[TA]Typher Posted November 4, 2013 Author Share Posted November 4, 2013 1500 pts is a hard for DW. codexs with cheap troop choices can easily fill the FOC, while you are only managing three 5 man units. I don't have a good 1500 option at the moment, so trial and error is what you are left with. A ten man Belial unit usually does better if there is actual terrain on the board. Make sure that LOS terrain makes it on each side if you can. This should help with the some of the incoming fire. Also have more than just him DWAing. If only one unit is in the enemies face, then only one unit will be shot at. Having multiple units in his face gives him problems and forces his to choose. With only 1500 points and the reserve rule this might be harder to do. Wit the ability to not scatter I've hardly ever not gotten Belial's unit into combat. Baring Tau FOC/unit abuse he has always gotten a charge off. Link to comment https://bolterandchainsword.com/topic/281386-deathwing-tactica/page/5/#findComment-3513109 Share on other sites More sharing options...
Cactus Posted November 4, 2013 Share Posted November 4, 2013 Buster, start a thread here and post your army list. Maybe we can hammer it into shape. I find lightning claws a bit underwhelming. Terminators do well in close combat with 2 attacks and a power fist. The Shred rule partly compensates for the claws' lower strength and striking at initiative 4 with an extra attack sounds good, but you lose the ability to shoot things and punch vehicles. Deathwing squads need to be versatile and the lightning claws are, in my opinion, too specialised. Link to comment https://bolterandchainsword.com/topic/281386-deathwing-tactica/page/5/#findComment-3513195 Share on other sites More sharing options...
march10k Posted November 5, 2013 Share Posted November 5, 2013 I agree...1500 was barely feasible for DW in 5th edition, and only because Belial was cheaper...now, you're looking at 1300 points to work with, and you have to pay for thundernators...if you could just DWA everything, maybe it could still work, but most of the changes in 6th make it less workable at lower points. Now, you're looking at needing to start two units on the table, which just lets them get shot to bits unless you bring a crusader in a 1500 point game. I bring two of them at 1850, and actually spend nearly 700 points on that package when you count the deathwing vehicle upgrades and the bike-mounted PFG, but there's a world of difference between two venerable crusaders with a 4++ and a single generic crusader with no save. At 1500, you're looking at either 26 terminators in 3x5 and 1x11, with ten of them being dead men walking because they have zero protection against enemy fire (they won't be in melee, and they won't be hiding in reserves, either), or you're looking at 21 terminators, with 6 riding in a land raider crusader and the other 15 using the crusader as a beacon. I would go with the second version, but that single land raider is going to die early and often with no invulnerable save and no damage table rerolls. Link to comment https://bolterandchainsword.com/topic/281386-deathwing-tactica/page/5/#findComment-3513923 Share on other sites More sharing options...
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