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7 minutes ago, Lord Nord in Gravis Armour said:

"Kill Team Heavy Intercessor with Jump Pack."

 

What strange voodoo is this?

 

That's an Incursor iirc.

image.jpeg.a063bf9b5b8975af549432db4d1d5700.jpeg

 

I'm surprised Suppressors weren't moved to that one as well, but I may just have missed it.

 

Edit:

Also just noticed Deathwatch can't take Scouts at all.

I swear they could before.

Oh well.

Edited by Indy Techwisp
7 minutes ago, Wormwoods said:

Just a quirk of the weird way you build Killteams, the intent is clear enough. Minimum of the basic marine which prevents you from just taking 9 Plasma gunners and calling it a day. 

 

Seems cool, though. I'm glad they minimised the weird mixed toughness stuff. 

Having caps on the speciality weapons makes sense, but was honestly hoping for 5-man squads. Easier to maneuver around, but taking a couple Las Fusil in a Spectre KT, or a psuedo-Gravis Devastator Squad would be hilarious.

 

Not nitpicking it to death though, I'm just happy my Deathwatch can take to the field again in their own detachment! Sad to lose Veteran Bikers though, including in a (now non-existent) Proteus KT... May still end up running the army as "Dark Angels" like I have been, if I want to field my bike Vets

I note that Killteam Cassius is back to "Temporarily Out of Stock" on the Webstore again, but they're still there.

 

In other news, Custodes are next up, along with specifically Officio Assassinorum for some reason.

I guess that solves our question of what IA is getting...

52 minutes ago, Indy Techwisp said:

So Killteam Cassius is called out as being the only unit that's not part of the Deathwatch Index or Space Marine Codex that you can bring.

 

So he's still Legends then?

In the Restrictions sections it says you have to use the Legends rules for Kill Team Cassius

Screenshot_20241207-142048.thumb.png.41fdea7549b5b6fc5ed5336fe38b4097.png

7 minutes ago, DemonGSides said:

10 man requirements for all the squads is kinda weird but it's already a weird army. The guns look good, points will need adjusting but that's easy enough. 

It makes sense, as otherwise you can just run the 5 man base infantry of Intercessors and Infiltrators etc. to begin with. 

 

While I wish there were discounts for buying the full teams, points wise they seem fine besides how the Jump Pack one is priced (you basically have to take Inceptors).

That looks pretty strong to me. Just some highlights but the following look promising to begin with:

  • Terminator squad: 180 points for 3 Heavy weapons and 2 TH/SS dudes for extra ablative wounds.
  • Captain and Watchmaster have the same ability with different names allowing you to double-dip on free stratagems
  • Talonstrike teams with Ap-2 Assault Bolters on the turn they Deep Strike or AP-4 Plasma Exterminators. If running plasma, you can put some plasma pistols on the Assault Intercessors to eat and failed Hazardous tests. Also the Assault Intercessor make great ablative wounds as the whole squad counts as T6 as long as the Inceptors and in the majority. Stack with Site-to-Site Teleportation to rinse and repeat the AP Bonus every turn.
  • Indomitor Killteam led by a Character with BEACON ANGELIS (gain Deep Strike). 3 Eradicators with an 1 MM and 7 HIs with 2 Heavy Bolters. Deep Strike the squad and pop Kraken Rounds (+6" range and an extra AP-1) at the nearest target. The Eradicators now count as being with Melta range with S11, Ap-5 Melta weapons. The HIs are shooting at S7, AP-3, 2D on the rifles and S7, AP-3, 3D on the Heavy bolters. That is gonna leave a mark!

This Index has some crazy combos and synergies available. I think DW players will be very happy with this, even if a few old favourites like Veteran bikes have been lost to Legends.

16 minutes ago, jaxom said:

Isn’t that also the only unit to benefit from the army rule?

 

It is but remember this army rules is in addition to OOM and Detachment Bonus. It is not so much a benefit as a convenient place to tuck the rule for dealing with Mixed T squads. So DW get an additional layer of bonus beyond any other Astartes detachment, even if only 1 squad benefits from it.

39 minutes ago, jaxom said:

Isn’t that also the only unit to benefit from the army rule?

The army rule benefits all [Killteam] units iirc.

So thats:

Veterans

DW Terminators

Fortis Killteam

Indomitor Killteam

Specteus Killteam

Talonstrike Killteam

 

Also the Strategem which allows you to switch your Tactics can place it onto 1 Non-Killteam unit.

