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musical-fool
04-15-2010, 08:27 AM
I have a Deathwing list that I have been playing for the last year or so but I would like to mix it up a bit and am looking for your opinion.

Current 1500 list is:
Belial-TLC
Terminator Interrogater Chappy

Termie Assault squad:1xTLC, Standard, Apothicary, 3xTH/SS, assault canon+power fist. (for belial)
Termie Assault squad:3xTLC, heavy flamer+chain fist, 1xTH/SS (for Chappy)
1 mix squad (I use for tank busting-deep striking on first turn behind enemy's line of transport or vehicules):
1xTH/SS, 2xchain fist, 1x stormbolter+power fist, 1x Powerfist+assault canon.
Dakka termi squad: 3x stormbolter/powerfist, 1xsergent(Power weapon) and 1 assault canon/power fist.
Vindicator
Dreadnought:T-L LC and Missile launcher.

The thing I was thinking of changing was the last terminator squad for a Grey Knight terminator squad with incinerator. Better combat stats, comes in for the same points as the terminator squad, makes sense to me.
The other thing I was thinking was another dreadnought but this takes away a scoring unit...but then so would the GKs!

What would you recommend, if anything?

Tynskel
04-15-2010, 02:04 PM
1) I am assuming you have friendly players near you so that your TH and SS, plus other wargear/weapons are using the profiles in the Space Marines Dex. (like Feel No Pain from the Apothecary)

2) Using that assumption:
I think for Belial's Squad, taking a Cyclone Launcher and another TH/SS would be better-- 16 TH attack on charge Plus 11 LC attacks on Charge-- Yowzers!

The mix Squad Sgt should have Lightning Claws-- you have plenty of Initiative 1 weapons, you need an I4 weapon!

The Dakka Termi-Squad-- I would ditch it for a Ravenwing squad

Lastly, the Imperial Armour 2 faq on Forgeworld has the rules for the Mortis--- which is a Dark Angels Dreadnought- I would use that!

HQ 335
185 Belial
Master of the Deathwing, Twin Lightning Claws, Apothecary, Deathwing Standard
150 Interrogator-Chaplain
Inner Circle Chaplain, Terminator Armor, Combi-Plasma

TROOPS 710
235 Deathwing Squad
5 Terminators, Sgt with Twin Lightning Claws, Standard Bearer with Thunder Hammer and Storm Shield, Apothecary with Thunder Hammer and Storm Shield, Cyclone Launcher Specialist with Thunder Hammer and Storm Shield, Thunder Hammer and Storm Shield.
220 Deathwing Squad
5 Terminators, Sgt with Thunder Hammer and Storm Shield, Hv Flamer Specialist and Powerfist, 3 Lightning Claws
255 Deathwing Squad
5 Terminators, Sgt with Thunder Hammer and Storm Shield, 2 with Chainfists and Storm Bolters, Storm Bolter and Powerfist, Assault Cannon Specialist and Powerfist

FAST ATTACK 205
205 Ravenwing Attack Squadron
3 Bikes, 1 Attack Bike with Multimelta, Sgt with Power Weapon and Bolt Pistol, 2 Meltaguns

ELITES 125
125 Mortis Dreadnought
Dread, 2 Twin-Linked Autocannons

Hv SUPPORT 125
125 Vindicator
Tank

Your Ravenwing Bike squad automatically splits into the Attack Bike and a squad of 3 Bikes. They have a scouts move in the beginning of the game, AND have Teleport Homers--- absolutely vital to delivering your 2 Squads of 1st Turn Terminators to start pounding! They'll Aid in popping tanks/Transports-- absolutely needed for the Terminators.
The Mortis is one of the best Anti-Transport units in the game: 4 Twin-Linked BS4 Autocannon Shots will pop armor 10, 11, and 12 consistently (wrecked/Explosion: 60%, 39%, and 20% respectively). The Mortis also rips apart troops.

Personally, I believe the best way to run a Belial is with Thunder Hammer and Storm Shield, along with his squad. Think about it... 25 Thunder Hammer Attacks on the Charge. NOTHING survives that.
However, I am not trying to muck around with your list, just trying to make it more effective.

The Vindicator is a nice addition- but it might be worth while to have a second Mortis Dread. The two largest problems with a Deathwing Army is not enough Dakka-Dakka, and not enough Transport Bustin'--- Both of which Mortis Dreadnoughts are VERY effective at adding.

I hope this helps---- however, if your group is not accepting of 'Forgeworld' (why not- SAME cost as Space Marines Codex-- why do the Space Marines get the Dark Angels ONLY variant Dread?), and upgraded wargear, well you shouldn't be playing with them, anyhow!

musical-fool
04-16-2010, 07:07 AM
Thanks for your reply!

1) Yes, I do play with a harmonised rule set.

2) I hadn't considered the mortis dreads at all actually so...might be worth looking into...

As for swapping out one of the Termy units for a Ravenwing for deep striking, etc., I did use to do exactly that and was forever being pummuled (by everything). Since then I have only deep striked the mixed squad of termies to do the tank busting jobs (which they do nicely, if I don't forget them, being on the wrong side of the table!) with the TH/SS giving me a lower invu save.

Having thought about it, I could eventually swap one squad out with a Land Raider and swap the Vindicator for a mortis dread.

I am currently in the middle of painting up magnatised options for Belial so I shall try and give him a go with TH/SS.


Ps. Are you a Frogeworld rep trying to get all us DA players to buy a mortis set? You seem to be ever so enthousiastic about them here and on another thread!:D

Tynskel
04-16-2010, 04:37 PM
nah, I am not. :)


Personally, I don't use Mortis-- I am a pretty big fan of the Predator Annihilator! I am a Blood Angels player, so I have to choose between Mortis and Tanks, I like to use tanks- because I can still get other dreads.

HOWEVER, I have been on the receiving end of the Mortis--- oi!

Most recently, I was fighting a Bike Force-- 2 Pred Destructors with Hv Bolters, 1 Mortis, one Libby Bike with Vortex o' Doom. Captain with Relic Blade on Bike, 2 Typhoons, and TONS of bikes!

The bikes are so fast, with their Meltas, I had to completely ignore the Mortis-- not to mention, the mortis had hard cover (great placement-the guns stuck out quite nicely!). Because of the good placement, it was a hairy situation to shoot the Mortis, because of the chance of doing nothing- where as I could shoot the bikes.

But, the Mortis, every turn was busting open my Rhino/Razorbacks. Oi!

Ravenwing:

You have to make sure that there are plenty of targets that your opponent will want to shoot, rather than the Ravenwing. If you are going first, it isn't so much a problem- you'll have the Terminators in their face!

However, going second, becomes tricky-- so much of your force is not on the board, and the Ravenwing are Juicy Targets. The cool thing is that the Deathwing does not have to come in on turn 1-- you can choose to just deep strike normally. At this point, you could just reserve your entire force, and have the bikes outflank-- sometimes you'll get lucky and have the bikes come in turn 2, and the terms turn 3, taking advantage of the Teleport Homers.

Takes practice, I guess!

windspear
06-15-2010, 05:31 PM
I recommend Land Raiders for assault Terminator delivery. I use two, they usually get their points back. And I second the bike squad comment. Very useful. Need to turbo boost for the save, though, when you're delivering terminators with them.

ps. take a Deathwing standard.