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Deathwing - Potential New Player


goldenwonder

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Greetings;

 

I've had the unfortunate chore of sorting through my model collection (or "when did I buy that?" ;) ) whilst storing away the elements of my Black Legion (mian project) and Blood Angel/Space Orks (until now my next projects to alternate painting and keep things fresh - approx 2000 - 2500pts each) when I happened upon a box. I have to say I have completely forgotten about this so finding it was a great (and positive) surprise.

 

A number of years ago (before the new Terminator Plastics) I was going to start a Deathwing Force. This is that force in it's unassembled glory. I found:

1 Unit of Deathwing (Metal) Termies - 3 PF/SB, Serge & Assault Cannon

1 Unit of Termies (Old Plastic :P )

A number of Loose MEtal Termies/Deathwing including an Assault Cannon, Cyclone, DW Sergeant

A Metal Terminator Captain

A Plastic Dreadnought with Forgeworld Icons (All Standard Arms + FW Autocannon)

A set of FW Land Raider Doors

 

This find was reinforced with a box of new Plastic Terminators which I just cannot fit into a Blood Angels list as the Elites slot is full to the brim. I also yesterday bought a box of the Assault Terminators (as I also needed 2 pairs of Lightning Claws for my Chaos Termies). In addition to this, in anticipation of building a Deathwing Force, I can also borrow from my unassembled Blood Angels a new Venerable Dread (the new kit is very nice) and a pair of Drop Pods for the Dreads.

 

So I may start a new DW force but I have a couple of questions for now:

1) Would using the old Terminators, even the somewhat ugly old plastics cause any problems?

2) Would it be worth using Land Raiders and Deathwing Assault? Also, what varient works better - LR or LRC? I have 2 unassembled LR's for my Chaos and considered using one for the DW - but with it being the only transport would it be too much of a target? If it is worth taking - again which varient or should I look into magnets and order the Crusader sprue?

3) With the emphasis on scoring units, how many units would you suggest as a minimum in 1500-1800pts games?

 

I won't be starting to paint until around June though I will to assembley and prep work around my Call of Chaos vow. However I thought it would be wise to seek advice before reaching for the glue and avoid doubling my workload later.

 

Thanks.

Goldenwonder

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Hello there

 

1st question. Some people like to use all the current models and latest issues. But I've been collecting my Deathwing force since '89-90 and have terminators from every period of release and I find this. When I get all 120 terminators out, in formation, people don't say,"OOooo noo look at those old mini's...." They gasp and say they are starting far away from me and want to be friends :Elite:

 

2nd question. I've got 4 LRC's and a Prometheus, and I find that in small friendly games of up to 1500pts, they play no part and I use DWA. Over that point limit, I may use 1 or 2. Only in Apocalypse do they all get to play ;)

 

3rd question. If you figure 250pts per squad average, I usually aim for 3-4 squads with the rest on support. DW are some of the hardest troop choices out there(2+/5+i save) and that troop ratio allows a certain amount of survivablity....

 

Hope this helps, and welcome aboard and happy hunting!

Hello there

 

1st question. Some people like to use all the current models and latest issues. But I've been collecting my Deathwing force since '89-90 and have terminators from every period of release and I find this. When I get all 120 terminators out, in formation, people don't say,"OOooo noo look at those old mini's...." They gasp and say they are starting far away from me and want to be friends :FA:

 

2nd question. I've got 4 LRC's and a Prometheus, and I find that in small friendly games of up to 1500pts, they play no part and I use DWA. Over that point limit, I may use 1 or 2. Only in Apocalypse do they all get to play :Elite:

 

3rd question. If you figure 250pts per squad average, I usually aim for 3-4 squads with the rest on support. DW are some of the hardest troop choices out there(2+/5+i save) and that troop ratio allows a certain amount of survivablity....

 

Hope this helps, and welcome aboard and happy hunting!

 

Thanks for the response.

 

120 Terminators? I can see why they would gasp. It's good to see that there'll be no problems in using the older models, as I do like the old metal models as well as the new plastics.

 

From what you've mentioned, for now I'll leave the Landraiders out for now but I do take it that the Crusader seems to be the favoured varient(?).

 

I was thinking 4 squads but concerned it may be too few. Seeing you mention 3-4 squads + support is reassuring that my thinking isn't completely off (quite yet ;) )

 

Anyhow, I'm going to read through the 'dex a bit more and draft out a list. Thanks again for the advice!

