<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Deathwing Tactics"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "Deathwing Tactics"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Deathwing Tactics</title>
				<description><![CDATA[ Hello all, first-time poster<br><br>I recently started a Deathwing army, and i've lost more than 3/4 of the games i've played in so far. I was wondering if anyone had any tactics or tips they'd like to share about the Deathwing army, for the benefit of all of the new terminator-junkies out there.<br><br>thanks!<br>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95361.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95361.page</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 09:48:16]]> GMT</pubDate>
				<author><![CDATA[ dude21890]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ well, although some might consider this cheesey, min-max on assault cannons. Take one Land Raider crusader, and no other land raiders. Venerable dreadnoughts do annoy the enemy.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95373.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95373.page</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 10:03:19]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Here, if it helps, i'll post up an army list<br><br>1000pts<br><br><span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br>Grand Master of the Deathwing w/ Lightning Claws<br><br>T<br>2 squads of 5 terminators w/ 2 assault cannons, tank hunters<br><br><span class="glossaryitem" onmouseover='gp(35);'>FA</span><br>1 squad of 5 terminators w/ 2 cyclone missile launchers, tank hunters<br><br>________________________________________________<br><br>here's 1500pts<br><br><span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br>Grand Master of the Deathwing w/ Lightning Claws<br><br>Master of Sanctity w/ Crozius, Stormbolter<br><br>T<br>2 squads of 5 terminators w/ 2 assault cannons, tank hunters<br><br><span class="glossaryitem" onmouseover='gp(35);'>FA</span><br>1 squad of 5 terminators w/ 2 cyclone missile launchers, tank hunters<br><br>1 squad of 5 terminators w/ 2 cyclone missile launchers, tank hunters<br><br>E<br>Dreadnought w/ Assault Cannon, <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span><br>________________________________________--<br><br>I mainly faced space wolves, and a few other armies. what do you think?<br>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95404.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95404.page</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 11:05:46]]> GMT</pubDate>
				<author><![CDATA[ dude21890]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ What is your army?<br><br>You ~need~ other things beside assault cannons because rending is unreliable.  I made that mistake when I first started playing them believing the assault cannon to be all powerful.  I have 10 at most in 1850 (6 on terminators, 3 on dreads, <span class="glossaryitem" onmouseover='gp(261);'>LRC</span>), but there are other weapons thrown in there.  The number is usually either 7 or 9 though.<br><br>My normal army is a Libarian with fear and powerfist, 3x 5 man with 2x assault cannons, 1 venerable dread, 2 regular dreads, 1 regular land raider, and 1 crusader (or a command squad of tank hunting cyclones).  One of the assault cannon squads becomes a command squad of tank hunter assault cannons if I use the crusader.<br><br>Now before I get jumped about the regular raider, it is there for solely tactical reasons.  Anything it kills is a bonus.  It fills the role of mobile terrain just like a carnifex screen in a Godzilla army.  If it gets popped, I can control where it is so that I still get the benefit from it.  My tactics are that the crusader provides fire support for the Librarian squad and each other squad gets a dreadnaught for fire support.  The Land Raider runs interferance and provides fire support where needed.  <br><br>I'm iffy on deep striking.  It depends on the mission, the opponent, and how much disruption I can cause by it.    Usually the Librarian is the first consideration for deep strike due to fear and rear/side shots for his tank hunters.<br><br>The key to this is concentrate firepower until the target is dead or combat ineffective.  Each squad has a vehicle to provide fire support and blocking cover for them so they can focus on a target while minimizing return fire.  My tactic also works around this:  Assault cannons are <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons who can do <span class="glossaryitem" onmouseover='gp(482);'>AT</span> and Cyclones are <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons who can do <span class="glossaryitem" onmouseover='gp(482);'>AT</span> and Lascannons are Lascannons.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95405.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95405.page</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 11:07:16]]> GMT</pubDate>
				<author><![CDATA[ 12thRonin]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Lightning claws on the <span class="glossaryitem" onmouseover='gp(524);'>GM</span> are wasted really.  The only reason to take a character who isn't a librarian or a chaplain is the <span class="glossaryitem" onmouseover='gp(524);'>GM</span> w/ Sword of Secrets.  I lean to the librarian over the chaplain since the chaplain is geared to fighting <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> and your guns don't work in <span class="glossaryitem" onmouseover='gp(58);'>HtH</span>.  <br><br>Usually, putting slots in fast attack won't do you much advantage since you'll probably be deployed out before you could do anything reactionary with the fast.  Put them in the troops to help your troops %'s if you have a comp system or players who look at that.<br><br>The change I would make to your list would be only one cyclone squad.  Give the other's assault cannons.  At 1500 you need the extra shots over the 1 sure kill. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95407.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95407.page</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 11:13:48]]> GMT</pubDate>
				<author><![CDATA[ 12thRonin]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ i thought that you had to have a master or grandmaster in the deathwing army, per <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> rules?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95414.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95414.page</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 11:27:58]]> GMT</pubDate>
				<author><![CDATA[ dude21890]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Neither are a required choice.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95421.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95421.page</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 11:37:16]]> GMT</pubDate>
				<author><![CDATA[ 12thRonin]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ well, thats good<br><br>im going to make some different lists, see what you think when i post them up]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95456.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95456.page</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 13:01:19]]> GMT</pubDate>
				<author><![CDATA[ dude21890]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ okay, here's a 1500pt one<br><br><span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br>Master of Sanctity w/ Crozius, Thunder Hammer<br><br>E<br>5 assault terminators w/ 4 lightning claws, 1 thunder hammer<br><br><span class="glossaryitem" onmouseover='gp(57);'>HS</span><br>land raider crusader<br><br>T<br>2 squads of 5 termies w/ 2 assault cannons<br><br>1 squad of 5 termies w/ 4 chainfists, 2 cyclone <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'s, tank hunters<br><br>how's this? i had some points floating around, and since everything is so expensive, i just threw em somewhere]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95460.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95460.page</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 13:06:00]]> GMT</pubDate>
				<author><![CDATA[ dude21890]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ 250 points is a lot to spend on an extra chunk of terrain.  In an army where the cheapest guy runs at 45 points, there is NO room for junk like a land raider until you get to 1700+ where everything is mechanized.<br><br>There are a couple of things to remember when creating deathwing armies:<br><br>1) Even numbers rule in terms of scoring units: cut that raider and boost all of your squads up to 6 men<br><br>2) Shooting is the name of the game: really, deathwing is all about throwing out rediculous amounts of slugs all game long<br><br>2a) Assault cannons are divine, everything else is questionable at best<br><br>2b) Librarians with fear/(insert other power here) are the best shooty characters out there<br><br>2c) Anything that you take which compromises your firepower compromises your list (read: assault termies aren't the best choice at 1500)<br><br>Now, these premesis change at higher points values, but at 1500 you will want to assault cannon your enemy to death.<br><br>Tactical considerations:<br><br>1) Back up and shoot; you can move 6" every turn.  If you back away from your enemy, you get more shots<br><br>2) If you're going to assault, make sure that you shoot at something before hand!  If there's another fragile unit sitting around and you can take it out before assaulting, shoot it!  <br><br>3) Start on the table against assaulty armies to get more shots in and deepstrike against shooty types to get at the fragile/dangerous parts then assault (yes I said don't assault in general, but if you're going to get out-shot, you might as well charge)<br><br>4) Remember that powerfists can be turned off in the even that you charge something squishy (orks/aspect warriors etc.)<br><br>5) Every squad should have a veteran skill, doesn't matter which<br><br>6) Your invulnerable save is as good as 75% of cover out there; you aren't as terrain dependant as most armies<br><br>7) Stay compact!  Restrict your opponents firing/assault lanes and put all of your army together to concentrate fire<br><br>8) Start all off or all on at the beginning of the game<br><br>9) Librarians in pods are fun<br><br>cheers]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95476.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95476.page</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 13:25:27]]> GMT</pubDate>
				<author><![CDATA[ ether dude]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ how bout this?<br><br><span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br>Codicier w/ Force weapon, fear of the darkness<br><br>T<br>2 squads of 5 termies w/ 2 assault cannons, tank hunters<br><br>1 squad of 5 termies w/ 2 assault cannons<br><br><span class="glossaryitem" onmouseover='gp(35);'>FA</span><br>2 squads of 5 termies w/ 1 chainfist, 2 assault cannons, tank hunters<br><br>i also have to think of this in terms of cash, and if i add a guy to each squad, i have to buy another box]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95490.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95490.page</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 13:54:59]]> GMT</pubDate>
				<author><![CDATA[ dude21890]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Looks like we agree on almost everything but the Assault Cannon ether dude.   <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">   Yeah, it's fearsome on paper and statistically (until you look at the distribution of the rolls) but I've gone a whole game with only one or two rending hits.  That's why I mix weapons up to let the assault cannons do what they are good at (killing infantry) and leave the tank killing to the pros (except in a pinch).  I've run it at 5 and 6 men and it performs about the same.  I gain more options my way.  You don't like it and that's fine.  I'll keep it and use it to snipe and block <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>.  I've had alot of success with it, as have others on other boards that play Deathwing.<br><br>Looking better dude.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95529.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95529.page</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 15:07:07]]> GMT</pubDate>
