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Thread: Tactica: Deathwing 6th Edition

  1. #1
    Chapter Master Lion El Jason's Avatar
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    Tactica: Deathwing 6th Edition

    Well, the time is finally here, this thread has been a resource for new players, a development ground for new ideas, a place to adjust to changes and a community for Deathwing Players for a long count of years.
    6th Edition is bringing with it a swathe of changes and its a good time for a fresh start (Not to mention the thread title will be out of date soon). Once you have the Rulebook, the Codex and the FAQ this is the best resource available for Deathwing armies.

    Deathwing as an army and indeed our community on Warseer has evolved a lot over the last edition. While we added lots of alternate units for more competitive play, for themed lists and because people have favourites playing Deathwing is all about one thing:
    You want to play an army of terminators.

    Pure Deathwing is still Terminators, Land Raiders and Venerable Dreadnoughts. This is the thing that got us started but with the option of troop terminators and keeping the rest we first developed "Siegewing" (Terminators with Vindicators) and "Doublewing" (Deathwing and Ravenwing bikes for the teleport homers) to the latest iteration and surprisingly competitive lists with footslogging terminators, 3 predators and landspeeders for firepower. Still if you want to discuss it in this thread the heart of the army has to be terminators.


    Pure Deathwing
    With such limited options we focus more on minutiae of best squad armament, CML vs AC discussion and the eternal question of footslogging vs mechanised (The answer is mechanised )
    With Power Swords now being AP3 and almost all AP2 weapons striking last, we finally have a reason to wear this terminator armour! The end of 5th saw us competitively using all TH&SS lists and while they basically still do what they do, the need for so many storm shields is vastly reduced. Lightning Claws may even see a comeback as striking at initiative may remove all enemy models before their AP2 weapons strike.
    Another thing to consider is, of course, our own power weapons. Power Axes are AP2 but strike last with STR+1 and Power Mauls (Like the mace ion the DA sprue) have the thunder hammer benefit of Concussive and +2 STR but are only AP4.
    All of these are options for for models who have "Power Weapons that aren't specified but remember Deathwing Sergeants are stated to have power swords.

    Doublewing
    With the massive upgrade to bikes with Hammer of Wrath and Jink they are actually a viable unit in their own right now rather than just a DWA delivery option.
    Landspeeders look a bit fragile with just 2 Hull Points now but then they were hardly the most durable models before! 2 glancing hits and you're dead so those long range weapons are great.
    Sammael is now an interesting option, AV 14 is still great and he has the jink save but still 2 hull points is pretty dicey.
    Latest lists and current builds.

    Competitive Developments
    Predators, Landspeeders and even the rumoured allies!

    Characters
    Click image for larger version. 

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    Belial is still Belial of course (And there will soon be a post on choosing which abilities to give him as your Warlord and now he has lightning Claws (AP3 but still re-roll wounds) Thunder Hammer or his AP3 master crafted sword.), but now chaplains only have AP4 on their weapon (Crozius Arcanum is a Power Maul) they will not do so well vs Space Marines.
    Force Weapons are as varied as power weapons but with easy access to Force Axes and Force Staves on models and the option to use Force Swords Librarians may become a better option (There is also at least one power available to us that allows re-rolls on melee attacks)
    A full psychic evaluation will be linked here soon.

    I haven't said everything here but I hope this will give us a foundation for a new thread which is up to date and not 6000+ replies!
    Some replies are worth looking at though:
    ErictheGreen provides a first look at the big changes.
    This has been a brief overview of common types of Deathwing list, what I'd like to see is more discussion on tactcs to use in game and tips and tricks for playing as well as army list development as we play more and more with 6th edition.
    And remember:

    CONCENTRATE your fire
    ASSAULT on your terms
    BELIEVE in the God-Emperor
    Last edited by Lion El Jason; 04-01-2013 at 19:48.

  2. #2
    Chapter Master Russell's teapot's Avatar
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    Re: Tactica: Deathwing 6th Edition

    Date: 9 July 2012

    Hello, welcome to the second post! This is where I get to point out things that I think are useful or interesting.

    A lovely post on things to think about when list building
    Where the meta lies at the start of 6th ed
    Would you like some DeathWing allies?

    Rules are still a bit wooly in everyone's head. We have no real idea how things are panning out, so have some 5th ed goodness to while away the time. It may even be a good building block for you to start from...

    Quote Originally Posted by Russell's teapot View Post
    I hope you’re all ready for the one-post guide to DeathWing Mark II. This should wrap up the differences we’ve had since the FAQ, and take into account the play testing we’ve had since the FAQ.

    As always, the caveats come first:

    1) This material is designed for armies in the 1500 – 2000 point bracket, larger or smaller than this & you’re playing a different game
    2) This is my opinion, but if you disagree then you are wrong
    3) This is a kind of distillation of the thread, mistakes are all mine, correct stuff is probably someone else’s work!

    PURE DEATHWING ARMIES

    The basics:

    1) If you aren’t using Land Raiders, you are doing it wrong
    2) If you go for all out assault, you will lose

    Why is this the case?

    Land Raiders are essential. If you aren’t using them then 2 things happen: Your small, elite army will be blasted off the table by the enemy’s long range guns; and you can’t get to where you need to be.

    Assault is not where elite armies tend to want to be. Terminators are not assault specialists in a pure DeathWing army. THSS is rightly held up as the pinnacle of destructive death in a SM army, however, SM terminators have something we do not – support. Speeders, bikes, predators, devestators – all these will blow up other stuff while the terminators go and smash something up. If you have 4-5 squads of terminators running at the enemy, they will die because your enemy has run away (see Land Raider point), and their entire army is firing at yours. If you are walking towards the enemy, you can fire (8-10 missiles a turn – or as it is known, not enough), and you’ll never get into assault.

