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		<title><![CDATA[Latest posts for the thread "1850 almost pure deathwing, the cheap, the reserved, and the ugly!"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "1850 almost pure deathwing, the cheap, the reserved, and the ugly!"]]></description>
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				<title>1850 almost pure deathwing, the cheap, the reserved, and the ugly!</title>
				<description><![CDATA[ So I've been wanting to make a list that really utilizes that wonderful 1st (or 2nd) turn deathwing assault rule and here's a list I've come up with for an upcoming tournament.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Belial = 190<br /> <br /> (2x) Troop Terminator x10 = 480<br /> Assault cannon/powerfist x2<br /> Stormbolter/powerfist x8<br /> <br /> (2x) Troop Scout Squad x5 = 60+10+15 = 85<br /> missile launcher+flak<br /> <br /> Elite Deathwing Knights x10 = 465<br /> <br /> Heavy Whirlwind = 65<br /> <br /> = 1850<br /> <br /> So it's pretty simple, infiltrate the scouts into cover near an objective but somewhat out of the way, use them for support/anti-air and objective holders, the whirlwind stays out of sight and fires upon infantry in cover with crappy saves like genestealers and blob platoons. Now with these 3 units starting on the table, the 20 terminators drop in around 18-24" away from the enemy or where they can do the most <span class="glossaryitem" onmouseover='gp(198);'>dmg</span> and unload, belial and the knights drop down right in the enemy's face taking pressure off the scouts/terminators. I think it could be very effective and has a great alpha strike feel to it. What do you think?<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 9 Feb 2013 07:03:37]]> GMT</pubDate>
				<author><![CDATA[ tautemplar]]></author>
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				<title>Re:1850 almost pure deathwing, the cheap, the reserved, and the ugly!</title>
				<description><![CDATA[ I like this list, however I am leery about Deathwing Knights. On paper, they look great and the models look fantastic, but why take them over Thunder Hammmer/Storm Shield Terminators that cost only slightly more yet attack at S8/AP2 always and are <u>scoring</u> units? I've shelved any plans on putting them in my Deathwing army because when push comes to shove, I'd rather have more scoring units in an army with a low model count.]]></description>
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				<pubDate><![CDATA[Sat, 9 Feb 2013 12:36:26]]> GMT</pubDate>
				<author><![CDATA[ Brock79]]></author>
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				<title>Re:1850 almost pure deathwing, the cheap, the reserved, and the ugly!</title>
				<description><![CDATA[ Only three out of the six <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> missions involve scoring, this whole scoring obsession is slightly out of hand I think. <br /> <br /> DWKs are equally as good as <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> in killing <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> and better at killing everything else in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. Losing the Heavy weapon is blow, but you also gain the ability to smite anything and draw a hell lot of aggro when you come down. Also, sometimes you need a suicide unit to take something hard down. <br /> <br /> In any case with <span class="glossaryitem" onmouseover='gp(412);'>DW</span> you should be trying to kill your opponent, not hold objectives. <br /> <br /> Pfft, Deathwing with scouts isn't pure Deathwing. Drop the scouts, drop the whirlwind, get a single Deathstorm drop pod instead for the alpha strike (positioned correctly it does more shooting than the <span class="glossaryitem" onmouseover='gp(477);'>Ww</span> will do in 6 turns...) and get more terminators. ]]></description>
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				<pubDate><![CDATA[Sat, 9 Feb 2013 13:19:52]]> GMT</pubDate>
				<author><![CDATA[ Asmodai Asmodean]]></author>
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				<title>1850 almost pure deathwing, the cheap, the reserved, and the ugly!</title>
				<description><![CDATA[ Anecdote: there is a Imperial Armour rhino called the "Damocles Rhino" that (for 60pts and an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot) let's you re-roll deep-strike scatter on teleporting units, and gives you an orbital strike.]]></description>
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				<pubDate><![CDATA[Sat, 9 Feb 2013 14:23:02]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Re:1850 almost pure deathwing, the cheap, the reserved, and the ugly!</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/506470/5268292.page"><b>Asmodai Asmodean wrote:</b></a><br/>Only three out of the six <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> missions involve scoring, this whole scoring obsession is slightly out of hand I think. <br /> <br /> DWKs are equally as good as <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> in killing <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> and better at killing everything else in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. Losing the Heavy weapon is blow, but you also gain the ability to smite anything and draw a hell lot of aggro when you come down. Also, sometimes you need a suicide unit to take something hard down. <br /> <br /> In any case with <span class="glossaryitem" onmouseover='gp(412);'>DW</span> you should be trying to kill your opponent, not hold objectives. <br /> <br /> Pfft, Deathwing with scouts isn't pure Deathwing. Drop the scouts, drop the whirlwind, get a single Deathstorm drop pod instead for the alpha strike (positioned correctly it does more shooting than the <span class="glossaryitem" onmouseover='gp(477);'>Ww</span> will do in 6 turns...) and get more terminators. </div></blockquote><br /> <br /> Three out of six missions still represents <b>half</b> the missions you will play. Moreover, I don't see how you can claim DWK's are "equally" as good as <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> at killing <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. Outside of Smite Mode (which can only happen in one assault per game), they strike at S6/AP4 while <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> always strike at S8/AP2, which makes <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> better at killing <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> and handling Death Stars. Again, on paper they look great but when you can take a unit that can perform the same role in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> (and arguably, better) and can hold objectives, I believe it's a no-brainer.<br /> <br /> Anyway, back on topic, I'd recommend that the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> drop the unit of Knights, or at least reduce the size and drop the Whirlwind in order to pick up another Terminator Squad and pick up a few <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> armed Terminators. ]]></description>
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				<pubDate><![CDATA[Sun, 10 Feb 2013 00:40:48]]> GMT</pubDate>
				<author><![CDATA[ Brock79]]></author>
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