From what you've mentioned, for now I'll leave the Landraiders out for now but I do take it that the Crusader seems to be the favoured varient(?).

 

Well I prefer the LRC over the stock LR since the Deathwings style of up front assault is catered to by the frag launchers and hurricane bolters. Plus wth a multimelta for anti-armor you've got a good vehicle for unloading termies quick, even into cover!

 

Cheers and good luck

I agree with the consensus on question 1. Use what you have. They actually don't look so bad next to the newer models (of course the newer ones can be posed much more dynamically). The only problem is the height is slightly off, which can be easily fixed by simply mounting the smaller bases directly onto the 40mm base. With a little flock or rocks, etc. you can cover up the fact that there was two bases.

Here is an example of the above -

gallery_49213_4130_199804.jpg

Than, again mixed in with other newer terminators (10 old, 10 new in there, some AoBR)-

gallery_49213_4130_47158.jpg

The difference isn't all that bad.

Question 2 - Deathwing Assault has it's purposes and is best used homing in off Ravenwing bikers in my opinion (even if you only bring 3 just for that reason). But DWA is a deepstrike and therefore you can only come in and shoot - it makes most sense in that case to bring shooty terms via DWA and for the purpose of locking in good firing solutions from turn one. People have success with simply deploying and footslogging as well and I suppose it depend on the opponent.

As for the LR varient, the crusader is definitely the optimal build for transporting assault orientated terminators. However, a pure DW army lacks long ranged anti-tank support. One way to make up for this is a suitably outfitted Dread however another way, which adds mobility for your DW is simply including a regular Land Raider and letting it's lascannons go to town.

Magnets are nice - though many pure Deathwing builds use one of each variant.

Question 3 - I agree with what has already been said per the point range. At the 1850 range, you may be able to fit 5 in (with LR and/or Dread support). Obviously per FOC you can never have more than 6 be scoring and would have to use the Elite slot if you go beyond.

In addition, don't forget the apothecary! If he saves only one terminator, he has already made his points back. And to a lesser degree, the banner bearer is also nice, particularly if you are sticking assault terminators into a LRC and charging out.

Also, as you know, we can mix assualt weapons and shooty weapons into one squad. I would say you should steer away from that doing any sort of 50/50 split. Having a squad that is just ok at both things is not as good as having a squad that is excellent at one. If I wanted to mix in CC to a shooty squad, I might toss in one lightning claw but no more - this also helps for wound allocation. On the other hand, if I wanted an assualty squad to shoot a tad, I would give them an AC or CML (with claws) and maybe have the sarge retain is regular build.

1.) The only thing that might be an issue is if they're on the small bases. Nothing a few bucks of 40mm bases can't fix.

 

2.) If I take land raiders I either take 0 or 2. I tend to run one standard and one crusader, but Crusaders do help with anti-horde, which can be a challenge for DW. My current 1850 has no LRs and 6 DW squads with a couple dreads. Using DWA depends on the mission and opponent. If you do use DWA, then try to hold an odd number of squads in reserve so you can get more than 50% of them on T1.

 

3.) I take as many as I can fit. Even with 2 LR I can fit 5 units and usually do. Our Troops are resilient, but there are only 5 per unit, so more squads mean it's easier to send two squads at an objective or unit. With transports and deep strike, you should be able to take on small chunks of your opponent's army with the bulk of your army. 3-4 at 1500-1850 should be enough, depending on playstyle.

Being on small bases is not an issue, they are totally legal as thats what they came with. I recommend keeping them on the base they came with. The smaller base gives a tiny, tiny edge in CC. While the larger base gives a tiny, tiny edge in dispersion. One thing to remember is to keep the base size consistent within the Sqd.
So I may start a new DW force but I have a couple of questions for now:

1) Would using the old Terminators, even the somewhat ugly old plastics cause any problems?

2) Would it be worth using Land Raiders and Deathwing Assault? Also, what varient works better - LR or LRC? I have 2 unassembled LR's for my Chaos and considered using one for the DW - but with it being the only transport would it be too much of a target? If it is worth taking - again which varient or should I look into magnets and order the Crusader sprue?

3) With the emphasis on scoring units, how many units would you suggest as a minimum in 1500-1800pts games?

 

Thanks.