    Now you could combine Land Raiders & an assault army. Then you have a twofold problem. The first is meltaguns, you have no option but to get into meltagun range & your tanks will die. The second is stuff that you don’t want to be in combat with, and this breaks down into 2 problems – hordes (see IG blob squad & orks) which will hold you up for the rest of the game while the enemy gets the objectives, and will likely have a hidden powerfist to mess you up more then them – and assault specialists which are better, or as good at you in combat, either they destroy you, or you destroy each other, while the rest of his army gets the objectives (see the theme?)

    So in essence you will have Land Raiders and (predominantly) shooty terminators as your force. This allows you to have a good mix of shooting & assaulting in your list. This provides FLEXIBILITY, the mainstay of everything you need to take in a DeathWing list. The reason that this is important is because YOU WILL BE OUT NUMBERED, YOU WILL BE OUTGUNNED. Each choice you take needs to be able to do everything, and do it adequately, by itself, because for each unit/ vehicle you have, your opponent will have two.

    Now, just because each unit can operate as an independent army, this doesn’t mean that it should. In fact the only way to win with DeathWing is to ensure your army acts as a single army, not a disparate collection of different choices. By having a number of similar, resilient, high damage potential models firing together, the DeathWing can overcome any force. The key, again, is FLEXIBILITY. An ork horde will not be destroyed as effectively in combat by 15 terminators as it will by 15 terminators shooting and moving backwards followed by an assault. A squad of power weapon toting jump-packers are not scared of you in combat, but you can shoot them at least twice before they get to you, when they are weak, they will be overcome.

    The mantra is the summation of this; never forget the mantra:

    CONCENTRATE your fire
    ASSAULT on your terms
    BELIEVE in the God-Emperor

    With all this in mind, let us move to some specifics.

    I) Which ICs should you take, and how should you equip them?

    Before we talk about this, we need to explore how ICs are used in DeathWing army. Their first role is that of a bullet magnet. The first shot against a squad with an IC attached that doesn’t caused instant death should ALWAYS be taken on the IC. If the IC can catch a plasma shot (for instance as a non-instant death, AP2 weapon) then all the better, you’ve just saved a terminator. This should be used until the IC is down to one wound. Therefore your squads will be far more resilient to being shot. The second role of the IC is to do something that the terminators can’t, this gives your squad FLEXIBILITY.

    Given that we will have at least two DeathWing squads in our army, and the ICs bring a lot to a squad, it stands to reason that we should bring as many as we can. So two.

    Belail: We need to take him. He can be equipped three ways:
    Twin lightning claws: Provides a high number of I5 attacks, which you terminators can’t do. Wounds fairly efficiently with the rerolls to wound.
    Sword and storm bolter: gets I5 attacks, but not as many as with the twin lightning claws. Bolter is as the rest of the squad.
    Thunder hammer & storm shield: does nothing the squad doesn’t already do, but makes his bullet catching role better.

    On balance, the lightning claw option seems to be the best. His many I5 attacks will clear out some scary baddies, leaving less assault hits back on your terminators – especially as the opponent will have to split some of those fewer attacks to him. The THSS isn’t bad, but if you’re running land raiders, then the I5 is more useful.

    Librarian: Has a good role in bullet catching, but his psychic power in this regard is poor due to his Ld9 and the prevalence of psychic hoods means that it’s unreliable. His force weapon is useful for instant death-ing things, but considering you’ll be hitting that same thing with a bunch of powerfists at I1, then really, who cares. His hood could be useful, but he’s Ld9, so it isn’t.

    Chaplain: This is the default 2nd IC. A reliable bullet catcher with a 4++. He has I5 like Belail. But his main bonus is what he brings to the squad. He makes your terminators frightening in combat. You can now charge dedicated assault units which strike before you – they may take out half the squad, but Chaplain ensures that they hit back with the power of a full squad. Monstrous creatures, power weapon assaulting squads, and the like melt away to a chaplain delivered assault.

    There we are we need two ICs, Belail with lightning claws, and a Chaplain.

    Never spend points on your ICs – except terminator armour (or you aren’t playing DeathWing), they have limited options & the points are better spent elsewhere. The combi-melta may look exciting, but our squads get melta weapons that are much better as we’ll discuss later.

    II) How many Land Raider Crusaders should you use?

    Now, the leading question is out of the way, lets take a look at why the Crusader is THE tank for DeathWing. We have discussed previously that your terminators will be predominately shooty, therefore we need to look at the synergies the Crusader brings to DeathWing:

    1) They both shoot 24": This means that you can keep your entire army together, focus fire, and protect your troops with your tanks, or tanks with your troops (depending on threats) whilst maintaining a 24" threat zone, and nothing gets left behind.

    2) Troop movement: There are times when you simply need to get out of a situation & the LRCs allow you to load up an run for the hills should you need to. In addition, for your troops to be effective, they need to be within 24". Again the transport allows you to get to that area when the enemy refuses to come to you.

    3) They're rock hard: Crusaders provide immunity from most weaponry on the 40k battlefield.

