Here is the current 2000 point list that I am running for my Deathwing. They rarely see the light of day due to their frustrating nature at higher points costs but, I honestly can say that they are fun! While they definitely have some serious flaws with regards to numbers on the field but this can be made less prevalent through the effective use of Deathwing Assault.
Deathwing Assault is literally the most useful rule if you are willing to play Deathwing in an aggressive manner, for far too long the internet community has been willing to ignore this. The consensus is to use Deathwing in some sort of foot blob that fires missiles from the back field or else to put them in land raiders. Both of these have some very considerable disadvantages within the current meta-game and so must be discounted as truly decent lists.
For far too long the current idea has been to hold back and to attempt to out shoot the opponent. With this in mind, it becomes clear that this is not the Deathwing’s best attribute. Deathwing, it must be remembered are an extremely low model count army, one in which the majority of units will have to operate in a similar manner at all times. With these disadvantages in mind the two biggest advantages are Deathwings ability to deal with elite infantry and their hardy 2+ save. When this is compounded by their use of mixed terminator squads and the upgrades that Belial can offer they then become a potent force.
Without further ado here is the list, at the end of the post I will expand on the way in which it is played.
Belial TH/SS
Apothecary upgrade
Interrogator Chaplain in Terminator armour
Deathwing terminator squad all TH/SS and cyclone missile launcher
Deathwing terminator squad all TH/SS
Deathwing terminator squad all lightening claws
Deathwing terminator squad 2 chain fists and assault cannon
Dreadnought with assault cannon in drop pod
Dreadnought with lascannon and heavy flamer in assault squad
Ravenwing attack squadron with 6 bikes sergeant with power sword
Ravenwing speeder with multi- melta
(13KP)
This list is all about the first turn and positioning. The Ravenwing bike squadrons combat squad and get as far up the table as they can with their scout move in order to allow the Deathwing to drop from their homers. And the land speeder operates as a distraction with its multi-melta presenting a threat so far up the table.
The first wave should consist of either all TH/SS terminators with Belial and apothecary if you are facing an extremely heavy fire or; if you think you can chance it, the lightening claw terminators with interrogator chaplain. These form a massive threat that must be dealt with by your opponent immediately.
This allows your bikes to reposition and move to hide within terrain within 12 of the original drop in order to add re-enforcements as the reserves become available and also provides a small tar pit unit for emergencies.
Taking down tanks is as usual your first priority, this will be reasonably easy from turn 2 onwards and so casualties must be expected in the initial wave. Expect to lose terminators, but also expect that once you get into contact the enemy will be unable to deal with all that strength 8. Running as a pack is vital in this regard and placing objectives close together will help. Use the TH/SS to give your squads with worse 5++ saves the 4++ cover save and remember, due to their Fearlessness rule, be willing to take on opponents such as MCs if you think that in the long run you can take them.
This list is all about taking the initiative from your opponent. Make him play your game from this early stage and only the dice gods can get in your way.
That’s all floks!
Nort
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