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What are you hoping for in tomorrow's Advent Calendar for our favorite Black (with Silver and multi-Chapter colored Shoulder Pads) clad Space Marines?

 

I am hoping for something like this:

 

Xenos Bane Task Force

*Xenos Hunters – All Astartes units in this detachment get Ignore Cover for their shooting. Deathwatch Kill Team units (and any attached characters) also gain an additional -1AP to their shooting and melee attacks.

 

ENHANCEMENTS

1 – Thief of Secrets – Adeptus Astartes character only. Bearer’s melee weapons gain -1 AP and +1 Damage. If the bearer kills one or more enemy models in the Fight Phase, his melee weapons instead gain -2 AP and +2 Damage until the end of the game.

2 – Soul Fortress – Librarian model only. Bearer’s unit gain Feel No Pain (4+) against Mortal Wounds and Psychic Attacks.

3 – Artificer Bolt Cache - Adeptus Astartes character only. Bolt weapons (any weapon with “Bolt/Bolter” in the name, plus Vigil Spear ranged profile) in Bearer’s unit gain +1 strength and -1 AP.

4 – Dominus Aegis – Tacticus character model only. Bearer’s unit gain’s 4+ Invulnerable save.

 

STRATAGEMS

1 – Armour of Contempt (1 CP)

 

2 – Stem the Tide (1 CP) – Friendly Shooting phase, friendly non-Vehicle Astartes unit only. Select one enemy unit hit by one or more shooting attacks by this friendly unit. Until the start of your next turn, that unit has -2” to its charge rolls. If that enemy unit is an Ork unit, it cannot benefit from the Waaaggghhh rule until the start of your next turn.

 

3 – High-speed Targeting Interface (1 CP) – Friendly Shooting phase, friendly non-Vehicle Astartes unit only. Select one enemy Fly unit hit by one or more shooting attacks by this unit. Until the start of the next turn, ignore any/all negative modifiers for shooting attacks against this unit. If that enemy Fly unit is an Aeldari or Drukhari unit, it cannot benefit from Power from Pain or Runes of Fate special rules until the start of your next turn.

 

4 – Converging Fire Protocols (1 CP) – Friendly Shooting phase, friendly non-Vehicle Astartes unit only. Select one enemy unit hit by one or more shooting attacks by this friendly unit. Until the start of the next turn, all shooting attacks against this unit have -1 AP. If that enemy unit is a Necron unit, it cannot benefit from Reanimation Protocols until the start of your next turn.

 

5 – Psybane Weapons (1 CP) – Friendly Shooting phase, non-Vehicle Astartes unit only. Select one enemy unit hit by one or more shooting attacks by this friendly unit. Until the start of the next turn, all shooting attacks against this unit have Anti-Psyker 4+ (cannot be used with weapons that have Devastating Wounds ability). If that enemy unit is a Tyranid or Genestealer Cult unit, it cannot benefit from Synapse or Cult Ambush rules until the start of your next turn.

 

6 – Headhunter Tactics (2 CP) – Friendly Shooting phase, non-Vehicle Astartes unit only. Friendly Shooting phase, select one enemy unit hit by one or more shooting attacks by this unit. Until the start of the next turn, all shooting attacks against this unit have Precision. If that enemy unit is a T’au Empire or Leagues of Votann unit, it cannot benefit from For the Greater Good or Eye of the Ancestors rules until the start of your next turn.

Edited by L30n1d4s
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Looks like we got the goodies from the original index prior to Agents of the Imperium and the kill teams restored (with minor tweaks) with a couple of new ones too.

 

Black spear task force: Can pick Furor (sustained hits +1), Malleus (lethal hits) or Purgatus (precision) tactic once per game.

 

Watch Master, Artemis, Deathwatch vets, and Corvus gunship are still there, but now we can access the rest of the marine codex save for assault marines ()with or without jump packs), scout marines, bikes, terminators, devastators, tactical squads or land speeders.

 

Stratagems and enhancements are the same as before too. but the kill teams have been completely reworked.

