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My first Death watch 2000 list


IronDreddKnight

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Aside from a watch master my other hq's are Captains with thunder hammers SS and jump packs.

I’ve got a watch master, and jump captain. I’ve also built a terminator captain wielding power fist + auxiliary meltagun, combi melta and a grenade launcher. My think was to give him “bane of monstrosities” WT and make him my monster / vehicle killer.

4 power fist attacks, 2 melta shots, and I could even throw in a tempest shell if needed.

Just a heads up, and don't mean to rain on your parade, but the grenade launcher isn't an option. It's in the Index for codex marines, but was never an option for Deathwatch captains because the only change a Deathwatch Captain in Terminator Armour could make to their default equipment was to replace their power sword with a relic blade.

 

 

Aside from a watch master my other hq's are Captains with thunder hammers SS and jump packs.

I’ve got a watch master, and jump captain. I’ve also built a terminator captain wielding power fist + auxiliary meltagun, combi melta and a grenade launcher. My think was to give him “bane of monstrosities” WT and make him my monster / vehicle killer.

4 power fist attacks, 2 melta shots, and I could even throw in a tempest shell if needed.

Just a heads up, and don't mean to rain on your parade, but the grenade launcher isn't an option. It's in the Index for codex marines, but was never an option for Deathwatch captains because the only change a Deathwatch Captain in Terminator Armour could make to their default equipment was to replace their power sword with a relic blade.

Thanks for pointing that out, though it does make me sad now that I’ve modelled it

 

 

 

Aside from a watch master my other hq's are Captains with thunder hammers SS and jump packs.

I’ve got a watch master, and jump captain. I’ve also built a terminator captain wielding power fist + auxiliary meltagun, combi melta and a grenade launcher. My think was to give him “bane of monstrosities” WT and make him my monster / vehicle killer.

4 power fist attacks, 2 melta shots, and I could even throw in a tempest shell if needed.

Just a heads up, and don't mean to rain on your parade, but the grenade launcher isn't an option. It's in the Index for codex marines, but was never an option for Deathwatch captains because the only change a Deathwatch Captain in Terminator Armour could make to their default equipment was to replace their power sword with a relic blade.
Thanks for pointing that out, though it does make me sad now that I’ve modelled it

Bolter and chain sword

 

Thank you all for your comments and suggestions so far, it’s gave me a great to think about. So much so, that I’ve been writing more lists and when I looked back at what I posted here a few weeks back. I realised my list looks entirely different.

 

Battalion 1

Watch master - guardian spear

 

Watch terminator captain - power fist + auxiliary meltagun, combi melta (WL - bane of monstrosities)

 

Kill team :

Sargent - storm bolter, chain sword

Veteran - storm bolter, chain sword

Veteran - storm bolter, chain sword

Veteran - storm bolter, chain sword

Veteran - storm bolter, storm shield

Veteran - storm bolter, storm shield

Veteran - frag cannon

Veteran - frag cannon

Vanguard - thunder Hammer, bolt pistol

Terminator - power fist, storm bolter

 

Kill team :

Sargent - storm bolter, chain sword

Veteran - storm bolter, chain sword

Veteran - storm bolter, chain sword

Veteran - storm bolter, chain sword

Veteran - storm bolter, storm shield

Veteran - storm bolter, storm shield

Veteran - frag cannon

Veteran - frag cannon

Vanguard - thunder Hammer, bolt pistol

Terminator - power fist, storm bolter

 

Kill team :

Sargent - stalker bolt gun, chain sword

Veteran - stalker bolt gun, chain sword

Veteran - stalker bolt gun, chain sword

Veteran - missile launcher

Veteran - heavy bolter

Biker - power maul, twin bolt gun

Biker - power maul, twin bolt gun

Biker - power maul, twin bolt gun

Biker - power maul, twin bolt gun

Vanguard - bolt pistol, storm shield

 

Battalion 2

 

Primaris librarian - force sword, bolt pistol

 

Watch captain - jump pack, storm shield, thunder hammer, beacon of angelis

 

Kill team :

Sargent - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Aggressor - bolt storm gauntlets, frag launcher

Aggressor - bolt storm gauntlets, frag launcher

Aggressor - bolt storm gauntlets, frag launcher

Inceptor - assault bolters

Inceptor - assault bolters

 

Kill team :

Sargent - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

 

Sargent - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

 

Total is 1902p so I’ve got some room to fill.

