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Soss
03-06-2012, 01:29 AM
This is a new army for me and it feels good so far. It lacks a little versus hordes but can do pretty good other wise. Any suggestion would be appreciated. The shooty termie squad usually starts on the board and sometimes the speeders. I tend to drop the two assault cannon squads in 1st turn and then the rest I hope and pray they come in quickly.

Belial
5 man Term. Apothecary w/ TH, LC, CML w/ TH, CF and TH
2x 5 man Term. AC w/CF, LC and 3 TH
5 man Term. PW, CF, 2x PF and CML with SB & PF
2x Speeders with MM and CML
Ven Dread w/ AS, EA in a Drop Pod

4 troops, 9 KP, 4 CML, 3 AC and 2 MM

plainoldandrew
03-06-2012, 03:06 AM
i've had a lot of chat with people from around my area on wether or not you should mix and match the loadout for deathwing terminators just because you can, some guys seem to think that squads should be set up to specialise in either ranged or CC. taking that on board i looked at a squad setup for ranged that looks something like this:

DW Termies
-Sgt with PW and SB
-Assault Cannon and PF
-SB and Chain Fist
-2x SB and PF

keep in mind that power fists with 3 attacks on the charge will still beat face against non dedicated CC units, especially if they've suffered from some withering fire on the march in.

CC oriented squads i've based the decision of either full LC's or TH/SS around wether or not you want to mount them in a Land Raider. if they go in a LR then i'm inclined to kit them out with full LC's form maximum dice on the charge. especially if they have an apothecary for the durability and extra attack from the standard. you put Belial and an Interrogator Chaplain in the unit then on the charge you are dishing out 30 attacks that reroll to hit (chaplain) and to wound (LC's) plus 3 from the chaplain that reroll to hit. these hits also ignore armour saves and strike in initiative order. only real problem is it's a ridonculous point sink.

That is why i propose 2 CC Units. 1 full TH/SS with CML and Belial to deep strike in (saving points on a land raider), and one full LC's with the Interrogator chaplain in a LR crusader to get some survivability. i'm unsure which would be best to give the apothecary and standard to though... LC's for the extra attack or TH/SS for the extra durability 'cause they're deep striking.

Also to game the most from the deathwing assault rule i'd be inclined to go 5 units of terminators to allow you 3 units on the first turn. plus an extra troops choice can never hurt. so in summary, 2 assault termie units and 3 ranged plus supporting acts. will probably push that 1500 limit up a little though.

just my 2c anyhow, hope it gives you some ideas :)

Soss
03-06-2012, 05:23 PM
Thanks for the reply. I like having some shooty and most of them assualt.

I like to be prepared for all sorts of things so my assualt units only have 3 TH & SS which I have found is just enough to keep them alive. Depending on where they land or what they are going after I try and kill off either the LC or the CF guy.

The shooty units tend to just stay in cover far away fron the enemy, which is why I put the CML on them. The Assualt units tend to have the AC because they end up being so close anyways so they are better then the CML at that range. Belial lands with the apothecary unit usualy at a distance so the CML can shoot some stuff and they can move closer to what they want and wont get focused fired upon.

A landradier is nice, just at 1500 points is kinda tough to fit that in, once it blows up it is downhill from there. At larger points where it doesn't have such a huge target on it it works better.

You are right about having a 5th termy unit. I have been thinking of adding it but not sure what to take out to do that. I could not put the dread in a drop pod and get rid of a speeder maybe. I am just not sure how that would work out. 1500 points is tough to build lists for.

Chexmix282
03-06-2012, 05:35 PM
Even at 24" the CML is simply a better weapon than the Assault Cannon. I would definitely recommend going with CMLs on every squad. You said you have trouble with hordes, and frag missiles are much more useful than Assault Cannons against Orks and such.

sverigesson
03-06-2012, 07:09 PM
My friend takes a cyclone missile launcher in every squad. They're just too good not to, really.

Tepogue
03-09-2012, 08:53 AM
I've recently found 30 terminators that have been collecting dust for the past 10 years. Thinking of raising up the Deathwing. I've come to the same conclusion, that Cycones are just better than assault cannons, Now if only I didn't have 5 assault cannon models . . .

Soss
03-09-2012, 04:06 PM
I wouldn't be so quick to discredit the assualt cannons. I do think the CML are still a great choice.

I have been running a couple with AC as my 1st to teleport in and try and blow stuff up. When you get in close range the AC has more shots and can pen 14 armor if you are lucky. When you are going against lower armor the more shots is very helpfull. On all my shooty ones I have CML for sure and in my second wave I have CML just to give them more range.

karandras
03-10-2012, 11:32 AM
As cool as the dread is fluff wise, it really does not benefit Deathwing lists in my experience. Just gives the enemy meltaweapons a pair of easy KPs.

I have found my favorite load out to be 3 TH/SS, 1 TH/SS with CML, and sergeant with LC. I think You can run 5 squads like this at 1500 with Belial.

I like the all LC unit in the Crusader with the Chaplain. It is sick number of PW attacks. I generally will run the sergeant with TH/SS in these squads though.

Soss
03-10-2012, 05:57 PM
I just got a 5th squad of terminators. I was thinking of running with 5 units at 1500 but I think it still leaves me around 75 points to spare maybe. I am at work so can't look right now. I am wondering how that would do.

What would I add for the left over points? I don't have my codex with me but would a scout squad with sniper rifles and teleport homer work?

I think 5 termie squads would rule on KP missions and do pretty well for sieze ground.