    So why shouldn’t we be taking a Godhammer? (A quick point here – Godhammer refers to the original Land Raider. In some canon it is called something different, but in this thread, Godhammer is the name - after the lascannon mounts) Here are the reasons why a Crusader is better than a Godhammer:

    1) Killing stuff: The Crusader is simply better. At killing light troops, the tank is a unit murderer, cover or not. Against heavy troops you put out so many shots that some are bound to die, and your troops can finish them off. Against tanks the assault cannon and multi-melta are far more effective (at the tank & troops shooting range of 24") than the Godhammer, at 12" it is even better. At 48" the Godhammer is obviously better at killing anything, but consider:
    a) if your land raider is 48" from the enemy & your troops are 24" away from the enemy, neither is supported adequately & both will die
    b) if your land raider is 48" away with your troops, your troops are firing 2 missiles and you kill less
    c) 24" is a massive range in 40k. With 2 land raiders, you can drive into the middle of the board & dominate most of it, only the corners and extreme edges are safe, but you can move 6" and still shoot to cover most of this area.

    2) Moving stuff: The extra capacity of the LRC is fantastic. At 1500 points, I'd always recommend 2 LRs & 2 IC. So if you need to move your army & you have 2 ICs - how do they get transported? The LRCs provide flexibility in that a squad can attach 1 or 2 ICs and still be able to load up & go where they like. This is useful where an IC has had a squad shot out from around them & needs to join another squad.

    3) Assaulting: The Crusader is an assault tank, meaning it is the only way we can get I5 from our ICs whilst charging into cover.

    Now that we know why the Crusader is better, we can go back to the question of how many to take. Fairly obviously, it depends on the points. However, the basic rule is that one is not enough. Two is sufficient at 1500, but above these points, things get exciting. Three Land Raiders are necessary at 2000 points, due to the increase in anti-tank weaponry available to you opponent. At 1750/1850 it’s more of a choice between having more scoring units or having all your units transported.

    Either way, as a third tank, a Godhammer could be the tank for you. At this point you may be wondering why considering the amount of time I spent above extolling the Crusader. The reason is FLEXIBILITY. While the Crusader is better, the Godhammer has range on its side & as both of your ICs already have a transport, then the extra capacity of the Crusader isn’t so important. However, a third Crusader is never a bad choice due to its inherent multi-tasking role of anti-tank and anti-infantry.

    The only option on the Land Raider worth considering is extra armour. Crusaders need this, however, loading out your squads correctly is more vital, therefore only add thisupgrade once your squads are rounded out & you have points left over.

    III) How many Dreadnoughts should be used?

    None. Every army in the game has multiple ways of dealing with AV12. You can’t saturate armour as you are limited to 3 AV12 chassis. Leave them at home.

    IV) How should squads be equipped?

    First of all, we need to consider the wound-wrapping mechanic in 5th edition 40k. See here: http://www.warseer.com/forums/showpo...4&postcount=20 for details. Ignore the squad set ups, they relate to pre FAQ load outs.

    As previously discussed, shooting is the way forward. But, this needs to be netted off against durability. We therefore need to add at least 1 THSS – sergeant, step up, you lose this round, the sargeant’s power weapon doesn’t add anything of real note to the squad, therefore it is replaced. You may be well served by adding a further THSS to the squad, it depends on your meta. If you have an IC attached, this probably isn’t necessary, but a squad without an IC probably should take this option.

    The other option we have is the chain fist. 5 points you simply must spend. This is 5th edition and the melta gun is king. The chainfist is a 3 shot melta gun (think about it, with 6” it does double damage just like a melta gun and has a 12” threat range). With a Chaplain in the squad, it’s hard to miss with this weapon. Land Raiders and Dreadnoughts are no longer a threat to you.

    Next up is the heavy weapon. We have real choice here, so a breakdown is required:
    Heavy flamer: short ranged, but can kill a lot of enemies. This isn’t going to hurt vehicles. Pass on this option because it can only hurt troops, and if you are firing the flamer, you can assault. If the flamer kills the squad then you can’t charge, are open to counter charge, and are likely to be stood in the open. Not to mention you’ll look a putz.
    Assault cannon: Has many attributes. It’s good at killing troops, it is exceptionally good at taking out armour and it has the same threat range as the storm bolters. The downside is the fact that it isn’t AP3, and it costs a whopping 30 points.
    Cyclone missile launcher: The go-to weapon. If you aren’t using this, then you need to think about why you aren’t using this weapon. The same number of shots as the assault cannon (as you keep the storm bolter) but significantly cheaper. It has range should you find yourself without a transport and is the premier weapon for taking out rhino chassis.

    Squads should therefore look like this:
    THSS
    PF SB (or THSS if without an IC)
    PF SB
    CF SB
    PF SB CML

    There are further items of bling which you can add to squads being the banner & apothecary. The banner really isn’t worth it - if you can’t kill something with 15 powerfist attacks on the charge then really, you should have shot it more.

    The apothecary is a lovely bit of kit. However, I would rather add extra armour to the Land Raiders to ensure that the squads are where they should be than have a more survivable squad where it shouldn’t be. Add only if you have points to spare.

    V) How do you play the army?

    Castle & refused flank.

    No really, that’s it. Never split you army up. You have a 24” main threat range, use it. Stay away from fast melta – use terrain & use the maxim “if it’s faster than me, it dies first”. If your missiles can cripple you opponent’s movement on turn 1, get out of your tanks use your CMLs and stop him moving. Once DeathWing control Movement, you will be in a far better position to win.

    You WILL NOT WIN by trying to destroy your opponent. You will only win by playing the mission, never forget the mission. Look at your opponent’s army list & pick out the threats. Target them. Do not waver. A threat is a threat – kill it. Once the main threats are dead, then worry about everything else. Once you have got to this position play to the mission.