 

Plan is to move + advance jump captain then “beacon” “intergressor” kill team (hopefully into RF territory)

 

Move librarian forward with intercessors (screens) and potentially cast “might of hero’s” on “intergressor” squad (T6 average toughness would require a lot of focus fire) he can later cause mortal wounds with smite and psychic scourge.

 

Terminator captain will DS and will target vehicles and monsters (because “bane of monstrosities”) 4 fists attacks and 2 melta shots re rolling wounds has gotta kill something right? Combi melta also opens up tempest shells.

 

Watch master deep strikes with veteran kill teams turn 2 for beta strike.

 

Kill team with stalkers sit back field and use mortal wound strats with ML and HB.

Bikes combat squad with VV and grab objectives / harass.

 

Why do you guys think? What should I spend the remaining points on? Thinking I’ll shave a couple of points and fit a 3rd intercessor squad in.

Bolter and chain sword

 

 

Move librarian forward with intercessors (screens) and potentially cast “might of hero’s” on “intergressor” squad (T6 average toughness would require a lot of focus fire) he can later cause mortal wounds with smite and psychic scourge.

 

 

 

Just wanted to let you know that might of heroes buffs a single model only. The squad will not be T6. If you used it on the aggresor it would actually bring your majority toughness back to T4.

 

What you can do instead is take psychic fortress as they will probably be catching a lot of smites.

 

As for the list itself, a glaring weakness I see is T8 aka knights. SIA bolters are great but wounding on 6's means you're not doing a lot. A knight with the avenger gatling cannon can mow down one Primaris squad and stomp another one to death.

 

Unfortunately Pure DW don't really have good answers to rotate ion shield + ion bulwark knights.

 

 

Bolter and chain sword

 

 

Move librarian forward with intercessors (screens) and potentially cast “might of hero’s” on “intergressor” squad (T6 average toughness would require a lot of focus fire) he can later cause mortal wounds with smite and psychic scourge.

 

 

Just wanted to let you know that might of heroes buffs a single model only. The squad will not be T6. If you used it on the aggresor it would actually bring your majority toughness back to T4.

 

What you can do instead is take psychic fortress as they will probably be catching a lot of smites.

 

As for the list itself, a glaring weakness I see is T8 aka knights. SIA bolters are great but wounding on 6's means you're not doing a lot. A knight with the avenger gatling cannon can mow down one Primaris squad and stomp another one to death.

 

Unfortunately Pure DW don't really have good answers to rotate ion shield + ion bulwark knights.

Thanks for pointing this out, I miss read that. It’s a shame, because that would have been very powerful.

 

Mechanised T8 is a big problem, my gaming group actually doesn’t have any knights (go figure!) so that’s lucky for me. But stuff like land raiders, will still prove a massive pain.

 

But I’m not completely without hope, there’s the terminator captain, missile launcher, thunder hammers, tempest shells, smite, watch masters glavis, frag cannons.

Perhaps I’ll use the remaining points for hellblasters in the intercessor kill teams.

With a lack of anti tank in mind. I’ve tweaked the existing list.

Going for a devastator squad style veteran squad in place of one of the existing intercessor squads.

 

Battalion 1

 

Watch master - guardian spear

 

Watch terminator captain - power fist + auxiliary meltagun, combi melta (WL - bane of monstrosities)

 

Kill team :

Sargent - storm bolter, chain sword

Veteran - storm bolter, chain sword

Veteran - storm bolter, chain sword

Veteran - storm bolter, chain sword

Veteran - storm bolter, storm shield

Veteran - storm bolter, storm shield

Veteran - frag cannon

Veteran - frag cannon

Vanguard - thunder Hammer, bolt pistol

Terminator - power fist, storm bolter

 

Kill team :

