Page 192 of 303 FirstFirst ... 92 142 182 190 191 192 193 194 202 242 292 ... LastLast
Results 3,821 to 3,840 of 6045

Thread: Tactica: Deathwing 5th Edition

  1. #3821
    Marine Spamo321's Avatar
    Join Date
    Jun 2010
    Location
    Suffolk
    Posts
    14

    Re: Tactica: Deathwing 5th Edition

    I think you should take a chaplain or librarian based on what else is in the list. So a libby is a better choice with "foot sloggers" as he can use his force barrier. Whilst a chappy is better with a squad in LRC because they almost certain to get the charge allowing the awesome re-rolls. Personally I think that any sort of dedicated cc squad is overkill unless you plan to charge the opponents main cc unit (terminators, nobz etc). You should be able to wipe most units in 1 turn even with a shooty unit that has 1 pair of LC to help.*

    If I were to go back to playing mech I would take a chaplain with a squad that looked something like: 1x sb/pw, 1x lc's, 1x ac/cf, 2x sb/pf. The unit still has good shooting capability and is rock hard in combat due to having a chaplain there. Then there's the lrc they cruise around in as well *

    Shooty units again only need to take an AC and CF, perhaps an apothecary if you feel the need, but I'd never put both him and libby in the same squad. It leaves the other squads too vulnerable. Rather*keep them fairly close just incase.

  2. #3822
    Chapter Master Lion El Jason's Avatar
    Join Date
    Mar 2005
    Location
    UK
    Posts
    2,451

    Re: Tactica: Deathwing 5th Edition

    The librarian is clearly better with footsloggers. But as we've mostly entered an edition where LRs are king I think the question is in a LR based list we'll have points left over and need a chappy or librarian. Which is best?

    Its an odd one because I used to say chaplain for the assault (I used to play 3 LC units in 3 LRs) but with the greater need to stay in combat for 2 rounds the chaplain was actually getting my guys killed!

    The chaplain has 3 wounds and a 4++ save. That can help with taking hits from things like plasma where its not going to insta-kill. A better chance of saving and also 2 ablative wounds really helps.
    The Librarian has Force Barrier. Its basically a 2+ Inv save, I use it for lots of different attacks, including instant death but that's a bit of a gamble. Also watch out for Psychic Hoods!
    For either of these I think its best to take the characters improved saves until you fail, you may need to save the character with the apothecary then.

    Remember it doesn't matter if you end the game with 3 wounds left on a chaplain and Belial or 1 wound left on each, they are a resource like any other resource we have and if you keep 2 terminators in play by putting the wounds on them you are ahead.


    Offensively the chaplain has a storm bolter (Or combi weapon) and so does the Librarian. The librarian has Hellfire: Probably the worst psychic power in the game. But it is a template weapon and you can use it like a flamer, combined in a squad with a heavy flamer it can clear out light infantry like nothing else. (Of course, a bad roll and they will get saves but then hellfire is just that bad.)
    Really, a combi flamer does just as well... if only once.

    In melee the librarian has a force weapon, its good for what it does. The chaplain has good combat ability and the re-rolls. The Re-Rolls make a terminator squad kill whatever they go up against. Nothing lives through that, not even TH&SS terminators from the vanilla codex or seer council with re-rolls on saves.
    The downside to this is that, as mentioned, you kill everything and your squad is left in the open and about to die to enemy shooting. There is no way round that really this edition.

    Now, I like the librarian for force barrier and, as bad as it is, hellfire. The librarian can separate from the unit, engage a different target and between a template and melee does enough damage.
    The chaplain loses a lot of his worth if you separate him off to engage more targets and so I use the librarian more.
    For the other point of view, the chaplain means there is no "Tough nut" opponent: A unit you have no way to crack, it is a safety net in that it means you do have the tools to kill anything an opponent can put on the table.

