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  Topic Review (Newest First)
03-10-17 09:02 AM
Shandathe
Quote:
Originally Posted by Knighty View Post
When you say i could take those do you mean the wraithguard or D weapons? didn't think deathwatch had any if so.
You can probably take the Eldar. Low enemy model count is good for you

Quote:
Originally Posted by Knighty View Post
So i can't use kill teams at all in this only mission tactics? Seems kinda redundant when the name of the formation is literally kill team lol.
Kill Team has its own specific Detachment you have to use. 0-2 Troops, 0-1 Elites, 0-1 Fast Attack. No Formations for you. Or for anyone else, so there's that.

Quote:
Originally Posted by Knighty View Post
As for anti tank i actually looked around and though of going with a vanguard vet with a power fist over the biker, can jump and move alot faster than everyone else and can pound through the armor with relative ease. I didn't think too much about armor as i didn't think many people would be able to field them but yeah it's stupid to rule that out.
Power fist would probably work better than the Frag Cannon in the anti-vehicle role, as the vehicles in Kill Team will usually have 10 rear armour (with a very, very rare 11/12, usually on Walkers). The important bit is, you NEED anti-tank
03-10-17 12:38 AM
Knighty When you say i could take those do you mean the wraithguard or D weapons? didn't think deathwatch had any if so.

So i can't use kill teams at all in this only mission tactics? Seems kinda redundant when the name of the formation is literally kill team lol.

As for anti tank i actually looked around and though of going with a vanguard vet with a power fist over the biker, can jump and move alot faster than everyone else and can pound through the armor with relative ease. I didn't think too much about armor as i didn't think many people would be able to field them but yeah it's stupid to rule that out.

If i was to take in a frag cannon it'd mean taking out the additional biker/vanguard so my list would look like either of these combos:

6 Vets
2 Stalkers
1 Frag Cannon
1 Infernus
2 bolters

5 vets
2 stalkers
1 Frag Cannon
1 Infernus
1 Sarge /w SS and xenophase blade

5 Vets
2 Stalkers
2 Infernus
1 Frag Cannon

9 Vets
9 Bolters

7 Vets
1 Infernus
1 Frag Cannon
5 Bolters

5 Vets
1 Sarge SS Xenophase
1 BS, SS, Heavy Thunder Hammer
3 Bolters

I'm sure there are plenty of other combos but those are the current ones i can think of

EDIT: Just realising that there is actually a kill team thread... probs should of posted it on that ahaha ah well
03-10-17 12:11 AM
Shandathe First things first: Don't worry about a Deathwatch Kill Team Formation, as you have to adhere to the Kill Team Detachment for which a Kill Team Formation does not, alas, qualify.

For Deathwatch, this pretty much means 'grab 6 Power Armour models and gear up to taste'. Deathwatch is expensive pointwise to start with and 6 is prolly the max you can get and still get some gun upgrades. A biker for the sixth is not a bad choice - faster and tougher makes him a good harassment choice.

This means fully half your team will be Specialists, plus a fourth will be Leader. Pick them wisely.

On weapons:

Unless you're looking at an 'indoor' mission with no open field, Stalkers aren't a bad choice. Table shouldn't be more than 4x4, your shortest range on a Stalker is 24" and everything else (so every shot that doesn't absolutely need to go through 3+) is longer, so find your Stalker-armed marines a sniper perch somewhere mid-forward in your deployment zone and just shoot from there.

You need at least one Frag Cannon I think, for anti-vehicle duty. Getting a Meltagun in range gets iffy... Vehicles with 33 or less total AV are not just Rhinos, you might meet such niceties as a Razorback(11/11/10), Immolator (11/11/10 again, particular favorite of mine), Chimera (12/10/10 with a multilaser and heavy bolter as standard issue), a squadron of Armoured Sentinels (12/10/10, comes with a Multilaser and can pick up a Missile Launcher that'll go straight through your armour save for 5 points more)... and that's just the basic Imperium vehicles.

Good news, Mission Tactics will be invaluable because the enemy's only going to have one (MAYBE two) battlefield roles in play, so you won't be missing much. Not much to worry about Gets Hot when firing Vengeance rounds.

Not so good news, you're going to be outnumbered, as per usual. 6 models (you can lose 4 before taking break tests), 6 wounds total... which isn't very many at all given that some of the other armies can easily put four times that on the table. Worse, if you're not outnumbered, you're probably looking at something like 6 Wraithguard, as nobody told the Eldar they could not bring D weapons (You could take those, though...).
03-09-17 12:57 AM
Knighty So uh the store is now doing a kill team campagin, looking at potential lists with the rules to consider make it a rather small one. Decided to post it on through this seeing as its still DW List related XD

Thus far my current idea for a list consists of:
190pts
1 Vet sqaud
- 2 Infernus Bolters
- 2 stalker Bolters
- Bolter

1 Biker

Hard enough making a 1k list but geez 200pts more painful XD, i was gonna add a terminator but remembered the whole nothing with a 2+ armor save so that ruins that idea, might swap out the stalkers though because their heavy it'll mean they only fire snap shots when moved right? so that'll limit their usefulness, though having said that the boards will be fairly open. I could also swap the two infernus for two frag cannons which would make 200pts even. I got the biker so i can make the unit a aquila kill team as that'll be the only kill team i can form with 200pts and other restrictions, i would of prefered to use furor but without terminators it's not possible.
03-08-17 12:59 PM
Knighty Wow i am very much blind when it comes to gems of cheese like these in my own army, this'll be something to use for sure
03-08-17 12:13 PM
Shandathe
Quote:
Originally Posted by Knighty View Post
Wouldn't it be more economic to just shoot the squad?
Yep, but as they're usually in cover and you can't ignore both their cover AND armour saves... a better chance for a guy in the back is always nice.

