Welcome to Librarium Online!
Here is my first list of my Reaperwing. The tourny will consist of a variety of foes (choas Khorne, Black Templars, Orks, maybe an Armoured company) so your help in with this is important.
Master of the Deathwing, Belial - 130
---with Termy Squad #2
Interrogator Chaplain - 150
--termy armour upgrade
---with Termy Squad #2
Termy Squad #1 - 245
Termy Squad #2 - 300
--LC/LC Company Banner
Termy Squad #3 - 245
Termy Squad #4 - 255
Ravenwing Attack Squadron - 390
--Serg PW, melta bombs
--attack bike w/multi-melta
Ravenwing Support Squadron - 100
Whirlwind - 85
Whirlwind - 85
As you can see this only totals to 1985pts and still have 15pts. What can i do with the points and how can I make this list competative. I kind of want to stay in the general format the list has gone so far but all ideas for change are needed. thank you in advance.
---MADE SOME CHANGES ACCORDING TO MY PREVIOUS POST---15PTS LEFT OVER WHAT TO DO AND WHAT TO CHANGE---MORE CHANGES---EVEN MORE CHANGES---
Last edited by Brother Captain Shadow Dragon; March 21st, 2007 at 15:04.
Hmm.. well honestly I would drop the venerable dreadnought since he's way too expensive and has no means of transportation and use the points to try to fit in another terminator squad.
I like the idea of having the chaplain with the deathwing standard, all those attacks should come in really handy... except that I would fit more lightning claws into his squad so that you maximise attacks. I mean, seriously, lightning claw termies already get 4 attacks on the charge, make it 5! If you have, say, and assault cannon guy, he will get 4 powerfist attacks, enough to take out an IC, and the rest of the squad will get 20 attacks that re-roll to hit and wound, pluss the chaplain!
Also I would drop the extra armour on the whirlwinds since it should be hiding behind cover anyway, there's no need to move really and if anything gets close enough to hurt it at that point, extra armour probably won't help you.
You should have 20 extra points at this point which I would use to change the power weapon on the biker sergeant into a powerfist. I once had a single biker sergeant (the rest of his squad died) mince his way through about 30 sisters of battle, with a powerfist. It's worth the extra 10 points.
Termy Squad #4 - 245
Which would now leave me with 20 points to spare (what to do with that)?
Also to ajust the Chaplains Termy Squad
Termy Squad #3 - 275
--TH/SH Compnay Banner
Are these some of the changes you are talking about Ezekiel? What would you do now with the 20pts and do you have any tactics advice.
Scout up the combat squads of bikes (3 bikes/attack bike and 3 bikes/LS tornado)
--Thess two units will bring in the chaplain and belial on the first turn deepstrike with their teleport homers.
The two whirlwinds will be in each corner hopefully around cover unloading their payload while waiting on turn two to bring in the remainder of the Termies.
What to do with the second Tornado? I was thinking off setting the strenghts of the two Termy squads coming in on round two.
Any other tactics advice or does mine sound good?
I assumed you removed Extra armor from the tanks, but forgot to change it.
You should no longer take extra armor for DA, except on dreadnoughts - and then you should think carefully about such an upgrade.
So once you subtract the melta bomb, and both extra armors, you'll have 15 points. Since its almost impossible to select filler wargear that useful - you might as well take a few chain fists.
Your list is a bit low on anti tank anyway.
Tactically, your list might have some problems. You wont be able to charge until turn 3 if the opponent is smart, without sacrificing the bike squads. *unless the opponent out assaults you, in which case your likely to be assaulted the turn you land - which is probably bad for you.
Assuming you go first, bike starts 12 inches up the field, and moves another 12, thus you are half way across the field. Now you telehomer in, thats good for +6 inches, thus your 30 inches across the board.
Once Death wing assault is know by most players, they simply deploy 11 inches up, instead of 12.
Now the opponent moves backwards 6 inches, and shoots at your terminators.
The opponent is now 13 inches away from you - yes they will need to sacrofice firepower, but its well worth avoiding an assault terminator charge to do so.
Next turn you move up, and get some reserves. None of which can charge.
The opponents second turn, they are on the board edge, so they will move latterly 6 inches away from you. However, this will result in them being under 12 inches from you, and assaulting you.
So against skilled opponents, your powerful death wing squads wont see combat until turn 3.
For this reason, you must move up with your bikes on turn one, and assault a unit near the terminators. Now the terminators can hopefully move up and get into combat with whatever the bikes are holding, by turn 2. The bikes might do better if you keep them in a single squad or keep the squads near each other - but they are still probably going to be running headlong into power fists and the like.
Now if you lose first turn, you'll probably lose the game - unless you get lucky with the dice.
Anyway, I'm not particularly interested in playing DAs, So I don't think ill be putting the time in to figure out how to win while going second. As it stands, your army is completely first turn dependent.
Not that its your fault - i realize your using a new codex, which is very "unforgiving".
Fast attack should maybe go like this....
3 Bikes sgt w/PW 2x melta - 205
Attack Bike w/Multimelta
3 Bikes Sgt w/PW 2x melta - 205
Attack Bike w/Multimelta
Landspeeder Tornado - 100
Fixed your 10 points. How many PF's do you need. Use the bikes to attack light infantry and you will survive for days. Better to tank hunt and get position for the termies. This new setup gives you 4 tank hunting melta units and has added one more T. Homer.
Yes, one less speeder but we have to start changing our thought process.
I thought you had ten to spare. Very confusing....Anyway, your setup has one meltagun shot while mine has 6. Yours has 3 homers vice my 4. This is my FA setup in 2000 points. I popped 3 guard tanks on the first turn..(I went second) last thursday. I still don't think you will survive the tournie with so few termies. I just don't see 5 man squads as survivable. Maybe your addition of the ordnance will help. I roll with vindicators not Whirlwinds....but I am going to try it.