weapon, that's half a Terminator saved right there.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Audacious Atalan Jackal



UK

I haven't play 8th edition yet.

Just reread Core rule.. yeah your right, no save for moral wound.. :(



 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Korrova wrote:
Doh! I messed up my page numbers.

I was really hoping the Terminators would add extra protection in the squad for being there, rather than being an expensive bullet sponge...


Squads with a Terminator can be put down in your opponent's deployment zone - say via Blackstar delivery - and use any available Deathwatch Homing Beacons in order to jump back to your deployment zone. Ever hear the saying "best defense is no be there."?

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Audacious Atalan Jackal



UK

Terminator with heavy weapon in squad strike priority target hard and sponge down enemy weapons AP-0 or in cover for AP-1, maybe add Veteran with good pistol and Storm shield for sponge down enemy's high AP weapon..

Biker squad out flanked the enemy and active homing beacon, then Killteam Squad can teleport to homing beacon.

Sort of shout 'look at me!' distracting to your opponent while you draw a big picture of your plan.



 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Solidcrash wrote:
Terminator with heavy weapon in squad strike priority target hard and sponge down enemy weapons AP-0 or in cover for AP-1, maybe add Veteran with good pistol and Storm shield for sponge down enemy's high AP weapon..

Biker squad out flanked the enemy and active homing beacon, then Killteam Squad can teleport to homing beacon.

Sort of shout 'look at me!' distracting to your opponent while you draw a big picture of your plan.


Here's hoping the enemy bites the bait.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Stormin' Stompa





Rogers, CT

Super important (but quick) question... Can I replace my standard issue blowgun with a Boltgun and Bolt Pistol, and then exchange THAT boltgun for an InfernusHB

   
Made in us
Shas'la with Pulse Carbine




Sacratomato

Man I can't wait for an army builder that cuts through the insanity of looking at 4 different pages, then the FAQ and then the forums for interpretation of it all.

Homing Beacons from the Bikers. Do they set it on one of their turns or are they auto placed during deployment?

* So far this portion is worse than 7th edition.

This message was edited 1 time. Last update was at 2017/07/10 16:13:18


70% of all statistics are made up on the spot by 64% of the people that produce false statistics 54% of the time that they produce them. 
   
Made in us
Regular Dakkanaut





 Battle Brother Lucifer wrote:
So ive been making extra DW using the bits from the killteam boxes, DW upgrade sprues, and the BoC box.

So far I was thinking of 3 kill teams,

3 combi plasmas with swords (sgt has 1 and the xenophase) a 2 swords blackshield, and a frag cannon

Team 2 Im thinking 2 infernus hb, 2 or 3 shotguns, and a blackshield with dual claws

Any suggestions for the last team? I still have one more frag cannon, maybe that with squad one and the blackshield moved to a melee squad 3? Im Also converting the DV Librarian, chaplain, and AC termy to the Watch too, for extra goodness


The only successful 2 sword models would be ones with chainswords since it doesn't stack. Keep that in mind. Also mix your kill teams with bikes, vanguards, and terminators. You will have a lot more fun building the kill teams and have a hell of a lot more synergy.


Automatically Appended Next Post:
 Dakka Wolf wrote:
stewe128 wrote:
In my opinion to have successful kill teams Deathwatch need to have kill teams built around absolutely murdering a specific thing then throw that kill team in a Corvus and go straight into enemy lines to take out that specific thing. So far that's what I've been doing and haven't lost yet. Deathwatch in 8th is so flexible it's jaw dropping what they can do. Also combi-plasmas and a watch master in a corvus.... That's a beauty.


I'm curious what you mean specific things - from my experience there's only four categories of opposition, vehicles, vehicles in cover, non-vehicles and non-vehicles in cover..


I'd say vehicles, mobs, standard infantry, and monsters. Fun fact with monsters like a daemon prince from fw. Deathwatch can use their 2+ ammo on them since it's not a vehicle lol its GLORIOUS!! But building certain kill teams around getting rid of vehicles, mobs, and etc will make them a lot more dangerous. For example: against vehicles having at least 2 heavy thunderhammers in there for the walking lascannons.

