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2021/03/15 20:58:06
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Longtime Dakkanaut
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Abaddon303 wrote:
If i can keep it at range for the first turn or two it should be able to avoid the melta spam we seem to be seeing in 9th and hopefully become more survivable as the game goes on. With no transport load it'll be less of a target too i guess. It just occurred to me actually that I can put it in hover first turn and pop the strat and it doesn't matter about losing the hard to hit as it will be untargetable.
The strat, while pricey, can throw a major wrench in the works of particular matchups. Simply being able to dictate how your opponent moves T1 and T2 can be by itself worth the price of admission.
Abaddon303 wrote:
I'm a little loathe to go much beyond the Proteus kill team with firstborn options tbh, I'm converting them from Primaris and while I think it makes sense all contained in one unique unit, I think it'll start getting weird if i have other firstborn units. I'm not planning on taking this army to competitions as this is more of a rule of cool army but at the same time i don't want to cause undue confusion for opponents...
If you're looking for distinct, but scale similar options, both Stormcast and Custodian models are scale comparable to Primaris and generally are very cross compatible in terms of bits and posing (the latter especially are pretty much just plug-n-play with Primaris). I use conversions from all three ranges as various things within my lists to create functionally and visually different appearances.
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This message was edited 3 times. Last update was at 2021/03/15 21:01:16
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2021/03/18 16:13:56
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Longtime Dakkanaut
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Question that occurred to me after seeing the new Armies of Renown rules starting to trickle out in Charadon:
Maybe that's where GW hid all our SIA?
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2021/03/18 16:34:18
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Damsel of the Lady
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Sterling191 wrote:Question that occurred to me after seeing the new Armies of Renown rules starting to trickle out in Charadon:
Maybe that's where GW hid all our SIA?
Be a fun way to get it back! I really want it naturally on Heavy Intercessors.
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2021/03/19 23:22:11
Subject: Re:(K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Fresh-Faced New User
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Hello all,
I am trying to get into Deathwatch, but I encounter problems when trying to build a list.
I have the Space Marine codex as well and somehow I thought, that I may take any unit in that codex along to the unit options in the DW codex.
But when using Battlescribe I do not seem to be allowed to pick every unit available in the SM codex.
E.g. I cannot seem to pick the Attack bike squad or Scout bike squad (there might be more not listed in Battlescribe, but I did not check for every unit yet).
How is that so? And where is it written, which units I may use from the SM codex?
Thank you!!
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2021/03/19 23:29:10
Subject: Re:(K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Kinebrach-Knobbling Xeno Interrogator
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Amaurosis wrote:Hello all,
I am trying to get into Deathwatch, but I encounter problems when trying to build a list.
I have the Space Marine codex as well and somehow I thought, that I may take any unit in that codex along to the unit options in the DW codex.
But when using Battlescribe I do not seem to be allowed to pick every unit available in the SM codex.
E.g. I cannot seem to pick the Attack bike squad or Scout bike squad (there might be more not listed in Battlescribe, but I did not check for every unit yet).
How is that so? And where is it written, which units I may use from the SM codex?
Thank you!!
Welcome to the Watch! Page 124 of the Space Marine Codex has a section for Non-Codex Compliant Chapters (that's us!). Under the Deathwatch section, it will list a whole slew of units Deathwatch can't take. Don't fret, though - in some cases, we have better options in our Supplement. In other cases, its just the price we pay for being special snowflakes
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2021/04/08 10:03:42
Subject: Re:(K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Daemonic Dreadnought
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Amaurosis wrote:Hello all,
I am trying to get into Deathwatch, but I encounter problems when trying to build a list.
I have the Space Marine codex as well and somehow I thought, that I may take any unit in that codex along to the unit options in the DW codex.
But when using Battlescribe I do not seem to be allowed to pick every unit available in the SM codex.
E.g. I cannot seem to pick the Attack bike squad or Scout bike squad (there might be more not listed in Battlescribe, but I did not check for every unit yet).
How is that so? And where is it written, which units I may use from the SM codex?
Thank you!!
You and me both, pal. Recently started my army, was surprised to learn we can't take attack bikes as their own unit.
A couple recent articles about list building I found to be instructive.
This one, from Goonhammer, talks about the challenges of building a DW army.
https://www.goonhammer.com/competitive-innovations-editorial-tier-4-blues-pt-1/
This one, from Reddit, outlines the author's take on a winning list. He's not fond of firstborn marines.
https://www.reddit.com/r/deathwatch40k/comments/m6fxsn/deathwatch_are_top_tier_marines_if_you_are/
Good luck!
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2021/04/08 14:59:26
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Fixture of Dakka
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It's just a very conservative supplement. It has some very unique and interesting mechanics and they seem to have overcompensated by being very cautious with anything that adds actual power to the base codex. We'll be fine, but struggle to be outstanding unless there's a campaign book that significantly revamps out doctrine and strategems.
For most people though these aren't problems that will actually hold you back. It comes into play against players with extremely optimized lists. Against most of the pack we have a huge array of powerful options to pick from that will perform well, even in tournaments. I think we've got a good handle on our strong options, it's just a question of picking your favorites at this point.
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2021/04/13 18:02:53
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Regular Dakkanaut
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I'm away from my books, and the GW app is useless for Secondaries. Does taking any Deathwatch detachment open the DW-specific secondaries up for you, or does your Warlord have to be DW to qualify for them?
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2021/04/13 21:41:48
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Longtime Dakkanaut
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Your warlord must be a Deathwatch character to get the DW specific objectives.
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2021/04/14 00:49:13
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Regular Dakkanaut
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I appreciate it!
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2021/04/20 16:59:08
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Regular Dakkanaut
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For the veterans out there, how have you found the combination of 5++ from the shield and the 5+++ from the psychic power? I've seen promises of Death Guard levels of toughness, especially when combined with an Indomitor team. I just wanted to poll folks to see if they have seen similar results or not.
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2021/04/20 17:00:39
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Damsel of the Lady
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bmsattler wrote:For the veterans out there, how have you found the combination of 5++ from the shield and the 5+++ from the psychic power? I've seen promises of Death Guard levels of toughness, especially when combined with an Indomitor team. I just wanted to poll folks to see if they have seen similar results or not.
I have. It's good stuff. I dunno if I'd say DG levels. You're definitely tougher than PM's at that point but Death Shroud are probably still more resilient.
I actually use the invuln on my 2-3 Redemptors usually.
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This message was edited 1 time. Last update was at 2021/04/20 17:00:47
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2021/04/22 14:29:12
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Fixture of Dakka
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The main thing to be cautious of is that for durability buffs to be worth it, you have to give your opponent a reason to try and kill the buff target. HI don't have particularly outstanding output on their own, so you need to do something to make them a problem or your opponent will likely just kill the rest of your army while they hide in the bunker.
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2021/04/22 15:10:35
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Damsel of the Lady
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LunarSol wrote:The main thing to be cautious of is that for durability buffs to be worth it, you have to give your opponent a reason to try and kill the buff target. HI don't have particularly outstanding output on their own, so you need to do something to make them a problem or your opponent will likely just kill the rest of your army while they hide in the bunker.
Put them in a 10 man with 5 Eradicators. That'll get their attention (then combo it with WWSWF). Now they need to go after it and oh, it has 30W, Transhuman and a 5++/5+++.
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2021/04/22 19:02:38
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Fixture of Dakka
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Probably better to toss in an Inceptor, just so you don't get tagged by a paper bag they can't punch their way out of.
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2021/04/23 10:10:27
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Fresh-Faced New User
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The 5++ and 5+FNP is great, coupled with transhuman and unyielding makes 1 unit super durable. They will stand 1-2 turns against pretty much anything - the trick is taking out what is shooting you before your 500 point investment runs out
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2021/04/23 12:45:43
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Damsel of the Lady
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LunarSol wrote:Probably better to toss in an Inceptor, just so you don't get tagged by a paper bag they can't punch their way out of.
You can just 2CP and make them Ultramarines for a turn to fall back and shoot! Never sacrifice the shooting power of eradicators!
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This message was edited 1 time. Last update was at 2021/04/23 12:45:52
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2021/04/23 12:48:31
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Longtime Dakkanaut
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Audustum wrote: LunarSol wrote:Probably better to toss in an Inceptor, just so you don't get tagged by a paper bag they can't punch their way out of.
You can just 2CP and make them Ultramarines for a turn to fall back and shoot! Never sacrifice the shooting power of eradicators!
Except that's exactly what you do by putting five in a team you have no intention of combat squadding. Unless you're up against something like Mortarion, Knights or the Silent King, you're going to either waste fire with overkill, or lose the double tap by having to split fire.
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2021/04/23 12:57:50
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Damsel of the Lady
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Sterling191 wrote:Audustum wrote: LunarSol wrote:Probably better to toss in an Inceptor, just so you don't get tagged by a paper bag they can't punch their way out of.
You can just 2CP and make them Ultramarines for a turn to fall back and shoot! Never sacrifice the shooting power of eradicators!
Except that's exactly what you do by putting five in a team you have no intention of combat squadding. Unless you're up against something like Mortarion, Knights or the Silent King, you're going to either waste fire with overkill, or lose the double tap by having to split fire.
I mean, unless fighting Sisters or DELdar/Harlies just about anything has a target I'm more than happy to fire 5 Eradicators into in the current tournament meta:
1. Marines? Redemptors.
2. Custodes? Everything.
3. Chaos? Magnus/Morty/ LoC with Impossible Robe/ PBC's/Deathshroud/10-man EC Terminators
4. AdMech? Assorted vehicles/planes.
5. Silent King, basically anything besides Warriors.
E.t.c.
The prevalence of DEldar might change my calculus but before them becoming popular it was a pretty easy choice.
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This message was edited 2 times. Last update was at 2021/04/23 12:59:04
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2021/04/24 00:01:07
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Kinebrach-Knobbling Xeno Interrogator
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Audustum wrote: LunarSol wrote:Probably better to toss in an Inceptor, just so you don't get tagged by a paper bag they can't punch their way out of.
You can just 2CP and make them Ultramarines for a turn to fall back and shoot! Never sacrifice the shooting power of eradicators!
Or use an Inceptor in that squad and spend 1 CP for it, thus letting you use a more offensive option elsewhere.
Audustum wrote:Sterling191 wrote:Audustum wrote: LunarSol wrote:Probably better to toss in an Inceptor, just so you don't get tagged by a paper bag they can't punch their way out of.
You can just 2CP and make them Ultramarines for a turn to fall back and shoot! Never sacrifice the shooting power of eradicators!
Except that's exactly what you do by putting five in a team you have no intention of combat squadding. Unless you're up against something like Mortarion, Knights or the Silent King, you're going to either waste fire with overkill, or lose the double tap by having to split fire.
I mean, unless fighting Sisters or DELdar/Harlies just about anything has a target I'm more than happy to fire 5 Eradicators into in the current tournament meta:
1. Marines? Redemptors.
2. Custodes? Everything.
3. Chaos? Magnus/Morty/ LoC with Impossible Robe/ PBC's/Deathshroud/10-man EC Terminators
4. AdMech? Assorted vehicles/planes.
5. Silent King, basically anything besides Warriors.
E.t.c.
The prevalence of DEldar might change my calculus but before them becoming popular it was a pretty easy choice.
I guess the real question I have is what can you do with 5 Eradicators that you couldn't with 4 and a Plasma Inceptor.
Granted, I don't rate Eradicators very highly at all. They're one of the more overblown units in the Codex in my eyes.
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2021/04/24 22:17:47
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Crazed Spirit of the Defiler
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I noticed today that Mantle of Shadow psychic power doesn't stipulate core, just infantry or biker.
It made me start thinking about centurion devestators. They have the range where you're quite happy having them sat behind a big indomitor kill team etc just pumping out shots. If you fail the psychic and they do take some hits they can be healed/restored by the apothecary which is crazy value return.
They are so expensive though, i love the models and would really like to make them work. I kind of wish they were like Obliterators and didn't have to be taken in a unit of three as it's such a huge investment. Any thoughts?
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2021/04/24 23:07:57
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Regular Dakkanaut
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I'd be more worried about their lack of mobility. It would be hard to give them good lines of sight and keep them shielded.
That said, it's probably one of the better uses for Devastator Centurions that I've heard! If you're looking to include them, Deathwatch would be the way to go. You can also teleport strike them with the strategem, which would help counter-deploy somewhat.
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2021/04/25 02:35:52
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Been Around the Block
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Assault Centurions maybe, but why Devastators? Mantle of Shadow disallows shooting.
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2021/04/25 06:54:40
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Crazed Spirit of the Defiler
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Oh, I'm an idiot. Somehow managed to overlook that and just presumed it was working like Cloud of Flies.
I don't think there's really any way to make Dev Centurions work at the moment then is there?
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2021/04/25 13:16:59
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Kinebrach-Knobbling Xeno Interrogator
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Abaddon303 wrote:Oh, I'm an idiot. Somehow managed to overlook that and just presumed it was working like Cloud of Flies.
I don't think there's really any way to make Dev Centurions work at the moment then is there?
There's a super fun interaction with the Sarge getting SIA, and I'd say they're not that much worse than anything else DW can bring. They're not exactly the most competitive Marine choice anyway.
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2021/06/22 16:24:58
Subject: Re:(K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Long-Range Land Speeder Pilot
UK
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Threadcromancy activate!
Popping this here for reference:
https://www.youtube.com/watch?v=rbNlLIWiA1Y
Tourney topping list, featuring well buffed dreads, vet bikers and the imperium's only non-useless reiver (lieutenant).
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2021/06/22 18:16:09
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Longtime Dakkanaut
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It's a spin on the Ultramarines Dread + Invictor list that's been popping up here and there in the post-Drukhari world. I think Lennon was the one who was tinkering with that approach initially, so makes sense that he'd be the one to pilot it. Infantry goes for points, Bikes are on speedbump, anti-chaff and ObSec nuisance duty while the Dreads boosted by characters are the meat of the killing.
The DW specific partition is the kill teams for (slightly) more resilient Bike teams with ObSec and layered buffs from the characters. The shotguns are an interesting choice though.
It's a relatively simple, but tricky to play list. Nice to see the lads in black take home a GT.
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This message was edited 2 times. Last update was at 2021/06/22 18:19:05
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2021/06/23 17:17:09
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Fixture of Dakka
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Shotguns are just the cheapest assault weapon available, Those guys need to be running to objectives.
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2021/06/23 18:03:10
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Longtime Dakkanaut
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That's fair. I guess if you're not expecting them to to live long enough to get into melee the boost from a Bolter + Chainsword isn't going to matter.
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2021/06/24 18:07:54
Subject: (K)nights of the Long Vigil: Deathwatch 9th Edition Discussion and Tactica
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Fixture of Dakka
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Yeah, plus they're a decent Overwatch deterrent and I think the S5 is easy to discount when they're usually getting an AP bonus. Auto hitting against low toughness elves is certainly not a bad thing, which is a list the Auspicator is also obviously gunning for.
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