Sargent - storm bolter, chain sword

Veteran - storm bolter, chain sword

Veteran - storm bolter, chain sword

Veteran - storm bolter, chain sword

Veteran - storm bolter, storm shield

Veteran - storm bolter, storm shield

Veteran - frag cannon

Veteran - frag cannon

Vanguard - thunder Hammer, bolt pistol

Terminator - power fist, storm bolter

 

Kill team :

Sargent - stalker bolt gun, chain sword

Veteran - stalker bolt gun, chain sword

Veteran - stalker bolt gun, chain sword

Veteran - stalker bolt gun, chain sword

Veteran - infernos heavy bolter

Biker - power maul, twin bolt gun

Biker - power maul, twin bolt gun

Biker - power maul, twin bolt gun

Biker - power maul, twin bolt gun

Vanguard - bolt pistol, storm shield

 

Battalion 2

 

Primaris librarian - force sword, bolt pistol

 

Watch captain - jump pack, storm shield, thunder hammer, beacon of angelis

 

Kill team :

Sargent - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Intercessor - bolt rifle, bolt pistol

Aggressor - bolt storm gauntlets, frag launcher

Aggressor - bolt storm gauntlets, frag launcher

Aggressor - bolt storm gauntlets, frag launcher

Inceptor - assault bolters

Inceptor - assault bolters

 

Kill team :

Sargent - auto bolt rifle, bolt pistol

Intercessor - auto bolt rifle, bolt pistol

Intercessor - auto bolt rifle, bolt pistol

Intercessor - auto bolt rifle, bolt pistol

Intercessor - auto bolt rifle, bolt pistol

Intercessor - auto bolt rifle, bolt pistol

 

Kill team :

Sargent - stalker bolt gun, chain sword

Veteran - missile launcher

Veteran - missile launcher

Veteran - missile launcher

Veteran - missile launcher

 

Total 1997p

Edit: Looks like this posted a bit late, sorry!

 

Plan is to move + advance jump captain then “beacon” “intergressor” kill team (hopefully into RF territory)

Move librarian forward with intercessors (screens) and potentially cast “might of hero’s” on “intergressor” squad (T6 average toughness would require a lot of focus fire) he can later cause mortal wounds with smite and psychic scourge.

Terminator captain will DS and will target vehicles and monsters (because “bane of monstrosities”) 4 fists attacks and 2 melta shots re rolling wounds has gotta kill something right? Combi melta also opens up tempest shells.

Watch master deep strikes with veteran kill teams turn 2 for beta strike.

Kill team with stalkers sit back field and use mortal wound strats with ML and HB.
Bikes combat squad with VV and grab objectives / harass.

Why do you guys think? What should I spend the remaining points on? Thinking I’ll shave a couple of points and fit a 3rd intercessor squad in.

 

You sadly cannot might of heroes a unit - it only affects a single model. Works well on that smash captain you'll have nearby, though! 

 

I think you'll find you'll need to keep a lot of CP ready to go for things like hellfire, tempest etc. for taking on tough targets like vehicles since you're lacking a lot of the answers for heavy armour. Looks like you're also ensuring you spend 3 CP right off the bat before you even move in the first turn, and you have a pretty small footprint so while you'll have a better chance at going first, it won't be guaranteed. With that small of a footprint, you'll find you might need to rely on Prepared Positions to not give up a ton of board control early, so in some games you'll start your first turn having spent 5 CP before you even make your first move. 

 

Having said that, the opponent now just needs to screen out your two captains, bait you into using CP on other gems, and then kill, maim, or bog down the 2 attack thunder hammer vet squads that won't be dropping until turn 2. Those are easy things to do in order to fully eliminate threats to their heavy armour. Monsters are a different story - you can use weight of fire with hellfire to make a dent here. But a savvy opponent can remove your ability to handle heavy armour pretty easily, and that makes you vulnerable to those units.  

Thank you for the game play insight Lemondish :) it’s given me a lot to think about. I get so caught up in making a list and trying to cram as many things in as I can. I sometimes loose sight of how I’m going to apply it on the table.

I believe I have enough anti infantry fire power to remove screens as is needed. Could still be shy on anti armour, but there is some there.

Would you say having my WM and 2 kill teams in the teleportarium is too much? Perhaps they should be smaller units, allowing points elsewhere?

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