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Allied Deathwing Detachment


Charlo

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I recently came into some models that are perfect for Deathwing Knights.

 

I'm thinking if running this as a little 600pt add on to my BA forces:

 

Belial [TH/SS]

5 DW Knights

Venerable Dread with Multimelta in Pod

 

Basic plan is the Ven dread will join my BA Dreads in the initial attack, hopefully blowing something up with his Melta and then using his high number of S10 WS5 attacks if he's not blown up by the opponent.

 

Belial deep strikes the Knights perfectly in a good position to eliminate something of worth /that the Death Company can't handle.

 

Any tips for using DWK or this little force?

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Charlo! (This is great because I am looking to add blood angels to my forces).

 

On these units: Venerable Dreadnought with mm has one purpose: to take out their scary vehicle. That being said, if they don't have a scary vehicle, you can place it right next to a scary mele unit, or even put it right behind your front line. With 4 attacks and WS5 it can really beat the tar out of other CC focused enemies.

 

Belial. Run him with TH/SS. Precision deepstriking is nice, but if you have any teleport homers, you are better off with an interrogator chaplain or librarian. He is great in challenges but beware of instant death.

 

Deathwing Knights- I adore this unit. Pay attention to your opponents loadout. S6 and below weapons means that you will get a benefit from running them in base contact with each other for T5. S7+ means that you lose that benefit. Beware of plasma cannons. I think the best use of these is in the middle of your front line, taking the fire and charges. I only use smite mode when it will cause instant death or against 2+ armour. The knight master doesn't get to smite, instead he has ap3 flesh bane, making him excellent at killing MC. I don't recommend placing them behind enemy lines, that much concentrated fire tends to kill them.

You are who inspired me my friend!

 

Angels of Death fight and die together!

 

But solid info on the terms. I don't really have teleport homers but I suppose I could put them on my drop pods, and then save some points on a HQ.

 

A chaplain not getting a storm shield is what put me off, plus Belial seems pretty good in a challenge with his rerolls. Im also trying to avoid the Psychic phase - but if I wasn't what would you recommend?

 

And yeah, 4 Base attachs on the ven dread is so attractive.

 

The list I'm thinking up looks something like this.

 

Between dropping down lots of flamers, and dreads, infiltrating/ MTC jump death company and teleporting terminators it should do pretty well as an aggressive force. Deredeo clears the skies and chips off AV.

 

+++ Angels of Death (1850pts) +++

 

++ Dark Angels: Codex (2015) (Deathwing Strike Force) (595pts) ++

 

+ HQ (190pts) +

 

Belial (190pts) [Thunder Hammer and Storm Shield]

 

+ Elites (405pts) +

 

Deathwing Knights (235pts) [4x Deathwing Knights, Knight Master]

 

Venerable Dreadnought Squadron (170pts)

····Venerable Dreadnought [Multi-Melta]

········Drop Pod [storm Bolter]

········Power Fist [Heavy Flamer]

 

++ Blood Angels: Codex (2014) (Baal Strike Force) (1255pts) ++

 

+ (No Category) +

 

Relics and Detachment-rules [Codex: Blood Angels]

 

+ HQ (145pts) +

 

Chaplain (145pts) [bolt Pistol, Crozius Arcanum, Jump pack, Melta bombs, The Veritas Vitae, Valour's Edge, Warlord]

 

+ Elites (595pts) +

 

Death Company Squad (201pts) [7x Death Company Marine, Jump Pack, Power Fist, Power Weapon]

 

Death Company Squad (229pts) [8x Death Company Marine, Jump Pack, Power Weapon, Thunder Hammer]

 

Furioso Dreadnought (165pts) [Magna-grapple]

····Drop Pod [storm Bolter]

····Power Fists [Frag cannon, Heavy flamer]

 

+ Troops (295pts) +

 

Scout Squad (70pts) [Camo Cloaks, Scout Sergeant, 4x Scouts, 5x Sniper Rifle]

 

Tactical Squad (225pts) [Flamer, Heavy flamer, 9x Tactical Marine]

····Drop Pod [Deathwind Missile Launcher]

····Tactical Sergeant [2x Hand Flamer]

 

+ Heavy Support (220pts) +

 

Deredeo Pattern Dreadnought (220pts) [Aiolos missile launcher, Twin-linked heavy Bolter]

I don't feel like the Venerable Dreadnought is focused enough. Most stuff in this list is very specifically focused, but I guess the flamer just feels TOO different from the multimelta to be on the same model. You have a ton of templates already, so I would recommend reinvesting those points elsewhere. Of course, the rest of the deathwing looks good.

Some locator beacons could free up some more points for not-belial. Check out some our relics, you might like the mace for a challenge based hq.

Question about your DC, what are their power weapons? It seems like you should run PF/LC on them for the extra attack from specialist weapons and shred?

An interrogator chaplain does wonders with the deathwing knights! That reroll to hit is almost required.

In my experience the Deathwing Knights won't survive long enough to get into combat. There will be a full turn where they get focused down after deep striking unless you put them into cover, then if the opponent is smart they won't be able to move into combat the next turn because they will move around them. 

 

By bringing close combat things you also lose the twin-linked on arrival rule for deathwing. 

When I allied my DeathWing to my skitarii forces, they did a very good job of being a huge road block.

naturally, the fragile shooty skitarii are polar opposite to your BA, still this comparison can be usefull.

I did not use a knight unit because i felt Needed at least some of the twin linked impact when they come in. So I had 3 TH/SS and 3 bolter +1 HW (HQ included), I think knight would have been equally good at the job though.

So the enemy had to choose to concentrate fire on the Mighty Terminator that would assault next turn or to deal with the far more easily killed and equally dangerous gun behind them. wining is all about forcing uneasy choices, even better when I dont care what they choose. In this case he tried to do both but uncommitted fire would not be enough to take out the terminator, and the skitarii guns were plenty.

In a already assault oriented list like yours I fail to see what the knight bring that you do not already have (other than looking so much better tongue.png), but it wont be out of place.

Keep us informed of how it performed, should you go with it.

When deepstriking DW Knights the magic number is 7 models as you will lose a couple to small arms fire before they get to do anything as you have to be aggressive with their DS position. Granted you tank with Belial but with a DS so far forward Belial is only gonna be able to tank the firepower of a couple of enemy units before the squad gets flanked.

Knights in a Land Raider is the only way I have found them to work. I am a big fan, don't get me wrong, they are amazing units. But I have NEVER in 2 years of playing them had them do anything after deep striking. Sometimes I get to charge with them, but usually only with a couple of models surviving. They need to be in a Land Raider in my experience. 

They may not get into combat often but they absorbed a huge amount of firepower away from the rest of your army

 

I find dropping them in a pod to be more successful, depends what turn your playing for the massed reserve T2 combo-ed with outflanked Raven splits your opponents fire

Yeah they're mostly there to scare my opponent and look cool really!

 

The list aims for maximum pressure. Sure shoot the Knights! You'll have two dreads and death company to deal with too!

 

They're more of a second wave too, as they won't come down until turn two. Appreciate all the help though.

 

Also, I'm not fussed about terminator shooting - twin linked or not. It's just bolters and a heavy weapon. Yawn.

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