  3. #3823
    Marine Spamo321's Avatar
    Join Date
    Jun 2010
    Location
    Suffolk
    Posts
    14

    Re: Tactica: Deathwing 5th Edition

    Some good points made there LEJ. I agree that the libby is good for tying up smaller units like snipers etc. I used my chaplain like this when I played my mech army. Him and a drop-podding dread usually did quite well in that role. The trick, like you say, is to kill a couple when you charge then wipe them out in their turn. This stops you from getting shot up straight away. In my experience the chaplain would, more often than not, kill about 3-4 models (including shooting) then make the enemy run away as they lost by 2-3.

    Overall I would say the libby is best in that particular role because he's able to put out a moderate amount of damage with shooting, is reasonable in assault, and (the most important part) you don't have to worry about powerfists etc so much due to force barrier power.

    However, I haven't answered your question. Which is best in a LR based force?

    Ironically I think the chaplain is best employed against hordes, where you need every attack to count to clear away the big squads of little guys (30 odd at a time). And to help land those all important blows that could stop that carnifex or nobs with powerklaws from tearing you a new one. I would probably put belial in the squad with banner in one LRC (you're going to want it if you know you're against 100+ models), and have the chaplain with another squad in another LRC. It should even out the killyness that way.

    So I would use the libby vs pretty much anything else. (I'm not saying to tailor your list, just that the libby is probably a better generic choice.) Best way is probably to keep him separated from his squad. That way he can tackle smaller units whilst the squad goes for the tougher stuff. The cc squad, assuming you only swap the libby/chaplain, is good enough to take most things. If you run the libby I would have his squad with the banner then belial and his cc squad.

    My opinion is to use the libby. I think he's a better all round solution and will ultimately stay alive for longer. His wargear and abilities means he should have a more noticable effect on the game than the chaplain.

  4. #3824
    Chapter Master Russell's teapot's Avatar
    Join Date
    Jul 2007
    Location
    Derby, UK
    Posts
    1,393

    Re: Tactica: Deathwing 5th Edition

    I'm going to disagree that killing a few enemies on our turn is preferable to killing as many as possible. And here's why:

    1) Space Marines ATSKNF: They don't care if they only just lost combat. They lose, they are out of there. We can't chase them due to terminator armour, therefore you have another squad shooting at you, making the situation even worse than the one you're trying to prevent.

    2) Large squads are prevalent: IG, Orks and Tyranids come in massive squads, which are to all intents and purposes immune to Ld checks. All not killing them does is give more rounds of combat to wear us down. Hit them hard first & take as many as you can.

    3) Power fists: In smaller squads (say 5-7 man) the powerfist will swing if you don't kill them all & when it does, it'll take 2 terminators with it. Chappers ensures that he only gets to go once, not twice.

    4) Dice: No matter how cunning your plan, the best way to beat any enemy, in any phase, in my experience is throw dice at them. So many that something is bound to fail an armour save. However, we all have bad dice rounds & the less your cunning plans are exposed to a bad round of dice rolling the better. This is part of why I see movement & range finding as so critical to DeathWing - it's the only part of the game where we can't be let down by dice.

    Then we come to more reasons for the chaplain:

    1) Monsterous creatures: Chaplain no like monsterous creatures, Chaplain smash!

    2) AV14: Land Raiders will come to you, and they'll come fast. Can you take it out? Chaplain has a good effort with a reroll to hit chainfist...

    3) TH&SS deathstar: And when that Land Raider comes into your lines, it's full of hammernators. Charge that & you won't know about it - chappers gives you mutually assured anihilation.

    4) He's got a skull for a head: no need to say more

    If you're worried about return fire there are things you can do to mitigate it:

    1) Assault into/ around terrain: gain a cover save, huzzah!

    2) Assault behind your tank: Land Raider drives forward & hides the target squad from the opponent, you get out, kill them all, then get back in your Raider, open a beer.

    3) Multi-charge: Try to take out as many units as possible in one go. If it's dead, it can't kill you.

