• Pure Deathwing Part 1 - Dark Pwner's Tactica on a Pure Deathwing Force


    This is version 2 of my Deathwing Tactica. The intended aim of this version is to make it a lot more presentable and easier to understand then the first.

    You know, I’ve looked at many Deathwing articles over the last 2 years. And there’s one thing they don’t seem to touch on. Is Deathwing a good army to play, either for first timers or for veterans? With this article I hope to give you a genuine answer. I myself am sort of in the middle. I’m not old enough to be considered a veteran, but I’ve also been playing for a number of years, so I can’t really be called a first timer either. It should be noted that this article is done after the FAQ for Dark Angels and Black Templar’s came out, and fixed many of their flaws. Thus why I deemed it fit to make this, as some of the other articles I mentioned no longer function as they should. Let’s get cracking.

    So why all the doom and gloom?
    - Pitiful access to teleport homers – due to some stupid choices all teleport homers were taken out of units except for the Ravenwing Bikers. Now while they do have scout, they made it damn sure we couldn’t use it to its best advantage.

    - A general lack of goodies – being the first codex in this new format, they made it rather bland. Unlike chapters like space wolves or blood angels, we have no access to frost weapons or blood talons or a myriad others.

    - A mandatory hq – as stated above, the codex is pretty bland, and it doesn’t get any blander then Belial. Sure he’s cheap, but that’s all that he has going for him. I grant he got a slight boost with the new update. Now that Storm shields give us that 3+ invulnerable save he can now have one! Instead of the Iron Halo they “forgot to give him”.

    - A lacklustre Librarian – I mean WHAT! In all seriousness though, he does have a place in a list, just a very small one. We’ll get to that later though.

    - Cheap but not quite as good venerable Dreadnoughts – it’s really not as bad as it sounds. I mean you still get the main special ability of re-rolling the damage table...but it just doesn’t make up for the lowered stat line.

    So what’s good about it all?
    - Fearless – Yep, Fearless is brilliant. I should probably state now that Deathwing is primarily a shooting force, and should be adhered to. There are some close combat units, but you’ll find it doesn’t really matter for them much. Again, I’ll come to that in a bit.

    - Mix and match Terminator Squads – Is absolutely fantastic. This is your best defence, not the 2+ armour saves, THIS. Being able to allocate wounds as you see fit helps this army out no end. It also allows you to have the right guys for the right jobs and to make sure the guys you want on the board, stay on the board.

    - Access to updated Wargear – FINALLY! I can tell you with quite a bit of certainty that this is a godsend to all you Deathwing players. 2 years we’ve been waiting to use 3+ invulnerable saves, heavy 2 cyclone missiles and Feel No Pain Apothecaries. This one update brings us to the competitive side in one day. It was this that set us apart from all those other codexes. Now that we have them there’s not much difference between us.

    - Deathwing assault – This is more of a minor buff. Sometime you’ll want to use it, and you’ll certainly be glad you had it. It’s not something you’re going to use all the time, but in the right situations it can be devastating.

    - It simple – No other way of saying it really. Deathwing is just very easy to use. You have a small model count, high save, good allocation bonuses and a hard hitting army. And if you use the Deathwing assault rules also relatively fast.

    So what generally goes in a pure Deathwing force?

    HQs
    - Belial, Master of the Deathwing
    - Librarian in Terminator Armour
    - Chaplain in Terminator Armour

    Troops

    - Deathwing Terminators

    Elites

    - Dreadnoughts

    Fast Attack

    - Nothing

    Heavy Support

    - Land Raider Godhammers
    - Land Raider Crusaders

    Dedicated Transports

    - Drop Pods

    Ok so not a lot of stuff to choose from, but at least it’s pretty much all good. Below I will review each of these units in detail. I will also give a number out of 10 on how good it is, 1 being the least good and 10 being the best.


    Belial – 6/10

    Ok so already we see he’s not that great, now here’s why. He’s so BORING. Apart from being able to take Deathwing units as troops he has no special rules what-so-ever. The stat line is worse than a normal captain now and even the weapons he gets aren’t that great. Ok so let’s look at his weapons for a minute. The first is the standard Master Crafted Power Weapon and a Storm Bolter. In some situations this is not too bad, but on the whole it’s a pretty flimsy excuse for a special character weapon set. The second weapon on the list is the Twin Lightning Claws. Now this used to be the best upgrade of the lot, being that he gets a bucket load of attacks on the charge and re-rolling wounds, sounds great, and still is. But there is still 1 massive flaw that the Power Weapon and Storm Bolter has as well, an Invulnerable Save, which brings me to his best load out, the Thunder Hammer and Storm Shield. Because Games workshop didn’t give him his basic Iron Halo for being a Captain, so he only has his basic Invulnerable Save of 5+. This option gives you a 3+ one. That’s fantastic, because it gives us another use for him as a whole, a wound soaker. 130 points for 3 wounds with a 3+ Invulnerable Save is pretty good, and that Thunder Hammer can even help against Monstrous Creatures and Vehicles. By far the Thunder Hammer and Storm Shield is the better option. Lastly s the Command Squad option, this is the only reason this guy isn’t lower. +1 Attack and Feel No Pain for one squad is fantastic. Coupled with a Librarian this makes one of the best anvil units in the entire game...use it!