Edited by Indy Techwisp
8 minutes ago, Boyadventurer said:

RIP Proteus Kill Team. Would have been nice to have even if it was half vets and half termies.

 

Fortis Intercessors bolt rifles are lethal hits, S5, AP2!!

 

All the Bolters in the KTs got buffed iirc

I wish the basic Bolts were S4 because I don't like them wounding T3 and T4 at the same rate, and that would be a reasonable nerf for what looks REALLY strong at a first glance. Yeah the 10 man squads are expensive, but they're REALLY good for that price point. Even Spectrus seems a bit overtuned.

8 minutes ago, Sir Clausel said:

I cant see where you get D2 rifles and D3 heavybolters? Im probably just blind :P

 

Here, from the Weapon Profiles on the Indomitus Killteam Datasheet:

image.png.dec7633d93a65cc46d910216511d2052.png

 

Incidentally, most of the "Normal" Bolt Weapons have become "Deathwatch" Bolt Weapons and have improved stats.
I think this is to reflect the Deathwatch Weapons having special ammo by default?
image.png.caa8beefdba74d14ba7340fc0a97bf78.png

image.png.053e4941653c5fe905ff9363dbc5d8b5.png

Edited by Indy Techwisp

Okay - the Primaris Kill Teams certainly seem good, but my DW are oldmarines so I'm still going heavy soup for this army on account of not wanting to field more than the 30 infantry DW, 3 characters and 1 dreadnought I already have. Also a bit awkward that other than the heavy weapons, the old Veterans aren't allowed decent ranged weapons, so realistically I'll only use the ammo strats quite rarely since 20 of my veterans are basically still built as combi-spam Sternguard + 10 Vanguard.

 

The more I think about it, the more I'm thinking I do a couple plasma gun weapon swaps and build a couple missile guys to do 1 or even 2 counts-as Fortis team from the oldmarines since even their bolters are just miles better than Veterans, who are good, but basically only good with 'max thunder hammers and heavies'. So I guess I need to build like 2 missile launchers and 4 plasma gunners? I guess pushing it to 35 infantry marines ain't so bad - 10 Fortis + 10 Veterans + 5 Veterans + 2x5 vanguard seems a bit more aligned with what the detachment is telling you to do... and I love the idea of teleporting Fortis + 10 veterans out of nowhere for 0CP from Watchmaster...

 

I can't see anything that would preclude straight-up using these data-sheets in a different Codex detachment as long as there are no other Chapter keywords present? Am I wrong in that? I think my army as-is today would benefit from Gladius or Vanguard more than from Black Spear tbh... and I'd be allowed to keep my 5 Red Hunter Scouts. My main opponent will be fine with a different detachment even if it's not technically allowed, but wondering how others might read that?

 

Cheers,

 

The Good Doctor.

 

 

15 minutes ago, Dr. Clock said:

I can't see anything that would preclude straight-up using these data-sheets in a different Codex detachment as long as there are no other Chapter keywords present? Am I wrong in that? I think my army as-is today would benefit from Gladius or Vanguard more than from Black Spear tbh... and I'd be allowed to keep my 5 Red Hunter Scouts. My main opponent will be fine with a different detachment even if it's not technically allowed, but wondering how others might read that?

 

Cheers,

 

The Good Doctor.

 

This Index is a Supplement, like it was before.

So using other Detachments is fine.
Also notably the restrictions on the units you can't take are limited to Blackspear only RAW, so if you're playing Deathwatch with the Vanguard detachment or something then you can use the Scouts just fine.

I'm not sure what I think of this.

 

The Proteus Team's absence is problematic. The teams are a lot more bland, but I suppose it is less awkward than some of the mixing that could happen in the old- no mixing jump/ non-jump, bike/ non-bike.

 

I suppose you now just take everything that was in Proteus Teams as separate units. 

 

Not sure I like it better than Ordo Xenos Detachment + Legends.

11 hours ago, Dr. Clock said:

I can't see anything that would preclude straight-up using these data-sheets in a different Codex detachment as long as there are no other Chapter keywords present? Am I wrong in that? I think my army as-is today would benefit from Gladius or Vanguard more than from Black Spear tbh... and I'd be allowed to keep my 5 Red Hunter Scouts. My main opponent will be fine with a different detachment even if it's not technically allowed, but wondering how others might read that?

 

I think that should be fine. Dark Angels Gladius and Ironstorm builds are quite popular at the moment and it looks this would be exactly the same category.

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