    DeathWing control the Midfield. Once you are there, your 24” guns cover the field. That’s 3 squads & 2 Crusaders at 1500 points. That’s a lot of shots.

    Ensure you pick a threat & kill it. No half measures, overlap your fire arcs, kill it dead, a dead enemy can’t sneak off & capture an objective. A dead enemy can’t hurt you.

    Do NOT worry about cowardice. A ‘tactical rearward advance’ is not retreat, pick your battles, you can withdraw. Remwmber you can get back into your tanks - if you need to redeploy, or hide your terminators then get back in the tank. If your opponent can't hurt your tanks, then stay in them & laugh as his feeble weapons bounce from its admantium hull!

    Know your distances. 6”, 12”, 21.5”, 24” are the ones you need to know about. Learn them, learn the size of all your models so that you can triangulate the distances.

    NEVER EVER DEEPSTRIKE unless you have the most cunning plan, you can then regret it after the battle.

    VI) How do you pick a list?

    1) Pick ICs (in TDA)
    2) Pick Tanks (no upgrades)
    3) Pick Troops (no upgrades)
    4) Pick Troop essential weapons upgrades
    5) Pick extra armour
    6) Add bling

    Hope that helps. Not quite as passionate as the last attempt. But at least its up to date, and gives people something to whinge about

    Given that this is no longer a pure DeathWing thread, who wants to step up to do the Double/TripleWing one-post tactica?
    Quote Originally Posted by Russell's teapot View Post
    More for posterity than anything else, but I thought I'd be nice to have a recap of the 'standard' DeathWing lists we've had over the last year to stop us having to write the same thing over & over when new brethren join our hunt for the fallen (what is this? B&C? )

    If anyone wants to disagree, we'll have a discussion & I'll update this post. I'm running this off the top of my head, so it's likely I've cocked up somewhere...

    The best lists:

    1,500 points (list 1,485 points)

    Belail - THSS - 130
    DW squad - THSS x 5, CML - 235
    DW squad - THSS x 5, CML - 235
    DW squad - THSS x 5, CML - 235
    DW squad - THSS x 5, CML - 235
    Speeder - Typhoon/MM - 75
    Speeder - Typhoon/MM - 75
    Speeder - Typhoon/MM - 75
    Predator - AC/HB - 95
    Predator - AC/HB - 95


    1,750 points (list 1,750 points)

    Belail - THSS - 130
    DW squad - THSS x 5, CML, apothecary - 265
    DW squad - THSS x 5, CML - 235
    DW squad - THSS x 5, CML - 235
    DW squad - THSS x 5, CML - 235
    DW squad - THSS x 5, CML - 235
    Speeder - Typhoon/MM - 75
    Speeder - Typhoon/MM - 75
    Speeder - Typhoon/MM - 75
    Predator - AC/HB - 95
    Predator - AC/HB - 95


    1,850 points (list 1,845 points)
    Belail - THSS - 130
    DW squad - THSS x 5, CML, apothecary - 265
    DW squad - THSS x 5, CML - 235
    DW squad - THSS x 5, CML - 235
    DW squad - THSS x 5, CML - 235
    DW squad - THSS x 5, CML - 235
    Speeder - Typhoon/MM - 75
    Speeder - Typhoon/MM - 75
    Speeder - Typhoon/MM - 75
    Predator - AC/HB - 95
    Predator - AC/HB - 95
    Predator - AC/HB - 95

    2,000 points (list 1,985 points)
    Belail - THSS - 130
    DW squad - THSS x 5, CML, apothecary - 265
    DW squad - THSS x 5, CML - 235
    DW squad - THSS x 5, CML - 235
    DW squad - THSS x 5, CML - 235
    DW squad - THSS x 5, CML - 235
    DW squad - THSS x 5, CML - 235
    Speeder - Typhoon/MM - 75
    Speeder - Typhoon/MM - 75
    Speeder - Typhoon/MM - 75
    Predator - AC/HB - 95
    Predator - AC/HB - 95


    Let battle commence!
    Last edited by Russell's teapot; 09-07-2012 at 08:28.
    Don't confuse toy soldiers and real life.

  3. #3
    Chapter Master Lion El Jason's Avatar
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    Re: Tactica: Deathwing 6th Edition

    HQ
    Deathwing have a lot of HQ options and with the new allied detachments that is set to increase.
    I have started looking at the Pure Deathwing HQ options as thats a good starting place for anything and if you don't have Belial you aren't playing Deathwing!

    Belial
    Belial has not really changed; He’s still our Leader and makes Terminators Troop choices. What has changed slightly are his weapon options, updated for 6th he now has either
    • Lightning Claws: AP3 but he gets the +1 attack for two of them and they still re-roll wound rolls (Now called Shred). Looks to still be the option of choice, only enemy terminators will be an issue for him but the Initiative 5 and extra attacks will be invaluable.
    • Storm Bolter and Sword of Silence: He can make precision attacks with the storm bolter which may see an increase in its use, but the sword of silence is a basic master crafted power sword (AP3) and so unless you are really trying to avoid assault forever you lose quite a bit from the Lightning Claws.
    • Thunder Hammer and Storm shield: Always there as an option but never the overall favourite.
      With the change to power weapons the 3++ is not as important as it once was however those extra AP2 hits in melee and the 3++ on a 3 wound model is always worth considering (Though with new wound allocation and “Look out sir!” its not as good as it once was).