    Librarian in Terminator Armour – 4/10

    For people who are just getting into Deathwing it can be very hard to justify the librarian. I mean if you look at his entry he has nothing of value...until you notice that Psychic Power called Force Barrier that is. It may not seem much but being able to pass a save on a psychic test is utterly fantastic. With the addition of Feel No Pain on Apothecaries, Deathwing have one of the hardest units in the game, their no Nob biker squads though, so don’t get stupid with them. If you have a few points left over, it’s well worth getting him a Combi-Melta for a quick easy wound. Hell, he might even be able to kill a tank on Deep Strike, how awesome would that be...just don’t plan for it.

    Chaplain in Terminator Armour – 8/10

    This guy is really high up on the To Get List as you can see. His only downside is that he can’t be the sole HQ choice. Just remember to put him in your assaulting squad, but I really shouldn’t have to tell you that. Like the Librarian it’s well worth giving him a Combi-Melta.

    Deathwing Terminator Squads – 9/10

    I love these guys, and you do as well if you’re reading this. Deathwing have two major things that stand them apart from other loyalist Terminators. The first is that both the Assault and Tactical Terminators are in the same unit. This is a pretty big deal as it allows you to mess around with wound allocation shenanigans. It also allows you to make a nice balance between shooting and assault without having to rely on two units, and thus an extra kill point. The second big thing is fearless. While this is usually considered a drawback for assault units, let’s not forget shall we that you’re playing with an army full of 2+ Armour Save models...it’s not going to affect you that much, trust me. But what’s even better is that it’s utterly fantastic for shooting squads. I favour Shooting Deathwing over any other for the simple reason that you need to constantly whittle the enemy down before the assault, sometimes pure assault just doesn’t work.

    In terms of what to arm them with, the first port of call is the heavy weapon, always take Cyclone Missile Launchers. There’s simply no reason not to take them, it’s cheap, it’s your main anti tank and it can go over a models other gear. It’s a flipping bargain. As for the rest of the squad I suggest the following setup:


    Sergeant with Power Weapon and Storm Bolter

    Thunder Hammer and Storm Shield with a Cyclone Missile on its back
    Lightning Claws
    Chainfist and Storm Bolter
    Power Fist and Storm Bolter

    This gives you a decent amount of shooting, as well as decent close combat. It has a high number of attacks going at different Initiatives (Good to negate an enemy’s wound allocation shenanigans) and lastly it has your anti tank...all in one squad. And as previously stated, means you can abuse wound allocation to no end.


    There will be times when more dedicated rolls are needed. Such as against a high number of horde armies suddenly appear. In this instance I would suggest just a very basic setup:


    Sergeant with Power Weapon and Storm Bolter

    Power Fist and Storm Bolter with a Cyclone Missile on its back
    Power Fist and Storm Bolter (Or if it’s against Imperial Guard, a Chainfist if you can afford it)
    Power Fist and Storm Bolter
    Power Fist and Storm Bolter

    But generally I’ll leave that decision to you, as there are so many setups available to you.


    Dreadnoughts – 7/10

    Yes fairly high up the scale again. The way I see it, a Dreadnought has two main rolls, both of which can go on the same dreadnought. The first is high end anti tank. Against some of the heavy armour lists, even 12 Krak missiles won’t help that much, and this is where you’re going to need a few Twin linked Lascannons. The second thing it does fantastically well is tying up units. It’s very hard to get rid of armour 12 walkers in combat, use that to your advantage; all the while your Dreadnought Close Combat Weapon is pounding them to the floor. Just remember to get rid of the annoying tank BEFOR you charge headlong into a long winded combat.

    Again like the Deathwing troops, certain situations are going to make this useless, so change accordingly, if you’re up against a lot of marines...maybe plasma cannons instead. Also if points allow and you plan on Deathwing Assaulting, get a Drop Pod...


    Land Raider Godhammers – 5/10

    I don’t rate these very high for a couple of reasons. The first is that the transport capacity is too low...I don’t think I need to explain that one. The second is the blatant useless antitank, antitank which is much better served on two Dreadnoughts instead. No I certainly don’t rate it very high. Its Armour 14 all round, but that’s all it has going for it.

