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Hey I am want to try out a deathwing list to see how it would fair. My normal opponent is orks, and I have heard someone say that they played a shooty deathwing list against orks one time and did not fire enough shots (if every shot hit, wounded, and failed save) to kill all of the orks. Let me know if it looks like a problem I would have.
Deathwing Terminator Squad--245x2
-2 lightning claws
Deathwing Terminator Squad--265
-2 lightning claws
-1 apothecary/lightning claws/missle launcher from (heavy flamer/powersword)
-Belial goes here Lightning claws
2x Venerable helfire dread--175
I have 10 points left, do I need anything anywhere? And how does the list look?
Last edited by nichodemus10; August 27th, 2008 at 04:07.
Your going against Orks and choppa's with a bunch of terminators? They get 4+ saves, it will be a bloodbath. lol. throw in a cyclone missile launcher maybe? Otherwise pretty solid, you'll have to tell me how the battle goes too, all your storm bolters still have to wound on 4+ but i like the 3 whirlwinds.
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Choppa's? what year do you think this is, choppas dont chop you to an armour save of 4+ anymore =/
Anyway against orks the mass amount of missile launchers and pie plates looks like the way to go. I couldn't think of anything useful you can add to this list looks pretty solid to me, ain't the low model count just a b*&$# huh ?
Originally Posted by swntzu
This is true. Orks no longer reduce armour saves to 4+ now so his terminators should be okay. The only thing is how many saves they will be forced to make. The whirlwinds should go a long way towards minimising this providing they survive long enough to do so.
I like this list !! By the way I hope you are giving Belial twin claws – they are definitely the best option for him, unless you desperately need the TH/SS for big bug hunting...The only thing I'd maybe change is the Heavy flamer for a cyclone missile launcher – it will give you more tactical options and at greater range. Also, I wouldn't make the powersword guy the Apoth – why? well he's the most uselessly armed out of them all. Give a 'normal' SB/PF trooper the Apoth kit, and put the cyclone on another SB/PF trooper, that way he can fire both his missile and his sotrmbolter.-1 apothecary/heavy flamer/powersword
With any points left, buy chainfists.
Last edited by zuriel; August 26th, 2008 at 17:39. Reason: added stuff
Keeper of the Dark Fortress
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Current armies: Deathwing and Grey Knights (I'd have more if my wife would let me)
I was going to keep the sword of secrets on Belial, but point taken--lightning claws it is. Next you think I need the third missle launcher? I was hoping that the two helfire dreads would be enough for heavy tanks and the assault cannons would take down transports if need be. I just wanted the heavy flamer in for kind of a fluffy assaulty unit that would be right in the face of the enemy; also the power sword wasn't realy well thought. Unit changed to 4 lightning claw boys and 2 powerfisters--and if you think so I guess the missle launcher, though it just makes them seem less in your face fluffy.
You just can't wound wraithlords - what's the AV/Toughness of a Can/Mek? Thunder Hammers are required. Walkers are now brutal, you at least reduce their init to 1 to go with your power fists with one. I will never field L/Claws again - With the lack of extra attacks on a mormal marine with fists his extra attacks underline why he should get it.
Also, you have the option of peeling him off to chare a vehicle, with the remaining squad doing something else.
Seriously, If you put a hammer on the IC and have fists in the squad it means you then have two anti-walker units if mobbed by armour - compared to if you have claws you won't be able to pick off a walker, who just concentrates on the squad (at a higher init than them) leaving belial locked and hopeless. Thunder hammer him, i implore you! The attack results aren't that different, but the options you then have are better.
P.S. Belial also doesn't have a iron halo. S/Sheild helps rectify this.
Last edited by stayscrunchyinmilk; August 28th, 2008 at 13:10.
thought a deathwing army can only consist of termies, dreads, and landraiders?
Back to the OP; I have no experience with the whirlwind so have no critique. I've been using a Vindicator or two in my lists to good effect.
Even if you drop all the lightning claws, it *is* hard to get enough shots off each turn since the Deathwing model count is so low. By mixing in a single Termie with LC will hopefully give you a few more high initiative kills. The trick is that you are likely going to be mobbed by the Orks eventually (no pun intended) and your Fearless rule will force you to take a bunch of extra saves.
An alternative would be to go all Assault Termies with Heavy Flamers.
In my experience, Deathwing really doesn't come into its own until 1750 or 2000 points. At 1500 points you're always at a disadvantage.
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Its a challenge I will agree but I would not call it a great disadvantage. It all comes down to how you use cover really.
As for the lightning claws on that I agree, giving a terminator lightning claws and a missile launcher means he can contribute in both the shooting and the assualt phase.