[1500] Deathwing - Warhammer 40K Fantasy
 

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  1. #1
    I AM CAN HAS CHEESEBURGER bonjordo's Avatar
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    [1500] Deathwing

    1500 point DEATHWING ARMY

    HQ:

    Master Commander 185 points
    Terminator armour
    sword of secrets
    storm shield
    adamantine mantle

    TROOPS:

    Terminator squad 267 points
    Seargeant with auspex, power weapon, storm bolter
    2 Terminators with assault cannons
    2 terminators with Power Fists and Storm bolters

    Terminator squad 267 points
    Seargeant with auspex, power weapon, storm bolter
    2 Terminators with assault cannons
    2 terminators with Power Fists and Storm bolters

    Terminator squad 267 points
    Seargeant with auspex, power weapon, storm bolter
    2 Terminators with assault cannons
    2 terminators with Power Fists and Storm bolters


    Terminator Assault Squad 240 points
    Seargeant with Dual lighting claws
    4 terminators with dual lighting claws
    Master Commander attached to squad
    Mounted in Land raider Crusader
    Land raider Crusader 265 points


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  3. #2
    LO Zealot Ezekiel1990's Avatar
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    104 (x4)

    Quote Originally Posted by bonjordo
    Master Commander 185 points
    Terminator armour
    sword of secrets
    storm shield
    adamantine mantle
    When I use Masters, I load them with Sword of Secrets and a powerfist. He runs in at 170 pts. He is also better with a drop pod and a command squad than with Assault Termies and a LRC.

    Terminator squad 267 points
    Seargeant with auspex, power weapon, storm bolter
    2 Terminators with assault cannons
    2 terminators with Power Fists and Storm bolters
    Ditch the auspex, these guys should be deep-striking, and if you leave them on the table from the first turn, there will be at least a turn in which they will be left too far away to shoot.

    Terminator squad 267 points
    Seargeant with auspex, power weapon, storm bolter
    2 Terminators with assault cannons
    2 terminators with Power Fists and Storm bolters
    Again, same here.

    Terminator Assault Squad 240 points
    Seargeant with Dual lighting claws
    4 terminators with dual lighting claws
    Master Commander attached to squad
    Mounted in Land raider Crusader
    Land raider Crusader 265 points
    I would just drop all of this and add some Cyclone squads. As I said in your previous Deathwing post, you want to kill stuff every turn.

    I would also add a Venerable shooty Dreadnought to take on heavily armoured vehicles. It will almost always make up for twice its points cost.

  4. #3
    I AM CAN HAS CHEESEBURGER bonjordo's Avatar
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    i now always take auspexes, after playing a 1500 point game agaisnt kroot mercs (a friends) and being assaulted on the first turn.

  5. #4
    LO Zealot Ezekiel1990's Avatar
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    104 (x4)

    Yes, but the squads with assault cannons shouldn't even be on the table on turn one. You can give auspexes to Cyclone squads, however.

  6. #5
    Son of LO Silver Wings's Avatar
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    99 (x5)

    Why cant you shoot on turn 1, I play on 48" boards. Most games have a 12" deployment zone putting you 24" away and then you can move 6" and fire.

    Doesnt Deepstrike waste 250pts of firepower for at least 2 and possibly 3 turns. I wouldnt like to play with only 1000pts against 1500pts just a thought though.

    Why Cyclones? Assault cannon are better in almost every respect.

    No Drop Pods? theyre alot safer than normal Termis DS.
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  7. #6
    Wolf Scout Meltagunner Wulfbanes's Avatar
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    Load up your master for one,
    And @ Wings Of Doom
    Termies use Cyclones, for big range, bigger things killing aspect and hurting stuff and such. No way a full termie/assault army could get the same effect as a 2 on 1 assaultcannon/cyclone squad.
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  8. #7
    Son of LO Silver Wings's Avatar
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    99 (x5)

    But assault cannon have more shots than ML and a strength that will still do alot of wounds. Plus the possibility of an ap2 rending shot.

    What you on about with the 2 on 1 thing? maybe i'm just tired.
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  9. #8
    Wolf Scout Meltagunner Wulfbanes's Avatar
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    lol, sorry if I confused you.
    The thing with Deathwing is that if you don't make a load of kills every turn you lose. BTW. the missile launcher can shoot krak or Frag, but ALSO it's storm bolter, so its the same amount of shots, with further range and blast possibilities.

    2/1 thingy is this:
    your termie squads should be or comppletely assault cannon or complety cyclone.
    and you should have 1 cyclone for every 2 assault cannon squads.
    Does that help any?
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  10. #9
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
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    185 (x8)

    You do not need a storm shield with terminator armour as the armour comes with a 5+ save, also this HQ seems like he is to explensive to me. in this small of a point cost game id ditch the LRC. If you go with ezkeils idea, i think you should hide the dread the first turn, and pop him out when your reservers come, as 12 armour wont stand up for long, dont forget to give him tank hunters. All your squads should also have tank hunters, even a 5 strenth strom bolter can take down rihnos and other light amoured vehichles. the only excetion to this might be the command squad, but i think they should also have tank hunters, as most HQs and other things dont have more then 5 initative, unless your playing vers eldar or nids or something like that, but youll prolbably be charged not charging. Peace

    Readd the points for you HQ he seems to high somehow to me. seems more like it should be about 165... but i dont have a calulator with me. Also the 25 points for a powerfirst ezkiel was talking about is not needed in a sqaud with 12 other powerfirst attacks. The only reason to use a powerfist would be to take a vehicle down and if you cant do it with 12 power first, you probably wont do it with 18 any way. Perhaps 5 point chain fist in the squad instead, more bang for your buck.

  11. #10
    I AM CAN HAS CHEESEBURGER bonjordo's Avatar
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    Storm bolters are strength 4 sorry..........

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