    4) Full on assault: Get so many units into combat/into their lines that they have to choose what to kill, they can't kill it all... (actually they often can, but this is a bit of a last ditch, bottom clencher of a move)


    Here endeth the sermon of 4. If you take nothing else from this, remember:
    If the enemy are all dead, they can't kill you.
    Leave any alive & they'll getcha...
    Last edited by Russell's teapot; 11-01-2011 at 08:15.
    Don't confuse toy soldiers and real life.

  5. #3825

    Re: Tactica: Deathwing 5th Edition

    Quote Originally Posted by Russell's teapot View Post
    4) He's got a skull for a head: no need to say more[/B]
    Brother teapot, you made my day ! Thank you !

  6. #3826

    Re: Tactica: Deathwing 5th Edition

    Teapot you've just given all the reasons I need to play my recently painted interrogator chaplain, Thanks!
    Hail to Allornone, black crusader, lord champion of the long war, eviscerator of light, warlord of chaos..

  7. #3827
    Chapter Master Lion El Jason's Avatar
    Join Date
    Mar 2005
    Location
    UK
    Posts
    2,451

    Re: Tactica: Deathwing 5th Edition

    Space marines: Combat tactics kills us in assault. There is nothing more deadly to DW than it. Its true that we may as well kill space marines rather than let them shoot us.

    Large squads of dross troops that are immune to Ld tests (IG, 'nids, orks...) actually you don't need to kill them all. Remaining in combat is preferable over their turn and winning in their turn so you can assault again is the best outcome but killing just enough is as good as overkill. We will win the combat by lots and they will fail most of those saves from no retreat, wiping out the rest.

    I'm pretty sure the librarian has the edge vs. monstrous creatures.

    I'm not sure about vanilla hammernators. Obviously the chaplain will let you kill them better but I expect shooting them with hellfire (Make them take more saves!) will do better. 4x SB (+ one more at BS5 if you have a bad belial weapon combination), 2x template weapons should provoke enough saves that assaulting with Sgt, librarian and belial may be enough.
    Hmmm... lets see: that lot should provoke around nine 2+ saves, maybe 2 deaths. Then assault, belial, sgt and librarian go first and cause ~six saves at 3++, maybe 2 deaths. 4 kills on a LR bourne unit is a good amount and will inflict few return casualties and will be mopped up by fists.*

    Of course a chappy can have a combi plasma which also may do as well as hellfire but hellfire can hit more, forcing more saves (Even if they are 2+).

    Of course the chaplain does have a skull head!


    The ways to protect your investment are also good, I think creeping land raiders forward to get into a position where the LR can block LOS is something we all forget in our rush to get a 20" + assault moves.
    With our use of crusaders we can assault into cover easily too.


    *Rough numbers off top of my head.
    Last edited by Lion El Jason; 11-01-2011 at 15:43.

  8. #3828
    Chapter Master Russell's teapot's Avatar
    Join Date
    Jul 2007
    Location
    Derby, UK
    Posts
    1,393

    Re: Tactica: Deathwing 5th Edition

    Quote Originally Posted by Lion El Jason View Post
    Space marines: Combat tactics kills us in assault. There is nothing more deadly to DW than it. Its true that we may as well kill space marines rather than let them shoot us.
    Agreed - which is why I'm firmly of the opinion that if you assault something, it needs to be dead, or you will be. Given that most of us will play marines (of some description) in about 50% of our games, and most of those will have combat tactics, then it seems a good investment to ensure they can't regroup and plasma your face...

    Quote Originally Posted by Lion El Jason View Post
    Large squads of dross troops that are immune to Ld tests (IG, 'nids, orks...) actually you don't need to kill them all. Remaining in combat is preferable over their turn and winning in their turn so you can assault again is the best outcome but killing just enough is as good as overkill. We will win the combat by lots and they will fail most of those saves from no retreat, wiping out the rest.
    I'm unconvinced by this. We all know that what kills terminators are lasguns. You're right on tyranids & orks, they are fearless, but IG are not. Assaulting an IG blob is an excersise in futility that should only be attempted in extreme circumstances.

