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View Full Version : 1500 Point Deathwing ... Thoughts?



Whereswaldo
01-17-2013, 06:03 PM
whats better than an army of terminators? an army of terminators with feel no pain.

Dark Angel’s Deathwing 1500 Point Loadout

Belial (Terminator Armor, Storm Bolter, Sword of Silence) – 190 {Attached to the 10 man Deathwing Unit}

Deathwing Command Squad (5 Deathwing Terminators, Standard of Fortitude, 1 Cyclone Missile Launcher) – 330 {Deployed using Deathwing Asssault}

10 Deathwing Terminators (1 Deathwing Terminator Sergeant with Power Sword, 9 Deathwing Terminators, 2 Assault Cannon) – 480 {Deployed using Deathwing Asssault}

5 Deathwing Terminators (1 Deathwing Terminator Sergeant with Power Sword, 4 Deathwing Terminators, 1 Chain Fist, 1 Cyclone Missile Launcher) – 250

5 Deathwing Terminators (1 Deathwing Terminator Sergeant with Power Sword, 4 Deathwing Terminators, 1 Chain Fist, 1 Cyclone Missile Launcher) – 250

= 1500

Thoughts?

Whereswaldo
01-18-2013, 07:25 AM
Anyone have anything - or is the list pretty solid?

Thanks

Tynskel
01-18-2013, 08:01 AM
If you are going to start with terminators on the ground, Belial should probably be on the ground, so those that are deep striking can take advantage of the teleport homer.

I'd also recommend Deathwing Knights. If your opponent does not have, or very few, blast weapons, you can take advantage of T5. Remember, all Terminators have Inner Circle, so you if you use Belial in that squad, and arrange the squad members appropriately, you can teleport your allies in, and have a wall of death, all at majority T5.

Whereswaldo
01-18-2013, 03:33 PM
I was thinking about using deathwing knights but at ap 3 unless you make them use their special for 1 around of str 10 ap 1 they would suffer againist anything needing ap 2 in melee .... and they would be extremely hard to kill but easy to tarpit. In my normal meta I can come up against orcs or nids pretty regularly. I'm still trying to decide how and whento drop them in with deathwing assault but I want the ones dropping to hit an opponent hard the first turn they are in and for the command squad and 10 man squad will be close to each other - and starting beliali on the ground with a 10 man squad would be a waste since they are losing the twin-linked (and the unit not scattering out of range) for deathwing assault.

Whereswaldo
01-19-2013, 07:49 AM
Swapped the list up just a little bit and added in 1 TH / SS in each squad for the 3+ invu save.

Dark Angel’s Deathwing 1500 Point Loadout

Belial (Terminator Armor, Storm Bolter, Sword of Silence) – 190 {Attached to the 10 man Deathwing Unit}

Deathwing Command Squad (5 Deathwing Terminators, Standard of Fortitude, 1 Thunderhammer & Storm Shield, 1 Cyclone Missile Launcher) – 335 {Deployed using Deathwing Asssault}

10 Deathwing Terminators (1 Deathwing Terminator Sergeant with Thunder Hammer & Storm Shield, 9 Deathwing Terminators, 2 Plasma Cannons) – 475 {Deployed using Deathwing Asssault}

5 Deathwing Terminators (1 Deathwing Terminator Sergeant with Thunder Hammer & Storm Shield, 4 Deathwing Terminators, 1 Cyclone Missile Launcher) – 250

5 Deathwing Terminators (1 Deathwing Terminator Sergeant with Thunder Hammer & Storm Shield, 4 Deathwing Terminators, 1 Cyclone Missile Launcher) – 250

= 1500

Had to swap out the assault cannons for plasma cannons (which I like better anyway) and cut the chain fists to get the points for TH/SS's.

Any thoughts?

Tynskel
01-19-2013, 08:07 AM
If you fight orks, knights are a good counter cc because they will chew through their armour, and T5 will make orks suck!

Whereswaldo
01-19-2013, 08:22 AM
until the hidden klaw insta deaths = / I'm going to try knights eventually but for a 5 man dedicated CC unit (10 at max but that is a huge point sink) they seem too easy to tarpit and with how i'm going to play deathwing I plan on only being in close combat when I have to ... moving and shooting the rest of the time. With this army having such a low unit count I want as many scoring units as possible, that are able to soften up most units before CC units close on them with as many shots as possible. I would use them at higher point games but not at 1500 and below.

- I normally play with 2 orc players and 1 nid that are hordes.

Tynskel
01-19-2013, 10:56 AM
there's no hidden claw that would instant death a T5 space marine. There's only the Warboss. And that's why you have champions to beat up the warboss.

Whereswaldo
01-19-2013, 12:19 PM
a nob in a squad of boys charging (furious charge +1 str) = four str 10 ap 2 attacks.

- is what i meant by hidden klaw ... sorry if I was not very specific

Elfy
01-19-2013, 02:32 PM
Wouldn't it be better to take thunderhammer/stormshield on Belial since his sword is only AP3? Or do you feel his two shots per round is a better fit with your shooty terminators? I'd be concerned with him being challenged by guys with AP2 weapons and 2+ armor saves.

Tynskel
01-19-2013, 07:51 PM
a nob in a squad of boys charging (furious charge +1 str) = four str 10 ap 2 attacks.

- is what i meant by hidden klaw ... sorry if I was not very specific

You did that wrong. It is (Str x2) +1 not (Str +1)x2. A nob on the charge has Strength 9 with a power claw. In the beginning of the rulebook there is a order of operations description.

Tynskel
01-19-2013, 07:54 PM
Wouldn't it be better to take thunderhammer/stormshield on Belial since his sword is only AP3? Or do you feel his two shots per round is a better fit with your shooty terminators? I'd be concerned with him being challenged by guys with AP2 weapons and 2+ armor saves.

You could go either way. I would use 1) what looks better, 2) if you can choose right before battle, choose what is appropriate.
Furthermore, this is why you use sgts and champions. They are they to accept challenges that Belial could lose. Give a Sgt a TH+SS or the Company champion has the str6 AP2 halberd.

Whereswaldo
01-20-2013, 10:21 AM
sword of silence is now ap 3, mastercrafted, and fleshbane - and fluff wise I cant see any DA guys with a heavenfall blade not using it ... but with the upgraded stats I feel its not a bad choice (and the higher initiative strike with fleshbane could help) and he has 5+ precision strikes with BS 5.

Whereswaldo
01-20-2013, 10:25 AM
Ya I guess your right about the nob ... going to have to mention that next time it happens (i've been getting hit with S10 Klaws for a while now). Ya I think im going to play around with a few different builds and $ wise i'm going to end up going with the command squad variant for feel no pain and slowly buy up / try different units.

Whereswaldo
01-20-2013, 10:28 AM
And not to say Knights are a bad unit - I'm kind of thinking $ wise currently with what I have and what I feel is the most cost effective with my play style. I'll try them out eventually - just between the choice of the deathwing command squad and knights I feel that the command squad offers a little bit more to the list with how I play.

energongoodie
01-20-2013, 12:31 PM
I was thinking about using deathwing knights but at ap 3 ...

Only one fella has an AP3 weapon the the rest are AP4 with their Maces. I'm loving the models but I want them to tear through power armour not bounce off of it.

Tynskel
01-20-2013, 01:26 PM
I you want to tear through power armor: Lightning Claws. That's what they are for, and they are very very good at it.

If you want a unit that is all round good at CC: Deathwing Knights. If you want a unit that boosts protection for the army, Deathwing Knights.

Deathwing Knights are a support unit.
Furthermore, if you are fighting any non-power armor army, Deathwing Knights are the bane of that army. 3++ and strike at initiative weapons that are str 6. Most cases, they are causing instant death. Even against monsterous creatures with 3+ armor, they are going to get screwed because it will be difficult to make enough saves. If something that must die comes along: Smite them.

Now, if you are fighting chaos marines... Deathwing Knights become redonkulous.

energongoodie
01-21-2013, 03:11 AM
Now, if you are fighting chaos marines... Deathwing Knights become redonkulous.

Hells yeah

plawolf
01-21-2013, 10:41 AM
I think Deathwing Knights are great for this list in particular because you are not taking any ravenwing to place homers.

Walking termies across the board is going to be rough even with a TH/SS guy in each squad tanking AP2 or lower shots.

I would get a squad of Deathwing Knights, attach Belial for no scatter DS + T5, drop them in front of the enemy deathstar and then use Belial's homer to bring the rest of the Deathwing into the heart of the fight and all arriving in the same turn. Between the combined firepower of your entire army and the DW Knights activating smite if needed, you should destroy that deathstar and then can fan out hunting down the rest of the enemy army.

If you go with this approach, I would swop out the Cyclones for AssCans because you should be in range as soon as you arrive and stay in range for the rest of the game. The higher number of shots and rending will help you deal with a lot of targets cyclones might struggle with.

Whereswaldo
01-21-2013, 12:19 PM
Hrm ... that is an interesting thought - let me bounce it around, and with the command squad its a easy swap for the death wing knights.


Still think im gonig to experiment with the full on shooty list a bit before I add in the knights .... I'm getting the command squad at the start of next month so thats a either or b/t it and the knights loadout (and part of why i'm trying to get as much input on the lists).

Tynskel
01-21-2013, 12:21 PM
If you are going to stick Belial in with the Deathwing Knights: Thunder Hammer and Storm Shield. Make him hard as nails... no no no, not human nails, nails for carpentry.