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New inductie to the honored DeathWing


ShadowSeraph

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So, as of last night, after cutting a dead with a friend of mine, i became the owner or a box full of marines, which happened to included about 47 terminator models in various setups. after going though and organizing everything out, i was able to make a running list to post. now theoretically, i also have a lot of bits and pieces that i can mod and convert to what i need, but so far, i was hopping to garner some insights on optimal unit builds, and where to start some of my modification work.

 

Heres what i have so far.

 

1x 3rd (i believe) TDA Captain with TLC, one arm half missing

1x Interrogator Chaplain w/ TDA, SB, Crosius

4x TDA Sargents w/ TLC, TH&SS, PS&SB, and no arms

2x TDA troops with HF&PF

1x TDA troop with AC&PF

16x TDA troops with SB&PF

4x TDA troops with TH&SS

4x TDA troops with TLCs

3x 3rd TDA troops with TLCs (one has a single arm missing)

1x 3rd TDA troop with TH&SS

1x 3rd TDA troop with no arms

 

as for pits, i have two more HFs, i believe 4 Power Swords, a Chainfist(being saved for the eventual apoth) and a PF or two. with a lot of bits from the several sprues, some DA, some not, collected over the years. I plan on possibly using the captain as my Beliel model, although to modification may have to be done(also wanted to ask about the different loadouts and they reasoning for them). i may be able to accurie soem extra ACs and some CMLs, but not certain. so please, every bit of info and comment woudl be useful

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Looking at your list I see the foundation for 5X Tactical Sqds, and 3 X CC Squads. Though you'll know better once you actually identify how you will load them out.

 

My preference is three different configurations.

 

1) Tac Sqd: Sgt with PS/SB, 1X CF/SB, 2X PF/SB, AssCan/PF

2) AT Sqd: Sgt with PS/SB, 1X CF/SB, 2X PF/SB, 1X CML/PF/SB

3) CC Sqd: Sgt with TH/SS, 3X TLC, HF/SB

And I also have the mandatory 5X TH/SS

IMO a CF in all but the dedicated CC Sqds is a must.

 

TDA weapon options are very limited.

We basically only have two weapons that will strike in Initiative, the Power Sword and Lightning claws.

Three heavy weapons, Assault Cannon, CML, and the Heavy Flamer, all are unique in their abilities and should be played as such.

And finally the two insta killers the TH & PF at I1.

 

You need to figure out how you'll fight them, then you'll figure out how to load them up.

 

Keep in mind that this is my way of doing things other will have differing opinions based on their own experience.

 

**edit spelling**

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I appriceate the feed back. Right now, i'm still not exactly sure how i planed on playing, and the fact that i also do not own any LandRaiders also throws a little bit of a dent in some ideas that i did have. But its still all a work in progress TBH. Honestly, i can just go through the list builds, pick one and play it, but that doesn't really help me understand some of the intricacies or fineness involved with 1st Company. on top of that, i need to do some more Bits raiding to kinda build out some of the models, seeing most of them were gather from many AoBR boxes, with the few oddities.
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Look at my basic builds.

 

The Tac Sqd is basically a fire and maneuver squad that will lay down lots of Daka before getting stuck into CC.

 

The AT Squad is used primarily against Armour and high toughness creatures. Krak missile followed by the heavy punch.

 

And the CC Squads are well, close combat. Not good against high Toughness creatures or vehicles.

 

I play my DW in teams, will always pair a Tac with either an AT, or CC.

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Well i was finally able to sit down, and i took your advice and even borrowed some of your squad builds. Right now i have six squads set up.

 

My CC squad 4x TDAs with TLC, 1 HF/PF

My AT/CC hybrid squad 5x TDAs with TH/SS and a CML

My AT/Tac hybrid squad Sgt with SB/PW, 4x SB/CF and a CML

And three Tac Squads Sgt with SB/PW, 1x AC/PF, 3x SB/PF

 

I have all of that set, and i understand i should probably just mix those chainfist with all the squads, but right now i like this set up a bit better. But now all that is really left is to start work on the "Command Squad" but all thats left are a bunch of 3rd Edition metal Deathwing figs that need to be put on bigger bases, if i even remotely decide to even use them. I may also have a spare Terminator body to play with, so i may actually work on kit modding an actual Beliel instead of using the metal Termi Captain

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ShadowSeraph, thanks for the compliment.

 

The Hybrid Squads are not uncommon. I have several Tac Sqds w/a TLC Sgt. And multiple CC w/TH/SS Sgt's.

 

Think about the overkill with 4XCF's. I know you like it, it looks good, and everyone knows what it's there for. In my experience after the second CF hits the Tank/MC the other two were usually wasted. I also learned that you never know where that Tac Sqd will end up, and the CF might come in handy. Just a little food for thought.

 

Right now you have a very good foundation to start playtesting your force. Hang on to your Termi Captain and play him as Belial till you get your kitbash together. The turn him into a Chappi or Libbie.

 

Speaking of, a Chappi will be an invaluable asset to your force, well so will a Libbie but start with the Chappi first. Litany of Hate with a charging CC Squad is nasty, in a good way. Actually a high Initiative IC with any Squad in CC is a good thing.

 

And what, your not going to use the older metals??? My entire DW of 160+ is all older Metal/Plastic.. I've done this just to keep the 25mm bases. Though I'll have to admit I am planning some newer 40mm based TDA (Command Sqd) to go with my (still not started) kitbash Belial.

 

Have fun.

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While generally DW work best when units are specialised (i.e. all tactical or all assault) - remember a couple of things:

 

We can take heavy weapons mixed with assault terminators. The coolest way to do this is have a Cyclone on a LC or TH terminator.

 

Also, wound allocation is your friend. You can quite easily have every model be unique in a Deathwing squad, which really lets you abuse the crap out of wound allocation.

 

Of course, we still have crappy cyclones, crappy storm shields..... but awesome apothacaries!

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pueriexdeus: I actually already have a TDA Chaplin, and the value of a Chaplin is not lost on me. I've used a Jump pack Chaplin may a time with my Assault marines in my Battle company. And I do plan on using them. i just don't know, can i still play with the metal Termis if they are still on the small base, or do i need to get medium bases for them. THe only other thing i've thought about using them for was as a diorama for the next gaming convention i go do.

 

But first, i need to actually play a game with them first. and maybe start building the COmmand Squad.

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Quick thoughts:

 

1.- Deathwing is NOT a close combat army right now. +++ducks for cover +++ Any terminator is going to table most of the units you find in close combat... but if faced vs close combat specialists (chaos juggernauts, ork bike nobs with claws, Canis + 15 wolves, khornes with power weapon), they are going to mow you down... because we are slow (moving 15 cm) and usually carry way too many fists that simply don't get to hit.

 

2.- The only way you will see this is playing games. Several games. And you will learn the beauty of depp striking and "what the heck, I'm gonna risk on this one" and BAM, no scatter and off goes the flamer and there you are with a big grin :devil:

 

3.- Only terminators list (which I attempted and can check at the "fluff is all" thread) is fun, is cool and is non-competitive ;) Mainly due to lack of mobility but specially due to lack of ranged punch. Cyclons are 1 shot only and Assault cannons are obscenely pricy (30 points each).

 

4.- Local area metagame is probably the most important issue. What kind of armies you find, how good the players are and how much you can learn will shape your list overtime.

 

anyway, I got more "master Zen" than I pretended... hopefully some ideas made sense :)

 

BTW, my config (running 26 termis in a 2k list) is:

 

Sargent with power weapon/storm bolter

Terminator with heavy weapon/power fist (if HW is a cyclone, then he carries storm bolter)

Terminator with chain fist / storm bolter

Terminator with power fist / storm bolter

Terminator with thunder hammer/ storm shield

 

This allows for wound allocation and although the TH/SS is not the best option, allocation is crucial for survival.

 

Hope it helps!

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Here's my thoughts on deathwing loadouts, some of it coming from playing, some of it from reading up on other peoples opinions on the forums.

 

Belial - I like him with PW/SB, only loadout that makes use of his BS5, and I like him to be able to strike at initiative to thin out attacks coming back. Remember, even a rifle but can kill a terminator with bad rolls (or good rolls, depending on which side your cheering for). LC's are a good option as well if you want more CC punch.

 

Cyclone ML's - not generally the best weapon option due to being only 1 shot, but look great when you put them on a LC or TH&SS terminator. Gives you some ranged punch and the ability to pop some vehicles at range if you get lucky.

 

HF's - Good in transports or if deepstriking, make sure you have a way to get close with them.

 

AC's - Expensive, but generally considered the best option. Fits well with the range on your stormbolters which let's a squad fire a lot of shots into a target.

 

That being said, here's what I generally field.

 

PW&SB, LC's, AC&PF, SB&CF, SB&PF - This is my basic squad that I use a lot. It has 2 terminators that can strike at initiative, which is good to reduce incoming attacks in CC. It also has 5 different loadouts, which lets you play with wound allocation. Despite having a LC terminator in there, it also fires a lot of shots at range 24 with 3 SB's and an Assault Cannon.

 

From their I change things depending on the roll I want the squad to play. Swapping in a HF for the Assault Cannon if I see the squad being up close and personal for a lot of the game. Adding a TH&SS model if I want a model to put wounds on in CC with a slightly better chance of surviving (oh for better storm shields). Putting a Cyclone ML on a CC terminator if I want to add more CC punch without losing too much shooting power.

 

The key to playing Deathwing though is you have to remember this. Pure assault troops are going to kill you in CC, shoot them. Pure shooty troops are going to kill you in shooting, assault them.

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As far as the Metal Termies with a 25mm base, they are legal. Not sure exactly where it is written (I should know though), but the RAW is the model can be played with the base it came with.

 

When the first version of terminators with the 40mm base came out their was an uproar about having to re-base all 25mm based Termies. It was squashed. So in a nut shell the 40mm based termies can not be put on a 25mm base, They wouldn't fit anyway. And the older Metals/Plastic can be based on the 40mm if you choose to do so.

 

I know many who have simply placed the 25mm base on top of a 40mm with no problem from their opponents. It tends to heighten the model to fit in with the newer Termi height.

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