    The big Change though is the new Warlord Traits.
    Belial has the option of using any of the three Warlord Traits tables and it looks likely Dark Angels will get a new one in the Codex. Each one is a D6 roll and gives a special rule to the overall army general (Which for us should almost always be Belial).
    Now because they are random and each of the three lists has good and bad results I think this choice is not a huge deal. All I’ll say for now is personally I’ll avoid Command Traits as one of the results is literally pointless as Rites of Battle already does that and more.
    For myself I think Personal Traits will be my first choice for now but I do like some Strategic traits.
    Personal Traits are currently my favourite as Immovable Object makes him a scoring unit and as we may have as few as 3 at 2k this is a huge boost.

    Chaplains:
    Chaplains have been the go-to second character for as long as most of us can remember. Now we have them changed up a little as they have Crozius Arcanum which is now classed as a “Power Maul” which hits at Str6 AP4 in melee. It has the thunder hammer’s effect (Now called “Concussive”) to reduce models I to 1 until the end of the following assault phase if they are wounded (Which may help as he strikes with I5) but AP4 may mean he won’t be helping as much as he used to as we’re still playing in a majority 3+ save game.

    Librarians:
    Even before getting to the new disciplines and powers, Librarians have had a change. Like the chaplains power weapon, the Force Weapon now comes in different varieties.
    Force Axes give +1 STR and AP2 which is great but they also strike last like a power fist. In my opinion this is giving up too much on our I5 Librarians.
    Force Staves (Like most of the models have) are the force version of the Power Maul, Str6 (Which will help against monstrous creatures) but AP4 and Concussive.
    I think we will likely want the force Sword, the generic AP3 force weapon but this will mean conversions as currently no librarians in terminator armour have those.
    (The three older models all have axes; the two newer ones have staves)
    Now there is some issue with the Psychic Hood. There are rules for it in the Rulebook but unless an errata also says the codex rules are not valid they will still get those too.
    Assuming the new rules do replace the old ones then nullifying psychic powers will hopefully be less frequent. More importantly you can’t nullify a power you cast on your own models (Deny the witch rolls are done by enemy units who are targeted) so Force Barrier has become much better. Hellfire is still quite poor and since all units now have a chance to nullify it means there are really no good things to use it against. IMO, buy a combi plasma and be happy!
    Of the new disciplines and powers my first glance has lead me to Divination. The reasons for this are that if you have a librarian then you won’t have a chaplain. The Primaris Power in divination is Prescience which gives you re-rolls to hit on a single friendly unit within 12”. This is superior to Litanies of Hate as it not only affects melee rolls on turns where you don’t charge, but it also works on shooting to-hit rolls.
    This power can be taken as the default power (If you roll any power, you can choose this instead) but there are a few other good powers you may roll, this discipline also has no Warp Charge: 2 powers which we can’t use. The ones that I particularly likes were granting a 4++ save, forcing an enemy unit to re-roll all successful saves and cast on the librarian for re-roll all hit and wound rolls and failed saves.
    Divination is the only discipline that has a Primaris Power that isn’t just a gun, as I’ve said, most gun powers can be happily substituted for a combi weapon IMO.
    Having said this, some powers seems to hit a lot of models, nova abilities especially and so I’m hoping my first glance evaluation is a bit off and we have many more options.
    I will also note, a very much in-character power that scares me as much as my models!
    In the Telepathy discipline, there is a power that causes a unit to lose fearless. It takes a morale check immediately and also treats all enemies as causing Fear.
    Losing fearless is a huge thing for us as we are used to ignoring all that jive talk. However this one power really makes me want to look into this discipline more as it could be an answer to some of our bugbears.




    Elites
    Its worth remembering that Deathwing Squads can still be troops, though with an extra FoC at 2000 points that will rarely be an issue.

    Dreadnoughts
    While the basics of Dreadnoughts have barely changed and 3 hull points is respectable for such a vehicle the thing that has been the final nail in dreadnoughts long awaited coffin in Deathwing is the secondary objective First Blood.
    ARM 12 dreadnoughts are extremely vulnerable to being sniped out even on turn 1 and giving up that, sometimes vital, VP.
    Still, it may be (Errata pending!) that dreadnoughts can be given flakk missiles so we can do something about flyers.



    Troops
    Well this is the whole point isn't it?
    Deathwing Terminators as troops gives us T4, 2+save scoring units. This has been our biggest strength for a long time and I hope continues to do so in 6th.



    Deathwing Terminators.
    The best just got better! With all power weapons now AP3 and those AP2 weapons always striking last, it seems our 2+ saves have finally come into their own.
    With this newfound (And well-deserved!) resilience come a lot of changes. All those Storm Shields aren’t as necessary as they once were! So what is our new weapon load?
    With shooting hits being allocated to closest model first, the TH&SS is no longer even good just to take the heavy weapon fire and opponents can now force him (Assuming he’s closest) to take all the AP3 or less hits until he fails, then pile on the AP2s to the rest of the unit. Basically the days of customising a squad to take hits on the right model are over.
    So we can now make whole squads designed to carry out specific roles or all round squads?

    I’d like discussion on a few things:

    Well to take a single step back we could try the previous shooting based squad that served well enough:

    Sgt SB&PS
    SB&PF
    SB&CF
    SB&PF
    Heavy weapon.
    Then The new hotness of 5th edition:

    TH&SS
    TH&SS
    TH&SS
    TH&SS
    TH&SS&CML
    And the Old and Busted of 4th Edition:
    TLC
    TLC
    TLC
    TLC
    AC&CF or SB&CF&CML

    For the first time in a long time I really think we’ll see 3 or more different squad configurations in a single list to take on different roles.
    No more looking for that one mix&match perfect armament for everyone!

