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Hey all. I'm new to this forum, but have been in the space marine side for some time now. So, please forgive me if I seem to not have a full understanding of this particular Codex. I just recently picked up a DH codex the other day. I think I may start a DH army based on how they look, the fluff, and of course the unique angle at which they compete. I love them so far, but have never seen them played. Ok. to the point...
I was wondering:
1) How effective are they against non-Chaos armies?
2) What's the biggest drawback to the DH?
3) Has anyone ever played a Deathwatch HQ? I know they are an elite strikeforce aimed at Xenos, but they seem to have great options that would benifit against Chaos and Xeno armies.
Non-chaos armies tend to be a little more difficult to fight, but if you know what you're doing, it's not a problem.1) How effective are they against non-Chaos armies?I would say lack of anti-tank and low model count. The anti-tank can be covered by specially outfitted stormtroopers or inducted IG.2) What's the biggest drawback to the DH?
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Just as effective as they are against Chaos armies. DH has anti-Daemon weapons, gear, and powers, not anti-Chaos (they only have one item that works on all Chaos stuff). And those weapons, upgrades, and powers are very very minor when compared to what DH can do.1) How effective are they against non-Chaos armies?Fairly slow if you use GK - Grey Knights cannot take rhinos, bikes, or jump packs like their marine counterparts. Very little in the way of heavy weapons (and pretty much none on infantry models).2) What's the biggest drawback to the DH?I use Grey Knights, so no I've never used any Deathwatch. SM (which Deathwatch still count as) cannot be used in DH armies with Grey Knights.3) Has anyone ever played a Deathwatch HQ? I know they are an elite strikeforce aimed at Xenos, but they seem to have great options that would benifit against Chaos and Xeno armies.
I played a deathwatch HQ twice in my marines army and i can say, it can be a nice surprise to the enemy. Their rules make them capable of teleporting in in any scenario, even when the rules say that's not permitted. i have popped a few tanks with the dual plasma guns you can give them and the sergeant managed to wipe out some remnants. In an other game i managed to hit target, shot a squad to pieces right from the start held the position and they were vital in reducing the number till below scoring for the enemy, which gave me the upper hand in that game.
Al tho not the cheapest, they can be devastating. I will definitely use them again in my armies.