				<author><![CDATA[ 12thRonin]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ List looks good dude; only thing that I might change is turning one of the <span class="glossaryitem" onmouseover='gp(35);'>FA</span> squads into a commamd squad of 4 and using the extra points to boost your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to an Epistolary with another power along with some homers for the seargents just in case.  But that makes it more or less identical to my list, so just go with what you feel is cool/good.<br><br>Ronin, we actually agree on everything (in principle); we just differ in terms of balance at various points levels and how best to fill the long range anti-tank role at those levels.<br><br>For instance, at 1850, I've got two <span class="glossaryitem" onmouseover='gp(126);'>TL</span> las/missile launcher dreads podding in.  That gives me all of the <span class="glossaryitem" onmouseover='gp(482);'>AT</span> fire that I need.  But at 1500, I'm not afraid of <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 because it's easy to ignore in favor of shooting up the rest of the army.  I think that a 33% chance of destroying a land raider from one squad of tank hunting assault cannons is pretty good at 1500, but inadequite at 1850+ where you begin to see monoliths and the like.<br><br>cheers]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95576.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95576.page</link>
				<pubDate><![CDATA[Thu, 10 Aug 2006 17:30:50]]> GMT</pubDate>
				<author><![CDATA[ ether dude]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Anything that involves rolling dice is unreliable.&nbsp; I think some psychologically people underestimate the effectiveness of rending.&nbsp; This was what convinced me of the superiority of assault cannons:<br><br>This is a quick comparison of 2 assault cannons vs 2 cyclones, with and without tank hunters, against common target types.&nbsp; Firstly, against non-skimmers, the average number of penetrating hits (number in brackets is the average number of penetrating or glancing hits.)&nbsp; This can of course be used to compare <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> with lascannons, as they have the same penetration roll as cyclones with <span class="glossaryitem" onmouseover='gp(224);'>TH</span>.<br><br>&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; AV12&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp; AV13&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp; &nbsp;&nbsp; AV14&nbsp;&nbsp; &nbsp;<br>2 ACs&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp; 0.89&nbsp;&nbsp; &nbsp;(0.89)&nbsp;&nbsp; &nbsp;0.74&nbsp;&nbsp; &nbsp;(0.89)&nbsp;&nbsp; &nbsp;0.59&nbsp;&nbsp; &nbsp;(0.74)<br>2 <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> + <span class="glossaryitem" onmouseover='gp(224);'>TH</span> &nbsp;&nbsp; &nbsp;&nbsp;&nbsp; 0.89&nbsp;&nbsp; &nbsp;(1.78)&nbsp;&nbsp; &nbsp;0.89&nbsp;&nbsp; &nbsp;(0.89)&nbsp;&nbsp; &nbsp;0.74&nbsp;&nbsp; &nbsp;(0.89)<br>2 Cyc&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0.44&nbsp;&nbsp; &nbsp;(0.67)&nbsp;&nbsp; &nbsp;0.22&nbsp;&nbsp; &nbsp;(0.44)&nbsp;&nbsp; &nbsp;0.00&nbsp;&nbsp; &nbsp;(0.22)<br>2 Cyc + TH&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp; 0.67&nbsp;&nbsp; &nbsp;(0.89)&nbsp;&nbsp; &nbsp;0.44&nbsp;&nbsp; &nbsp;(0.67)&nbsp;&nbsp; &nbsp;0.22&nbsp;&nbsp; &nbsp;(0.44)<br><br>Now for skimmers, the average number of glances:<br><br>&nbsp;&nbsp;&nbsp; &nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp; &nbsp; AV10&nbsp;&nbsp;&nbsp; AV12&nbsp;&nbsp;&nbsp; AV13<br>2 ACs&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp; 2.67&nbsp;&nbsp; &nbsp;&nbsp; 0.89&nbsp; &nbsp; &nbsp; 0.89<br>2 <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> + TH&nbsp; &nbsp;&nbsp; 3.56&nbsp;&nbsp; &nbsp;&nbsp; 1.78&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0.89<br>2 Cyc&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp; 1.11&nbsp;&nbsp; &nbsp;&nbsp; 0.67&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0.44<br>2 Cyc + TH&nbsp;&nbsp;&nbsp; &nbsp; 1.33&nbsp;&nbsp; &nbsp;&nbsp; 0.89&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 0.67<br><br>Assault cannons without tank hunters match or beat cyclones with <span class="glossaryitem" onmouseover='gp(224);'>TH</span> in every category.&nbsp; Including averaging three times more penetrating hits against AV14.&nbsp; I'm willing to tolerate higher variance in return for such an advantage in means, and the greater effectiveness against infantry.&nbsp; The only genuine advantage of cyclones is the range, but assault cannons have an effective range of 30" which isn't bad.<br><br>Tank hunter on the assault cannons looks worthwhile if your worried avout AV12 skimmers (Eldar...)<br><br>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95734.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95734.page</link>
				<pubDate><![CDATA[Fri, 11 Aug 2006 05:13:11]]> GMT</pubDate>
				<author><![CDATA[ Lewzor The Grate]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Can you post the formula to how you get those values?<br><br>Actually, I started out buying into the myth that assault cannons were the answer to every problem.  Turns out though that it's the distribution of the dice and likelyness that matter more than the odds.  Yeah, an assault cannon may be able to rip open a predator like nobody's business but you still have to get the rend first.  Unreliability is precisely why I rely on Lascannons and <span class="glossaryitem" onmouseover='gp(224);'>TH</span> Cyclones first and let <span class="glossaryitem" onmouseover='gp(5);'>AC</span>'s pick up the slack.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95854.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/95854.page</link>
				<pubDate><![CDATA[Fri, 11 Aug 2006 09:29:52]]> GMT</pubDate>
				<author><![CDATA[ 12thRonin]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ In <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, there is but one truth.<br><br>Assault cannons are the ANSWER.<br><br>Whatever problem you have, assault cannons have answers for.  Know this first and formost and though shalt not go wrong.<br><br>In 1850, I have the following<br><br>Master with Lightning Claws<br>Command squad with 2x assault cannons<br><br>4x 5 man Termies with 2x assault cannons<br><br>3x Dreads in drop pods with assault cannons<br><br>Thats 13 assault cannons, and deepstrike all the time.  You drop in and just start rending.  On another note, I recently played in an <span class="glossaryitem" onmouseover='gp(238);'>RTT</span> where I added extra toys like Chainfists and a venerable dread at the expense of drop pods, and upgraded one Dread with a Twin Las and missile.  The Twin Las dread was pretty damn instrumental in both games, despite not being able to drop, but I did have some nice deployment options.  I still didn't feel right having 3 <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12 walkers as the only models on the table at the beginning of the game.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96032.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96032.page</link>
				<pubDate><![CDATA[Fri, 11 Aug 2006 19:04:06]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div> Whatever problem you have, assault cannons have answers for. Know this first and formost and though shalt not go wrong.</div></blockquote><br>So what happens when you have 10 assault cannons (two squads + dreadnaught) over 2 rounds ping off a demolisher because the distribution of the dice rolls wasn't in your favor?  What happens when a <span class="glossaryitem" onmouseover='gp(224);'>TH</span> Cyclone has double the chance of an initial glance or pen roll?  I agree it's great when you do rend, however you still need that first six to start it.<br><br>Just like I hate it when I make 3 saves for bolter/las/any other <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 or higher fire and it comes up 5,5,6.  I know I'm blowing my next few invulnerables...   <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br><br>Just for the record, against infanty I agree 100% about the assault cannon's effectivness.  I don't buy into that it's the answer for armor, so I'll agree to disagree with anyone else who believes so for the reason above.   <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96066.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96066.page</link>
				<pubDate><![CDATA[Sat, 12 Aug 2006 01:19:56]]> GMT</pubDate>
				<author><![CDATA[ 12thRonin]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ 12thRonin, stop being asinine!  Some chance of failure exists with all weapons in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> (1 to wound, miss the two, cover save, etc. etc.) and thus claiming that asscans will bounce off is utterly slowed.  The statistics show very clearly that yes, yes, resounding damn near orgasmic yes Assault Cannons are the answer to every non-monilith thing in the game.  Frankly 200+ hypersonic, armour-piercing, high-explosive anti-tank rounds per second can't be bad.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96067.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96067.page</link>
				<pubDate><![CDATA[Sat, 12 Aug 2006 01:27:57]]> GMT</pubDate>
				<author><![CDATA[ DarkHellion]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ I'm not being asinine or slowed.  I asked for the formula used for the above calculations.  My real-world experience says different <i>due to the distribution of the dice rolls</i> which (as I will believe until you show me the formula) isn't factored in.  <br><br>The fact is you need a 6 on the pen roll to do anything.  That's a 17% chance and I conceded that if you rend, then yes get a towel.  However you still need that <b>inital 6</b> to do anything.  Further, you're pouring so many shots into something that per point you are not being efficient.<br><br>Either way, keep having your wet dream that assault cannons are the answer to every armor situation.  I'll enjoy reliably killing armor with <span class="glossaryitem" onmouseover='gp(224);'>TH</span> Cyclones or lascannons.  Chances are we aren't going to shift our opinions either way (you'll stand by stats, I'll stand by experience), so I'm going to agree to disagree with everyone who shares this view and be done with it.<br><br>I still would like to see the formula used above however.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96097.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96097.page</link>
				<pubDate><![CDATA[Sat, 12 Aug 2006 05:19:24]]> GMT</pubDate>
				<author><![CDATA[ 12thRonin]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ yeah, i just did the formula, he's right. He incorporated the chance of getting a six, and that makes assault cannons very reliable. But you also have to bring into the question of how much fun you're letting your opponent have. Last game, I played Nids in 1500pts, and had an assault squad and a chaplain (who just so happened to be inside a land raider crusader!)  literally rip through 25 hormagaunts, 3 warriors, one zoanthrope, and one hive tyrant. I had 7 assault cannons. I didnt need them to utterly destroy my opponent. You dont need assault cannons to win, and you can surprise your opponent if you actually attack! I swear by assault squads (with a chaplain) now, but only if i play enough points. That squad is one of the hardest hitting units in the game. on the charge (which i always got), i had 20 rerollable lightning claw attacks, with rerolls to wound. and 11 thunder hammer attacks (including the chaplain). all of them rerolling to hit. I was going to charge a zoanthrope, so right after i said "im going to disembark" he just took the zoanthrope off the board!<br><br>What im saying is, the way to win games with deathwing is to be different each time. Sure you can still load up on the assault cannons, but if you add in that extra element of surprise and confusion for your opponent. He wont know how to react, and will most likely send useless stuff after the termies to try and deal with them.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96147.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96147.page</link>
				<pubDate><![CDATA[Sat, 12 Aug 2006 08:59:44]]> GMT</pubDate>
				<author><![CDATA[ dude21890]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ The reason you are being slowed, is as everyone has stated before.<br><br>The chance for an 2 Assault Cannons to get a rend, and then penetrate or glance a vehicle is greater than the chance for a Cyclone to hit and penetrate or glance a vehicle.<br><br>Maybe you might not get that rend with an Assault Cannon volley.  This is a true statement.  However, it is vastly misleading.  You might not get to hit with that Cyclone as well.<br><br>The odds of you doing damage with an <span class="glossaryitem" onmouseover='gp(5);'>AC</span> are greater in every case than the odds of you doing damage with a Cyclone, with the 1 exception of Living Metal.<br>Period.  Any discussion beyond this point amounts to, I am luckier with Cyclones than I am with <span class="glossaryitem" onmouseover='gp(5);'>ACs</span>.  That is not a fact, that is not proof that is picking something to make you feel better over something that works.<br><br>Toss in the fact that the <span class="glossaryitem" onmouseover='gp(5);'>AC</span> vastly outperforms the cyclones (and nearly every other weapon in the game) against all other targets, and you have a winner.<br><br>If you are taking something other than an Assault Cannon on your Termies, than you are taking the strictly worse option.  Period.  No ifs ands or buts.   The facts say that the Assault Cannon will do better against every single target in the game that is not composed of living metal, or possibly suffering instant death. (Haven't done the math on the <span class="glossaryitem" onmouseover='gp(5);'>AC</span> vs Cyclone vs multiwound T4 or less creatures)<br>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96149.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96149.page</link>
				<pubDate><![CDATA[Sat, 12 Aug 2006 09:15:07]]> GMT</pubDate>
				<author><![CDATA[ The Happy Anarchist]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ There's no such thing as distribution of dice rolls.  Each roll is a distinct event.  Rolls do not influence later rolls.  There is not some pool of sixes somewhere that you get access to over the course of a game.  Rolls do not even out through the course of a game.  If that's how you feel about how probability works, then field whatever you want, but it's not how things work in the real world.  Army building based on superstition is not going to work for people who don't have the same superstition.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96155.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96155.page</link>
				<pubDate><![CDATA[Sat, 12 Aug 2006 10:22:19]]> GMT</pubDate>
				<author><![CDATA[ The Crawling Chaos]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Assault cannons probably do pretty well against multi-wound T4 creatures because having taken one wound they are obliged to absorb all the subsequent wounds until dead.<br><br>Where is the Deathwing list published? Sorry to ask such a n00b question but I have 39 terminators in my Space Hulk collection and it wouldn't take much to change them into a full army.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96162.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96162.page</link>
				<pubDate><![CDATA[Sat, 12 Aug 2006 11:08:53]]> GMT</pubDate>
				<author><![CDATA[ Kilkrazy]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ its in the dark angels codex, pretty close to the front]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96170.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96170.page</link>
				<pubDate><![CDATA[Sat, 12 Aug 2006 12:14:17]]> GMT</pubDate>
				<author><![CDATA[ dude21890]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Here's another list, see if its good. 1850pts<br><br><span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br>Master of Sanctity w/ Crozius, Thunder Hammer<br><br>E<br>7 Assault Terminators w/ 5 Lightning Claws, 2 Thunder Hammers, Furious Charge<br><br>all of the above is going inside the crusader<br><br><span class="glossaryitem" onmouseover='gp(57);'>HS</span><br>Land Raider Crusader w/ Smoke Launchers, Searchlight<br><br>E<br>Venerable Dreadnought w/ Missile Launcher, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Lascannon<br><br>T<br>6 Terminators w/ 2 assault cannons<br>6 Terminators w/ 2 assault cannons<br>6 Terminators w/ 2 assault cannons<br><br>it was very competitive vs my friends tyranids (most of whom i wiped out in combat!)<br><br>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96194.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96194.page</link>
				<pubDate><![CDATA[Sat, 12 Aug 2006 15:20:30]]> GMT</pubDate>
				<author><![CDATA[ dude21890]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ For people who use assault termies, do you find that you need the land raider to get them into <span class="glossaryitem" onmouseover='gp(58);'>hth</span>?  I'm asking because I love the idea of all of those <span class="glossaryitem" onmouseover='gp(80);'>LC</span> attacks, but I don't really want to buy, paint, or field a land raider.  Is deep striking or podding good enough to get them into the thick of it?  That one turn of standing around and not being able to do anything worries me.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96206.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96206.page</link>
				<pubDate><![CDATA[Sat, 12 Aug 2006 16:18:36]]> GMT</pubDate>
				<author><![CDATA[ The Crawling Chaos]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ oh god its horrible! usually, your opponent will shoot EVERYTHING he's got at the squad, and it will either die, or become useless. I use the land raider because it is tough, and its got guns. Guns are good. and if you assault from it into cover, they strike simultaneously! What's not to like? it is a big tank, so it is difficult to start the modelling process, but it is well worth it. If you dont give them a land raider, they will be slowy picked off and become noneffective. The land raider gives you the option to pick who you assault too]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96207.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96207.page</link>
				<pubDate><![CDATA[Sat, 12 Aug 2006 16:29:48]]> GMT</pubDate>
				<author><![CDATA[ dude21890]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <P>i wlll agreeon assault terminators. ever since i put them into my list they have been the fire magnet. </P>  <P>every now and then it works&nbsp; if my reserve rolls work out.&nbsp; every ssquad has a homer so i like to drop my shooting units in pods close to the enemy and then bring in the assaulting units right on top of them in the next turn. </P>  <P>in tactics deathwing is really limited by it's options. no matter what you do you will have a small army(good on the bank account though)</P>  <P>if you take land raiders or multples there of you have a huge points sink for&nbsp;very &nbsp;few models. there is also far to much on the table that can take out AV14 for me to run the in small games(below 3,000 points)</P>  <P>dreads can be effective and annoying, &nbsp;especially in drop pods, but they don't tend <span class="glossaryitem" onmouseover='gp(415);'>ot</span> be very resiliant</P>  <P><span class="glossaryitem" onmouseover='gp(72);'>IMO</span> terminators are your best option because than can both shoot and assault effectively and are generaly the most versitile unit but in the end it really depends on your preference. </P>  <P>&nbsp;</P>  <P>on the table you must utilize terrain to limit the return fire other than that the tactic is simple in most cases-focus on a small section of the board or units, overwhelm it and then move to the next. </P>  <P>my currrent 1850 deathwing is: </P><B><FONT size=2>  <P>DEATHWING-</P>  <P>strike force anvil-</P>  <P><span class="glossaryitem" onmouseover='gp(56);'>HQ</span> </P></B>  <P>brother galen</P>  <P>.librarian-epistolary with terminator armor, fury of the ancients, storm bolter, force weapon, adamantine mantle, stubborn, bionics, teleport homer, furious charge</P><I><U>  <P>retinue-</P></I></U>  <P>9 man terminator squad, chainfist X2/ assualt cannon X2, furious charge X9 </P><B>  <P>TROOP</P></B><I><U>  <P>troop 1(red)</P></I></U>  <P>5 man terminator squad, chainfist X2/ assualt cannon X2, teleport homer, tank hunter X5, drop pod</P><I><U>  <P>troop 2(green)</P></I></U>  <P>5 man terminator squad, chainfist X2/ assualt cannon X2, teleport homer, tank hunter X5, drop pod/deathwind launcher</P><I><U>  <P>troop 3(charlie)</P></I></U>  <P>10 man terminator assault squad lightning claws X8, thunder hammer/storm shields X2 with furious charge X10, teleport homer</P><B>  <P>points 1839</P></B></FONT>  <P>i have enough un used stuff&nbsp; i could easily bump it up over 3,000 </P>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96453.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/96453.page</link>
				<pubDate><![CDATA[Sun, 13 Aug 2006 23:50:22]]> GMT</pubDate>
				<author><![CDATA[ mughi3]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Ok, I know this subject hasnt been commented on inawhile, but its worth raising from the dead.<br />  <br />  The order for choosing army selection is:<br />  1st termintaors<br />  2nd dreads<br />  3rd landraiders<br />  <br />  Option three really isnt an option until you get up to around 3000 points.<br />  <br />  But in order to make death wing competitive (this is a one trick pony army, afterall) you need wounds. Wounds provided by terminators. <br />  The only time you take anything other than terminators, is when you dont have enough points to field them, so you take a dread to fill in the large gap. If you dont field the max amount of termies possible, then you may as well field 6 <span class="glossaryitem" onmouseover='gp(87);'>LR</span>'s and three dreads.<br />  <br />  This is a cardinal rule #1. Dont question it, just do it. Any deathwing player worth their salt will confirm this. People may argue I am wrong about my opinion, but frankly they are foolish and shortsighted to disagree with this fundamental fact. <br />  <br />  Many people feel guilt when using a perceptivly inordinate amount of assault cannons. I would feel guilty if I was playing any other variety of marines, but deathwing need them just to keep up with the enemy. You lack a rate of fire because of a lack of models, assault cannons make up for the difference. It is IN FACT, the best and only option you should field as a squad upgrade for termie squads! Tank hunter is a very worthwhile squad upgrade and I strongly recommend giving 75% of your squads this upgrade, if not more.<br />  <br />  This is cardinal rule #2.<br />  <br />  Assault terminators are best left at home, atleast until the proper codex is released. The new rules have somewhat nerfed <span class="glossaryitem" onmouseover='gp(412);'>DW</span> by not allowing a mixture of assault elements in with the termie squads. Leave the assualt termies at home unless transporting them in a <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> in excess of 3k points. These models actually do their job TOO WELL! Alot of times, they will completly deciamte a unit, leaving you open to return fire on the opponents turn. Its a tempting a pretty unti, that needs to be left in the armor hanger.<br />  <br />  If playing games not using cities of death rules, always field the magic number 6 for your squads. This keeps them as a scoring unit for much longer. The enemy has to dislodge 4 termies before making a squad non scoring. When using cities of death rules, having the minimum squad of 5 is actually preferential, as the scoring unit only needs to be 25% of starting size. <br />  <br />  You will most often not want to shoot into the squad youre about to charge that turn. The reason being most termie squads can take the enemy squad out on the enemies turn. if you shoot before assaulting, then you might win the assault phase and leave yourself open to being shot at during the opponents turn. This is where a bit of finesse comes in.<br />  <br />  Landraiders are a points sink. If you need the anti armor capabilty, then field a TLL/ <span class="glossaryitem" onmouseover='gp(328);'>ML</span> armed dread with <span class="glossaryitem" onmouseover='gp(224);'>TH</span>. Allow the dread to be a firemagnet. It isnt a very resilient bot to begin with, unless venerabilty is used, and even then its a risk to assume it will last for more than 2-3 turns against a player who knows what he is doing.<br />  <br />  With the above in mind, and implemented, you are now on nearly equal ground with most opponents, theorhetically. You will still draw the majority of your games, but thats alot better than losing most of your games.<br />  <br />  Drop podding versus teleporting:<br />  I am biased towards teleporting for one reason. More termies to field. termies can inherently drop into battle any time they wish using the teleportation. Fielding alot of pods decreases cardinal rule #1. With the points spent on pods, you could have fielded an anti tank element in the form of a dread or more termies.<br />  <br />  This is not to say that pods stink. They are in fact quite good in a <span class="glossaryitem" onmouseover='gp(412);'>DW</span> army, but keeping in mind the amount of attrition we have to deal with by simply being <span class="glossaryitem" onmouseover='gp(412);'>DW</span>, I side with teleporting. personal preference only.<br />  <br />  Alot of people dont like to teleport/pod into battle because they are afraid of a whole turn of not being able to move. This is where practice comes into play. Teleporting right next to the enemy a mere few inches away is most certainly suicide, but teleporting around 16-18&quot; away is a good way to balance the worry involved, depending on the enemy unit your going next to.<br />  The risk of teleporting is favorable when you have to consider footsloggin across a baord with little or no terrain. In cityfight, footslogging becomes a bit safer option to implement.<br />  <br />  Plus, if teleporting, never leave home without a teleport homer in EVERY squad.<br />  Scattering due to deepstrike isnt pretty.<br />  <br />  If you are deepstriking/droppodding, always take the second turn iif you have the choice. If you go first, you are wasting a round and dont have the last word on <span class="glossaryitem" onmouseover='gp(224);'>th</span> last turn to turn the tables in your favor.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106882.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106882.page</link>
				<pubDate><![CDATA[Tue, 19 Sep 2006 11:46:09]]> GMT</pubDate>
				<author><![CDATA[ Hellfury]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ I've been playing deathwing for years. Right now the army is on loan to a friend who is tired of me kicking his tau butt with it. <span class="glossaryitem" onmouseover='gp(412);'>DW</span> can be effective if fielded intelligently although heyhav mor than a few bad match ups because of their lack of options. Taking units hat o nnot workwel to compensate is generally worse approach though than fielding an <span class="glossaryitem" onmouseover='gp(5);'>Ac</span> list an learning how best to deploy and use them. In the end you will be severely outnumbered in every match so we need to take a may <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> as we can fit in a cohesive list. from <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> on downevry unit has to maximize its usefulness.  <br>mughi3<br>Do not take offense but I fnd that list terrible. Why in the world would you take 10 man squads and halve the number of available <span class="glossaryitem" onmouseover='gp(5);'>ACs</span>. <span class="glossaryitem" onmouseover='gp(412);'>DW</span> only works with <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> if you want a chance of winning. Ten man assault squad? Why? Why one large scoring unit that will get shot pieces the turn after it assaults something? All your opponet has to do is backtrack a bit and keep firing. It seem a wasteful <span class="glossaryitem" onmouseover='gp(412);'>DW</span> squad. Sorry I have to say that ... I really am not trying to be rude but I would hate to see anyone copy that list. You have a nine man temie squad with <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> and you give them furious charge? <span class="glossaryitem" onmouseover='gp(5);'>AC</span> squads get tank hunter or nothing at all. Terminatos are yor best option? Its <span class="glossaryitem" onmouseover='gp(412);'>DW</span>. you have to play mostly terminators. Dreads are a fire magnet but they are still our best anti-tank or drop poding unit. <br>Hellfury<br>I'm pretty much in agreement on evrything stated. Six man squads make sense but I find I take five man squads to come in at the correct point level more often than not. I've used <span class="glossaryitem" onmouseover='gp(261);'>LRCs</span> and Prometheus in fun games but they really are a point sink ( of the two the Promeheus wins hads down aganst most armes). <br>I personally love drop poded Dreads. They have never let me down. Apart from being touh they are a great distraction a well. <br>I rarely teleport or drop pod my termies anymore. Unless the mission objectives require me to take objectives that I might not reach otherwise or I'm playing Tau, I'll footslog. My dreads can take of the rest. They have pods. With a little cover I find my termies do fine. <br>dude21890<br>Again, drop the <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> and assault termies. Also ther is no longer any reason to take a master. A libby with FotA and FotD is the preferred choice. If for some reason you need to take an assault squad ( and ignore advice given) then at least use a chappie. <br>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106913.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106913.page</link>
				<pubDate><![CDATA[Tue, 19 Sep 2006 15:05:38]]> GMT</pubDate>
				<author><![CDATA[ felixcat]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Hullfury is dead on in every respect.  I would only alter what he says by saying that, if you're tempted for some reason to take a Cyclone squad, take two <span class="glossaryitem" onmouseover='gp(756);'>TLLC</span>/<span class="glossaryitem" onmouseover='gp(328);'>ML</span> dreads instead.<br><br>Actually, in general I think dreads have a good place in a Deathwing list.  They can be fragile, true, but people always shoot at them, they are always perceived as a threat and they always take pressure off of the terminator squads.  Also a dread can do something terminator squads cannot:  sweeping advance.  Is this a critical element?  No, but part of building a good Deathwing list is, in my opinion, flexibility.<br><br>That said, the one thing he didn't touch on was on <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice.  I firmly believe that the Librarian is compulsory in a Deathwing list.  The Grandmaster with Sword of Secrets is a distant second, and the Chaplain is never to be fielded alone in anything other than a 750 point or smaller game, and then only as a Reclusiarch.<br><br>Ezz]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106924.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106924.page</link>
				<pubDate><![CDATA[Tue, 19 Sep 2006 16:07:30]]> GMT</pubDate>
				<author><![CDATA[ ezzeran]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ There is exactly one gun that is worth taking over an assault cannon - the twinlinked lascannon (and that only in certain circumstances). <br><br>In an army like this you can hardly afford to deny yourself rending guns. Anything that isn't both AP2 and tank killing is a waste of space. Assault cannons luckily have both of those in spades.<br><br>However, as adequate as deathwing assault cannon swarms are, the Lysander wing is infinitely better. So if you want to play terminators, do yourself a favor and buy a can of yellow spraypaint and some brown ink and get started.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106945.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106945.page</link>
				<pubDate><![CDATA[Tue, 19 Sep 2006 19:47:49]]> GMT</pubDate>
				<author><![CDATA[ Longshot]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ I wouldn't paint them yellow just yet.  Lets not forget that the Dark Angels codex is on the way.  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br><br>Of course, with <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, that's not always a good thing...<br><br>Ezz]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106996.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106996.page</link>
				<pubDate><![CDATA[Wed, 20 Sep 2006 00:37:15]]> GMT</pubDate>
				<author><![CDATA[ ezzeran]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Longshot  on  09/20/2006 12:47 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <br />  However, as adequate as deathwing assault cannon swarms are, the Lysander wing is infinitely better. So if you want to play terminators, do yourself a favor and buy a can of yellow spraypaint and some brown ink and get started.</div></blockquote>  <br />  Agreed. I have been playing Lysander wing alot lately, and it has a decisive sickness to it that the current DW&nbsp; cannot touch.<br />  <br />  The reason being is that you get more than three army selections to your army, while still being able to be predominatly made up of tactical dreadnought armor. As Ezzeran said, flexibilty is key. Being able to field elements such as landspeeders and lighter tanks like demolisher cannons is a good thing. Though, the drawbacks are the triats system in use. The imperial fist traits and drawbacks are not conducive to good game play, but it rarely becomes an issue.<br />  <br />  Using scout snipers with teleport homers is getting quite annoying for my opponents.<br />  <br />  Its too bad they didnt save this for a <span class="glossaryitem" onmouseover='gp(25);'>DA</span> special character, as this would have been nearly perfect.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106997.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106997.page</link>
				<pubDate><![CDATA[Wed, 20 Sep 2006 00:42:47]]> GMT</pubDate>
				<author><![CDATA[ Hellfury]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By ezzeran  on  09/20/2006 5:37 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  I wouldn't paint them yellow just yet.  Lets not forget that the Dark Angels codex is on the way.  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br />  <br />  Of course, with <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, that's not always a good thing...<br />  <br />  Ezz</div></blockquote>  <br />  I hear that. I heard one rumor saying it wont be good for us <span class="glossaryitem" onmouseover='gp(412);'>DW</span> players, but then again, how could <span class="glossaryitem" onmouseover='gp(50);'>GW</span> turn away a perfectly good expensive 2000 point army to be a viable codex inclusion. I just cant be suprised by <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s actions anymore.<br />  <br />  I bought my <span class="glossaryitem" onmouseover='gp(412);'>DW</span> for the &quot;easy factor&quot;. Easy to transport, deploy, assembley, etc. BUT, I paid a premium for it, even at a 40% discount. 10 boxes of termies is not cheap by any means.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106999.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/106999.page</link>
				<pubDate><![CDATA[Wed, 20 Sep 2006 00:50:17]]> GMT</pubDate>
				<author><![CDATA[ Hellfury]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <p><div   >mughi3<br />  Do not take offense but I fnd that list terrible. Why in the world would you take 10 man squads and halve the number of available <span class="glossaryitem" onmouseover='gp(5);'>ACs</span>. <span class="glossaryitem" onmouseover='gp(412);'>DW</span> only works with <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> if you want a chance of winning. Ten man assault squad? Why? Why one large scoring unit that will get shot pieces the turn after it assaults something? All your opponet has to do is backtrack a bit and keep firing. It seem a wasteful <span class="glossaryitem" onmouseover='gp(412);'>DW</span> squad. Sorry I have to say that ... I really am not trying to be rude but I would hate to see anyone copy that list. You have a nine man temie squad with <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> and you give them furious charge? <span class="glossaryitem" onmouseover='gp(5);'>AC</span> squads get tank hunter or nothing at all. Terminatos are yor best option? Its <span class="glossaryitem" onmouseover='gp(412);'>DW</span>. you have to play mostly terminators. Dreads are a fire magnet but they are still our best anti-tank or drop poding unit. </div  ></p>  <p>ok just to run the numbers by you</p>  <p>i have been playing <span class="glossaryitem" onmouseover='gp(412);'>DW</span> for several years and i have tried numerous variation-podding dreads, raiders etc...</p>  <p>i know 2 other <span class="glossaryitem" onmouseover='gp(412);'>DW</span> players who min/max the way you highlight-one runs 2 chaplains in 2 5 man assault squads with <span class="glossaryitem" onmouseover='gp(397);'>FC</span> and 4 regulars with 2 assault cannons each for 6 squads of 5, the other runs 5 5 man squads with 2 assault cannons and a librarian with retinue with 2 assault cannons-all with tank hunter(12 assault cannons for those who are counting).&nbsp; while both armis are effective...and very cookie cutter. the main issue i have is that i do not play that way. </p>  <p>by the issues</p>  <p>10 man squads-</p>  <p>my original list of 3 10 man squads and a couple dreads worked well, i came in in the top 30 at the seattle <span class="glossaryitem" onmouseover='gp(48);'>GT</span>(8 assault cannons in that list)</p>  <p>from my experience 5 man squads are worthless they die or go below half&nbsp; to easily. 10 man squads also let me concentrait more fire and survive assaults eaiser as&nbsp; well. i will always use 10 man squads if i can. </p>  <p>the assault squad-</p>  <p>first it is not the only big squad i have-the command squad is also a 10 man unit. the only reason the others are not is because they need to fit into pods. they are the sacrificial&nbsp; lambs used to get my teleport homer close to the enemy for when my assault squad comes in......when it works, it works very well. </p>  <p>secondly, after being on the recieving end of most <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units from other armies i find normal terminators lacking in survivability due to thier I1 powerfist. sure it's great when it hits and ithas high strength but that does me little good when the unit is all dead beacuse i have to wait to swing. </p>  <p>a 10 man asssault squad also tends to scare the crap outa the enemy especially things like guard with camoline(who i play against quite often)&nbsp;who get an uber cover save making assault cannons no different than a bolter.. an assault squad can seriously hurt them where shooting at them only gives them a better save. <br />  </p>  <p>the command squad retinue</p>  <p>as you noted my command squad has furious charge. it does so for a specific reason-the librarian. he cannot take a different vet skill than the squad and it wolud be worthless with tank hunter as it fails to take advantage of his higher intiative. the assault cannons doo well enough on thier own but now the librarian goes at I6 and S5 on the charge with 5 attacks and a force weapon. thus making furious charge something useful for him and by extention his retinue to have. </p>  <p>&nbsp;</p>  <p>the list as i have it has been very effective. i win games even with very few models on the table because my units are so big, high points cost and resliant. </p>  <p>&nbsp;</p>  <p>if i were to run all my deathwing models minus the land raiders i would have nothing but 10 man squads-40 terminators-2 in 10 man squads with assault cannons, my 10 man retnue with assault cannons, librarian and my 10 man assault squad, plus my 2 dreads in pods (one venerable with tank hunter). at 2,600 points.</p>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107050.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107050.page</link>
				<pubDate><![CDATA[Wed, 20 Sep 2006 04:17:55]]> GMT</pubDate>
				<author><![CDATA[ mughi3]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ As a note, against guard in Camo, the <span class="glossaryitem" onmouseover='gp(5);'>AC</span> is still really good. It has a high rate of fire and wounds on 2's.<br><br>That is the glory of it, it is good against almost any target you can come up with.<br><br>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107067.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107067.page</link>
				<pubDate><![CDATA[Wed, 20 Sep 2006 05:51:31]]> GMT</pubDate>
				<author><![CDATA[ The Happy Anarchist]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Lewzor The Grate on 08/11/2006 10:13 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  Assault cannons without tank hunters match or beat cyclones with <span class="glossaryitem" onmouseover='gp(224);'>TH</span> in every category.&nbsp; Including averaging three times more penetrating hits against AV14.&nbsp; I'm willing to tolerate higher variance in return for such an advantage in means, and the greater effectiveness against infantry.&nbsp; The only genuine advantage of cyclones is the range, but assault cannons have an effective range of 30&quot; which isn't bad.<br />  </div></blockquote>  <br />  I would never discount the power of extra range.&nbsp; It means that you get significantly more shots off per game than with shorter ranged weapons.&nbsp; More importantly, however, is the fact that the farther away from the enemy you are, the less they can shoot at you.&nbsp; Sure the effective range of the assault cannon is 30 since you can move up, but don't forget that the actual range is 24.&nbsp; That means that if you can shoot at the enemy, they can shoot back.&nbsp; With so few models in your army, you can only afford so much return fire.&nbsp; I would recomend keeping some cyclones in the army for early tank busting.&nbsp; Once you get the big lascannon (and similar weapon) platforms down, then move in with the assault cannons and mop up.&nbsp; I wouldn't go in before that.<br />]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107076.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107076.page</link>
				<pubDate><![CDATA[Wed, 20 Sep 2006 06:21:11]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ I too still like a coule cyclone launchers on my terminators. Since they still keep their storm bolters and powerfists they can shoot a frag missile and two shots from a storm bolter. Good against gaurdsmen, guants, and anything with a swarm base.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107092.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107092.page</link>
				<pubDate><![CDATA[Wed, 20 Sep 2006 07:04:47]]> GMT</pubDate>
				<author><![CDATA[ cuda1179]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ why would you want to shoot a S4 blast template against a swarm and score multiple S4 wounds, instead of simply instakilling it with assault cannons? <br><br>Why don't you math out what 2 storm bolter shots and a cyclone blast template with 2 hits and 3 partials does vs. what an assault cannon does, to:<br>1) Scarab swarms and ripper swarms<br>2) <span class="glossaryitem" onmouseover='gp(69);'>IG</span><br><br>And tell me who wins.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107120.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107120.page</link>
				<pubDate><![CDATA[Wed, 20 Sep 2006 08:31:55]]> GMT</pubDate>
				<author><![CDATA[ Longshot]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Hmm.  2 hits and 3 partials off of a small blast?  That's awfullly generous.<br>Should go for maybe 2-3 wounds of <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, 4-6 scarabs with the surprising amount under the template..<br>The <span class="glossaryitem" onmouseover='gp(5);'>AC</span> goes for about the same, except 2-3 stands (6-9 wounds) of scarabs instead of plinking wounds off.<br>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107140.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107140.page</link>
				<pubDate><![CDATA[Wed, 20 Sep 2006 09:29:54]]> GMT</pubDate>
				<author><![CDATA[ The Happy Anarchist]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Range is a non-issue when every squad can deep strike.<br><br>I'm sorry, but there's just no good justification for paying for a weapon that costs more and is less effective.  I won't even get into the wasted firepower of the storm bolters.<br><br>The bottom line is that if you feel you must have 48" range weapons in a Deathwing list, dreads are your unit of choice.  You can field two <span class="glossaryitem" onmouseover='gp(756);'>TLLC</span>/<span class="glossaryitem" onmouseover='gp(328);'>ML</span> dreads for about the cost of a cyclone squad, and that accomplishes your goal of getting long range, tank busting weapons in the list, if you so choose.  In fact, you get twice as many, and you specialize a bit.  It's a win win.  Cyclone's are just plain inferior.<br><br>Ezz]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107194.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107194.page</link>
				<pubDate><![CDATA[Wed, 20 Sep 2006 14:10:22]]> GMT</pubDate>
				<author><![CDATA[ ezzeran]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Well I was trying to be extra generous  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  <br><br>Realistically it's more like 1 and 2 partials or 1 and 3 partials vs. <span class="glossaryitem" onmouseover='gp(69);'>IG</span>.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107204.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107204.page</link>
				<pubDate><![CDATA[Wed, 20 Sep 2006 14:58:37]]> GMT</pubDate>
				<author><![CDATA[ Longshot]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ You're not a dakka toughguy if you're not maxing out on assault cannons.   <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br><br>I would love to redo my deathwing with the new termies, but hell, 50 a box, I'd need 5 boxes, and then I'd need to come up with 5 extra assault cannons...no thanks.  Tiny termies work for me.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107224.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107224.page</link>
				<pubDate><![CDATA[Wed, 20 Sep 2006 15:47:38]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ I'd just remake an assault cannon (maybe glue three hellguns together and BAM you have an assault cannon)<br><br>Anyways, Statistically assault cannons are the best gun in the game because they fire 4 times, hit 60% of the time and when they roll a six they either outright wound an enemy or they double up on penetration on rolls, SO if you give your terminators tank hunts, thats a S7 gun with <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>,.<br><br>That is essentially a melta gun with more shots and better range.  seems like the Assault cannon is the way to go.<br><br>Deathwing armies are certainly a finesse army, you need at least one land raider if you bring assault marines, maybe more if you need to.  Dreadnaughts, it is smart to make one venerable, extra armor, tank hunters and Lascannon missle launcher combo.  <br><br>I might pod in my terminators to make sure they come in safe (get rid of the homers if you have the pods).   Also, i'd bring a chaplain in terminator armor with your assault marines, being able to re-roll missed hits when in assault is BEYOND awesome.  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107244.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107244.page</link>
				<pubDate><![CDATA[Wed, 20 Sep 2006 17:33:49]]> GMT</pubDate>
				<author><![CDATA[ ATI]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By ezzeran  on  09/20/2006 7:10 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Range is a non-issue when every squad can deep strike.<br />  <br />  I'm sorry, but there's just no good justification for paying for a weapon that costs more and is less effective.  I won't even get into the wasted firepower of the storm bolters.<br />  <br />  The bottom line is that if you feel you must have 48&quot; range weapons in a Deathwing list, dreads are your unit of choice.  You can field two <span class="glossaryitem" onmouseover='gp(756);'>TLLC</span>/<span class="glossaryitem" onmouseover='gp(328);'>ML</span> dreads for about the cost of a cyclone squad, and that accomplishes your goal of getting long range, tank busting weapons in the list, if you so choose.  In fact, you get twice as many, and you specialize a bit.  It's a win win.  Cyclone's are just plain inferior.<br />  <br />  Ezz</div></blockquote>  <br />  Ezzeran speakes the truth.<br />  <br />  For the price of one minimum sized squad of termies with tankhunting and cylcones costs 290.<br />  You get:<br />  <ul>      <li>2 strength 9 shots</li>  </ul>  <br />  For two dreads with TLL/<span class="glossaryitem" onmouseover='gp(328);'>ML</span> (one of which in venerable and has tankhunter) costs 300. <br />  You get:<br />  <ul>      <li>1 twin linked strength 10 shot </li>  </ul>  <ul>      <li>1 twin linked strength 9 shot</li>  </ul>  <ul>      <li>1 strength 9 shot</li>  </ul>  <ul>      <li>1 strength 8 shot</li>  </ul>  Dreadnought = mo bettuh dakka. <img src='http://www.dakkadakka.com/Portals/0/DakkaImages/dakkagun1.gif'><img src='http://www.dakkadakka.com/Portals/0/DakkaImages/dakkagun1.gif'><img src='http://www.dakkadakka.com/Portals/0/DakkaImages/dakkagun1.gif'><br />  <br />  You get far better fire superiority than when using cyclones. The only advantage that the termies have is cardinal rule #1. More wounds, and thus a bit better surviviability.<br />  <br />  But when considering that these both are for tank busting, then you realize that after the dreads are done firing, you wont have targets left to fire at, so survivability is a moot point.<br />  <br />  These dreads are for throw away purposes and fit the bill nicely. Dont think of them as holy reliquaries for lost bretheren, think of them as robots.<br />  <br />  This also removes the need to add tank hunting to the termie squads.<br />  <br />  How can you say that cyclones are better when faced with these overwhelming facts?  8) ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107292.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107292.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 01:42:16]]> GMT</pubDate>
				<author><![CDATA[ Hellfury]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By ezzeran on 09/20/2006 7:10 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Range is a non-issue when every squad can deep strike.<br />  <br />  </div></blockquote>  <p><br />  This is already not true with skimmer-heavy Eldar armies.&nbsp; I have no problem standing off 31&quot; from <span class="glossaryitem" onmouseover='gp(5);'>AC</span> terminators with my falcons&nbsp;and plinking them with starcannons and pulse lasers where they can't shoot back.&nbsp; Expect the situation to become more common after the new codex Eldar.</p>  <p>The one problem that Assault Cannons can't address: how do I shoot that tank that's 25&quot; away?</p>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107299.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107299.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 02:09:59]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Indeed, even the triple lascannon predators will make the walking assualt cannon terminators pay...there are times when deepstriking close is not an option (due to say the mission being played)<br><br>also the fast skimemrs will cause problems. It is not fun to give an autowin to those eldar....<br><br>That said how do you fit all that into a 1500pts list?<br><br>What I was looking at was: <br><br>Epistory librarian with Fear/fury<br>Termy command squad with 2 assualt cannons<br><br>5 man termy squad with 2 assualt cannons (homer)<br>5 man termy squad with 2 assualt cannons (homer)<br>5 man termy squad with 2 assualt cannons<br><br>Assualt cannon dread<br>Assualt cannon dread<br>Assualt cannon dread<br><br>Nice and simple but really leaves you out with your pants down without those <span class="glossaryitem" onmouseover='gp(756);'>tllc</span>/rokket dreads.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107312.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107312.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 02:57:54]]> GMT</pubDate>
				<author><![CDATA[ vsurma]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Flavius Infernus on 09/21/2006 7:09 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <blockquote class="uncited"><div>Posted By ezzeran on 09/20/2006 7:10 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Range is a non-issue when every squad can deep strike.<br />  <br />  </div></blockquote>  <p><br />  This is already not true with skimmer-heavy Eldar armies.&nbsp; I have no problem standing off 31&quot; from <span class="glossaryitem" onmouseover='gp(5);'>AC</span> terminators with my falcons&nbsp;and plinking them with starcannons and pulse lasers where they can't shoot back.&nbsp; Expect the situation to become more common after the new codex Eldar.</p>  <p>The one problem that Assault Cannons can't address: how do I shoot that tank that's 25&quot; away?</p>  </div></blockquote>  <p><br />  Entirely incorrect.&nbsp; Well, if your opponents have half a brain anyways.&nbsp; <br />  If there ever was any army that was tailor made for taking down skimmer fleets, it was godzilla nids.&nbsp; But Termies are a close second.<br />  Particularly with pods.&nbsp;&nbsp; Even nearly invulnerable Falcons will be hurting after taking 2 <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> and 4 Stormbolters to the rear armor.&nbsp;&nbsp; Actually, you can nearly double up on each one, so for two of your falcons they are taking 2 more <span class="glossaryitem" onmouseover='gp(5);'>ACs</span>, and possibly squeezing in the other 4 Stormbolters on your rear armor as well.<br />  The Falcons will at minimum be not firing, and could quite possibly have been immobilized or have weapons blown off.&nbsp; If they are immobilized they will die next turn, and if you get all the weapons, you can safely eliminate the rest of the army with ease, considering how much the <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> and even Stormbolters excel against Eldar.<br />  <br />  This isn't even including the invariable dreads with Heavy Flamers baking squads, or the TLLC&amp;ML tank hunters which can add fire.<br />  <br />  As for missions where deep striking is not in play, perhaps you might just want to read the rules before posting.<br />  Also, I am not 100% sure, but if you run the numbers, and have the termies walking from deployment line until they get in range, they should beat out the triple Las Pred.<br />  </p>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107360.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107360.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 05:55:59]]> GMT</pubDate>
				<author><![CDATA[ The Happy Anarchist]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Happy, do you play drop pod marines?  How are you getting rear armor shots on those falcons?  <br><br>All the eldar player has to do is park his falcon with the rear facing a board edge and he's going to deny you rear armor shots (as well as minimize the safe locations for you to land).  You'll no doubt get 1 turn of shooting against it (maybe 2 turns if you land really close to it) but it won't be against rear armor.  <br><br>If you fail to destroy or immobilize it then the eldar player can then proceed to stay out of <span class="glossaryitem" onmouseover='gp(5);'>AC</span> range as Flavius mentions above.  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107404.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107404.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 08:30:19]]> GMT</pubDate>
				<author><![CDATA[ winterman]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ That doesn't make much sense.  If the skimmer's got its butt against the board edge, and you drop or teleport in front of it, and a skimmer moves 24", and a termie can move and shoot 30", how is it going to fly out of range of the assault cannons?  He can't move away, because he's at the board edge, so he has to move towards the termies or sideways.  So how is he going to get further than 30" with 24" movement and he can't move away?  I guess if it moves behind terrain, but then what do the assault cannons' range have to do with anything?<br><br>I agree that fast skimmers would be a bad matchup for footslogging termies, but that particualr scenario doesn't my brain.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107413.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107413.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 09:05:09]]> GMT</pubDate>
				<author><![CDATA[ The Crawling Chaos]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ 2 <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> against AV12=0.88 glancing hits, this number doubles if you have tank hunter but with the halofield and spirit stones there is still a decent chance that that tank is firing on you or at the very least turbo boosting 24" away the very next turn... (unless the opponent is cocky and just decides to move the 12" and fire on you)<br><br>Rear armour shots are nice but considering they are fast skimmers the opponent can afford to hug the table edges to prevent you from hitting the rear and the side armour is still 12.<br><br>Tank hunting assualt cannons are about the best weapons around for killing the skimmers but you are still paying 50pts per termy and the falcon is still rather hard to kill....<br><br>Scatter is also a danger in some cases.<br><br><div   >Also, I am not 100% sure, but if you run the numbers, and have the termies walking from deployment line until they get in range, they should beat out the triple Las Pred. </div  ><br><br>Well if I was commanding said tank I would take the 3 lascannon shots the first 2 turns while I am safe then just fall back the 6" and fire the <span class="glossaryitem" onmouseover='gp(126);'>tl</span> lascannon the following turns.... (so when are you getting in range exactly?)<br><br><div   >As for missions where deep striking is not in play, perhaps you might just want to read the rules before posting. </div  ><br><br>Yea....I still cant find where it says that deepstriking will always be beneficial for the mission......<br>common sense tells me it wont always be the case but hei....I guess if it actaully says so in the book somewhere.....]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107424.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107424.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 09:29:43]]> GMT</pubDate>
				<author><![CDATA[ vsurma]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ I'm not sure where this discussion is heading exactly, but I'll try to bring it back into some cohesive form here, since I thought we were talking about Cyclone's versus Assault Cannons.  I'll reiterate what I said.  If you want 48" range firepower, there are better options than a cyclone squad.  Even if you consider the dreads somehow more fragile, that's fine.  if the dread takes a turn of firepower that would normally be allocated against a terminator squad, I'm ok with that.  That leaves more 2+ save wounds to hold an objective, which dreads don't do nearly as well.<br><br>Now, if we're talking about skimmers and such, it's a separate discussion.  Skimmer armies are tough for Deathwing to deal with as a general rule.  But that's ok, since the starcannon is getting the nerf bat.<br><br>It's really great that we're talking about all these generalized, unrealistic scenarios over range and a battlefield with unknown terrain.  A Falcon, or even multiple falcon's, are just a factor in the equation that needs to be dealt with.  For that matter, these assumed, clear 31" firelanes are also amusing, since any Deathwing player worth his salt will be hugging terrain as much as possible, deep strike or no.  That goes for the three las pred too.  Are you kidding?  Heavy support goes on the table first.  If it's got such a good firing position that it can shoot all the live long game, of course I deep strike. <br><br>But I don't want to fuel more useless speculation.  Lets control what we can control, and that's the weapons we select.  Statistically I like what the assault cannon brings to the table.  If range is a concern for you, you've got other options.<br><br>Ezz<br><br>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107434.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107434.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 09:51:30]]> GMT</pubDate>
				<author><![CDATA[ ezzeran]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By vsurma on 09/21/2006 2:29 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  2 <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> against AV12=0.88 glancing hits, this number doubles if you have tank hunter but with the halofield and spirit stones there is still a decent chance that that tank is firing on you or at the very least turbo boosting 24&quot; away the very next turn... (unless the opponent is cocky and just decides to move the 12&quot; and fire on you)<br />  <br />  Rear armour shots are nice but considering they are fast skimmers the opponent can afford to hug the table edges to prevent you from hitting the rear and the side armour is still 12.<br />  <br />  Tank hunting assualt cannons are about the best weapons around for killing the skimmers but you are still paying 50pts per termy and the falcon is still rather hard to kill....<br />  <br />  Scatter is also a danger in some cases.<br />  <br />  <div   >Also, I am not 100% sure, but if you run the numbers, and have the termies walking from deployment line until they get in range, they should beat out the triple Las Pred. </div  ><br />  <br />  Well if I was commanding said tank I would take the 3 lascannon shots the first 2 turns while I am safe then just fall back the 6&quot; and fire the <span class="glossaryitem" onmouseover='gp(126);'>tl</span> lascannon the following turns.... (so when are you getting in range exactly?)<br />  <br />  <div   >As for missions where deep striking is not in play, perhaps you might just want to read the rules before posting. </div  ><br />  <br />  Yea....I still cant find where it says that deepstriking will always be beneficial for the mission......<br />  common sense tells me it wont always be the case but hei....I guess if it actaully says so in the book somewhere.....</div></blockquote>  <p><br />  The reason you can't find it is because the mistake was mine in reading your post.&nbsp; Thought you were saying the mission didn't allow it, not that it was ill advisable (though I can't think of many missions that you would want to drop on the objective, as opposed to dropping when you could do the most damage, then walking to the objective)</p>  <p>For the Falcon, I hadn't done the math.&nbsp; Damn.&nbsp; Nearly the best falconkillers in the game still don't do that well against it.&nbsp; That Falcon is damnably insane. Less than 1 glancing roll per squad!&nbsp; <br />  Though admittably, I think the cyclone would do much, much worse.</p>  <p>As for the Pred, it should be 36&quot; away at the start of the game (if deployed at the very back of the board.)<br />  Move up 12&quot; over two turns would put it in range.&nbsp; Of course, the idea of a triple las pred gunning across an open table for a duel with termies is pretty far fetched in general.&nbsp; I mean, really, who takes triple las preds?  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <br />  </p>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107440.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107440.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 10:36:25]]> GMT</pubDate>
				<author><![CDATA[ The Happy Anarchist]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Tankhunting assault cannons on terminators are useless against falcons. Freaking useless once the new codex comes out and you can't stun them.<br><br>You'll shake it, it'll fly 24" out of range and then you're screwed. Yay.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107467.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107467.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 13:25:59]]> GMT</pubDate>
				<author><![CDATA[ Longshot]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Hellfury's already said a lot of what I would have, so I'll just 'ditto' his comments. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107487.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107487.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 15:06:55]]> GMT</pubDate>
				<author><![CDATA[ syr8766]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Longshot on 09/21/2006 6:25 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Tankhunting assault cannons on terminators are useless against falcons. Freaking useless once the new codex comes out and you can't stun them.<br />  <br />  You'll shake it, it'll fly 24&quot; out of range and then you're screwed. Yay.</div></blockquote>  <p><br />  Or the Prisms with the same survivabillity, and ability to put a serous hurting on any unit that deepstrikes from up to 60&quot; out...&nbsp;but I digress.</p>  <p>I haven't read through the whole thread, so forgive me if this has been covered already.&nbsp; I noticed that someone had asked for how the stats for the <span class="glossaryitem" onmouseover='gp(5);'>AC</span>'s were tabulated.&nbsp; Didn't notice anyone else stepping through it, so here's the answer in case it hasn't been covered.</p>  <p>Obviously, the desire is to get a rending hit vs any armor as this gives you an effective 'strength 12' hit (or, 13 if you're a tankhunter).&nbsp; So, in order to find what the average number of rending hits is, we look to the following formula:</p>  <p>One assault cannon: 4 shots x 2/3 chance to hit = 8/3 hits</p>  <p>8/3 hits x 1/6 chance to rend vs armor = 8/18, or 4/9&nbsp;chance to rend</p>  <p>Seeing as how you've got 2 assault cannons per squad, this gives us a total chance of 8/9 to get a rending result when firing at an armored target.&nbsp;(roughly an 89% chance per volley).</p>  <p>Not certain odds, but a good sight better than most in the game.</p>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107491.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107491.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 15:11:59]]> GMT</pubDate>
				<author><![CDATA[ kwade]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <div   >That doesn't make much sense. If the skimmer's got its butt against the board edge, and you drop or teleport in front of it, and a skimmer moves 24", and a termie can move and shoot 30", how is it going to fly out of range of the assault cannons?</div  ><br>Easy.  Two turns of movement, one of which would probably need to be 24-36" and that is ignoring terrain or pods blocking <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> (one thing about drop pods, they can work against you when facing a fast army).  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107520.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107520.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 18:14:28]]> GMT</pubDate>
				<author><![CDATA[ winterman]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ The reason we are talking about somewhat unrealistic scenarios is that deathwing is a decent army against most...its the ones that might cause trouble that we want to discuss....see if others have good tactics against the nemesis armies... nothing wrong with that.<br><br>Personally I love what the assualt cannon does (esp with tank hunter) but I feel that it is worth having a few longer range guns in the army aswell...<br><br>That said this thread has convinced me to go with dreads for this task rather than termies...although against certain armies the dreads are terrible vulnurable while the dreads are not...<br><br>Tau's railguns kill a single terminator almost as easily as they kill a dread!<br><br>The enemy now has GOOD targets for their S7-8 ap3-4 weapons while before they where shooting rather innefectively against 2+ save termies.<br><br>Rocket-autocannon Havoc squads will tear dreads a new one while termies will walk right through...<br><br>Tyranid Venom Cannons and Barbed stranglers will easily take out dreads while terminators hardly care....<br><br>Also the fact that any glance will stop the dread from firing while the terminators would continue firing is worth considering.... While dreads do bring more antitank power to the table, will they actually be firing with more power after turn 1?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107521.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107521.page</link>
				<pubDate><![CDATA[Thu, 21 Sep 2006 18:47:53]]> GMT</pubDate>
				<author><![CDATA[ vsurma]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By vsurma  on  09/21/2006 11:47 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  ... this thread has convinced me to go with dreads for this task rather than termies...although against certain armies the dreads are terrible vulnurable while the dreads are not...<br />  <br />  Tau's railguns kill a single terminator almost as easily as they kill a dread!<br />  <br />  The enemy now has GOOD targets for their S7-8 ap3-4 weapons while before they where shooting rather innefectively against 2+ save termies.<br />  <br />  Rocket-autocannon Havoc squads will tear dreads a new one while termies will walk right through...<br />  <br />  Tyranid Venom Cannons and Barbed stranglers will easily take out dreads while terminators hardly care....<br />  <br />  Also the fact that any glance will stop the dread from firing while the terminators would continue firing is worth considering.... While dreads do bring more antitank power to the table, will they actually be firing with more power after turn 1?</div></blockquote>  I see your point on this. Your point is fire superiority versus survivabilty when concerning the firepower.<br />  <br />  Well this is all true, but you really do have to take it a step further and think about how long these things will be needed here.<br />  <br />  As I stated earlier, Termies do have the advantage of better survivabilty, but is it neccesary? I have my doubts.<br />  <br />  Most often the job is done for the dreads and they have out lived their usefullness. Unless youre going against an armored company, the need to keep them around past three turns isnt high.<br />  <br />  Where dreadnoughts fail in survivability, termies with cyclones fail in firepower. In this case, it is balanced out. You take the choices according to your needs/style of play.<br />  <br />  I would much rather win with a couple units on the table as opposed to losing with alot of units on the table myself.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107601.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107601.page</link>
				<pubDate><![CDATA[Fri, 22 Sep 2006 01:06:20]]> GMT</pubDate>
				<author><![CDATA[ Hellfury]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By vsurma  on  09/21/2006 11:47 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  The reason we are talking about somewhat unrealistic scenarios is that deathwing is a decent army against most...its the ones that might cause trouble that we want to discuss....see if others have good tactics against the nemesis armies... nothing wrong with that.<br />  <br />  </div></blockquote>  <br />  Nope, nothing wrong with that.<br />  <br />  Though, when dealing with unrealistic scenarios, we must include various unknown factors in order to learn from what is being said. Without those factors being addressed, this becomes a long discourse in in frustration and digression.<br />  <br />  Some FACTS about <span class="glossaryitem" onmouseover='gp(412);'>DW</span> list building we have (re)learned in this thread.<br />  <br />  <ul>      <li><b>ASSAULT CANNONS ARE STILL THE BEST GUN IN THE GAME</b>. This really isnt open for argument, it simply is the best allcomers gun in the game so far as we know. <br />      </li>  </ul>  <ul>      <li>The more wounds in the army granted by the inclusion of terminators, the less prone we are to fail due to attrition.</li>  </ul>  <ul>      <li>Landraiders are a points sink.</li>  </ul>  <ul>      <li>Assault terminators are sub par when compared to assault cannon wielding terminators.</li>  </ul>  <ul>      <li>Dreadnoughts with twin-linked lascannons and missile launcher are greater than a terminator squad equiped with cyclones for the purposes of fire superiority.</li>  </ul>]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107618.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107618.page</link>
				<pubDate><![CDATA[Fri, 22 Sep 2006 01:34:34]]> GMT</pubDate>
				<author><![CDATA[ Hellfury]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ As a thought, Falcon + Star Engines only needs one turn to get out of the <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> reach.<br><br>Combined with the near impossibility of damaging it, looks like it will still be nearly invincible and a much better idea to fire what you can until it can't shoot and then waste the rest of the army.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107701.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107701.page</link>
				<pubDate><![CDATA[Fri, 22 Sep 2006 05:49:02]]> GMT</pubDate>
				<author><![CDATA[ The Happy Anarchist]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <div   >I would much rather win with a couple units on the table as opposed to losing with alot of units on the table myself. </div  ><br><br>But its alot easier to win with a few more scoring units on the table, esp considering how few Deathwing has to start with! (which is why the naked assualt cannon dreads also appeal to me)<br><br><div   >Landraiders are a points sink. </div  ><br><br>Not 100% in agreement on this one, they are cheap, fast and scoring!<br>3 of these guyz in a alpha mission can easily turn a losing situation into a almost guaranteed win!<br>They are decent in other level missions aswell.<br>Great for taking out that lone bassie in the rear corner aswell...<br><br>Sure they die easily enough but people just need to learn that its ok not to shoot every turn!<br><br>Far as the falcon is concered well....Were in trouble  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  <br>But the las/missile dreads might help a little....or the tank hunting termies if those are your cup of tea....]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107796.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107796.page</link>
				<pubDate><![CDATA[Fri, 22 Sep 2006 09:48:52]]> GMT</pubDate>
				<author><![CDATA[ vsurma]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ I wouldn't say falcons vs. deathwing is an unrealistic scenario.  I play Eldar, so every time I play against our local Deathwing player we have this so-called "unrealistic" scenario taking place.  <br><br>I keep my falcons' tails pointed outward toward the board edges until the termies arrive (i.e. rear shots impossible).  He gets his one shot when he lands, and then I jet out of range and standoff for the rest of the game if I can.  If assault cannons are his only ranged weapons, I win.<br><br>I'm holding up falcons as an extreme example of a counter-argument to the cult of the almighty assault cannon.  Anything that can manage to get or stay outside of 24" is 100% immune to the effects of assault cannons.  So over-specializing in assault cannons gives your army an inherent weakness that more than just Eldar might be able to exploit.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107808.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107808.page</link>
				<pubDate><![CDATA[Fri, 22 Sep 2006 10:46:54]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Well, the thing is, non-Falcon Fast models usually won't survive the initial attack.<br><br>Also, objective based missions are a pain if you have to sit outside of a 30" range around the objectives.<br><br>But yeah, I will grant you, <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> are not the be all end all of a list.  You should have at least a few <span class="glossaryitem" onmouseover='gp(756);'>TLLC</span>+<span class="glossaryitem" onmouseover='gp(328);'>ML</span> dreads, and perhaps some speeders with <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> would be a good idea to, even though they can't fire on the turn they come down, they can catch things moving to fast for you.<br>Definitely something to consider.<br><br>However, I don't think there is a time when you can seriously consider Cyclones a viable weapon choice.<br><br>Also of note, the extra range may not even help you against Fast Skimmers.  They can hop over terrain, you can't.  It does protect you a bit more when they try and sit outside your range and fire though.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107817.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107817.page</link>
				<pubDate><![CDATA[Fri, 22 Sep 2006 11:17:27]]> GMT</pubDate>
				<author><![CDATA[ The Happy Anarchist]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Landraiders are a points sink. </div></blockquote>  <br />  <br />  <i>&quot;Not 100% in agreement on this one, they are cheap, fast and scoring!<br />  3 of these guyz in a alpha mission can easily turn a losing situation into a almost guaranteed win!&quot;</i><br />  <br />  You must be the only person in the world who considers Land Raiders cheap and fast and on top of that believes that 3 of them give you a guaranteed win in anything.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107859.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107859.page</link>
				<pubDate><![CDATA[Fri, 22 Sep 2006 13:26:48]]> GMT</pubDate>
				<author><![CDATA[ Therion-]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <div   >Also, objective based missions are a pain if you have to sit outside of a 30" range around the objectives. </div  ><br><br>True but it can still be done, and with terrain its not really 30".<br>Also if the opponent has the last turn he actually can stay out of range and just boost on the objective last turn, if he does not have the last turn then he must weather a turn of fire.<br><br><div   >You must be the only person in the world who considers Land Raiders cheap and fast and on top of that believes that 3 of them give you a guaranteed win in anything. </div  ><br><br>Heck, I run piranhas in my 2k tau list....3 of them!  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107905.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107905.page</link>
				<pubDate><![CDATA[Fri, 22 Sep 2006 18:39:34]]> GMT</pubDate>
				<author><![CDATA[ vsurma]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By vsurma  on  09/22/2006 2:48 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Not 100% in agreement on this one, they are cheap, fast and scoring!<br />  3 of these guyz in a alpha mission can easily turn a losing situation into a almost guaranteed win!<br />  They are decent in other level missions aswell.<br />  Great for taking out that lone bassie in the rear corner aswell...<br />  <br />  Sure they die easily enough but people just need to learn that its ok not to shoot every turn!<br />  </div></blockquote>  <br />  Are you sure you aren't confusing Land RAIDERS with Land SPEEDERS?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107908.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107908.page</link>
				<pubDate><![CDATA[Fri, 22 Sep 2006 19:51:39]]> GMT</pubDate>
				<author><![CDATA[ Dries_Lee]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Why is a las/missile Dread better at fire support than a termi unit w/ 2 cyclones ? Sure the dread has the better firepower, but it dies a lot faster as well. As a Tau player I'd much rather see a Dreadnought against me than a  termi unit w/ 2 cyclones or 2 <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> as I can kill the dead with one shot easily, but killing 5 termies is a LOT harder.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107910.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107910.page</link>
				<pubDate><![CDATA[Fri, 22 Sep 2006 20:21:54]]> GMT</pubDate>
				<author><![CDATA[ Mephet'ran]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Mephet'ran  on  09/23/2006 1:21 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  Why is a las/missile Dread better at fire support than a termi unit w/ 2 cyclones ? Sure the dread has the better firepower, but it dies a lot faster as well. As a Tau player I'd much rather see a Dreadnought against me than a  termi unit w/ 2 cyclones or 2 <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> as I can kill the dead with one shot easily, but killing 5 termies is a LOT harder.</div></blockquote>  <br />  Again, this is dependant on whether you need survivability to be key as opposed to fire superiority.<br />  <br />  Dreadnogoughts are the clear winner when you need alot of massed high powered ranged weaponry to take place. With the amount they put out, it usually isnt neccesary for them to be on the table very long.<br />  <br />  Termies with cylcones on the other hand, offer a very good amount of survivability. Far better than dreads. But they do not amass the same amout of firepower during the game.<br />  <br />  I think of it this way. If you have the chance to take out all truly threatening elements towards your high priced terminators early in the game (thus making the terminators even more survivable, once they hit planetside), why would you&nbsp; risk taking cyclones for the protracted game?<br />  <br />  Dreadnoughts = Hard (very high strength) Fast (a larger amount of firepower) but very Fragile<br />  <br />  Cyclones = Slow (needs time to take down as much when compared to dreads) but very Tough (alot of tough to kill wounds there)<br />  <br />  Against tau, I lean more towards taking the dreads. it comes down to who fires first with them to make their points back in this case againts xv88's. If the tau shoot first, dead dread. If the dread shoots first, two dead xv88's.<br />  <br />  And one more thing I forgot to add to my original statement for <span class="glossaryitem" onmouseover='gp(412);'>DW</span>. ALWAYS go second if you have the choice when you deepstrike/drop pod.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107932.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107932.page</link>
				<pubDate><![CDATA[Sat, 23 Sep 2006 03:13:48]]> GMT</pubDate>
				<author><![CDATA[ Hellfury]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <div   > Are you sure you aren't confusing Land RAIDERS with Land SPEEDERS?</div  ><br><br>Oh....um.....<span class="glossaryitem" onmouseover='gp(84);'>lol</span>  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br>Those would be what I meant....I swear it read speeders up there before.....sure it did!<br><br><div   >Against tau, I lean more towards taking the dreads. it comes down to who fires first with them to make their points back in this case againts xv88's. If the tau shoot first, dead dread. If the dread shoots first, two dead xv88's. </div  ><br><br>Except that with 2 shield drones your missiles are doing near nothing (2+ save) and the lascannons are also rather weak considering they have to go through 2, 4+ invul save wounds first...that said the rokkits on termies would do near nothing to the XV88s all game!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107954.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/107954.page</link>
				<pubDate><![CDATA[Sat, 23 Sep 2006 05:12:20]]> GMT</pubDate>
				<author><![CDATA[ vsurma]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Falcons are a bad matchup for Deathwing.  That's always been true.  I'm not going to dispute that in most situations the Falcon is going to outmaneuver the terminators.  This is exactly why we've been screaming about the starcannon for years.<br />  <br />  Still, we're talking about one vehicle here.  So I'm not overly worried.  If you want tactics for dealing with this one threat, then I would say drop in, take your shots, and then pound on it with your 48&quot; range firepower.<br />  <br />  Yes, your 48&quot; range firepower.  I'm not advocating all assault cannons.  For that firepower, the dreads are obviously superior than the cyclone squad.  The one area they call short in, as was pointed out, is survivability.  But that's fine.  Anything that shoots at the dreads takes the pressure off the terminators.  And folks always shoot at dreads.  They have a definite place in the list, and the best use of them is to provide that long range firepower.<br />  <br />  Ezz<br />  <br />  P.S.&nbsp; I miss your AK-47 toting cat, Hellfury.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/108343.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/108343.page</link>
				<pubDate><![CDATA[Tue, 26 Sep 2006 03:31:01]]> GMT</pubDate>
				<author><![CDATA[ ezzeran]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ With all do respect,<br /> <br /> <blockquote><div><cite>ether dude wrote:</cite>Remember that powerfists can be turned off in the even that you charge something squishy</div></blockquote><br /> Where does this state this in rules?<br /> <br /> Im also reading 5 man squads having 2 <span class="glossaryitem" onmouseover='gp(5);'>AC</span> or 2 <span class="glossaryitem" onmouseover='gp(417);'>CML</span>. I do believe in codex states only 1.<br /> <br /> <blockquote><div><cite>dude21890 wrote:</cite>Codicier w/ Force weapon, fear of the darkness </div></blockquote><br /> Whats with all these random named characters for <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices as I can only count 5 special characters for Dar Angels<br /> Azrael, Belial, Sammael, Ezekiel, Belphegor<br /> <br /> Just would like to know as I play deathwing. Fun Army. I agree Assult cannons are the weapon of my choice with anti-armour capability and kills infantry fast. Though I agree <span class="glossaryitem" onmouseover='gp(87);'>LR</span> and <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> are expensive terrain I run 2 <span class="glossaryitem" onmouseover='gp(261);'>LRC</span> in a 1750 list. It has its ups and downs but very effective.<br /> <br /> <br /> <br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1258617.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1258617.page</link>
				<pubDate><![CDATA[Sun, 17 Jan 2010 04:28:50]]> GMT</pubDate>
				<author><![CDATA[ Bosskie]]></author>
			</item>
			<item>
				<title>Re:Deathwing Tactics</title>
				<description><![CDATA[ YES I FINALLY GET <span class="glossaryitem" onmouseover='gp(421);'>TO</span> USE THIS!]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1258716.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1258716.page</link>
				<pubDate><![CDATA[Sun, 17 Jan 2010 05:31:21]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote><div><cite>Bosskie wrote:</cite>Blah Blah Blah<br /> </div></blockquote><br /> <br /> Sorry bro, you're about 3 1/2 years too late.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1258727.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1258727.page</link>
				<pubDate><![CDATA[Sun, 17 Jan 2010 05:43:15]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
			</item>
			<item>
				<title>Deathwing Tactics</title>
				<description><![CDATA[ My god I was looking at this and wondering <span class="glossaryitem" onmouseover='gp(334);'>WTF</span> is going with these lists.<br /> <br /> Should have realized a previous of codex.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1259534.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1259534.page</link>
				<pubDate><![CDATA[Sun, 17 Jan 2010 16:49:37]]> GMT</pubDate>
				<author><![CDATA[ Old Man Ultramarine]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ Ahh-ha. I saw the dates before i started posting just didn't realize the codex would change that drastic over time.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1259712.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1259712.page</link>
				<pubDate><![CDATA[Sun, 17 Jan 2010 18:12:38]]> GMT</pubDate>
				<author><![CDATA[ Bosskie]]></author>
			</item>
			<item>
				<title>Deathwing Tactics</title>
				<description><![CDATA[ Why hasn't this been locked? It can't provide any relevant information anymore.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1260048.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1260048.page</link>
				<pubDate><![CDATA[Sun, 17 Jan 2010 20:50:18]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
			</item>
			<item>
				<title>RE: Deathwing Tactics</title>
				<description><![CDATA[ <blockquote><div><cite>Bosskie wrote:</cite>Ahh-ha. I saw the dates before i started posting just didn't realize the codex would change that drastic over time.</div></blockquote><br /> <br /> As a general rule don't reply to anything over a month old and especially not 3.5 years old.  Frankly, no one even remembers this thread let alone cares what you have to say about a 3.5 year old thread talking about a different codex in a different edition.  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1262536.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1262536.page</link>
				<pubDate><![CDATA[Mon, 18 Jan 2010 18:18:51]]> GMT</pubDate>
				<author><![CDATA[ Ozymandias]]></author>
			</item>
			<item>
				<title>Deathwing Tactics</title>
				<description><![CDATA[ OK, I'm locking this.  <br /> <br /> But everyone, be sure to <span class="glossaryitem" onmouseover='gp(634);'>PM</span> Bosskie about his error.  I'm sure hilarity will ensue!<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1262630.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/95361/1262630.page</link>
				<pubDate><![CDATA[Mon, 18 Jan 2010 18:51:04]]> GMT</pubDate>
				<author><![CDATA[ Lorek]]></author>
			</item>
	</channel>
</rss>