    Lightning claws are still a tempting option for a unit but beware, enemy terminators will now get 2+ saves against them, I would say if enemy terminators are going to be an issue lightning claws now need to go in a unit with the banner, this should get enough attacks to kill them through the 2+/3++. Still, not everyone has 2+ save options, for space marines, Lightning Claws are going to be horrendous!


    Heavy Support

    Land Raiders. Oh yes.
    Crusaders are still the best option, if you want a Redeemer you can get one with allies now too.

    4 Hull Points is good, they can take a few hits from a full devastator squad and still deliver the cargo.
    Now for anti-vehicle, 6th will see mostly Plasma guns and autocannon (Or equivalent) as multiple hits are the surest way to destroy vehicles and this is great for Land Raiders as they just can't hurt!

    Land Raiders can no longer contest objectives. This is the biggest change to mechanised Deathwing, they are basically "Spare" models as far as objective missions goes so you must ensure they are a multiplier for their terminator cargo, ensure the terminators can shoot, assault and score at an objective.

    Another use for Land Raiders (As long as you aren't being dragged down by Dreadnoughts which are a clear liability in this regard) is that terminators can stay in them for turn 1 (And even maybe turn 2) until the LRs have picked off a unit of opportunity for the First Blood victory point.
    Last edited by Lion El Jason; 30-06-2012 at 23:19.

  4. #4
    Chapter Master Lion El Jason's Avatar
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    Re: Tactica: Deathwing 6th Edition

    The Missions
    In 40k there are 6 missions and Deathwing needs to be able to deal with them all.
    We have always struggled with missions where there are lots of objectives so Crusade, Big Guns Never Tire and The Scouring which all place D3+2 are going to be an issue.
    Purge the Alien will be good for us as points are only awarded for killing enemy models (And Deathwing armies have very few points available)
    The Emperors Will has one objective on each side so that’s well suited for us to take and hold with superior scoring units.
    I’d like to think we’d be good at The Relic but thats so different from any other mission we’ve had before I think it needs play to sort out!

    Every mission also has 3 Secondary Objectives which are killing the enemy general, having a scoring or denial unit in the enemy deployment zone and First Blood which gives one more point to the player who wipes out an opposing unit first.
    While going for first blood may be a viable tactic, it is going to make Dreadnoughts in Deathwing even less desirable.
    Linebreaker is I think, not a great bonus for us. We have few denial units and usually cant afford to waste a scoring unit on such duty. If it happens it happens but it would be rare to play for getting a unit into the enemy deployment zone I think.

  5. #5
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    Re: Tactica: Deathwing 6th Edition

    *keeps an eye on the Spam...*



    Whoohoo! New Deathwing!


    Now to figure out what this:


    DeathWing

    Belial(Lysander model)
    Captain/Librarian/Chaplain
    Apothecary
    CML
    SB x2

    Sgt, SB x3,CML
    Sgt, TLC x2,TH/SS, HF
    Sgt, TH/SS x3,HF

    Sgt, SB x3,ACan
    Sgt, SB x3,ACan
    Sgt, SB x3,ACan
    Sgt, SB x3,ACan
    Sgt, SB x3,ACan
    Sgt, SB x3,ACan

    LR
    LRC
    LRR

    As many Dreads as I want/need


    ...will look like in 6th Ed...after I magnetise and such.
    Last edited by starlight; 01-07-2012 at 03:09.
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  6. #6

    Re: Tactica: Deathwing 6th Edition

    Quote Originally Posted by Lion El Jason View Post
    Deathwing Terminators.
    The best just got better! With all power weapons now AP3 and those AP2 weapons always striking last, it seems our 2+ saves have finally come into their own.
    With this newfound (And well-deserved!) resilience come a lot of changes. All those Storm Shields aren’t as necessary as they once were! So what is our new weapon load?
    With shooting hits being allocated to closest model first, the TH&SS is no longer even good just to take the heavy weapon fire and opponents can now force him (Assuming he’s closest) to take all the AP3 or less hits until he fails, then pile on the AP2s to the rest of the unit. Basically the days of customising a squad to take hits on the right model are over.
    So we can now make whole squads designed to carry out specific roles or all round squads?
    This for me. I am really excited about 6th edition, and glad that I have to still assemble all of my terminators. I can really see Lightning Claws being the new TH.

  7. #7

    Re: Tactica: Deathwing 6th Edition

    Set to play my first 6th edition game tomorrow. I'm running my standard Belial and 5-6 squads of THSS plus CML from 5th edition. Then I'll fill in as needed depending on the points. I want to play the old list with the new rules before determining how to make tweaks

    Initial thoughts from the new rulebook is that we may have some trouble with Flyers. Unless we take some Dreads with ML, I don't think we have anything with the Skyfire ability. Depending on how prevalent they are in lists, I may take the Aegis defense line to get something that needs better than 6's to hit Flyers

    New rules for capturing and contesting objectives really help us though. Opponents can't zoom transports onto every objective to contest the, last turn now. They have to put bodies on the ground within 3 inches.
    Win big or go Home

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  8. #8
    Librarian Perth's Avatar
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    Re: Tactica: Deathwing 6th Edition

    A valid point that was brought up in the last thread was that we might be able to ignore a good portion of flyers. Expensive AP 3 or higher is great for us to be up against, and if extra points are being spent on flyer speed, all the better. As long as they aren't toting weapons that would scare raiders, I think we'd be better off just shooting at other more opportune targets. Now if that flyer happens to be packing a squad, that could be a different story...
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  9. #9
    Chapter Master grave digger's Avatar
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    Re: Tactica: Deathwing 6th Edition

    Out with the old and in with the new!

    I'm thinking this is the 5th or 6th incarnation of this thread and the biggest shake up since our recent codex came to light. I'll be following the discussion on the thread and will interject some once I'm stateside and the book is firmly in my hands.

    Quick questions I have if any one can find the time to answer:
    What allies are we allowed to have?
    Do we have a clearer idea when our codex will be released?

    Looking forward to some excellent discussion,

    Diggs
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  10. #10
    Commander TheDoctor's Avatar
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    Re: Tactica: Deathwing 6th Edition

    I see assault cannons and Librarians coming back into regular use for me.

    Edit: @Grave Digger

    "Battle Brothers"
    -Black Templars, Blood Angels, Imperial Guard, Space Marines

    "Allies of Convenience"
    -Craftworld Eldar, Grey Knighs, Sisters of Battle, Space Wolves, and Tau

    "Desperate Allies"
    -Necrons, Orks

    "Cannot Ally"
    -Chaos Daemons, Chaos Space Marines, Dark Eldar, Tyranids

    No idea about the book

    Also, before going crazy with the allies rules, be sure to check their FAQ's to make sure that the combo you want works. I know Blood Angel Feel No Pain bubbles have been FAQued to only affect models chosen from Codex:Blood Angels.
    Last edited by TheDoctor; 01-07-2012 at 04:56.
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  11. #11
    Chapter Master grave digger's Avatar
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    Re: Tactica: Deathwing 6th Edition

    Thanks for the list Doctor. Not too concerned about effects, more curious about the who right now.

    Diggs
    Deathwing Mantra:
    CONCENTRATE your fire!
    Stay OUT of assault!
    BELIEVE in the God-Emperor!
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  12. #12
    Chapter Master Sholto's Avatar
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    Re: Tactica: Deathwing 6th Edition

    Presumably Allies like BA and SM can give Deathwing access to Turn 1 Droppods that would supplement Turn 1 DWA?
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  13. #13

    Re: Tactica: Deathwing 6th Edition

    now that power weapons are ap3 people with start focussing a lot more on ap1/2 ranged weapons so dont start to think storm shields are not needed so much now. Also because of the wound allowcation people will put their long range ap1/2 weapons at the back.

    i think now now all the weapon options are just as good
    Last edited by meanmachine; 01-07-2012 at 10:33.

  14. #14

    Re: Tactica: Deathwing 6th Edition

    After my initial reading of wound allocation in shooting and assault as well as the changes made to close combat AP values our biggest problem comes from being shot. I'm convinced that full TH/SH+CML is now even better than in the previous edition. Plasma is very much going to be on the increase now that it can glance most things that aren't a land raider, kill all infantry thanks to AP 2, and it has twice the range of melta and rapid fire capabilities.

    Also, plasma is a terrible idea on all vehicles now.

    The best positioning for a deathwing squad should be as follows

    -x x
    x---x
    -m

    x = TH/SH
    m = CML

    With this formation the CML will almost always die last unless something deepstrikes behind you. If there is the chance of this though you should surround the CML with other bodies.

    Edit: Dark Angels currently have no access to any AA abilities in our codex. You need either a fortification or allies. Missile saturation seems to be our best bet for taking out flyers in zoom mode because of the high strength and range. Autocannons, especially twin-linked auto-cannons may be equal or better in the role but we don't have much access to these.

    I'm currently thinking the best deathwing army is one allied to mech guard or using mech guard as your primary detachment and allying with deathwing as this still nets you up to 3 deathwing squads to use offensively.
    Last edited by Droma; 01-07-2012 at 11:04.

  15. #15
    Chapter Master Lion El Jason's Avatar
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    Re: Tactica: Deathwing 6th Edition

    Right now chaplains are a thing of the past. Librarians now do everything Interrogator Chaplains do but better, Divination offers a much better version of the re-rolls and the available weapons options for the force weapon will be important vs marines.

    For enemy flyers, all our TL weapons should be up to the task and with the Prescience power mentioned above, even terminators will have a good go. It may be BS1 but the re-rolls lessen the effect and flyers have low AV. OK, if you're up against a Thunderhawk or Orca then you may need more!

    Power weapons are not going to be so much of an issue but AP weapons still will be, this could be an indication that Land Raider based Deathwing are back. Those Plasma weapons and autocannon are great for us and even missile launchers are pretty much ignorable. Deploying terminators to shoot and assault means they aren't exposed to AP2 weapons until we are already well ahead in the attrition part of the game.
    I'm not sure people will be heading to AP2 weapons in general though (Unless your deathwing army has a heavy impact on your meta!) people need to kill marines and that means AP3, now too many marine killing weapons are AP2 (Plasma and the like) but I doubt people will be looking to include huge amounts of AP2 just for terminators, especially as most non-deathwing terminators have been TH&SS for so long.

  16. #16

    Re: Tactica: Deathwing 6th Edition

    Land raiders should survive long enough to deliver the termies but not long after that.

    Reasons why we are likely to see an increase in plasmaguns.

    -Power weapons being switched to AP3 means you need an alternative way to deal with 2+ saves.
    -Rapid fire weapons can now be fired at max range even on the move thus increasing their effective range.
    -At str 7 plasma can glance most vehicles, with the majority of vehicles having 3 hull points or less it means they will be fairly easy to glance to death.
    -With vehicle mobility increased it will be harder to get in range for melta shots thus making the higher range of the plasma gun more desirable.

