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2k Deathwing army

807 Views 10 Replies 8 Participants Last post by  Marnepup
I put this army together and it looks alright actually. I need criticism tho, so tell me what you think.
-------HQ-------590
-Chaplain+100
* Terminator Armor
* Storm Bolter
* Bionics
*Teleport Homer
-Retinue of 4 termies+180
-Put in L.Raider+*
* Hunter-Killer Missile
* Extra Armor
-------Troops-------1140
-6-285
Lightning Claws on 5
Chainfist+H.Flamer*
-6-285
Lightning Claws on 5
Chainfist+H.Flamer*
-6-285
Lightning Claws on 5
Chainfist+H.Flamer*
-6-285
Lightning Claws on 5
Chainfist+H.Flamer*
-------Elites-------270
-Dreadnought-105
* TL Lascannon
* Venerable
* Tank Hunter
-Dreadnought-105
* Plasma Cannon

[EDIT BY CHAOSBRYNN: Do not post individual point values, it is against forum rules and breaks GW copyright laws.]
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EEK!

No points costs No Points costs No Points Costs!

Only totalled points can be posted, no direct costs for units or wargear.

I'd hide this asap...before a mod gets to ya.


*Hides law abiding eyes*
Aside from posting the points... There is no shooting in this army except for 1 Dreadnought, the LR and Termis in the LR... I doubt that you will arrive in one piece... I#d go with the Chaplain and his retinue should have the cc-weapons. The rest I'd prefer to minimize and give the AC.

I'd even think about taking the LR and take another unit for the points...

Lion
Read the thread that says "Read before posting" before posting.

This list is not legal. Every model in a deathwing army costs an extra 5 points. It’s in the faq on the GW site. Also, each of your squads has the wrong options. You need to be using the terminator and assault terminator squads out of the new space marine codex. The old ones in the DA codex are no longer legal.

As for the list itself, I doubt much if any of it will actually make it into combat. All anyone needs to do is destroy your vehicles and stay at least 12in away. Against a decently mobile army, you would be toast.

In your line squads, I would put something more like this:

Terminator squad 270
5 Terminators w/
1 Chainfist
and either 2 asscannons or cyclones

Normally my armies have 3 squads with AC and 1 with cyclones

Your chaplain looks fine, except for adding stubborn. His command squad is also illegal. You have to take the terminator command squad from the new SM codex. I would give him a normal command squad and drop the land raider. If you insist on having some assault terminators in your army, lose the command squad and land raider. Then add in an assault terminator squad and a land raider crusader, and have your chaplain join that squad. Either way, lose the HK missile on the raider, it is a waste.

Your dreads seem fine with the small exception that they need extra armor.
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Aiieeeeeee!

What a list. The chaplain is fine. The rest isn't.

At 2000 Points, I'd recommend:

1. A 7-man terminator assault squad squad for the chaplain to join (stock sergeant, 2 thunderhammers, 4 lightning claws),
2. A Crusader for them to ride in (they can't deploy in it, but they can deploy in its shadow [park it sideways to allow them an access point!] and embark on turn one).

3. I'd recommend three dreadnaughts (one venerable tank-hunter with TLLC/ML and two with Plasma Cannons, extra armor, and smoke)

4. I'd recommend filling all remaining points with 5-7 man terminator squads with 2 assault cannons each.
A while ago I wrote a Deathwing / Terminator tactica. It's in the SM articles section.

For HQ, I always suggest a Librarian with fear of the darkness and a drop pod command squad w/ 2 assault cannons. Right away, IG, Tau, and Eldar are toast.\

For ELITES, go with at least a venerable dreadnought w/ TLLC and ML with tank hunters. A S10 Lascannon with a good chance of hitting is excellent for tank hunting.

For TROOPs, an equal mix of 5 man termiantor squads with cyclones and 5 man squads w/ 2 assault cannons and a drop pod is good.

Land Raiders and terminator assault squads should be left out of games under 2,500 pts. YOu are already extremely outnumbered, a Land Raider just gives your opponent less targets to worry about.

I'd go with somethign like this:


HQ
Codicier, stubborn, terminator armour, storm bolter, fear of the darkness, 140 pts
DW command squad x4, 2x assault cannons, drop pod, 250 pts

ELITES
Venerable Dreadnought, TLLC, ML, extra armour, tank hunter, 170 pts
Dreadnought, Plasma cannon, extra armour, 120 pts
Dreadnought, Plasma cannon, extra armour, 120 pts

TROOPS
Deathwing Terminator squad x5, 2x cyclone, tank hunters, 290 pts
Deathwing Terminator squad x5, 2x cyclone, tank hunters, 290 pts
Deathwing Terminator squad x5, 2x assault cannon, drop pod, 295 pts
Deathwing Terminator squad x5, 2x assault cannon, drop pod, 295 pts

ARMY TOTAL: 1970 pts

It doesn't really matter what you spend the extra 30 pts on.

I would like to let people know that when the new DA codex is released, you can mix lightning claws into Termiantor squads, so don't go selling off your assault termies just yet.
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My cutoff for assault termies and a single landraider is 2000 points. Other than that, I agree with everything you said except for giving the venerable dread extra armor...the likelihood that he'll find it usefull to move if he can't shoot is vanishingly small...on the other hand, the other two dreads could do with a bit of smoke...no point allowin penetrating hits after the plasma cannon gets blown off!

Oh, and it's fantastic news that we'll get our lightning claws back...that's one thing that made deathwing a viable army in the first place, the ability to mix claws and heavy weapons!
For ELITES, go with at least a venerable dreadnought w/ TLLC and ML with tank hunters. A S10 Lascannon with a good chance of hitting is excellent for tank hunting.
say WHAT? a S10 lascannon... the rulebook says that the tankhunters special rule gives +1 to their weapons AP value. not +1 strength..
....right, which is the same as saying they get +1 strength...but only against vehicles.
Marnepup said:
My cutoff for assault termies and a single landraider is 2000 points. Other than that, I agree with everything you said except for giving the venerable dread extra armor...the likelihood that he'll find it usefull to move if he can't shoot is vanishingly small...on the other hand, the other two dreads could do with a bit of smoke...no point allowin penetrating hits after the plasma cannon gets blown off!

Interesting point Marnepup- but don't forget a Dread even without a weapon can still win a game through movement by capturing table quarters, objectives etc etc.

Zuriel
Agreed. But given a TLLC/ML dread's desire to stay at maximum range in order to minimise return fire, you would likely find yourself in your own deployment zone with both heavy weapons blown off in turn 4 or 5. Is there still time to move out at 6"/turn and sieze an objective? On the other hand, is it wise to move into range of additional enemy anti-armor weapons by moving out towards an objective early in the game, while you still have your heavy weapons? I say do one thing, do it well. Let the infantry and the other two dreadnaughts sieze the objectives. The venerable dreadnaught's thing to "do well" is fire missiles and beams of coherent light using the tank hunters skill from maximum range. Try to be all things to all people and you'll live an exceedingly short life. Buy the extra armor for the vennie only if there are leftover points (which is often the case when your cheapest model is almost 50 points).
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