    A 31 man guard squad gets 39 attacks in CC standard (1 dead terminator) or 70 attacks on the charge (assuming they all get in) (2 dead teminators).
    A shooty squad gets 3 attacks from the charcter, 2 from sarge (2 dead guardsmen) and 8 from the PF (4 dead guardsmen) - on the charge a total 10 dead guardsmen. The chappers ups the deaths on the charge to 13 dead - I'll grant that it is marginal...

    EDIT: I'm getting sucked into the maths! Assuming we win 10 to 2 against orks, you get a further 7 deaths from no retreat (assuming they've got enough, if not then they've run), chappers ups that to 13 to 2, meaning 11 more die. A total kill of 17 without chappers to 24 with chappers. That's not marginal to me...

    EDIT2: I've just realised that I've forgotten the powerclaw - stuff it. Lets assume that you won't have much of a squad left by the time you get to combat round 2... Therefore killing all you can to get them to run is imperative...

    And the problem with the orks is normally where you assault one, a decent player has another ready to assault you. And we all know what happens when you get assaulted by orks... Killing as many of the squad you charged as you can will give you more change in the inevitable counter assault.

    Quote Originally Posted by Lion El Jason View Post
    I'm pretty sure the librarian has the edge vs. monstrous creatures.
    Arrrh! Teh force weapon, I forgetz about teh force weapon! You may have a point, although I'm always wary of psy powers - they have a tendency to fail me when I need them most... From a personal PoV, the assuredness of Chapper's powers is more comfortable (note: not better) for me than a psychic roll.

    Quote Originally Posted by Lion El Jason View Post
    I'm not sure about vanilla hammernators. Obviously the chaplain will let you kill them better but I expect shooting them with hellfire (Make them take more saves!) will do better. 4x SB (+ one more at BS5 if you have a bad belial weapon combination), 2x template weapons should provoke enough saves that assaulting with Sgt, librarian and belial may be enough.
    Hmmm... lets see: that lot should provoke around nine 2+ saves, maybe 2 deaths. Then assault, belial, sgt and librarian go first and cause ~six saves at 3++, maybe 2 deaths. 4 kills on a LR bourne unit is a good amount and will inflict few return casualties and will be mopped up by fists.*
    I've done maths once in this post, I won't do it again (it hurt before). But you are correct that we should be shooting them first, but again I get nervous with the psy power - it's too random v's the always works Chappers skill. Hammernators are almost always swiftly followed by a Librarian too, meaning that hellfire is unlikely to happen...

    Quote Originally Posted by Lion El Jason View Post
    Of course a chappy can have a combi plasma which also may do as well as hellfire but hellfire can hit more, forcing more saves (Even if they are 2+).
    Uh, combi weapons. You're right, but I've yet to see a list where a chainfist or heavy flasmers isn't a better use of the points. However, I'll conceed the point.

    Quote Originally Posted by Lion El Jason View Post
    The ways to protect your investment are also good, I think creeping land raiders forward to get into a position where the LR can block LOS is something we all forget in our rush to get a 20" + assault moves.
    With our use of crusaders we can assault into cover easily too.
    Agreed, we're all guilty of this at some point I'm sure. I think it's also very import to say that just because you can charge something, it doesn't necessarily follow that you should charge it.

    I'm always setting little traps for my opponents with other armies I use - if they fall for it, they are toast (or sometimes muffins, I like to vary my diet).


    EDIT:
    Finally, the chappers doesn't have to be used. If you don't want to kill the unit in question for whatever reason, you can get out of the other door & assault the squad & chappers separately (or even at different units).
    Last edited by Russell's teapot; 11-01-2011 at 16:32.
    Don't confuse toy soldiers and real life.

  9. #3829
    Chapter Master Lion El Jason's Avatar
    Join Date
    Mar 2005
    Location
    UK
    Posts
    2,451

    Re: Tactica: Deathwing 5th Edition

    I think maybe I don't have enough marines in my local meta!

    Yeah, if you are coming up against marines a lot then you have to set up for annihilating anything in an assault. Chappy and banner there.
    Also yes, if you're up against marines all the time they have psychic hoods... they win those rolls a lot because GW hates Dark Angels and makes our librarians suck.