 

Fortis Kill Team: made up of primaris marines, can have up to 4 plasma rifles, 4 pyro blasters, up to 4 with heavy bolt pistols and chainswords, and up to 2 super frag missile launchers. Squad has the ability to add +1 to their hit rolls against targets not at full strength, and if that target is less than 50% then the kill team gains +1 to wound also.

 

Indominator Kill Team: Made up of gravis marines. Can take up to 3 gravis marines with twin power fists and up to 3 gravis marines with melta rifles and up to 2 with heavy bolters. In either shooting or melee (on the charge) all attacks are treated as +2 strength!

 

Spectrus Kill Team: Made up of Phobos marines. Scout 6+ and can go into strategic reserve so long as more than 6' away from an enemy.

 

Talonstrike Kill Team: Comprised of assault marines with jump packs and can have up to 5 gravis marines with jump packs. All weapons ranged and melee gain +1 AP, and lance rule for melee weapons.

 

Deathwatch Terminator Squad: Can take up to 3 heavy weapons regardless of squad size and can reroll charge rolls and cause a battle-shock test on those they assault (-1 ld if target is xenos

 

What I find strange is the kill teams mentions are taken at full strength of 10 men. Not sure if that's an oversight or not.

 

Link can be found here: eng_wh40k_grotmas_index_deathwatch_7_12_2024-jtxo505gbc-skehgnr7np.pdf

37 minutes ago, Andarius the Red said:

What I find strange is the kill teams mentions are taken at full strength of 10 men. Not sure if that's an oversight or not.

 

I think that this is deliberate and the variable numbers in the squad entries are to allow you to tweak the numbers of each flavour of model in the killteam. 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.

Sadly Cassius has remained in Legends, however he appears to have a rule which makes him count as a Deathwatch unit for this faction as well as IA (doesn't seem to have given him Adeptus Astartes back tho).

Along with him, Proteus Killteam has remained in Legends (because it's a generic KT Cassius) and the Veteran Bikers Killteam also didn't return.

 

As for losses from the other KTs:

Fortis Killteam have lost Outriders and JPAIs, Indomitus lost Inceptors and Spectreus Killteam have lost Suppressors.

 

Talonstrike has taken the JPAIs from Fortis and the Inceptors from Indomitus but not the Suppressors, meaning they're gone from the KT units entirely (this may be an oversight that will be errata'd later, but I doubt it).

18 minutes ago, Karhedron said:

Suppressors may be gone from KT units but you can still take a straight unit of Suppressors in the army. Deathwatch can take most Astartes units (with a handful of exceptions).

 

Yep.

Just tallying up what was removed from the KT units.

Also iirc you can still take the restricted stuff like Scouts and Tactical Marines I'd you just don't use the Blackspear Detachment.

 

It's not very clear about that, but it seems that's how it works RAW.

4 hours ago, Indy Techwisp said:

Sadly Cassius has remained in Legends,

And it was one of the worst datasheets in the game to play with even casually. Good riddance to that one. 

 

The rules are REALLY strong. REEEEAAAALLLLY strong. I'm sad that you can't really make a pure PA melee squad but I think I'll survive. Thinking one regular Kill Team with Artemis, two Fortis, and one each of Spectrus and the Gravis one. The Jump one I'm iffy on since it's stupid good for rules and interaction but seems a bit unwieldy. Better players will use that better than I would. 

6 minutes ago, HeadlessCross said:

And it was one of the worst datasheets in the game to play with even casually. Good riddance to that one. 

 

I say "sadly" to Cassius (and Proteus) because I was putting a lot of stock into the kit being still available on the Webstore (and getting restocked ahead of this release) meaning that it would A) return from Legends and B) also be added to the IA options, however I was incorrect with that guess.

 

What we did get tho is great.

8 minutes ago, Indy Techwisp said:

 

I say "sadly" to Cassius (and Proteus) because I was putting a lot of stock into the kit being still available on the Webstore (and getting restocked ahead of this release) meaning that it would A) return from Legends and B) also be added to the IA options, however I was incorrect with that guess.

 

What we did get tho is great.

I mean I get missing Proteus itself, but I prefer what we got here. 

On 12/7/2024 at 4:15 PM, HeadlessCross said:

I get missing Proteus itself, but I prefer what we got here.