    Land Raider Crusaders – 6/10

    I like Crusaders, mainly because the main weapons are the Hurricane Bolters, which count as defensive, which means it’s actually fairly fast. The troop capacity is slightly more as well so it works well as a transport. So having one of these transports transport an Assault Command Squad with Belial and a Chaplain would be simply devastating. But still, the simple cost lets it down somewhat.

    To sum up

    Being old it can’t help but have flaws. This is just something everyone has to get around. It has nowhere near as many as it did before the update and it wasn’t exactly unplayable before. To me it’s the player that wins the games, not the codex. For me I love playing this type of army. But you ask a horde player to play it and there’ll just fall over not knowing where to go or what to do. If you end up not being able to win game after game after game, maybe this just isn’t for you. For me, this is a fantastic codex; it’s simple, straight to the point, and just plain fun. If you’re a new player this is a great starting point. Because not only is it simple and straight to the point, but it’s also a very cheap army to buy and a small enough army that you can quit happily store 3-4k in just your backpack. For all you veterans out there it just depends on your type of play style, but I urge you to try it, this is not a dead codex and I’ll bet my left nut it can be competitive if you just give it a go.

    In Part 2 of my Deathwing Tactica I will expand on some Non-Deathwing units and show how they may be incorporated into a Deathwing Force.

    Thank you for reading.

    Dark Pwner

    Your Comments
    edmundblack: One thing I haven't mentioned, and I don't think you have either DP - Deathwing is Cool.

    And if there's one rule which wins, it's the Rule Of Cool.
    Brother-Captain Sharp: Finally, I would lastly disagree that Deathwing are simple. While yes, they do have a low model count, that means every model and every action has to be a positive. Case in point, you put Lightning Claws into your shooting oriented unit. While that can help you in assault, it removes 2 storm bolter shots a turn before and after you are in assault. So there's one model out of ~25 usually that is performing at a subpar level in shooting with a boost in assault. Is that trade off worth it?
    Brother-Captain Sharp: lot of it comes to personal preference. I would rather a cheap effective character than a character like Marneus or Logan.
    Brother-Captain Sharp: For the lightning claws, my biggest reason for not taking them is simple: they don't help on defense against shooting or in your own shooting.
    Brother-Captain Sharp: Maybe, but compared to those characters, Belial leaves us with an extra 70-140 points to play around with which go where they need to; the army.
    edmundblack: Everyone writes off the Godhammer somewhat unfairly I think. Granted, they're not the most useful for Deathwing however and Dreadnoughts fit their theme far better. Not arguing their analysis in this context however.
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    Comments 8 Comments
    1. Brother-Captain Sharp's Avatar
      Hey TDP, great article! It's great to see Deathwing get some article love.

      The first thing I'm going to say is that I generally agree with everything you said, with only a few nitpicks. The article is a good overall synopsis on the strengths and weaknesses of Deathwing.

      So about those nitpicks I mentioned:
      Belial: I don't necessarily agree with your estimation of his value. Sure he's somewhat boring, but try and build a Captain in any codex with his wargear (lightning claws or stormshield and thunderhammer). It's a lot more than 130 points. While he misses out on WS6, it's not a big deal for me when balanced against his cheap cost. Also, he's what unlocks the awesomeness that are the squad upgrades. While he's mandatory, I never regret it. Would it be nice to have some uber character like Logan or Lysander? Maybe, but compared to those characters, Belial leaves us with an extra 70-140 points to play around with which go where they need to; the army.

      Also, the line "he has no basic Invulnerable Save" is incorrect. He has a 5++ like any model in Terminator armor. But granted, the lack of an Iron Halo is very annoying.

      "Land Raider Crusaders – 6/10"
      How? LRCs are teh sex! Seriously though, comapred to the new codices, we get our LRCs for 10 points cheaper with the same exact rules (after adding on a multi-melta, which everyone does). It's a brilliant transport as it's weapons are designed for close ranged support, and it's going to be in the thick of things to drop off Belial and the kids at the pool (of blood that they're going to cause). The greatest value of the LRC that I see is the damage potential it has after delivering it's payload. With the mass of AP5 shots it can put out, it will destroy horde units. Against something like a T3, 5+ unit, the LRC will cause on average 10.58 wounds. Because the LRC can move 6" and still fire all these weapons, that means you can often catch units out of cover. Case in point, my LRC loves to mow down Genestealers that have to avoid cover so that they do not strike at I1. With the damage capacity, the actually not bad anti-tank, and the large carrying capacity combined for only 250 points I would definitely put a LRC at an 8 or 9. Difference of opinion and all that, though. I regularly take two in 2000 point games.

      Finally, I would lastly disagree that Deathwing are simple. While yes, they do have a low model count, that means every model and every action has to be a positive. Case in point, you put Lightning Claws into your shooting oriented unit. While that can help you in assault, it removes 2 storm bolter shots a turn before and after you are in assault. So there's one model out of ~25 usually that is performing at a subpar level in shooting with a boost in assault. Is that trade off worth it? When you're playing a marine list with 50 marine bodies and some tanks in it, considerations like this aren't as huge. Also, because you do play with so few units and models, it can be hard to effectively use all those squads on the battlefield. Knowing how and where to use your squads can be a big problem for newer players in any army, let alone in Deathwing. Therefore, with those points, I would definitely peg Deathwing as an army for experienced players. I've seen newer players try to get into Deathwing because of the success they've seen me have with it, and they struggle for some time before grasping the trick of it. An experienced player is able to more quickly find the art in using an extremely low model count army.

      Thanks again for the article. As I said, I generally agree with all your points. Cheers!

    1. edmundblack's Avatar
      Damn right on Belial there BCS - I'd love a Grey Knight Captain at 130 points! If one were to compare him to Crowe, Belial "unlocks" Terminators and Crowe "unlocks" Purifiers as Troops. I'd rather have Belial, as he's actually useful and isn't a points-tax. Unexciting he may be, but he's cheap and useful. That is good. Crowe is not.

      Everyone writes off the Godhammer somewhat unfairly I think. Granted, they're not the most useful for Deathwing however and Dreadnoughts fit their theme far better. Not arguing their analysis in this context however.

      Overall, nicely done article. I'd suggest breaking up the sections a little more with some different text formatting and such, but content-wise it's fine. I know for a fact I'd love to get Storm Shields into a Grey Knight army.

    1. The Dark Pwner's Avatar
      Some explanations

      Belial: While I do agree that in contrast to a normal captain, he's not so bad because of his lowered cost, my beef is when you start comparing him to a Deathwing Character (I dont physically mean you). Deathwing are exciting, wonderfully so. So why isnt he? He's surposed to be pretty formidable isnt he?...he is afterall their Captain...but instead of getting some love and ettention he really desearved he was given some of the most shoddy rules in my games workshop history...WHY?

      Invun save: Yer I totally forgot about that. I'll edit later tonight.

      Land Raider crusaders: It's just personal preference really. I have used them, dont think i havnt. But although it did well, it was still hard to justify it's points. each game had the same sort of events. 1) It kills alot, 2) MCs destroy it. GW are seemingly turning toqwards MC lists. Armour 14 just doesnt hold as much weight as it used to. it's a real shame because they're awesome tanks in principle.

      DW being simple: tbh i think pretty much the opposite. It's because of the low model count that makes it simple. so many hidden rules in other armies. ours are basic and to the point.

      Oh and just to clarify. deathwing are primarily a shooting force. this isnt to say other elements cant be used aswell. swapping out a few storm bolters for dedicated close combat weapons is generally ok. Remeber wound alocation, for both you and your opponant. it's amazing how much more damage you do if half your hits are I1 and half are I4. you need to spread those high strength hits out.

    1. Brother-Captain Sharp's Avatar
      Oh, I defintely know where you're coming from on your points. A lot of it comes to personal preference. I would rather a cheap effective character than a character like Marneus or Logan. For the Crusader, sound like your meta is slightly different than mine. My Crusaders always die to melta guns, not MCs.

      For the lightning claws, my biggest reason for not taking them is simple: they don't help on defense against shooting or in your own shooting. The only time you get any use out of the claws is in assault. For an assault unit, that's fine, but for a shooting oriented unit that model is gonna be dead weight most times. For wouund allocayion, it's easy to keep them unique or very close to it.

      Sergeant with PW/SB
      Terminator with SB/PF/CML
      Terminator with CF/SB
      Terminator with TH/SS
      Terminator with SB/PF

      Five unique models, 8 SB shots, and a SS that you don't mind losing as it's not on the CML. That way when you have the odd lascannon hit, you can allocate it to the model most likely to survive without having to worry about the unit losing most of its teeth. While there are only 2 intiative 4 attacks, the unit does more damage and is more likely to surive in a more intact form (due to taking the AP1 or 2 hits on the SS before everything else dies). It's how I always run my shooting squads.

    1. edmundblack's Avatar
      One thing I haven't mentioned, and I don't think you have either DP - Deathwing is Cool.

      And if there's one rule which wins, it's the Rule Of Cool.

    1. The Dark Pwner's Avatar
      One thing I haven't mentioned, and I don't think you have either DP - Deathwing is Cool.

      And if there's one rule which wins, it's the Rule Of Cool.
      Damn Straight!

    1. The Dark Pwner's Avatar
      I want to thank you all so far for posting comments. It's very much appriciated. As a thank you, I've decided on an extra part to go on the end of the article, which is your comments. Just quoting some of the better things that give other people another view on certain aspects, as I do want to be fair.

    1. Ghostmaker's Avatar
      Thanks for the article [and the comments afterwards.] I've just recently purchased my first Deathwing unit for my DA army, and now I know how to better expand on that part of my force in future.

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