    IG get commisars I've seen a lot of them stubborn so they rarely run. (They don't take no retreat then either though). I may have some instinct left over from playing assault squads too long but I like to be in melee with 2-3 squads of them.

  10. #3830
    Commander Royals's Avatar
    Join Date
    Jul 2010
    Location
    Columbus, OH
    Posts
    737

    Re: Tactica: Deathwing 5th Edition

    I've been trying to figure out how to make Belial for my Deathwing. Then, yesterday at my LGS I stumbled across the Dark Angels veteran sprue. The Terminator power sword will be perfect for Belial, and I'll be using two of the shoulder pads with the sword breakers that say Imperator Deus. I'm also going to try to find a unique looking helmet to give him.

    Has anyone ever run a Space Marine Commander with Belial instead of a Librarian or Chaplain? I though it would be cool to run a very martial based army.

  11. #3831
    Chapter Master Lion El Jason's Avatar
    Join Date
    Mar 2005
    Location
    UK
    Posts
    2,451

    Re: Tactica: Deathwing 5th Edition

    Quote Originally Posted by Royals View Post
    Has anyone ever run a Space Marine Commander with Belial instead of a Librarian or Chaplain? I though it would be cool to run a very martial based army.
    Not for a long time, we haven't been able to do that in Deathwing for a few editions since GW really don't understand how the DA chapter is supposed to work. We can't take a second commander type in terminator armour.

  12. #3832

    Re: Tactica: Deathwing 5th Edition

    Quote Originally Posted by Royals View Post
    I've been trying to figure out how to make Belial for my Deathwing. Then, yesterday at my LGS I stumbled across the Dark Angels veteran sprue. The Terminator power sword will be perfect for Belial, and I'll be using two of the shoulder pads with the sword breakers that say Imperator Deus. I'm also going to try to find a unique looking helmet to give him.
    Royals,

    I just made my Belial, I put a lot of thought into him, mine has claws, I also used bits from the "Ravenwing" sprue and Dark Angels sprues.

    Pt1 planing
    pt2 building
    pt3 paint
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	bel1.jpg 
Views:	81 
Size:	138.6 KB 
ID:	104017  
    Last edited by scdarkangel; 12-01-2011 at 06:33.

  13. #3833
    Chapter Master Russell's teapot's Avatar
    Join Date
    Jul 2007
    Location
    Derby, UK
    Posts
    1,393

    Re: Tactica: Deathwing 5th Edition

    I used the Chaos Terminator Lord for Belail.

    Loyalist legs
    CSM Lord torso (filed of chaos icons on front)
    CSM Lord cape (GS'd holes up to make it more imperial looking)
    CSM Lord TLCs (cos they're awesome)
    Loyalist shoulder pads

    The CSM Lord has so many options on the sprues you can make another model & a half out of it (very useful if you have a chaos army)
    Don't confuse toy soldiers and real life.

  14. #3834
    Marine Spamo321's Avatar
    Join Date
    Jun 2010
    Location
    Suffolk
    Posts
    14

    Re: Tactica: Deathwing 5th Edition

    I have a game this afternoon against....I'm not sure actually...my friend (vegeta365 from this forum) neglected to mention it. Although it will probably be eldar it could be guard, blood angels or ultramarines.

    I'm going to try using some of my ravenwing bikes as its only a friendly game. My list will look like this:

    Belial
    Sammael
    Terminators, AC, Apoth
    Terminators, HF, CF
    Terminators, Cyclone
    Ravenwing, PW, 2x plasma, apoth, MM attack bike
    Ravenwing, PW, flamer, melta, MM attack bike

    No idea how I'll playit. It will depend largely on who deploys what and where. At least I have the boon of DWA or using the bikes to outflank if I need to. I'll let you know how I get on later.