This message was edited 1 time. Last update was at 2017/07/10 17:03:26


 
   
Made in us
Loyal Necron Lychguard






Palm Beach, FL

 Battle Brother Lucifer wrote:
Super important (but quick) question... Can I replace my standard issue blowgun with a Boltgun and Bolt Pistol, and then exchange THAT boltgun for an InfernusHB


No, multiple swaps don't seem to be a thing this edition. You can try and argue it, but it'll just come off as smacking of desperation.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Spoiler:
stewe128 wrote:
 Battle Brother Lucifer wrote:
So ive been making extra DW using the bits from the killteam boxes, DW upgrade sprues, and the BoC box.

So far I was thinking of 3 kill teams,

3 combi plasmas with swords (sgt has 1 and the xenophase) a 2 swords blackshield, and a frag cannon

Team 2 Im thinking 2 infernus hb, 2 or 3 shotguns, and a blackshield with dual claws

Any suggestions for the last team? I still have one more frag cannon, maybe that with squad one and the blackshield moved to a melee squad 3? Im Also converting the DV Librarian, chaplain, and AC termy to the Watch too, for extra goodness


The only successful 2 sword models would be ones with chainswords since it doesn't stack. Keep that in mind. Also mix your kill teams with bikes, vanguards, and terminators. You will have a lot more fun building the kill teams and have a hell of a lot more synergy.


Automatically Appended Next Post:
 Dakka Wolf wrote:
stewe128 wrote:
In my opinion to have successful kill teams Deathwatch need to have kill teams built around absolutely murdering a specific thing then throw that kill team in a Corvus and go straight into enemy lines to take out that specific thing. So far that's what I've been doing and haven't lost yet. Deathwatch in 8th is so flexible it's jaw dropping what they can do. Also combi-plasmas and a watch master in a corvus.... That's a beauty.


I'm curious what you mean specific things - from my experience there's only four categories of opposition, vehicles, vehicles in cover, non-vehicles and non-vehicles in cover.


I'd say vehicles, mobs, standard infantry, and monsters. Fun fact with monsters like a daemon prince from fw. Deathwatch can use their 2+ ammo on them since it's not a vehicle lol its GLORIOUS!! But building certain kill teams around getting rid of vehicles, mobs, and etc will make them a lot more dangerous. For example: against vehicles having at least 2 heavy thunderhammers in there for the walking lascannons.


Not overly fond of HTHammers, I managed most of my vehicle killing with a Razorback and a Blackstar and thanks to your point about the Blackstar's little party trick I'll be doing it with two Blackstars and a Razorback and have more Specialised Ammo for dealing with Mobs.

This message was edited 1 time. Last update was at 2017/07/10 21:22:14


I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Stormin' Stompa





Rogers, CT

 MasterSlowPoke wrote:
 Battle Brother Lucifer wrote:
Super important (but quick) question... Can I replace my standard issue blowgun with a Boltgun and Bolt Pistol, and then exchange THAT boltgun for an InfernusHB


No, multiple swaps don't seem to be a thing this edition. You can try and argue it, but it'll just come off as smacking of desperation.

I just want to model pistols on my Deathwatch models with Hweapons because of course theyd have one fluff wise, but if its against the rules I could pry it off I suppose


Automatically Appended Next Post:
Hold up, unless Kill Team Cassius has non legal options, the Imperial Fist has a pistol and a frag cannon? Was this legal in 7th and not now? Or is it a sign that the double swap works? (I only intend to do it to add pistols to characters without a close range option because itll look better )

This message was edited 1 time. Last update was at 2017/07/11 01:35:13


   
Made in us
Loyal Necron Lychguard






Palm Beach, FL

It wasn't legal back then either, Kill Teams didn't even have access to pistols. The special character version of his kill team might have, but I don't remember that. You can just model the pistol and just ignore it, not like anyone's checking out the belt on your marines anyway.
   
Made in us
Stormin' Stompa





Rogers, CT

 MasterSlowPoke wrote:
not like anyone's checking out the belt on your marines anyway.


