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		<title><![CDATA[Latest posts for the thread "Effective deathwing tactics."]]></title>
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				<title>Effective deathwing tactics.</title>
				<description><![CDATA[ Hey guys, I played a dark eldar last night with my deathwing army on vassal, and man was it a blow out.  His entire army had poison weapons, so that pretty much destroyed my 5 toughness deathwing knights, lost 8 of them in one turn.  I am starting to realize that deathwing are just so slow they need to be accompanied by something, or all the ones that don't deepstrike need to be in a landraider.  <br /> <br /> Does anyone have any good tactics for the deathwing?  My thoughts are that deathwing knight really need to start in a land raider to take advantage of being able to assualt from inside, and the rest of my squad needs to deepstrike.  I also had cyclone missle launchers, and these seemed really ineffective compared to plasma cannons.  I dunno I just got really disappointed in my d00ds, and I want to be at least semi-competitve with them.]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 01:50:16]]> GMT</pubDate>
				<author><![CDATA[ Niexist]]></author>
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				<title>Effective deathwing tactics.</title>
				<description><![CDATA[ First thing:<br /> <br /> I hate to be the party-pooper but <span class="glossaryitem" onmouseover='gp(412);'>DW</span> aren't gonna win you any tournaments.  While I'll be the first one to tell you that they're fun to play and that they can win games they just don't bring enough bodies and mobility needed in a tournament setup.<br /> <br /> With that out of the way there are things that you can do to make them more aggressive and to keep your opponent on the back-foot.<br /> <br /> Those tips are given under the assumption that you're running a "pure" Deathwing list.<br /> <br /> As you noticed yourself: Knights need a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> to really make them worthwhile, they can be awesome but then again they can be a big letdown; and a lot of it depends on your opponent.  If your opponent has squishier units (Tau, Eldar, <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, etc...) or even <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span>, they will shred through those units like butter.  If you face a lot of <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> or other <span class="glossaryitem" onmouseover='gp(652);'>TEQs</span> they're gonna struggle big time after their "beast mode" is spent.<br /> <br /> In pure <span class="glossaryitem" onmouseover='gp(412);'>DW</span> list I usually don't run the Knights.<br /> <br /> 1)  Use <span class="glossaryitem" onmouseover='gp(628);'>DWA</span> to its full extent.<br /> Since mobility is a big issue you gotta make the most out of <span class="glossaryitem" onmouseover='gp(628);'>DWA</span>. I usually keep the <span class="glossaryitem" onmouseover='gp(332);'>TDA</span> libby with the <span class="glossaryitem" onmouseover='gp(417);'>CML</span> squads on the board while Belial and the shorter range weapons drop in as close as possible.  Don't hesitate to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> in area terrain or ruins to gain a cover save (ruins ideally, but area terrain with night fight can help too) if the enemy has AP2 weapons.  Be aggressive with the <span class="glossaryitem" onmouseover='gp(628);'>DWA</span>, you're not gonna win big <span class="glossaryitem" onmouseover='gp(48);'>GTs</span> anyway, you might as well have fun and go "balls-to-the wall", <span class="glossaryitem" onmouseover='gp(471);'>DS</span> nice and close to allow that turn 2 assault power-fist fest.<br /> <br /> 2)  Don't isolate yourself.<br /> Termies will die quickly if they don't support each other.  When you <span class="glossaryitem" onmouseover='gp(471);'>DS</span>, deploy the shortest range weapon first, then the next squad as close as possible, then Belial's squad last.  Gang up on the weakest area of your enemy's deployment, not the strongest.  Unlike sternguards, who can take out just about any target upon drop-podding, <span class="glossaryitem" onmouseover='gp(412);'>DW</span> termies don't have that potent of a shooty output, so <span class="glossaryitem" onmouseover='gp(471);'>DS</span> them on the weakest side, as a group so they can support each other (don't forget splitfire).<br /> <br /> 3)  Heavy flamers are making a big comeback.  Belial with a <span class="glossaryitem" onmouseover='gp(336);'>HF</span> squad can do a lot of damage on those units who rely on cover saves.<br /> <br /> 4)  Don't go overboard with <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> models, since you don't have the mobility, you need the range.  1 per squad is usually fine if you place it carefully.<br /> <br /> 5)  In a pure <span class="glossaryitem" onmouseover='gp(412);'>DW</span> list a command squad is a nice addition.  I'd rather use them for a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> deathstar over the Knights as they can also buff themselves (<span class="glossaryitem" onmouseover='gp(412);'>DW</span> banner) or the rest of the army (<span class="glossaryitem" onmouseover='gp(265);'>FNP</span> banner).  This is the only unit where <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> are a must, combined with the champ and a banner they're gonna hurt.<br /> <br /> 6)  This may be counter-intuitive and I guess debatable but I like to run <span class="glossaryitem" onmouseover='gp(412);'>DW</span> armies as double-<span class="glossaryitem" onmouseover='gp(187);'>FOCs</span> (2k+ obviously).  I like to bring multiple <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> to provide a bunch of separate threats and also models that can tank some wounds.  <span class="glossaryitem" onmouseover='gp(332);'>TDA</span> libby in backfield casting Prescience on <span class="glossaryitem" onmouseover='gp(417);'>CML</span> units, <span class="glossaryitem" onmouseover='gp(332);'>TDA</span> chaplain + pimped out <span class="glossaryitem" onmouseover='gp(332);'>TDA</span> commander + <span class="glossaryitem" onmouseover='gp(412);'>DW</span> command squad for a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> deathstar, Belial + <span class="glossaryitem" onmouseover='gp(336);'>HF</span> squad for precise <span class="glossaryitem" onmouseover='gp(628);'>DWA</span> barbequeing, and 4x 5-man <span class="glossaryitem" onmouseover='gp(412);'>DW</span> squads.<br /> <br /> 7)  Last piece of advice, a single termie can win you the game!<br /> What I mean by that is that they're quite resilient so even if you're down to 1 <span class="glossaryitem" onmouseover='gp(412);'>DW</span> termie you gotta keep thinking strategically and not give up.  He's still scoring, he's still fearless, and still can be useful.  Run that lone guy across the board for linebreaker or go contest that last objective etc...<br /> <br /> Hope this helps a bit.  Have fun and don't give up on your termies!<br /> <br /> Here's a link to a cool batrep I posted a while back, 1000pts pure <span class="glossaryitem" onmouseover='gp(412);'>DW</span>, I won all 3 games (one of which against <span class="glossaryitem" onmouseover='gp(27);'>DE</span>):<br /> <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/533953.page#5743060" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/533953.page#5743060</a>]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 04:39:18]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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