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![[Post New]](/s/i/i.gif) 2013/02/01 12:09:25
Subject: Best Deathwing Support Options
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Dakka Veteran
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What is the best support for a Deathwing army?
More Terminator bodies, flakk devs, twin linked autocannon dreads, nephs, predators, cheap whirwinds?
Interested to hear opinions and why!
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"AM are bunch of half human-half robot monkeys who keep tech working by punching it with a wrench And their tech is so sophisticated that you could never get it wrapped it out" thing a LITTLE to seriously. It also goes "Tau tech is so awesome I wish I was Tau and not some stupid Human" thing.
-Brother Coa Sig'd For the Greater Good |
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![[Post New]](/s/i/i.gif) 2013/02/01 12:20:23
Subject: Best Deathwing Support Options
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Longtime Dakkanaut
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Ravenwing imo, teleport homers which can be placed 6 inches away from the enemys deployment zone (12inch scout move for the bikes then 6 inch teleport homer range), or turn 2 DWA you can place them anywhere the bikes are, if the bikes were in combat end of turn 1 just hit and run or deepstrike your termies to give them support your next turn.
That or Land Raiders, termies in a LR are pretty darn scary
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40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final |
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![[Post New]](/s/i/i.gif) 2013/02/01 12:34:15
Subject: Re:Best Deathwing Support Options
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Dakka Veteran
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Oh man, that would be nasty, bikes racing toward a flank and just setting up dropzones for the Deathwings arrival! I can't wait to use this against gunliners! I think I might be sold on bike support! My main opponents are really fat and sassy gunliners who like to pitch tents and fire volleys every turn! (IG and SM) So I think I might go with the bikes!
Any other support thoughts?
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"AM are bunch of half human-half robot monkeys who keep tech working by punching it with a wrench And their tech is so sophisticated that you could never get it wrapped it out" thing a LITTLE to seriously. It also goes "Tau tech is so awesome I wish I was Tau and not some stupid Human" thing.
-Brother Coa Sig'd For the Greater Good |
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![[Post New]](/s/i/i.gif) 2013/02/01 13:21:09
Subject: Re:Best Deathwing Support Options
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Mekboy Hammerin' Somethin'
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Throw a couple whirlwinds in there. Cheap as all get out at like...65 points? And they either fire cover ignoring strength 4 large blasts, or strength 5 large blast, ordinance. Park em behind some LOS blocking terrain and feel how wonderful it is to use the barrage rule.
Also, if you're not taking a librarian you're missing out. One of the stand outs in the codex as you can take a ML1 for cheap, cheap, cheap. Slap on the power that gives you rerolls to hit and you have a really good force multiplier.
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![[Post New]](/s/i/i.gif) 2013/02/01 13:38:07
Subject: Best Deathwing Support Options
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Leader of the Sept
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I use a ravenwing squad with attack bike (2 units for your opponent to kill to remove all homers) a couple of heavy weapon dreads for long range support and a vindicator to deter deepstriking. Beyond that a mixture of flyers and land speeders, depending on the opposing army type.
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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![[Post New]](/s/i/i.gif) 2013/02/01 14:12:19
Subject: Re:Best Deathwing Support Options
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Dakka Veteran
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I like these suggestions!
So a libby for a force multiplier, some bikes to ensure the homers let you teleport the hurt, and three whirlwinds should do wonders against IG heavy weapons teams and ork boyz!
I was also toying with the idea of 2 Predators and some devs kitted with flakk, but it seems like whirlwinds for the price are just a better option! Nice!
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"AM are bunch of half human-half robot monkeys who keep tech working by punching it with a wrench And their tech is so sophisticated that you could never get it wrapped it out" thing a LITTLE to seriously. It also goes "Tau tech is so awesome I wish I was Tau and not some stupid Human" thing.
-Brother Coa Sig'd For the Greater Good |
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![[Post New]](/s/i/i.gif) 2013/02/01 17:39:21
Subject: Re:Best Deathwing Support Options
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Osprey Reader
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If your rolling Deathwing I'm going to assume your HQ will be either Belial or Azrael as these are pretty much required for the termies to be considered troops. That being the case each one of them presents different ways to do a Deathwing/Deathraven army.
For Belial i'd go with a minimum of a big 10 man terminator squad to land with him. Definately go with the liby in this scenario. Dont forget your drop pods to go with your 1st turn deathwing assault. Always take them in odd numbers and do at least one melta dred with a heavy flamer (you can make it venerable if you want to keep it 'themed' but its meh). For your backfield I'd go with some sniper scouts to sit on objectives or 5-man tac squads with a heavy. Unless you want to add IG as allies or something I'd also take a dev squad with Flakk missiles to deal with flyers, though you could just as easilly put them in the 5-man tac's.
For Azrael its a little simpler. He definately goes in a drop pod with whatever sort of squad you think works (I like a 9 man tac squad with a flamer to keep it on the cheap). Other than that for every 5 terminators add 3 bikers, for every 6 bikers add an attack bike and a land speeder. You still need to address the anti-flyer dillema.
In any case, some knights in a land raider is boss if you can squeeze the points.
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![[Post New]](/s/i/i.gif) 2013/02/01 23:29:09
Subject: Best Deathwing Support Options
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Judgemental Grey Knight Justicar
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Im trying 4 squads of deathwing and 2 vinidicators for a 1500 game on Monday to see how it goes.
Plan is to deepstrike 1 squad with Belial behind enemy lines, drop the rest mid-feild and have the vindis providing fire support.
As a gk player, I just wanted an excuse to use them, not sure how good they really are though.
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![[Post New]](/s/i/i.gif) 2013/02/02 10:15:12
Subject: Best Deathwing Support Options
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Leader of the Sept
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With that load out, though, you would only be able to DS Belial and 2 squads. 2 of the terminator squads would have to walk, but they could always be a melee screen for the vindicators.
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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![[Post New]](/s/i/i.gif) 2013/02/02 11:02:11
Subject: Best Deathwing Support Options
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Judgemental Grey Knight Justicar
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Walking is not to bad when you have the cyclone, at least you can shoot form turn 1. Will see how it goes and report back
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![[Post New]](/s/i/i.gif) 2013/02/08 01:00:04
Subject: Best Deathwing Support Options
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Osprey Reader
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Flinty wrote:With that load out, though, you would only be able to DS Belial and 2 squads. 2 of the terminator squads would have to walk, but they could always be a melee screen for the vindicators.
He'd only have to walk 1 squad. 7 units total (2 tanks, belial, and 4 termie squads) so half that (3.5) rounded up (4). That's not a horrible course to take. Maybe combine two squads into one 10 man beefcake and drop a vindy for two bolter scout squads. Total count is still 7 but that way you'd get all your terminators on turn one with the scouts close enough to support a bit. Its funny to put one model on the table and tell your opponent "I'm done"
oh, and two more scoring units
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This message was edited 1 time. Last update was at 2013/02/08 01:01:08
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