Easy there, I happen to enjoy modeling my marines with grenades, pouches, and pistols, and they all add color to the black DW paint scheme, so people probably will be checking out my kitbash work thank you very much

   
Made in au
Ancient Space Wolves Venerable Dreadnought






 Battle Brother Lucifer wrote:
 MasterSlowPoke wrote:
not like anyone's checking out the belt on your marines anyway.


Easy there, I happen to enjoy modeling my marines with grenades, pouches, and pistols, and they all add color to the black DW paint scheme, so people probably will be checking out my kitbash work thank you very much


Yeah?
Most people in my area look straight to the chapter shoulder pads then go looking for parts that don't fit with that chapter.
"You know you have an awful lot of Space Wolves in here, why so many?"
"Cause I play Space Wolves".

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Stormin' Stompa





Rogers, CT

 Dakka Wolf wrote:
 Battle Brother Lucifer wrote:
 MasterSlowPoke wrote:
not like anyone's checking out the belt on your marines anyway.


Easy there, I happen to enjoy modeling my marines with grenades, pouches, and pistols, and they all add color to the black DW paint scheme, so people probably will be checking out my kitbash work thank you very much


Yeah?
Most people in my area look straight to the chapter shoulder pads then go looking for parts that don't fit with that chapter.
"You know you have an awful lot of Space Wolves in here, why so many?"
"Cause I play Space Wolves".


I can imagine it now "hey how come you have so many chapters in there?" I play deathwatch

   
Made in us
Dakka Veteran




So, I've been eyeing the Deathwatch models at my shop for a while now but don't want to commit to a full army. I was thinking of maybe allying in 3-500 points or so with my Imperial Guard. Are there any units that would pair well with them at that points cost?
   
Made in us
Loyal Necron Lychguard






Palm Beach, FL

For 3-500 points, I'd look to a Jump Pack Captain, Vanguard Vets, and/or Deathwatch Termies. They'll give you maneuverability and durability that the IG lack. Basic Kill Teams would probably overlap with IG.

This message was edited 1 time. Last update was at 2017/07/11 19:25:48


 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






I'd nab an Outrider detachment, Jump Captain and a few units of Bikers,
Deathwatch Terminators are no different to any Space Marine Terminators, Bikers and Vanguard Vets are the only really unique units Deathwatch can offer up for cheap.
With Bikers you can lay down a heap of Special Ammunition Hellfire rounds to off tougher models like TWC, Bikes and Monstrous Creatures so your Guard only really need to focus on weak Infantry and Vehicles.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Loyal Necron Lychguard






Palm Beach, FL

Deathwatch Termies at least get 3 special weapons, for as much as that's worth. I agree Bikers are probably the better buy.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 MasterSlowPoke wrote:
Deathwatch Termies at least get 3 special weapons, for as much as that's worth. I agree Bikers are probably the better buy.


There's nothing wrong with Terminators but check these stats -
Assault Cannon 24' Heavy6 S6 AP-1 D1 for 21 points.
HFlamer 8' HeavyD6 S5 AP-1 D1 100% accuracy for 17 points.
Cyclone ML for 50 points + Stormbolter
- Frag 36' Heavy2D3 S4 AP0 D1
- Krak 36' Heavy2 S8 AP-2 D D6
- SBolter 24' rapidfire2 S4 AP0 D1
If Storm Bolters had Special Ammo I'd be all over Termies with their Deep Strike ability.

The Biker's two Boltguns are "free" and versatile.
Bonus for shooting into cover.
2+ poison against non-vehicles.
Range and small ap boost.
Range drop for bigger ap boost.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Regular Dakkanaut





Thinking about adding the Reivers to my list to have a little splash of no overwatch. Question is will the Reivers be able to use special issue ammo...
   
Made in gb
Audacious Atalan Jackal



UK

Should be.. there are Stalker boltgun rifle and Bolt pistol in Deathwatch Index, and Reiver use master craft 'Stalker boltgun rifle' and Heavy 'Bolt pistol'...

Storm Bolter is combi-boltgun, should be count as twin boltgun.



 
   
 
Forum Index » 40K General Discussion
Go to: