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how do you arm deathwing?


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Hi guys...i have a few terminators knocking about along with a dreadnought(thank you assault on black reach!)

 

I have decided to do a 1k deathwing army-

 

3 deathwing squads,

 

dread with multimelta,

 

belial.

 

I am unsure if i should give my terminators an assault cannon or cyclone? any thoughts?

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Typically, because of our Cyclone only being Heavy 1, most people tend to simply use the Assault cannon because of the decent str. and number of shots. The 1 shot does have it's uses though, firstly, if you can't afford an AC and second it adds an opportunity for a stronger solid shot you could use against MCs or armor.

 

I however have a nice gaming group that allows me to use the Heavy 2 CML (with the price hike). Most recently, I believe I fielded two squads with the CML and one with the AC.

 

You may want to change the Dread for better long range anti-armor. Maybe even LC and ML as a nice firing base, as that is what a Terminator army lacks. The multitude of fists, and even the AC can take care of armor once they close in.

I arm mine with Aegis tactical dreadnought armor, nemesis force weapons, and storm bolters. Well, you can see my take on them since I have my printed Daemon Hunters codex.

 

As far as how I used to use them, I had a couple set-ups:

 

CC unit for killing monsters/vehicles:

 

Chainfists/bolters

Thunder hammers

Cyclone missile launcher on one such unit just because you can

 

CC against non-monsters/vehicles:

Lightning claws

maybe a powerfist, or one thunder hammer in this crew, if I had a fist then that guy would likely have had the flamer for the one shot I expected to get with it.

 

both of the above pretty much were carried in a LR as DSing with them just left them as fire bait :(

 

My shooty unit pretty much went along the lines of this for the current wound allocation in 5th in 4th I wouldn't waste the points on the chainfist

PF, assault cannon

CF, storm bolter

PF, Storm bolter x2

PS, Storm bolter

 

My problem is DW don't have the ablative wounds to really be able to mix, and match in the current environment without loosing something important.

 

Breaking them down into a wound allocation fun would usually be this

PS, SB

CF, SB

LC, or TH

PF, SB

PF, Assault cannon

 

Granted said unit is loosing two shots a turn but said squad is going to be a little more resilient but 5 guys pretty much dies against mass firepower anyway.

 

As a command squad held in the rear I went along the lines of(5th ed):

PS, SB

CF, SB

PF, SB, Apothecary

PF, SB

PF, Assault cannon

It grants the most shots per point, and the Apothecary can lend that one save to another squad

 

CC pseudo command squads end up looking like my CC units with a Standard bearer, and ride in a LR. I didn't normally put a Apothecary in there as it doesn't work in Close Combat but he can save a wound, or two if you're marching them across board(can happen if the LR gets blown up).

 

Also Dreads = Mortis

Run them in at least groups of two as one will just attract too much firepower, and whined up dead.

Missile Launcher/LS both have a nice range, and they will be able to pop tanks

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