  15. #3835
    Librarian Perth's Avatar
    Join Date
    Jun 2010
    Location
    St. Louis
    Posts
    449

    Re: Tactica: Deathwing 5th Edition

    Quote Originally Posted by Spamo321 View Post
    I have a game this afternoon against....I'm not sure actually...my friend (vegeta365 from this forum) neglected to mention it. Although it will probably be eldar it could be guard, blood angels or ultramarines.

    I'm going to try using some of my ravenwing bikes as its only a friendly game. My list will look like this:

    Belial
    Sammael
    Terminators, AC, Apoth
    Terminators, HF, CF
    Terminators, Cyclone
    Ravenwing, PW, 2x plasma, apoth, MM attack bike
    Ravenwing, PW, flamer, melta, MM attack bike

    No idea how I'll playit. It will depend largely on who deploys what and where. At least I have the boon of DWA or using the bikes to outflank if I need to. I'll let you know how I get on later.
    Isn't Doublewing actually much more competitive than Deathwing? Well, provided you added a beacon. Even more so against MEQ, unless I'm just way off.

  16. #3836
    Chapter Master Russell's teapot's Avatar
    Join Date
    Jul 2007
    Location
    Derby, UK
    Posts
    1,393

    Re: Tactica: Deathwing 5th Edition

    Quote Originally Posted by Perth View Post
    Isn't Doublewing actually much more competitive than Deathwing? Well, provided you added a beacon. Even more so against MEQ, unless I'm just way off.
    Yes, but we won't admit it
    Don't confuse toy soldiers and real life.

  17. #3837
    Marine Spamo321's Avatar
    Join Date
    Jun 2010
    Location
    Suffolk
    Posts
    14

    Re: Tactica: Deathwing 5th Edition

    All the ravenwing bikers have a beacon so even if there's only 1 guy left from a unit the terminators can still drop safely in 6".

    The mission was capture and control (I think, it's the one with only 1 objective each) with dawn of war set-up.

    He was using his new blood angels. I won the game 1-0, holding one objective and contesting the other. I split my bikes down either flank at the start forcing him to choose which side to go after, then I brought the termies down on the relavent squad for back-up and used the bikes speed to keep them alive.

    My man of the match was the ravenwing melta-gunner who managed to destroy the landraider who then got a sound thrashing by the chaplain in return!

    No doubt there will be a rematch at somepoint and it will most likely go the other way, but I will definately change the combat squad for shooty termies, they didn't didn't do enough really as he kept away from them as much as possible.

  18. #3838
    Commander Royals's Avatar
    Join Date
    Jul 2010
    Location
    Columbus, OH
    Posts
    737

    Re: Tactica: Deathwing 5th Edition

    As an update, I assembled my first squad of Terminators yesterday, and have started working on my first Venerable Dreadnought. I'm very excited to get these guys assembled and painted. They fit together like a dream!

  19. #3839
    Chapter Master grave digger's Avatar
    Join Date
    Mar 2005
    Location
    Washington State
    Posts
    1,256

    Re: Tactica: Deathwing 5th Edition

    Hey guys,

    Just in case you have not seen this:
    http://www.forgeworld.co.uk/New_Stuf...-RED-WAKE.html

    I hate to say it but with very little work this figure would make an incredible Capt. Worthless. Just throwing this on the board will make people think his rules are on par with current ones. My thoughts at least,

    Diggs
    Deathwing Mantra:
    CONCENTRATE your fire!
    Stay OUT of assault!
    BELIEVE in the God-Emperor!
    WarSeer Deathwing Tactica
    Join the Best Waaaaagh! on WarSeer

  20. #3840
    Chapter Master magicmonkey's Avatar
    Join Date
    Jan 2010
    Location
    38,000 years in the future on a giant golden toilet
    Posts
    1,006

    Re: Tactica: Deathwing 5th Edition

    well my belial has metal claws and a fantasy chaos warrior helmet. i got him free with the rest of the startof my army, and he looks ok.
    Quote Originally Posted by Excessus View Post
    "Eat your vegetables or else Matt Ward will come and write your codex!"

Page 192 of 303 FirstFirst ... 92 142 182 190 191 192 193 194 202 242 292 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •