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Ze Deathwing

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Post  Roland Sat Feb 08, 2014 10:33 pm

So this is apparently the current "good" Deathwing list.

2000 Pts - Codex: Dark Angels Roster

Total Roster Cost: 1825

HQ: Belial (1#, 190 pts)
1 Belial, 190 pts

HQ: Librarian (1#, 150 pts)
1 Librarian, 150 pts = (base cost 65 + Increase Mastery Level x1 35) + Power Field Generator 30 + Space Marine Bike 20

Elite: Deathwing Knights (5#, 235 pts)
4 Deathwing Knights, 235 pts = 4 * 46 (base cost 46) + Knight Master 51

Troops: Deathwing Terminator Squad (5#, 250 pts)
4 Deathwing Terminator Squad, 250 pts = 4 * 44 (base cost 44) + Thunder Hammer & Storm Shield x1 5 + Cyclone Missile Launcher x1 25 + Deathwing Terminator Sergeant 44

Troops: Deathwing Terminator Squad (5#, 250 pts)
4 Deathwing Terminator Squad, 250 pts = 4 * 44 (base cost 44) + Thunder Hammer & Storm Shield x1 5 + Cyclone Missile Launcher x1 25 + Deathwing Terminator Sergeant 44

Troops: Deathwing Terminator Squad (5#, 250 pts)
4 Deathwing Terminator Squad, 250 pts = 4 * 44 (base cost 44) + Thunder Hammer & Storm Shield x1 5 + Cyclone Missile Launcher x1 25 + Deathwing Terminator Sergeant 44

Heavy Support: Land Raider Crusader (1#, 250 pts)
1 Land Raider Crusader, 250 pts

Heavy Support: Land Raider Crusader (1#, 250 pts)
1 Land Raider Crusader, 250 pts

Belail and a Troop go in one LRC, DW Knights in another. Other 2 in reserve to pull a DWA. Libby parks between the 2 Raiders in such a way to deny LOS. You want to go second, obvs. All your oppenent gets to shoot is 2 AV14, 4HP, 4+ Invul tanks. Turn 1 drive up max. Turn 2 DWA on Belial, drive up more, asault and smush.

My issues:
1) Its nominally an 1850 list. I need it 1750 or 2000. Actually, I'd prefer 1750 so I can just add my 2 mortis dreads at 2000. Shaving 75 pts is a bit of a chore.
2) I hates the Baggins on the Bike. It just feels wrong. Like why would a Libby ride a bike when backing up a PURE DW force?
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Post  Guardian Angel Fri Feb 14, 2014 4:17 pm

This is not a comment about keeping it "good" but it is a way to get the 75 points....

Drop the Mastery level on the Librarian - 35pts
Change one Crusader to a Redeemer - 10 pts
Lose one Cyclone - 25 pts
Lose one TH/SS - 5 pts

This is 75 points on the nose....but like I said, not sure if it keeps its "goodness"
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Post  Lore Weaver Fri Feb 14, 2014 8:00 pm

For 1750, I'd be tempted to drop the Deathwing Knights and just put dudes in the land raider with Belial.
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Post  Roland Sun Feb 16, 2014 1:14 pm

Yeah I'm not sure there is a good way. GAs method is as good as any. I think I had one where it was down grade the Libby, and then all the cyclone/assault cannons drop to heavy flamers.
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Post  Roland Sun May 04, 2014 9:33 pm

Got a chance to play test this vs Ben.

Both Raiders diff terrained themselves by turn 2.

The Libby May as we'll be level 1. He's really there to provide the PFG, and can really only prescience the squad with Belial ir the DWK.

It's def resilient tho. I think for 1750 I'd simply drop the Libby and take my chances.
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Post  Lore Weaver Mon May 05, 2014 8:21 am

Roland wrote:Both Raiders diff terrained themselves by turn 2.

1-itis continues fro Beau.
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Post  Roland Mon May 05, 2014 8:42 am

I've had two games this week after a few months off and all I've heard is "at least your dice are back on track".Smile
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Post  Lore Weaver Mon May 05, 2014 8:53 am

They haven't skipped a beat. They're just normally flatlined.
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Post  Roland Sun Jun 08, 2014 9:58 am

Slight update to 7th. Dropped the libby, the LRCs are DT and hence, one has objective secured.

+++ DA deathwing 1750 v2 (1750pts) +++
+++ 1750pt Dark Angels 6th Ed Roster (Primary Detachment)) +++

Selections:

Dark Angels 6th Ed (Primary Detachment) Selections:

+ HQ + (190pts)

* Belial (190pts) (Codex: Dark Angels 6th p56)
(Deathwing Assault, Grand Master of the Deathwing, Independant Character, Inner Circle, Marked for Retribution, Tactical Precision, Vengeful Strike, Warlord Trait: The Hunt)
Iron Halo, Teleport Homer, Terminator Armour, Thunder Hammer and Storm Shield


+ Elites + (530pts)

* Deathwing Knights (530pts)
(Deathwing Assault, Fortress of Shields, Hammer of Wrath, You Cannot Hide)
Inner Circle (Fearless, Preferred Enemy (Chaos Space Marines)), Storm Shield, Terminator Armour
* Deathwing Knights (46pts)
Mace of Absolution
* Deathwing Knights (46pts)
Mace of Absolution
* Deathwing Knights (46pts)
Mace of Absolution
* Deathwing Knights (46pts)
Mace of Absolution
* Knight Master (51pts)
Flail of the Unforgiven
* Land Raider Crusader (295pts)
(Assault Vehicle, Power of the Machine Spirit)
Deathwing Vehicle (30pts) (*, Preferred Enemy (Chaos Space Marines)), Dozer Blade (5pts), Frag Assault Launcher, Multi Melta (10pts), Smoke Launchers and Searchlight, Twin Linked Assault Cannon, Two Hurricane Bolters


+ Troops + (1030pts)

* Deathwing Terminator Squad (Troops) (245pts)
(Deathwing Assault, Split Fire, Vengeful Strike)
Cyclone Missile Launcher (25pts), 4x Deathwing Terminators (176pts), Inner Circle (Fearless, Preferred Enemy (Chaos Space Marines)), No Transport
* Deathwing Terminator Sgt (44pts)
Twin Lightning Claws


* Deathwing Terminator Squad (Troops) (245pts)
(Deathwing Assault, Split Fire, Vengeful Strike)
Cyclone Missile Launcher (25pts), 4x Deathwing Terminators (176pts), Inner Circle (Fearless, Preferred Enemy (Chaos Space Marines)), No Transport
* Deathwing Terminator Sgt (44pts)
Twin Lightning Claws


* Deathwing Terminator Squad (Troops) (540pts)
(Deathwing Assault, Split Fire, Vengeful Strike)
4x Deathwing Terminators (176pts), Inner Circle (Fearless, Preferred Enemy (Chaos Space Marines)), 4x Thunder Hammer and Storm Shield (20pts)
* Deathwing Terminator Sgt (49pts)
Thunder Hammer and Storm Shield (5pts)
* Land Raider Crusader (295pts)
(Assault Vehicle, Power of the Machine Spirit)
Deathwing Vehicle (30pts) (*, Preferred Enemy (Chaos Space Marines)), Dozer Blade (5pts), Frag Assault Launcher, Multi Melta (10pts), Smoke Launchers and Searchlight, Twin Linked Assault Cannon, Two Hurricane Bolters



Profile Summary:

Name Unit Type WS BS S T W I A LD Save Pg Ref
Belial Unique, INfantry (Character) 6 5 4 4 3 5 3 10 2+/4++ 56Codex: Dark Angels 6th p56
Deathwing Knights Infantry 5 4 4 4 1 4 2 92+ / 3++
Deathwing Terminator Infantry 4 4 4 4 1 4 2 92+ / 5++
Deathwing Terminator Sgt Infantry (Character) 4 4 4 4 1 4 2 92+ / 5++
Knight Master Infantry (Character) 5 4 4 4 1 4 2 92+ / 3++

Name BS Front Side Rear Type Pg HP Ref
Land Raider 4 14 14 14Tank, Transport (16 Models) 4

Name Description Pg Ref
Dozer Blade re-roll failed dangerous terrain tests 87 BRB p87
Frag Assault Launcher Any unit charging in to combat in the same turn as disembarking from this vehicle counts as having frag grenades 65Codex: Dark Angels 6th p65
Iron Halo 4++ 63Codex: Dark Angels 6th p63
Searchlight After firing all weapons can illuninate the unit it shot at and it's self during night fighting 87 BRB p87
Smoke Launchers Once per game, instead of shooting or moving flat out, may gain a 5+ cover save 87 BRB p87
Storm Shield 3++ but can never count as having 2 close combat weapons 64Codex: Dark Angels 6th p64
Teleport Homer Friendly Terminators do not scatter when placed within 6", model must have started the turn on the board 64Codex: Dark Angels 6th p64
Terminator Armour 2+/5++, have the Bulky, Deep Strike, Relentless, Deathwing Assault and Vengeful Strike special rules, and may not make sweeping advances. 65Codex: Dark Angels 6th p65

Name RangeStrength AP Type Pg Ref
Assault Cannon 24" 6 4Heavy 4, Rending
Cyclone Missile Launcher (Frag) 48" 4 6Heavy 2, Blast
Cyclone Missile Launcher (Krak) 48" 8 3 Heavy 2
Flail of the Unforgiven - +2 3Melee, Bane of the Traitor, Concussive
Hurricane Bolter 24" 4 53x Rapid Fire, Twin Linked
Lightning Claws - User 3Melee, Shred, Specialist Weapon 60 BRB p60
Mace of Absolution (Normal) - +2 4Melee, Bane of the Traitor, Concussive
Mace of Absolution (Smite Mode) - +6 2Melee, Bane of the Traitor, Concussive, One Use Only
Multi Melta 24" 8 1Heavy 1, Melta BRB p57
Thunder Hammer - x2 2Melee, Concussive, Specialist Weapon, Unwieldy 61 BRB p61

Selection Rule Summary:

* Assault Vehicle: Passengers may assault the same turn they disembark
* Deathwing Assault: Units composed entirely composed of models with this rule and wearing Terminator Armour can choose to make a Deathwing Assault.
Immediatly after determining Warlord Traits, tell your opponent which units are making a Deathwing Assault, and make a secret note on weather it happens during turn 1 or turn 2. All units chosen arrive then with no need to roll for deep strike reserves. (Codex: Dark Angels 6th p44)
* Deathwing Vehicle: Preferred Enemy (Chaos Space Marines), you may make your opponent re-roll any vehicle damage result
* Fearless: Automatically pass all LD tests but cannot go to ground or use the "Our Weapons Are Usless" rule. (BRB p35)
* Fortress of Shields: Any model with the Inner Circle rule that is in base contact with a two models with this rule gain +1 Toughness
* Grand Master of the Deathwing: In a primary Detachment that contains Belial, Deathwing Terminator Squads are troops choices instead of elites. (Codex: Dark Angels 6th p92)
* Hammer of Wrath: On the turn this unit charges into combat they get an Initiative 10 hit at their unmodified Strength for each model with this rule.
* Independant Character: Independent Characters can join and leave other non-vehicle non-'loner' units. Although Independent Characters may join with other Independent Characters to form a powerful multi-character unit.
An Independent Character counts as having joined a unit if he ends his move within 2" of them, if he is within 2" of more than one unit you must declare which unit he is joining.
An Independent Character may leave his unit and join another one in the same movement phase, but he may not join a unit in any other phase.
An Independent Character cannot join or leave a unit that is locked in combat or falling back, he also may not leave a unit that has gone to ground.

Look out Sir is taken on a 2+

If a unit with an Independent Character in it has fallen to below 25% they test as if they had 25% remaning

When an Independent Character joins a unit he looses all special rules that the unit does not have unless the rule says it applys to the unit (eg Stubborn) and vice versa

If the unit is suffering from ongoing effects (eg blind, soul blaze) and the Independent Character leaves the unit, he is still suffering from those effects as well, but they to not transfer to a new unit he joins. (BRB)
* Inner Circle: Fearless and Preferred Enemy (Chaos Space Marines) (Codex: Dark Angels 6th p28)
* Marked for Retribution: Belial's shooting attacks are precision Shots on a to hit roll of 5+ (Codex: Dark Angels 6th p56)
* Power of the Machine Spirit: So long as the vehicle dosen't move flat out or pop smoke, it may fire an additional weapon than normal and may fire at a different target.
* Preferred Enemy (Chaos Space Marines): Reroll all failed to hit and to wound rolls of 1 against the chosen enemy in both shooting and assault. (BRB p40)
* Split Fire: Take A leadership test, if passed each model may fire at a different target than the rest of the unit, if failed all models fire at the same target (BRB p42)
* Tactical Precision: Belial and any unit he has joined with Inner Circle rule do not scatter when Deep Striking. (Codex: Dark Angels 6th p56)
* Vengeful Strike: When a model with this rule arrives from Deep Strike, it treats all ranged weapons as having Twin Linked until end of turn. (Codex: Dark Angels 6th p44)
* Warlord Trait: The Hunt: +1 Victory point if your Warlord or his unit kill enemy Warlord in the Assault phase. (Codex: Dark Angels 6th p56)
* You Cannot Hide: Gain a precision strike on a 6 in close combat

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