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Is a shooty Deathwing Army viable?
A Deathwing Army which operates somewhere on the lines of the Iron Warriors combat doctrine, to "commence battle with a sustained bombardment...a complex fire plan in which every weapon is directed...at the optimum target...".
The list comprises mainly Terminator (obviously... ) Squads with Cyclone Missile Launchers/Storm Bolters and Dreadnoughts equipped with Missile Launchers/Twin-linked Autocannons(now not legal...).
Any advice on what to get for my force? Especially for the Dreadnoughts now that I can't take Autocannons . I had originally wanted to have a force with an abundance of mobile long-range weaponry to reach out and touch an enemy force with little or no reprisal (for a little while at least...:lol:...I wish...). This would most likely, from how Deathwing is played, be followed up with an eventual assault on the battered opposition, once I/they get in CC range (if that even happens in the first place...:rofl:...I'd most likely be dead by then...).
Granted, it's not the most powerful list, and I know that most advice would be directed towards getting Assault Squads/Land Raiders... However, I'm just trying to go with my own style and maximise on the shooting effectiveness of the Deathwing.
'Cos shooty Space Marines are so cool...and Deathwing is so cool...and a shooty Deathwing would be so much kewler.... Would the Banner of Devastation be useful for this army?
Wait... Since when were autocannons banned from dreadnoughts?
<span style='font-size:8pt;line-height:100%'><span style='color:black'>Order Of the Black Rose</span>
<span style='color:red'>Blood God's Initiate</span></span>
Since now with the release of the new SM codex as are Heavy bolters and Plasma cannons are DA only
Give the dread lascannon and missile launcher
We strike like lightning, fast and deadly
In the shadows you will only find death
I love the idea AOXES. Most armies don't have too many long range weapons, and when they do they're usually on vehicles. So, by making you're CML, squads tank hunters, You shouldn't have a problem dealing with the armour, and Infantry will most likely only have their one long range weapon per squad.
As for advice, I wouldn't suggest a landraider because they're fire magnets (which can be good sometimes), because they take too many points away from you. I'd go with a foot sloggers list with you main squads being you CML squads. Then, build a command squad with your HtH HQ, 1 sergeant, 1 normal, and 2 assault Cannon and deep strike them so you don't have to worry getting in hand to hand after the 3rd or 4th turn.
Normally I'd suggest lightning claws in the command squad, but seeing as how this new marines codex screwd the Deathwing by not allowing to mix and match weapons, you can't. That's why I put the sergeant in.
And the iron angels is possibly the best army name I've heard in a long time. It even better because it fits your army idea.
Firstly the "Iron Angels" was actually a pre-heresy company of Dark Angels Armour. Preds, Vindy, Raiders etc.
Secondly the Dred with an Assault Cannon is a nasty weapon, Heavy 4 Rending tears most tanks apart. I actually statistically figured it out on the weekend.
A Dred with an Assault Cannon is more likely to punch though the following armour than a Twin-Linked Las Dred: Armour 10,11 and 14.
The Twin Las Dred however is more likely to punch through 12 and 13.
Last of all Assault Cannons. Who needs a Missle Launcher when Assault Cannons are sooo damn good.
Hope it Helps.
Current form: 4-1-0
Win vs Orks (1000pts)
Draw vs Orks (1000pts)
Win vs Space Wolves (1000pts)
Dark Eldar (1000pts)
Current form: 3-0-1
Loss vs Imperial Guard (1000pts)
Win vs Chaos, Slaanesh (1000pts)
Win vs Orks (1000pts)
Win vs Space Wolves (1000pts)
you can get a mortis dred since you play DA.
plasma cannon, and assault cannon
oh how i love mortis dreds
Umm...Strength 6 Assault Cannons can go through Armour 14? :blink: Did I miss something in the Rending rules? :blush: 'Cos I kinda skimmed through the new rulebook (my friend's, actually) and only read that on a 6, they auto-wound, but nothing on tearing through armour... :hmm:Originally posted by Invicticus@Nov 7 2004, 19:28
A Dred with an Assault Cannon is more likely to punch though the following armour than a Twin-Linked Las Dred: Armour 10,11 and 14.[snapback]246368[/snapback]
then you should read them again, they have the same effect as rending claws and D. talons, they do get a bonus when trying to penetrate armour.
Yup...read through the rulebook again...saw the rules on Rending...must have plain missed it the first time round. The new rules really have increased the power of the Assault Cannon by quite a lot...and they still cost the same! :shifty:
However, they are nevertheless only half the range of a Missile Launcher...and that's not desirable for Terminators as it's the range where most small arms/assault weapons can respond. Large amounts of small arms/assault weapons fire is not a good prospect for Termies... Nevertheless, they are still powerful (and cheap) weapons in their own right...
As for Plasma Cannons...useful, but a tad expensive, no? Same goes for the Mortis pattern, right? I don't have Imperial Armour...
After some thought, I've come up with a preliminary list as follows:
Terminator Command Squad
Master of the Deathwing (Captain)
PW/SB (w/ bling-bling...)