Sames... I've started converting some missiles and plasma to make an oldmarine Fortis unit, as I must have a dedicated shooty unit, and the Veterans sheet doesn't really work for that... After a bitz box rummage and 'redeeming' 3 old renegades, I've settled on 35 power armour boys + characters as my final goal: 15 Veterans, 10 Fortis, 10 Vanguard vets.

 

List objective for now is:

 

Jump Captain - Thief of Secrets

Watchmaster

Librarian

 

 

2x5 Vanguard Vets (Captain - a shame they don't get Kill Team, and currently overpriced at least 10pts IMO - literally just want a single thunder hammer in the unit plz!)

1x10 DW Vets (Watchmaster)

1x10 Fortis Team (Librarian)

1x5 DW Vets

Blackstar (I know)

Deredeo Dreadnought (rearguard blaster)

 

ALLIES:

 

2x Warglaives (flank solos)

Inquisitor + 12 Agents in a Chimera (support hull)

Subductors (campers)

 

Feels like about the right mix of stuff to play the game at any rate.

 

Cheers,

 

The Good Doctor.

 

3 minutes ago, Dr. Clock said:

Sames... I've started converting some missiles and plasma to make an oldmarine Fortis unit, as I must have a dedicated shooty unit, and the Veterans sheet doesn't really work for that... After a bitz box rummage and 'redeeming' 3 old renegades, I've settled on 35 power armour boys + characters as my final goal: 15 Veterans, 10 Fortis, 10 Vanguard vets.

 

List objective for now is:

 

Jump Captain - Thief of Secrets

Watchmaster

Librarian

 

 

2x5 Vanguard Vets (Captain - a shame they don't get Kill Team, and currently overpriced at least 10pts IMO - literally just want a single thunder hammer in the unit plz!)

1x10 DW Vets (Watchmaster)

1x10 Fortis Team (Librarian)

1x5 DW Vets

Blackstar (I know)

Deredeo Dreadnought (rearguard blaster)

 

ALLIES:

 

2x Warglaives (flank solos)

Inquisitor + 12 Agents in a Chimera (support hull)

Subductors (campers)

 

Feels like about the right mix of stuff to play the game at any rate.

 

Cheers,

 

The Good Doctor.

 

 

Is that a generic Inquisitor or do you have the points for the Ordo Xenos lady?

Edit: If generic, are you going with a Psychic Inquisitor?

Edited by Indy Techwisp

Looking a lot like an Indominator squad is an auto-include for this list. +2 strength to all ranged weapons is insane! Especially if you take three Melta rifles.

 

Add the kraken specialized ammo and you've got +6' range and +1 AP to all weapons in the squad.

41 minutes ago, Andarius the Red said:

Looking a lot like an Indominator squad is an auto-include for this list. +2 strength to all ranged weapons is insane! Especially if you take three Melta rifles.

 

Add the kraken specialized ammo and you've got +6' range and +1 AP to all weapons in the squad.

 

Add a Gravis Captain or Biologis with the Beacon Angelis and they can Deep Strike within Melta Range (Captain is probably better as you can then trigger Kraken Rounds for free with ROB).

2 hours ago, Indy Techwisp said:

Is that a generic Inquisitor or do you have the points for the Ordo Xenos lady?

Edit: If generic, are you going with a Psychic Inquisitor?

No points for Draxus in this version, unfortunately... And yes - psychic Inq is best Inq. for cowering on Firing Deck IMO.

 

I am still a unit or two from being able to put up a full Agents list... But Draxus will show up there for sure. Just a matter of ~20 Breachers to make that list tick, I figure.

 

Cheers,

 

The Good Doctor.

3 hours ago, Karhedron said:

 

Add a Gravis Captain or Biologis with the Beacon Angelis and they can Deep Strike within Melta Range (Captain is probably better as you can then trigger Kraken Rounds for free with ROB).

Can go with both, grants lethal hits for the meltas thanks to the biologis and free strat with the Captain. Sure the squad becomes pricey, but it also becomes your sledgehammer for the rest of the game!

I’m looking forward to some the app updating for list writing, currently old school pen and paper isn’t cutting it while I want to get my head round everything.

 

Really like the index though, already got me building new DW models after them being mothballed all edition.

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