    Put simply, plasma now provides a counter to anything that isn't AV14, not taking it in infantry squads would be kind of stupid for anyone with access to it. Anyone who puts plasma on a vehicle this edition is pretty dumb though as why would you use a weapon that could potentially remove a hull point. At least on an infantry model they can still take their armor save against the wound. Twin-linked plasmaguns on razorbacks will probably remain as the likelihood of re-rolling a one is pretty small.

  17. #17
    Chapter Master Sir_Turalyon's Avatar
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    Re: Tactica: Deathwing 6th Edition

    Quote Originally Posted by Lion El Jason View Post

    Deathwing Terminators.
    The best just got better! With all power weapons now AP3 and those AP2 weapons always striking last, it seems our 2+ saves have finally come into their own.
    With this newfound (And well-deserved!) resilience come a lot of changes. All those Storm Shields aren’t as necessary as they once were! So what is our new weapon load?
    With shooting hits being allocated to closest model first, the TH&SS is no longer even good just to take the heavy weapon fire and opponents can now force him (Assuming he’s closest) to take all the AP3 or less hits until he fails, then pile on the AP2s to the rest of the unit. Basically the days of customising a squad to take hits on the right model are over.
    So we can now make whole squads designed to carry out specific roles or all round squads?

    [...]

    Lightning claws are still a tempting option for a unit but beware, enemy terminators will now get 2+ saves against them, I would say if enemy terminators are going to be an issue lightning claws now need to go in a unit with the banner, this should get enough attacks to kill them through the 2+/3++. Still, not everyone has 2+ save options, for space marines, Lightning Claws are going to be horrendous!
    And, last I heard, No Retreat was gone and fearless might become boon rather than liabilty, again. Want to see it in the book before I start celebrating, through. Too bad the books bound for my local shop have been delayed .

    The terminator loadouts seem to be much more specialised now, and our ability to mix and match them may become even more useful. The AP system in close combat weapons may lead to new paper-stone-scissors situation, with units able to fight terminators sacrificing some of their ability against lighter infrantry.

    Lightning Claws are loadout of choice against MEQs and light infrantry. They excel at fighting all units that are not terminators or terminator killers (no ap2, vuneravility to ap2 weapons). They don't do much to terminators and die to terminator killers, needing support against both kinds of units.

    SB / Powerfist terminators moved from worst of both worlds in CC to true middle ground - they are terminator killers vunerable to other terminator killers, with some shooting ability against lighter infrantry. They excel at fighting all units that are not terminator killers, especially power weapon / LC termiantors, but perform worse than LC ones against non-termiantors due to less attacks and low initiative.

    TH/SS Terminators are opposite of Lightning Claws termiantors - terminator killers and terminator killer killers. They are overkill against units that claw terminators excel against (more vunerable to I 2/3/4 opponents and with less attacks), but are able to kill termiantors and soak up AP1/2 hits.

    Personaly, I'm thinking about mixing claws and hammers 2/3 or 3/2 (with obligatory cyclone launcher) and run "take on all comers" squads. Specialised squads of all kinds (claws go against enemy infrantry, hammers protect them and counter meq killers, fists go for targets of opprotunity) seems more unvieldy an easier to counter for the enemy.


    Allies (althrough it seems strange to me if Guard allies are ok, but DA tactical squad is not ).

    If the Battle Brothers rule makes no exception for using allied transports (no word of that in rumours I saw), our terminators can bring a platoon of guardsmen to guard objectifves and commandeer their Chimeras for themselves. Even if only for first turn dash, that's transports for entire army for price of single Land Raider.
    Last edited by Sir_Turalyon; 01-07-2012 at 16:05.
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  18. #18

    Re: Tactica: Deathwing 6th Edition

    The reasons for going all TH/SS last edition are still true in this edition and I would say the new wound allocation rules make it an even stronger choice compared to mixed units.

    I'm interested to hear what RT, Ericthegreen, and Bartali have to say on the matter.

  19. #19
    Chaplain Norngahl's Avatar
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    Re: Tactica: Deathwing 6th Edition

    Quote Originally Posted by Droma View Post
    The reasons for going all TH/SS last edition are still true in this edition and I would say the new wound allocation rules make it an even stronger choice compared to mixed units.

    I'm interested to hear what RT, Ericthegreen, and Bartali have to say on the matter.
    I agree.

    TH/SS terminators were awesome last edition, now, with massivly increased survivability in close combat, they are even more awesome!

    I mean, regular Terminators are worth beeing fielded again, whih is a huge plus. But TH/SS have now cream ontop of the cake.

    Unfortunately, Dreads have now gone kinda rubbish, especially the venerable ones... To expensive for what they do and easy to destroy. Even Landraiders suck now.. Against the typical AT weapons (Melta, Lascannons) nothing changed (due to AP1/2 rules), but with new HP rules they got very vulnerable to glances, which are pretty easy to get..
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  20. #20

    Re: Tactica: Deathwing 6th Edition

    Quote Originally Posted by Droma View Post
    Edit: Dark Angels currently have no access to any AA abilities in our codex. You need either a fortification or allies. Missile saturation seems to be our best bet for taking out flyers in zoom mode because of the high strength and range. Autocannons, especially twin-linked auto-cannons may be equal or better in the role but we don't have much access to these.
    FAQ says that we should look at rulebook reference chart to see updated units types and hullpoints and also that cyclone missile is now 2 missile launchers. So if we look at rulebook there are missile launchers and they have flakk. So we have anti fliers weapons.

    EDIT
    Nevermind, standard for missile launcher is frag krak and some have option to be upgraded to flakk
    Last edited by Diavlo; 01-07-2012 at 17:57.

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