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Rabid Bunny 666
16-12-2005, 12:54
anyone got tips for a deathwing army, because i'm just starting up

Str10_hurts
16-12-2005, 13:01
Librarian is the best HQ for deathwing.

No matter how 1337 assault cannons are, you need cyclones.

Support dreadnought is a good thing (lascannon and missile launcher).

(Edit: paining; white undercoat is better than black or you have realy good paining skills.)

arkbird
16-12-2005, 13:20
I've started running a deathwing army. The first thing is that you don't you need to decide what tactics you are going to use.

First, If you go assult oriented you have two choices. The first is what I went with, which is to take one squad of seven assult termis with LC and a chaplin in a LRC. Your second choice is to hope you can survive out in the open after deep striking either with drop pods or just teleporting.

Second, if you go with a shooting army, you have to get as much as you can on the board as you can't afford any attrition damage. Think about it this way, I'm facing a IG army with 115 models in it and I have 21 in my army. That means that I need to kill 7 models for every loss of one of mine.

No matter what you chose to do, you have to decide before your game what your targets are going to be at the start of the game, and don't get distracted by things that are 'shinny' or hard to kill. Leave that to your heavy weapons and hope the LR's can kill it.

If you want I can post my list and explain what everything is meant to do.

Wiseman
16-12-2005, 13:40
librarian Hq, and remember the cyclones, dreads are a must, and at least one landraider

Str10_hurts
16-12-2005, 14:23
librarian Hq, and remember the cyclones, dreads are a must, and at least one landraider

Dreadnoughts or Landraider. Not both in my opinion.

Melchor
16-12-2005, 14:30
I second that.

There won't be many points left for yout termies if you get both.

Still, it's a preference. :)

Rabid Bunny 666
16-12-2005, 14:42
i was thinking of termies and dreads, do DA librarians get to choose from the shiny new marine powers?

Str10_hurts
16-12-2005, 16:22
yes...so the beam of brokennes and teh f34r are valid options :evil:

damz451
16-12-2005, 16:49
odly i use a chaplin as my hq, i stick him with a termy sqaud with flamers and stick them in a land raider, get the to assualt the biggest group of enemies (such as 20 guardsman) to prevent them from firing at my other units then let the rest of the army fire. assualt cannons are nice but dont expect them to perform miracles when shooting at tanks. the only weapon u shld really fear are demolisher cannons, but they ahve short range so take them out from far away.

Exterminatus
16-12-2005, 16:52
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Xander-K
16-12-2005, 16:55
C
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Melchor
16-12-2005, 16:56
Chaplains are useful if you plan to assault with your termies. But that's risky.

As for the Chaplain/Assault Termies/LRC combo, it seems nice until you play a scenario in which Escalation is used. Your opponent could argue that they're three individual units (which they are) and that you should roll for reserves for each unit individually... :eek:

But shouldn't this be in Tactics?

Exterminatus
16-12-2005, 16:57
Seriously, take as many assault cannons as you can. Powerfist and 4 rending shots? Take two in each squad.

Take a land raider crusader, multi melta ( for tanks ) and assault cannos ( tanks / anti infantry ) and bolters ( anti infantry ).

Maybe one close combat unit in the land raider, the rest of the army shooty support.

Clang
16-12-2005, 18:16
And don't get too obsessed over the current temporary army list - when the Dark Angels codex is released (admittedly, perhaps not until 2007) they may well get a bunch of new stuff. I know many current Deathwings players would like to see the return of the 3rd edition option of 'mixed' squads (i.e. some shooty and some assault weapons, all in one squad)

odmiller
16-12-2005, 18:34
I would recommend browing the fortress of the Unforgive for the most massive set of Deathwing armies, tactics and army lists out there.

http://fortressofunforgiven.homestead.com/CH00_02Nav_03.html

damz451
16-12-2005, 19:00
hope they let cyclones use their old rules where they can fire a barrage of missiles :D.

new termy weapons would be nice such as plasma and las cannons and dare i say... twin linked assualt cannons!!! (one on each arm which i have made for fun)

Nazguire
17-12-2005, 07:32
The Deathwing...quite a challenging army to play especially once your opponents restart their hearts and get over the sight of that many 2+/5+ inv saves and powerfists.

You have specialists, no real general all rounder troops. You either have shooty Terminators with the Assault Cannons/Heavy Flamer/Missile Launcher and Storm Bolters, who are mediocre in combat with a few powerfist attacks (keeping in mind that you don't have many Terminators in a squad to begin with). Or you have the Assault Terminators with Lightning Claws/Thunder Hammers and Storm Shields. Which have an ungodly amount of attacks, especially charging out of a Land Raider Crusader.

I recommend Drop Podding a lot of the army, especially if you have a good number (being almost an oxy ***** in the Deathwing) of Terminators and Dreadnoughts. If you get good fire bases and flank attacks happening with minimal shooting from the enemy, you should have a good chance.

Other wise go for the armoured assault of Crusaders, Raiders and Dreads. But that is far more likely to be blown to bits than the Drop Pod.

The average balanced army will have an alright time, it won't be really easy for them but not really hard. However once your regular opponents realise that Plasma Guns are to you like Drugs were to Elvis, you are in for a really rough ride.

Darkseer
17-12-2005, 07:36
I would recommend browing the fortress of the Unforgive for the most massive set of Deathwing armies, tactics and army lists out there.

http://fortressofunforgiven.homestead.com/CH00_02Nav_03.html

I wouldn't, because the tactics were all written for 3rd edition, whereas Deathwing Central (http://deathwing.homestead.com) has been written for 4th edition.

The most important thing about playing the Deathwing is to maximise on every opportunity a unit of terminators can offer you, as well as flexibility.

I swear by a 6-man squad with 1 assault cannon and 1 cyclone launcher