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View Full Version : Members of the Deathwatch in Your Imperial Armies...



Snakebite
26-11-2005, 22:56
I'm currently putting together a 1000pts list of my DIY Chapter of Space Marines, called the Emperor's Disciples. It's my first real shot at making a workable list for Space Marines in an attempt at picking just one army and sticking to it! As a result, I've decided to include all conversion ideas and unit ideas in this army as I've ever wanted to do, or planned to build one day, etc.

While flicking through a (fairly) recent White Dwarf, I came across the Deathwatch rules. I've actually converted up a few members of the Deathwatch for various Space Marine armies I've started in the past, and was just wondering if anyone uses this option instead of the full Deathwatch Kill Team (the one you can use as an HQ) unit available.

starlight
26-11-2005, 22:58
Can't say that I have. As well, I don't even look at Deathwatch at under 2000pts. However, I also haven't looked at my Marines in two years, so take it as you will.:D

philbrad2
26-11-2005, 23:12
I always use DW as a supplimentary HQ choice with my SM's never as a replacement. Trouble is if taken in each and every game of your fledgling army they could amount to a fair chunk of your planned 1000pts. A basic 5 man DW team (with Capt) will cost you 140pts before you start adding vet upgrades, h.bolters/special weapons, specialised ammo, wargear etc... Now give the capt a power weapon, 2 h.bolters, specialised ammo and upgrade to vet and pop them in a drop pod and your looking at 300+ pts 33% of your allocation for a 1000 pts army. Personally I rarely field DW in anything under 1500pt armies.

As this is your first SM list I'd take an armylist HQ choice (Capt/Chaplain/Librarian) and experiment with add ons like command sqauds etc... Once you've perfected you armies core I'd them look at adding what I call 'fluffy' units (like DW) later.

:chrome:

BloodiedSword
26-11-2005, 23:44
I had (very briefly) started a Salamanders army led by a Kill Team and with a Deathwatch Marine in each squad - the idea being that the company was specialised in fighting Xenos, and each squad would have their Sergeant for general tactical command and their Deathwatch Marine for advice specific to fighting xenos.

I gave up after reaching 500 pts though.. it's a cool option, though I can't remember if it's still available in the latest version of the rules.

Snakebite
27-11-2005, 08:40
Believe me, I have enough trouble fitting in all my Codex choices, never mind the fluffy stuff! I won't be having an entire Kill Team in my army because, as you say, the points just don't make it viable. Besides, the army already has its own leader in the shape of a Reclusiarch, and as I plan to have the same HQ choice in all my games, there isn't any room for an HQ slot Kill Team anyway!

Thanks for the feedback, guys. I'll be holding off on the single Deathwatch Marine until after their first campaign in January now because I want to use their "experiences" to define them. Depending on what Xenos (if any!) they face, I'll be converting up a single Deathwatch Marine to serve in the army. He'll get a name, trophies, etc. to mark him out for general coolness.

Gaebriel
27-11-2005, 09:08
I'm using a Deathwatch Kill Team with my Ultramarines whenever I fight a Xenos army. I usually use it as an only HQ as well - my basic small version is 180 pts. which is only a step from my 155 pts. Commander, so that doesn't weigh down too much, and lets me include fluff.

Then I might take (non-only HQ) Deathwatch geared in a support role along with Tyranid War Veterans against Tyranids. At 210 points, and a pure fluff choice as well...

I must be pushed very hard before I take a 270 pts. close-combat-squad of Doom version...

Then I have a few Deathwatch Marines to scatter throughout my squads, basically to fill out points, but also a few infiltrating Veterans with Sniper-Bolters which makes an interesting change to Scouts.

So, Deathwatch - yes, I basically use them whenever I can, even in Combat patrols. But a full team only against Xenos.

Snakebite
27-11-2005, 09:12
So, Deathwatch - yes, I basically use them whenever I can, even in Combat patrols. But a full team only against Xenos.

Hmmm, interesting! My combat patrol also included a single Deathwatch Marine, purely for fluff reasons. I read about the full team in that Guard v. Tyranids battle report that featured the Kill Team and they performed really well. Once the army reaches an appreciable size, I may well consider a full team.

Thanks again for the feedback, guys. It's appreciated.

Snakebite

Gaebriel
27-11-2005, 09:28
I have one "Inquisition" Combat Patrol for each Ordo, my Ordo Xenos Combat Patrol consists of

Deathwatch kill team (5) Captain, 4 Marines - Bolters, special Ammo
Scouts (5) Sergeant, 4 Scouts - Bolters
Scouts (5) Sergeant, 4 Scouts - CCWs
Scouts (5) Sergeant, 4 Scouts - Bolters, Heavy weapon

A pure fluff idea along the background of a Deathwatch Kill Team on a mission, with a backup of Scouts for spearheading, flank protection, extraction - not too shabby on the tabletop as well...

Deathwatch possibly do not have the best cost/effectiveness ratio, but their versatility makes them adapt to almost any role you want, and at the right time and the right place they can be highly effective. They need some supporting units though.

Snakebite
27-11-2005, 09:39
Hell, I'd be nervous about facing a combat patrol like that. It looks very versatile.

And if there's one thing I've learned here, it's to support my units!

boogle
27-11-2005, 11:01
I find that the Individual Deathwatch in squads are a lot more useful than the Killteam, mainly because they still get access to the specialist Bolter Shells and don't take up an HQ choice

Snakebite
27-11-2005, 11:25
I find that the Individual Deathwatch in squads are a lot more useful than the Killteam, mainly because they still get access to the specialist Bolter Shells and don't take up an HQ choice

Exactly how I've been planning to use them. They've not featured in a game yet, but in time that will hopefully change.