Goldenwonder

 

I've been playing my UltraWing force for a few months now, with pretty good success ( 3-3-1 ). Here's what I have to offer.

1) There maybe some size issues if you try to use the newer weapons on the older figures, but other than that there shouldn't be any issues.

2) If i ever use DWA, it results in a dead squad. The enemy usually will focus on them till they are dead, and with no supporting units close by they are surely dead.

2A) I try to take a land raider for each squad which is usually 3, 2 dreads and Belial. Higher point games have a foot squad or two to hold home objectives.

3) 3. One to hold home objectives, 1 to control objectives, 1 to contest. I try to play conservatively, and use the land raiders for bunkers and to bloke assaults. That is primary objective of my drop pod dreads is to block assault and be a pain.

2) If i ever use DWA, it results in a dead squad. The enemy usually will focus on them till they are dead, and with no supporting units close by they are surely dead.

 

The problem here is that you shouldn't be DWA them with no support. DWA isn't just to simply get a jump as close as possible to the enemy. In fact, that's almost always a bad idea for the very reason you said, they are unsupported.

 

DWA brings an element of surprise to your enemy. Your holding terminators in reserve and your enemy has no idea where they are going to deep strike while he is deploying or on his first turn. You now have an opportunity to react to whatever your opponent just did. There is no reason you need to deep strike right in his face, in fact you might still find it beneficial to simply deep strike where you might have simply deployed in the first place, focusing on a weak side. I like to think of it almost as a "rapid redeployment" in a sense - you have an idea where you might deep strike but once things start to unfold, you have an opportunity to reconsider.

 

In short, it has it's pluses if used well. The biggest problem I see with it is scattering, which is why I like Deathraven builds.

Yeah I have had some extremely bad luck with scatter and units getting lost in the warp :huh: I mainly have a mechanized deathwing, so DWA doesn't work well for me. But, if you were all infantry, it would probably work better. I tried several games that way, and it didn't work for me. I guess if anything else, the land raider crusaiders definitely add some much needed anti-hoard firepower.

If you're using DWA put three in Reserve so you can DS 2 in on the first turn, it's the best way to do it. Since we can only have squads of 5 (with mix and match equipment) I don't have it happen too much that I get a mishap, though occasionally they do end up a bit closer or further than I had hoped. If you get the first turn though, you can always scout Ravenwing bikers and remove scattering all together. (Remember when using Ravenwing Attack Squads, the Attack Bikes and Land Speeders bought with it are always scoring, it's confusing, but as far as I know it hasn't been overruled. I don't suggest using this in tournaments though as most tournaments will make rules against it)

 

If you have 2 Squads Deep Striking at once though, it forces the opponent to split fire, or concentrate and leave one alone. If you have one of those squads upgraded with the apothecary, it can last a long time.

 

For transporting assault termies, ALWAYS use the LRC, it's close range, has the Frag launchers, and is very useful against hordes that Deathwing Armies can struggle with.

 

If you want to use a normal Land Raider, I'd suggest putting in a squad so it can hold a home objective, doesn't even have to be a Deathwing Squad. Throw some cheap tacticals in there as the whole thing counts as scoring as long as a troops choice is inside.

 

One other thing people often forget about our Terminators is that they are fearless. This comes with downsides, such as No Retreat! Wounds if you fail at CC (and it does happen sadly), however for the most part it means that in order for that unit to no longer do anything it has to be dead entirely. 1 Terminator can still hold/contest objectives, negate a KP, and do damage. Also, you never have to worry about running away from casualties from shooting. This does restrict your tactical mobility though as you can't Combat Tactics out of assault range and rapid fire back, but people find it annoying when no matter what your terminators stay.

 

I personally love playing Deathwing, there are so many possibilities you can do with it and I've tried doing Loganwing, but I don't like it as much, not sure why though.

Thanks all for the very detailed feedback and sorry for the delayed response.

 

I will, time permitting (as I am in the middle of decorating :) ) post a drafted list but what time I have had I have been reading the Dark Angels Codex and I'm liking what I read in terms of background - I didn't realise how much I had forgotten. Though it did take a while to recover from the Deathwing not having a dedicated transport option thus capping out at 3 Land Raiders max.

 

The feedback has given me alot to consider, particularly with regards to Deathwing Assault and using at least 3 units in reserve. I must also admit that the idea of adding a Ravenwing Attack Squad is quite appealing - I didn't realise until reviewing the 'dex again that they had the scouts rule and all have teleport homers. This would be a fluffy addition but would diverge from the idea of a pure Deathwing force.

 

In the meantime, I'm keen to experiment with Mortis Dreadnoughts (equally as much for modelling as gaming) and have ordered the parts to make an Autocannon Mortis and a Missile Launcher Mortis. As arms won't be fixed I can vary with multiple Dreadnought torso's for flexibility. Are these used frequently at all? If any of you have any experience, how do they perform?

 

I've also picked up a Landraider Crusader for the force and I have to say, with working on a Land Raider for my Black Legion soon as well - I never realised how nice a kit the Land Raider is. In bone white it should look very nice and imposing (provided I don't fudge it up and end up with a bar of soap :) )

 

In the meantime I would also like to ask 2 more quick questions:

1) How do you arm Belial? I'm thinking of a Thunder Hammer/Storm Shield to try and hold out againts Space Wolf Lords and Daemon Princes but I don't like wasting his initiative. What would you suggest from experience?

2) What shade of bone/white do you go for? At present I have gone on a test model - White U/C, Bubonic Brown, Brown Wash, Layering of Bleached Bone and edge highlighting of Bleached Bone/Skull White. A GW staffer suggested a Black U/C and using the Stone foundation colour to remove the yellow-ish tinge. I'm quit happy with my method at present but I'm open to ideas - provided they are simple and require little painting skill (I am more than happy with a reasonable gaming standard).

 

Again, thanks for the feedback so far!

Goldenwonder

In the meantime I would also like to ask 2 more quick questions:

1) How do you arm Belial? I'm thinking of a Thunder Hammer/Storm Shield to try and hold out againts Space Wolf Lords and Daemon Princes but I don't like wasting his initiative. What would you suggest from experience?

2) What shade of bone/white do you go for? At present I have gone on a test model - White U/C, Bubonic Brown, Brown Wash, Layering of Bleached Bone and edge highlighting of Bleached Bone/Skull White. A GW staffer suggested a Black U/C and using the Stone foundation colour to remove the yellow-ish tinge. I'm quit happy with my method at present but I'm open to ideas - provided they are simple and require little painting skill (I am more than happy with a reasonable gaming standard).

 

1) Against most armies, a lot of people run the dual lightning claws, and for good reason. The extra attack is better than the power weapon's rerolled miss, and it will also outperform the storm bolter against most targets if he ever hits combat.

 

Against Orks, I think the storm bolter version is slightly better, as he will actually kill a good bit of stuff in the shooting phase, but mostly the storm bolter/sword should be ignored. IG can also be beat up by the storm bolter, but I like the claws as the general-purpose weapon configuration.

 

Against fast close-combat armies and tyranids, the thunder hammer definitely shines. The improved storm shield save will shrug off more of those power weapons, and you can now beat up on monstrous creatures and multi-wound models with ease.

 

2) I like to use dheneb stone as the base for my bone color, and then highlight with bleached bone and/or skull white. I use the washes to get the proper shading (a light coat of badab black and then devlan mud). It's fast and simple, and extreme highlighting can be done after the wash for an extra pop on the model. This provides a less yellow color than the typical Deathwing, but I'm only using it on icons and accessories most of the time as my terminators are running around in silver and black armor.

Belial is best with claws for a couple of reasons.

 

- You often run into powerfists (Very bad) or power weapons. Belial is a bit squishy as he has 3 wounds, but only a 5+ inv save. And off course no eternal warrior. So I prefer to give him many attacks with the twin claws (And the banner in the squad he's in for another) and use his high I to kill more on I5 which will not hit back.

 

That way he and the (assaulty or shooty or mixed (Love beeing a DA he ;) ) squad will kill a lot if not all they are up against before the fists swing. I use this plus model placement to make shure that no S8 powerhits hurt my Belial.

 

Say you are charging, in my Squads I have the following models:

1 sarge (powerweapon and SB)

1 heavy (Assault cannon and fist)

1 Chainfist & SB

1 Twin claws

1 powerfist and SB

 

So when I charge with belial I do 6 attacks at WS 5 with re-rolls to wound, then at I4 I do 5 WS 4 attacks with re-rolls and 4 without the re-roll. After that I add the fists offcourse.

