Wednesday, September 9, 2009

Deathwing List Action

Hey, might as well follow up the Deathwing Progress Report with some list thoughts.

Here's Draft One of the sort of Siege-Wing version.

Belail w/ Lightning Claws (130)

Dreadnought w/ TL Autocannon, Missile Launcher (135)

Dreadnought w/ TL Autocannon, Missile Launcher (135)

Deathwing Terminator Squad (310)
-Apothecary
-Deathwing Standard
-Assault Cannon
-Chainfist (x2)

Deathwing Terminator Squad (250)
-Assault Cannon
-Chainfist

Deathwing Terminator Squad (250)
-Assault Cannon
-Chainfist

Deathwing Terminator Squad (250)
-Assault Cannon
-Chainfist

Vindicator w/ Dozer Blade (130)

Vindicator w/ Dozer Blade (130)

Vindicator w/ Dozer Blade (130)

Total: 1850

There is some slack to be found in the list. I could free up some points by dropping the standard and apothecary, but the apothecary tends to be pretty useful and the standard...is points-filler, admittedly. +1 attack for the squad is nice, but that makes some assumptions about assault. The second chainfist in that squad is additionally filler.

Still, pulling out the Apothecary and Standard free me up 55; pull out the redundant chainfist for 60 total. If I pulled the Dozer Blades, 75 spare.

The Assault Cannons stay because it lets the termies actually menace lighter armor and such. It's not ideal, but they have a decent volume of fire and strength. They're kind of like a Predator that can punch back, but is deathly allergic to plasma. Luckily, not a lot of folks actually RUN plasma any more. Too middle-of-the-road; it's like a 24" single-shot autocannon or 12" autocannon that disables your ability to assault (at least in terms of anti-armor). This is, of course, imperial plasma we're dealing with. Tau? Man, I think the best crisis suits run plasma for occasions JUST like this.

I am converting up a single Cyclone Missile Launcher fellow, just in case I find need for him. He frees me up 10 points and designates a baby-sitter squad, effectively.

Really, honestly, if I want to get more units into the army it's going down to three terminator squads.

With the resulting 250 points, I'd be able to slap a pair of MM/HF speeders in, and the remaining 100 would probably be funneled into a dreadnought. Lose the redundant chainfist and the standard, and maybe get another long-range dreadnought.

Hmm. What's that look like?

Draft 2 of Siege-Wing?

Belail w/ Lightning Claws (130)

Dreadnought w/ TL Autocannon, Missile Launcher (135)

Dreadnought w/ TL Autocannon, Missile Launcher (135)

Dreadnought w/ TL Autocannon, Missile Launcher (135)

Deathwing Terminator Squad (275)
-Apothecary
-Assault Cannon

Deathwing Terminator Squad (250)
-Assault Cannon
-Chainfist

Deathwing Terminator Squad (250)
-Assault Cannon
-Chainfist

Landspeeder w/ MM, HF (75)

Landspeeder w/ MM, HF (75)

Vindicator w/ Dozer Blade (130)

Vindicator w/ Dozer Blade (130)

Vindicator w/ Dozer Blade (130)

Total: 1850

Feels a bit puny on the troops side, but I think the guns got a lot better. Honestly, at this point I'd be tempted to cut another Deathwing squad, though, and re-invest the 250 there into some more troops...I would love to get a couple of razorback-mounted tactical squads, but the points just aren't there. I'm beginning to recall all the joys with points issues and such.

Plus, I've got freakin' 20+ terminators on the conversion bench. I intend to USE them some, one way or the other. Have an exercise in making a purty army, all that.

As ever, I'm looking for feedback.

Gut says that 15 termies + Belial is cutting it close, but the army feels more like a real army. Gut also says I'm not sure I want to buy more landspeeders again. Then again, if I can actually convert them and like them? What the hell.

3 comments:

Kraggi said...

I have to say I like both of the lists.

Personally I would go with list 1 and see how it plays out.

The more Terminators on the table the better imho.

I have around 30 of them at the moment, but have only fielded them in one army twice, both times as Planetstrike attack and that didnt go so well lol.

The only think I think you could struggle with is armour... especially the armour value 14 that seems to be around a lot these days.

Dont get me wrong in combat with it you will be fine... sometimes its getting into combat with it tho.

jabberjabber said...

I kinda like list number 2, simply because of the Landspeeders -- they'll be pretty good in the long term (providing they survive) to contest objectives in the late game.

Raptor1313 said...

@Kraggi
Armor is indeed an issue for the Deathwing.

The Dreadnoughts are my token attempt at KOing lighter armor and transports. They're not GREAt at it, but they can put the threat on, and start out hiding.

The Vindis are the other anti-armor threat, provided they get there. S10 + highest of 2d6 means I should be able to penetrate most armor they fire at (outside of those blasted Wave Serpents...) but they're vulnerable to flanking.

@Jabberjabber

I like list 2 as well, but I don't think Landspeeders should ever be allowed to last through the game. They'd be good at contesting, but Landspeeders fall in the zone of 'Too deadly to live' between their big guns and their low armor.