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Trollbeard

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Depends on points. At 2k+ I usually field a Mortis Dreadnought with 2x Twin Lascannons to unlock the Relic Leviathan and then field 5 x Hellblasters with 5 x Intercessors as a troop choice. The Intercessors act as ablative wounds and a screen.

 

In lower point games (<1850) I just run 5 hellblasters as a Heavy Support Choice.

 

Generally people just want to remove the dread so the hellblasters go a little bit under the radar. They can be devastating against T7 and even T8 vehicles when buffed by the watchmasters rerolls, mission tactics and doctrines.

 

I play vs Tau a lot! A couple of games a go I brought this bubble in and removed 2 hammerheads and stripped the last few wounds from a ghostkeel. It pretty much made my opponent pump all fire into this bubble allowing the rest of my army to take advantage.

Do your opponents use lots of shield drones? If so what is the best way to get rid of them in your opinion?

 

 

My Tau opponents bring an awful lot of them, but I tend to ignore them for the most part and focus the thing they're obviously trying to protect. Weight of fire is key here. A storm bolter Vet squad pumping out 40 SIA shots (rerolling misses) at a Riptide, for example, will wound on 2s (rerolling fails - thanks to Hellfire and Tactics) and force your opponent to make a tough decision - does he eat those on the Riptide and roll a ton of dice for the 3+ save, or start allocating wounds onto the drones who have to pass a 5+ FNP to survive. Weight of fire will either wipe most if not all of the drones, or punch a few holes into the 'tide.  

 

One would have to be if dropping 5-6 DC marines on overwatch. 

One unit so far that has done ok for me is a J-Pack Smashcaptain with stormbolter and thunderhammer.  With the banebolts he can loose off a lot of shots/wounds.  coupled with the +1 to wound it makes him deadly at range.  Mind you it might just be luck.

 

Doubt it's luck on the cap - he's been putting in work for me too. He's a pretty good version of the traditional Smashcaptain - basically trades in the +1 to the invuln save for 4 SIA bolter shots at 2 damage a piece. Makes him a ton more killy from range, which actually gives you an opportunity to play a bit more cagey with him compared to the traditional Smashf*cker BA captains.

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Doubt it's luck on the cap - he's been putting in work for me too. He's a pretty good version of the traditional Smashcaptain - basically trades in the +1 to the invuln save for 4 SIA bolter shots at 2 damage a piece. Makes him a ton more killy from range, which actually gives you an opportunity to play a bit more cagey with him compared to the traditional Smashf*cker BA captains.

 

 

He's also a good bit cheaper.  Even without Banebolts he's pretty damn good.

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I still run my little Deathwatch Termie Captain with his melta Fist and stormbolter with Bane bolts. I don’t think I’d do this in a tournament, but it is darn fun in an everyday game. I love using that limited model a friend got for me. I think it fits the part perfectly.

 

@Black orange: don’t you find it difficult to play regular Ultra now? I know I have struggled very much to have fun with the Ultramarines since all these nice combinations came out for DW. It’s very hard to justify going back to Ultra except for sentimental reasons. And fir me the big part is the Primaris. They actually work nicely in this Codex. Even Reivers have a great edge. I’d never use my Ultramarines Reivers again.

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My Tau opponents bring an awful lot of them, but I tend to ignore them for the most part and focus the thing they're obviously trying to protect. Weight of fire is key here. A storm bolter Vet squad pumping out 40 SIA shots (rerolling misses) at a Riptide, for example, will wound on 2s (rerolling fails - thanks to Hellfire and Tactics) and force your opponent to make a tough decision - does he eat those on the Riptide and roll a ton of dice for the 3+ save, or start allocating wounds onto the drones who have to pass a 5+ FNP to survive. Weight of fire will either wipe most if not all of the drones, or punch a few holes into the 'tide. 

 

 

Don't Riptides have a 2+ save? Although I agree DW are probably one of the few armies that shooting the battlesuits is the way to go.

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I still run my little Deathwatch Termie Captain with his melta Fist and stormbolter with Bane bolts. I don’t think I’d do this in a tournament, but it is darn fun in an everyday game. I love using that limited model a friend got for me. I think it fits the part perfectly.

@Black orange: don’t you find it difficult to play regular Ultra now? I know I have struggled very much to have fun with the Ultramarines since all these nice combinations came out for DW. It’s very hard to justify going back to Ultra except for sentimental reasons. And fir me the big part is the Primaris. They actually work nicely in this Codex. Even Reivers have a great edge. I’d never use my Ultramarines Reivers again.

Yeah DW so much better. Only thing Ultras have is Tiggy. I still use my Smurfs for tournaments coz they are fully painted and based.

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Doubt it's luck on the cap - he's been putting in work for me too. He's a pretty good version of the traditional Smashcaptain - basically trades in the +1 to the invuln save for 4 SIA bolter shots at 2 damage a piece. Makes him a ton more killy from range, which actually gives you an opportunity to play a bit more cagey with him compared to the traditional Smashf*cker BA captains.

 

 

He's also a good bit cheaper.  Even without Banebolts he's pretty damn good.

.

 

He is only 7 points cheaper and yeah RTs still rock the 2+ .

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My Tau opponents bring an awful lot of them, but I tend to ignore them for the most part and focus the thing they're obviously trying to protect. Weight of fire is key here. A storm bolter Vet squad pumping out 40 SIA shots (rerolling misses) at a Riptide, for example, will wound on 2s (rerolling fails - thanks to Hellfire and Tactics) and force your opponent to make a tough decision - does he eat those on the Riptide and roll a ton of dice for the 3+ save, or start allocating wounds onto the drones who have to pass a 5+ FNP to survive. Weight of fire will either wipe most if not all of the drones, or punch a few holes into the 'tide.

 

Don't Riptides have a 2+ save? Although I agree DW are probably one of the few armies that shooting the battlesuits is the way to go.
I blanked on account of running mostly Primaris against my buddy last time, my bad - you're absolutely right.

 

Either way, weight of fire with Hellfire has done wonders.

 

 

 

Doubt it's luck on the cap - he's been putting in work for me too. He's a pretty good version of the traditional Smashcaptain - basically trades in the +1 to the invuln save for 4 SIA bolter shots at 2 damage a piece. Makes him a ton more killy from range, which actually gives you an opportunity to play a bit more cagey with him compared to the traditional Smashf*cker BA captains.

 

He's also a good bit cheaper. Even without Banebolts he's pretty damn good.

.

 

He is only 7 points cheaper and yeah RTs still rock the 2+ .

I think it's 11 points between a storm bolter + thunder hammer captain and one with a storm shield in place of the bolter.

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It’s 10 points. The relic doesn’t cost any points for what it’s worth.

 

But the bolt pistol does. 130 all told for a TH/SS alongside the mandatory bolt pistol. Drop the 15 point SS for a 4 point Storm Bolter, saves you 11 points - the extra point can I guess jump into a Fortis team to give you a grenade launcher for flexibility?

 

Too bad they can't take melta bombs. Imagine being able to launch a 30'' melta bomb lol...

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Played a couple games of Kill Team this weekend. One against Tau and the other against Space Marines.

List was:

Watch Sgt: Leader: Stalker pattern bolter, power sword

Blackshield: Zealot: Power sword, storm shield

Vet Gunner: Heavy: Frag cannon

Vet: Sniper: Combi-plasma

Vet: Power sword, boltgun

Both were good games, but both were ones where I foolishly chose attacker and then needed to burn objectives to score points. With a five man kill team, this was very hard to do.

Against the Tau I won as there were only 3 objectives needed to burn. It started off bumpy, my sniper facing off against his 2 Pathfinders (comms and sniper) plus a recon drone. My Blackshield taking a flesh wound from his missile turret, but he was able to burn the first objective. Then my frag cannon gunner started coming into play. Using the heavy strat to get an additional shot was great. We traded shot for a few rounds, but the game was clinched in the 5th round when my Blackshield burned a second objective and the fragcannon gunner cleared the Tau off the last one.

Second game against Space marines had 5 or 6 objectives I needed to burn, far too many, though I did score points for specialists taken out. A long game, lasting into turn 6. It was 5-6 at the start of the round and I had no chance to burn any more objectives, so I tried to kill the leader and last specialist to gain points. The comms specialist went down to fragcannon shells, but the Blackshield was locked in combat with the leader and two other marines. While he survived the attacks, he was unable to remove the leader. 6-6, a tie is a loss for the attacker.

Things I found out.

If you get to choose, do not take attacker if there are objectives to burn, DW just don't have the numbers to cover the board. Too many times I needed to decide to advance instead of shooting.

Fragcannon heavy specialist is awesome. I only used the flamer profile once, and that was in overwatch. The shells (with an additional shot) were too useful. S7 or S9 shots with 2D cleared a lot of opponents.

The Blackshield was a bear, the 3+ invul kept him alive both games, even under heavy fire.

A 3+ regular save (with the option for a command reroll) is hard to get past.

 

I'm loving this game, and especially loving how DW play.

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