Against a MEQ bels kills 3, claw guy kills 1,875, powerweapon guy kills 1. That's 6 dead MEQ before they hit with S8 weapons. Some positioning and shooting before charging (or in earlier game turns) often means the unit is dead before a fist has time to swing. this also shows the weakness, it's a powerfull unit, but not a deathstar that whipes a unit in one turn. Add a chaplain in TDA and you'll whipe a 10 men MEQ squad or a 5 men terminator squad before they get a chance to swing any S8.

 

Now against a fist the story is different, as belial takes just 1 hit and has a 5+ or he is dead. playstyle is therefore very important.

 

Just know what Belial is. Look at Logan Grimnar, Mephiston, Abbadon the Despoiler, Brutes, Beast and close combat monsters!!

 

Belial is not in their league. Which is cool as those guys all kost more then a landraider and Belial costs half that! and he unlocks a cool banner and some apothecaries, which are also worth their points very much. Those big guys I mentioned, they like to show off and take on Hive Tyrants and Deamon princes and suchs. You use Belial for what he's good at, namely killing infantery and doing that well. He's a rank and file chopper, not a guy to throw into an enemy close combat unit.

 

If you use him as a (counter) CC unit agains other CC units he'll die pretty fast, if you use him like he was some sort of upgrade sarge and charge the right things he's a lot of value for the bucks you pay. That is why he is so good, not because be wins a 1 on 1 with Abaddon, but because he is cheap and has great vallue for that ammount of points!

 

On the apothecary's, you can have the terminator apothecary in a squad with a banner (love that "Command Squad" terminator feel) and a regular command squad (Say in a rhino with 2 plasma's) and so you can have a 2nd apothecary in there. the rhino apothecary can work his magic from within the rhino so thats 6"of ignore a failed save around the rhino, making your termiantor even more tough. (And making a rapid fire on the 2 plasma guns safer. ) Feel free to not use the rhino "Ambulance car" though if you plan just terminator armour.

If you still have bits on your spruce's check out ebay for cheap blackreach terminators. With a little modding they fit on without a problem.

 

to answer your questions

1) I would use your old termies, as long as they have the larger bases the new termies are on. Once they are painted, I don't think anyone will be able to tell the difference.

 

2) I have found that a land raider is always worth it. Unless playing under a 1000 points I will field my one land raider. With who I play with, having one means people will fire every lascannon or melta gun into the raider instead of my termy squads. If I field more than one, for some reason my opponents ignore them in favor of my termies. I field a normal raider, the twin las cannons are a good source for anti-tank fire and allows you to pick the range the fight is going to take place at.

 

3) at 1850 I field 5 terminator squads, so I would say that 3-4 is a minimum. I would equip one with a cyclone launcher in case you have to secure an objective in your starting area.

 

other questions

 

dreads are great, I always keep one or two on deck. My first choice is to field a plasma cannon, second a las cannon. I like keeping the dreadnought close combat weapon. My main reason is the increase of power weapon wielding assault forces. Units like vanguard will have lots of power weapons but few weapons a dreadnought has to fear. So i will send one of these venerable war machines into that fight before my more valuable terminators.

 

as for belial, I field mine with a thunder hammer and storm shield. It wastes his iniative but I find him to be much more survivable. With his low WS and number of attacks, he normally isn't able to wipe out what is attacking him. with the TH/SS combo, beliel has survived most battles now, with several tanks and tyranid monstrous creatures to his credit. He even wiped out a black templar squad on his own, after saving fifteen lightening claw attacks.

If you still have bits on your spruce's check out ebay for cheap blackreach terminators. With a little modding they fit on without a problem.

 

to answer your questions

1) I would use your old termies, as long as they have the larger bases the new termies are on. Once they are painted, I don't think anyone will be able to tell the difference.

I have both, you do notice the difference when you place them next to each other and look for it. Then it's obvious and you see it from the poses, the older ones are more static. However, on the field of battle they are close enough so no one will notice when you just deploy your 25 termies. (No one mentioned it in my mixed army)

 

2) I have found that a land raider is always worth it. Unless playing under a 1000 points I will field my one land raider. With who I play with, having one means people will fire every lascannon or melta gun into the raider instead of my termy squads. If I field more than one, for some reason my opponents ignore them in favor of my termies. I field a normal raider, the twin las cannons are a good source for anti-tank fire and allows you to pick the range the fight is going to take place at.

Highly situation this. Your experiences are opposite to mine, as I find just 1 LR get's all the AT attention so fast that he is gone T1 or 2, so the protection to the termies is minimal. Unless you WANT to charge up T2, then he can be great. charge up 12", smoke and pray.. Even beter get in cover. AV 14, cover for a 4+ save, and glancing only from our old style smoke? Tough LR to beat, but I would do that only if you build your list for up close and personal from T1. DWA can assist in this as you present several targets in T1, while the LR is not there yet. All in all I find landraiders live longer when they are with more. 2 Landraiders are 3 times as effective as 1.

 

3) at 1850 I field 5 terminator squads, so I would say that 3-4 is a minimum. I would equip one with a cyclone launcher in case you have to secure an objective in your starting area.

Good advice, in general the CML is not worth a lot in DW lists, but sometimes claiming the home objective can be needed.

 

other questions

 

dreads are great, I always keep one or two on deck. My first choice is to field a plasma cannon, second a las cannon. I like keeping the dreadnought close combat weapon. My main reason is the increase of power weapon wielding assault forces. Units like vanguard will have lots of power weapons but few weapons a dreadnought has to fear. So i will send one of these venerable war machines into that fight before my more valuable terminators.

I agree on the logic behind it, but I still often field Twin lascannon /Missile launcher dreads. DW lacks ranged firepower a lot, so I usually prefer these. on a plasma cannon I'd keep the CC arm all the time, plasma cannons should not shoot at tanks anyway.

 

as for belial, I field mine with a thunder hammer and storm shield. It wastes his iniative but I find him to be much more survivable. With his low WS and number of attacks, he normally isn't able to wipe out what is attacking him. with the TH/SS combo, beliel has survived most battles now, with several tanks and tyranid monstrous creatures to his credit. He even wiped out a black templar squad on his own, after saving fifteen lightening claw attacks.

Could work on MC's IF you live through the first attacks as you then hit them with the TH. One wound and he'll hit at I1. Still not a thing I'd like Bels to do. As I said, I feel he's to soft for the HardCore CC commander role anyways, so I try to keep him away from hive Tyrants and scary's like that... If you do use ihim with a squad for CC, I'd say add in a chaplian in T. armour aswell.

Re-rolls to hit, re-rolls to wound, then you're roling!

  • 4 months later...

Sorry to resurrect but seemed appropriate as a new DW player myself.

 

I was having a DOW game the other day and got confused as to whether DW can Deepstrike turn 1 as normal when the rules state that deep-strike can happen as long as 1 HQ and two troops are not exceeded.

 

So are they allowed to?

I am confused by your confusion :D

 

The 1 HQ + 2 troops is a deployment limit.

 

The DWA is a turn 1 rule.

 

Hence, there is no contradiction: you can deploy up to 1 HQ and 2 troops... and in your turn 1, 50% of your DS terminator squads land.

 

Hope it helps.

I've been thinking about adding a couple of Aobr frames to my forces and that would give me like 25+ TDA models, so i've been also thinking about running a INVADERwing. As i don't own the codex, I have a question or 5, if any one wants to help a little.

1)Can DW take Dreads in the heavy support FOC slots

1a) and if yes, do they have to be of the "Mortis" pattern? (2 of the same heavy weapons, ie x2 ML, or x2 TLLC)

2)Is the LRC troop transport limit, 15? or 16 models? (so for TDA is it 7 or 8 that can ride?)

3)Can you only take One weapon upgrade, ie, AC,CML,HFL per squad?

4)Is there a upgrade cost to having LC or TH/SS in your squads... (not what is the point cost, that would be breaking the rules here at BnC

5)And lastly, if your going to Deep strike, say some of your units, do you have to drop half of them, on turn 1, ie are you forced by the rules to use DWA, like you are with SM codex drop pods?

 

thanks again for all that take the time to read this.

edit: oh yeah, and is it better to put the chain fist, on the same model as the Heavy weapon (AC+CF)or (AC+PF)?

5)And lastly, if your going to Deep strike, say some of your units, do you have to drop half of them, on turn 1, ie are you forced by the rules to use DWA, like you are with SM codex drop pods?

No, you are not forced to do this. You have an option at the beginning of your first turn - "DWA or not DWA: that is the question".

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