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Discussion Starter · #1 ·
Hi all so i just finished building my DA double wing army and have played twice once v. orks and once v. eldar i lost both times. My bikes die fast and terms get bogged down alot so not really sure how to play to my full force looking for any tips on how to effectivaly play. Thanks for any help.
 

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Could you give us a brief rundown of your units and your opponents? It helps make advice a bit more specific.

With your bikes, try to keep them out of melee. You want to try to keep them mobile and use them to thin out enemy units before you charge them with your termies. Your termies have better saves and power weapons so you want them to be in the thick of it rather than what is essentially a tactical marine.

Don't overlook the melta gun on your bikes either - took me a while to wise up to this. Great for taking out vehicles.

Some people play their DW units with a mix of CC and shooty units. I like to pair up specialised DW units, dropping shooty ones first and backing them up with CC units, particularly a CC unit with banner and flamer.

Hope this helps for now
 

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As kontempt said keep those bikes away fom cc. With their turbo boost it shouldn't be a problem. Fearless lets them stay to the last man for some late game objective grabbing/contesting. The melta-guns in these squads give them something to do the first few turns of the game. Their scout move makes them my best tank killers.

As for your terminators running two squads together like 1 big squad helps not get stuck in cc so long. I saw your army list and suggest again running mixed squads. I like my squads like so TLC, AC/PF, SB/PF, SB/CF, SB/PW. It's ok to put these guys back and in cover. Just because they are terminators doesn't mean they don't need cover. Keep them back and make your opponent walk through a hail of assault cannon fire before you engage them.

As for your eldar problem if your opponent is using psychic powers the dark angels have great librarians. They can zap a power from anywhere on the table.

Last and not least I can't stress enough, use apothecaries. When your models all cost as much as these do just saving one guy is worth his points. Remember the apothecary doesn't need to be in someones squad to save them. An apothecary on a bike makes great support.

If you can tell us more about your opponents we could help a lot more.
 

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Discussion Starter · #4 ·
Alright thanks for those tips guys helps alot. Here is my new army list im gonna try.

130- Belial
205- Sammael
280- Deathwing, Apothecary, TLC, AC/PF, SB/CF, SB/PW
250- Deathwing, TLC, AC/PF, SB/CF, SB/PW, SB/PF
250- Deathwing, TLC, AC/PF, SB/CF, SB/PW, SB/PF
250- Deathwing, TLC, AC/PF, SB/CF, SB/PW, SB/PF
395- Ravenwing, +3 bikes, 2xMG, MBs, attack bike, land speeder
240- Ravenwing, +3 bikes(or speeder), 2xMG,
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2000


Also my major opponents are an SM salamander army losts of meltas and flamers. Deamons army mix of khorne and tzentch. and eldar guy not sure how to describe it but has 3 tanks prism falcon and wave serpent avatar uhhh alot of dire avengers some dark reapers and fire dragons. hope that helps. thanks again for the help.
 

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Sammael in the speeder almost all the time. With a twin linked AC and HB with a BS5 your almost guaranteed 7 hits.

The best advice on running a dual wing army is knowing how to take your first turn. When and how to utilize deathwing assault is the key. The eldar army your having a problem with for example. Hold three squads in reserve and DS by the reapers first turn with two squads then you can put the last where help is needed. Deploying one squad on the table from go that way your guaranteed not to get screwed to bad with bad reserve rolls. Send all your melta at whatever is carrying those dragons then use sammael to shoot the squad up when they are out of their transport. You dont want terminators anywhere near that squad.

Now if your facing an ork horde you might want everyone to start on the table to get the most shots possible at them greenskins rushing across the table. Dont rush them backtrack to try to get as many turns possible shooting but try to make sure you assault. It's tricky (beware the waghh) but you need to steal the assault from orks to deny their furious charge.

The ravenwing should turbo boost for their scout move so they get a 3+ save. Even if you go first boost in case your opponent rolls that 6 and steals the turn. With your terminators not deathwing assaulting on the first turn your bikes aren't needed on the table as soon and can utilize their scout rule to outflank. not something i do often but you need to know all your options. I have held my entire army in reserve for kill point missions. If your opponent has a shooty army and you get the kill points mission let him go first and watch the frustration as his guns have nothing to shoot at for two turns. Don't combat squad your ravenwing in KP missions. They are fearless so when the squad gets low just turbo boost around and stay alive. If you can deny kill points you don't need to score as many to win.
 

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The bikes' main purpose is their teleport homers, rapid-response and infantry killing. I'm not sure about how your terminators ar equiped though. I believe in specialising units more, as I used to mix my units as well but as soon as units reach combat, the expensive assault cannons become obsolete. For example in my army I have 2 deathwing units, one has storm bolters and power fists and an assault cannon, while the combat terminators have 3 lightning claws (1 with the banner) and 2 thunder hammers. I find this works.

Might I also recommend a land raider. It'll give your list some much needed fire power, and with a 20 inch assault range (12 movement, 2 disembark and 6 assault) it can let you choose which combats the unit fights in, even if the target is in cover.

Ultimately, to be successful, an army needs to work together. This usually boils down to combat terminators rushing at a target while shooting units cover them and soften up the enemy.

Hope this helps.
 
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