Quote:
Originally Posted by Knighty View Post
One thing though this drop pod assault rule does it require 3 drop pods or can it be done with less?
It's right in your Codex at the Drop Pod entry. Half your Drop Pods rounded up show up immediately, so if you take 1 it'll be there Turn 1. It will at the very least force him to deploy to take that into account. Note you still get to move the squad a bit out of the drop pod, so get into cover against the army parts the squad can't immediately shoot (the drop pod can serve as cover if nothing better is available!).

You want to take an odd number so the 'rounding up' works in your favor... if you take two, you'll still only get one Turn 1 and have to roll for the other. If you take 3 you get 2 on Turn 1 - with the last one having to be rolled for normally, and so on.
03-08-17 01:05 AM
Knighty One particularly horrible bastard i did see at the tourney was a Space wolves player who dropped 3 drop pods onto all 3 objectives and deployed his dreadnoughts from them, completely ruined a guys chances who was relying on mobility (I called his list the mad max list as the guy fighting the space wolves had literally all Space marine bikers and 1 storm raven gunship).

Wouldn't it be more economic to just shoot the squad? due to most squads being 5 guys get a squad of 4-5 stalkers and you for 8-10 shots slamming into the squad, haven't seen too many 5+ devastator squads, make that squad a furor (add a 2 frag cannon for the awesome impact, or Infernus) so be like a 7 man squad for 244pts which really for deathwatch is pretty small and provides some pretty big damage or do the 5 man with 3 stalkers 2 Frag/infernus for 180pts which again pretty point economic for the damage output.

Worst comes to worst if a particularly nasty squad is about to his the land raider with power weapons/melta bombs i can always surprise! and charge out my own squad to combat.

This idea with the drop pods honestly sounds great, i'll try and get a couple of em sometime soon because as you said makes alot of sense and allows me to take map control and deploy them right where they are needed which is important.

One thing though this drop pod assault rule does it require 3 drop pods or can it be done with less?
03-08-17 12:32 AM
Shandathe A Land Raider can shrug off a surprising amount of fire, though you'll want to keep an eye out for particularly dangerous anti-tank weaponry (Melta/Armourbane/Lance). For infantry-based heavy weaponry like Devastators, Stalker Boltguns are your friend, aim Precision shots at the people carrying heavy weapons as they (usually) aren't characters and thus can't be Look Out Sir'd Only 50% chance to help against the sergeant in the back with the Meltabomb though...

If you use drop pods, try and be the sneakiest horrible bastard you can be about abusing enemy deployment, as your own positioning is key. Best case you can find a way to only fight part of his army at once, and defeat the enemy in detail.
03-07-17 11:32 PM
Knighty Ah okay, you're right land raiders are large targets. i ask because my uncle has two and is sending them my way so i have them as an option if needed. you make a good point though the deathwatch are incredibly expensive as it is an adding land raiders to that would hurt it (depending). If they had anti tank that would screw up that plan so it'd be a situational thing.

Wow i am blind it does too well rip i did think it was too good that success invul re-rolls applied to the unit ah well.

I must say i've never heard of this drop pod assault thing before but that whole idea/tactic is a very amusing idea, especially the surprise land raider (chuck in a squad with it for extra shits and gig's) and you get 4-5 squads all where, barring deepstrike mishaps land right where you want with an added land raider in front as well (imagine doing that with the torrent flamer weapons my god good bye hoard armies)

Also thats new for me with that combat rule so thats good
03-07-17 10:47 PM
Shandathe The main problem with Deathwatch Land Raiders is that the things tend to attract large amounts of anti-tank fire, especially when they're filled - and Deathwatch costs enough points that you can't really field enough OTHER vehicles to take advantage of that. Worse, if the Land Raider actually gets killed the squad inside can't assault their next turn. That doesn't mean you can't make it work, just that you need to have a ready Plan B

Drop Pods are probably the transport of choice for Deathwatch, as playing Deathwatch is very much about having the right unit in the right place. They're cheap and a relatively safe way to get a squad exactly where you need it. Always take an odd number to take advantage of Drop Pod Assault, possibly bring the Beacon Angelis with the first wave. It will let you guide in reserve Drop Pods and redeploy one of your units on the battlefield as well (Surprise Land Raider! Just remember Deep Strike means no immediate Assault).

Re: Xenophase blade, a weapon's rules only apply to attacks made with that weapon. The Xenophase blade's entry even specifically says so

One small exception: A model with two close combat weapons (such as the Librarian, who has a Force Weapon and a Bolt Pistol) gets an extra attack from having two CCWs. He needs to choose one to attack with, and will only get the rules from one of them. He will obviously go with the Force Weapon as it's just plain BETTER than the pistol which counts as a 'normal' CCW. The bonus attack for having two CCWs ALSO uses the Force Weapon rules (despite presumably being from the pistol).
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