Thursday, 10 February 2011

Deathwing Help.

My friend James wanted a Dark Angels 'Deathwing' list now that the recent FAQ has given them proper Storm Shields and Cyclone Missile Launchers.


This seemed appropriate,


1750 Pts - Dark Angels Roster - Deathwing - 1750

HQ: Belial, Master of the Deathwing (1#, 130 pts)
   1 Belial, Master of the Deathwing @ 130 pts (Thunder Hammer & Storm Shield)

Editors Note : Belials wargear doesn't have a big impact on how the list performs so if your own model is armed differently then there's no need to change it unless you really want to.

Troops: Upgraded Deathwing Terminator Squad (5#, 290 pts)
   4 Upgraded Deathwing Terminator Squad @ 290 pts (Deathwing Company Banner; Narthecium/Reductor; Thunder Hammer & Storm Shield x4; Cyclone Missile Launcher; Apothecary; Standard Bearer)
      1 Sergeant (Thunder Hammer & Storm Shield)

Troops: Deathwing Terminator Squad (5#, 235 pts)
   4 Deathwing Terminator Squad @ 235 pts (Thunder Hammer & Storm Shield x4; Cyclone Missile Launcher)
      1 Sergeant (Thunder Hammer & Storm Shield)

Troops: Deathwing Terminator Squad (5#, 235 pts)
   4 Deathwing Terminator Squad @ 235 pts (Thunder Hammer & Storm Shield x4; Cyclone Missile Launcher)
      1 Sergeant (Thunder Hammer & Storm Shield)

Troops: Deathwing Terminator Squad (5#, 235 pts)
   4 Deathwing Terminator Squad @ 235 pts (Thunder Hammer & Storm Shield x4; Cyclone Missile Launcher)
      1 Sergeant (Thunder Hammer & Storm Shield)

Troops: Deathwing Terminator Squad (5#, 235 pts)
   4 Deathwing Terminator Squad @ 235 pts (Thunder Hammer & Storm Shield x4; Cyclone Missile Launcher)
      1 Sergeant (Thunder Hammer & Storm Shield)

Fast Attack: Ravenwing Attack Squadron (4#, 195 pts)
   1 Ravenwing Attack Squadron @ 195 pts (Bike Squad; Attack Bike)
      2 Bike Squad (Meltagun x2)
         1 Sergeant (Melta Bombs)
      1 Attack Bike (Multi-Melta)

Fast Attack: Ravenwing Attack Squadron (4#, 195 pts)
   1 Ravenwing Attack Squadron @ 195 pts (Bike Squad; Attack Bike)
      2 Bike Squad (Meltagun x2)
         1 Sergeant (Melta Bombs)
      1 Attack Bike (Multi-Melta)

Total Roster Cost: 1750


Pretty standard really and easy to scale up and down in points by adding or removing Deathwing Terminator Squads.

9 comments:

  1. My thoughts are that this list is 'good' but not the best it can be. having a few storm bolters in each squad really does make a difference against IG, Tyranids, Dark Eldar, and Orks.

    I'd say keep the command squad as-is, and put at least the sergeant and one normal termiantor back to their starting configuration. 3 storm shields will be more than enough durability in close combat (or from plasma), and your ability to manipulate wound allocation jumps up.

    I usually run 2 storm shields, 3 storm bolters, and a chainfist in my stuff so that each model is unique, but new players will be more comfortable having the extra storm shield for protection than the chainfist. Also, you're already tight on points.

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  2. no lightning claws either? disappointing. certainly helps for extra attacks and vs hordes and everything else that hots you first

    ReplyDelete
  3. @ RayJ - I've tried all those combinations and pure TH/SS always works better for me. Maybe I'd give a couple of Sergeants Chainfists but that's about it.

    @ Mark - No reason to take Lightning Claws over TH/SS imo.

    http://gmortschaotica.blogspot.com/2010/12/thunderhammer-vs-lightning-claw.html

    ReplyDelete
  4. Also, I'm not sure what difference 'Wound Allocation' makes on single wound models in this particular scenario.

    Some guy fires a Predator at your Terminator unit and hits with 5-6 shots, and wounds with 3-4 of them. Whether your rolling 4 dice together or 1 die 4 times the chance of rolling a 1 and losing a Terminator is identical.
    Also, If your shot at by high strength weapons your most likely only going to be taking single wounds as most weapons of that type aren't multiple shot. Once you've burnt through your 2 Storm Shield guys all the other Plasma/Lascannon/Melta etc. hits are going to be hitting guys with a 5+ inv. only. In that situation I'd rather have the 3+ Invulnerable saves across the whole unit myself.

    ReplyDelete
  5. wound allocaton is a NASTY deathwing trick i love, if used right plasma is much less of a pain. i like as many varied options in a DW squad as i can have.
    1) each squad can handle most roles
    2) wound allocation
    3) fluff, its what they're for

    nice list tho, *looks in case* i think i just have the bitz if james wants to try it out :P

    would say more but i'm tired will wade in with a full post soon. its a subject i care alot about :p

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  6. @ Citizenwilliams -

    1) TH/SS works against pretty much everything by punching it in the face.
    2) I believe Wound Allocation is pretty much irrelevant in this list for the reasons I listed above.
    3) You know my opinions on 'Fluff' when writing competitive lists ;-)

    The Chainfist is only required for Land Raiders and there is a pair of tri-Melta units to deal with those. I'm also dubious about a few Storm Bolter shots making a difference when compared to the survivability increase given by the Storm Shields.

    However, if you (or RayJ) want to e-mail me a detailed response then I'll publish it (As long as it's constructive). Just because I disagree with you both doesn't mean I'm not willing to open the debate, lol.

    ReplyDelete
  7. I like it, but... i think i'd like to drop a deathwing squad for another ravenwing squadron. Puts you down to 4 Termie squads instead of 5, but opens up 'tri-tri-melta' (<< can i patent that?). I suppose it's a preference but i'd feel better running it like that.

    I'd also run Belial with claws, because its cool.

    As for having a few storm bolters i'm not really sold on it, if you wanted varying wargear, i'd run one guy different in each squad with claws or chainfists.

    ReplyDelete
  8. Brutal, but boring. It hardly requires much tactical prowess to play a list like this either.

    a) walk forward
    b) shoot light vehicles with CML, tough vehicles with MM
    c) absorb fire
    d) assault
    e) ???
    f) PROFIT!

    That's not saying its a bad list its just...well...I don't go to tournaments so I probably won't play it, but if I did go to tournaments I wouldn't want to play it. If that makes sense.

    ReplyDelete
  9. Overall I think you will be 'fine' with the all TH/SS squads. What I like wound allocation fore is dealing more with power weapons in close combat.

    I think combat is where the wound allocation rules really shine, as usually you will not be facing a squad where every member of the unit has a power weapon. In these instances, you are likely to get a torrent of normal attacks and 1 or 2 power weapon wounds.

    When that happens, wound allocation lets you dump power weapon wounds onto a single model to limit your chances of losing multiple models. Similar things can happen in shooting, but I definitely see it in close combat a lot more.

    If you are facing off against a lot of squads where there are many attacks/shots that will penetrate your armor, you are indeed correct that more storm shields will be the preferred configuration.

    That's the argument 'for' wound allocation in a nutshell. Use the information to fit your playstyle. For me, being flexible has worked out.

    ReplyDelete

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