Editing
Warhammer 40,000/8th Edition Tactics/Deathwatch
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Deathwatch Specific=== *'''Adaptive Tactics (2 CP/1 CP)''': At the start of the turn, change the current Mission Tactics. If the Warlord is a Watch Master, this Stratagem costs 1 CP; otherwise, it costs 2 CP. *'''Armoury of the Watch Fortresses (1-3 CP):''' ''One use only''. Your general more relics stratagem. *'''Clavis (1 CP):''' Select a vehicle within 1" of a Watch Master in your army. Roll a d6 and on a 2+ the Vehicle suffers D3 mortal wounds. Good for dealing that last bit of damage to destroy it or bring it down a wound bracket. *'''Death to the Alien! (1 CP):''' Used when a unit is selected to fight. That unit gains exploding attacks on 6+ (that do not generate additional attacks) against units without the {{W40kKeyword|Chaos}}, {{W40kKeyword|Imperium}}, or {{W40kKeyword|Unaligned}} factions. So, Tyranids, Necrons, Orks, Tau and Eldar of all kinds. Because that's what {{W40kKeyword|Deathwatch}} does! ''Useful on big units with high number of attacks, like lightning claw Vanguard Vets. Othewise you're spending a CP to gain like 2 attacks, which isn't cost effective''. *'''Doctrines (2 CP)''': A set of 7 Stratagems that allow a Deathwatch unit to add +1 to its To Wound rolls against units with a designated battlefield role in either the shooting or fight phases. As they are all separate Stratagems, more than one Doctrine can be triggered in a single turn. In addition, they can be used on a unit that does not have the Mission Tactics special rule, such as a Land Raider. ''Combine them with Mission Tactics to do thing like wounding on a rerollable 2+. Operational Operators!'' **'''Decapitation''': Reroll all failed to wound rolls against enemy Warlord **'''Furor''': +1 to wound against {{W40kKeyword|Troops}} **'''Venator''': +1 to wound against {{W40kKeyword|Fast Attack}} **'''Dominatus''': +1 to wound against {{W40kKeyword|Elites}} **'''Malleus ''': +1 to wound against {{W40kKeyword|Heavy Support}} and {{W40kKeyword|Lords of War}} **'''Purgatus ''': +1 to wound against {{W40kKeyword|HQ}} **'''Raptoris ''': +1 to wound against {{W40kKeyword|Flyers}} ***The doctrines help compensate for the overall low strength of Bolters. Overlaps a bit with Hellfire ammo, so use Kraken/Vengeance instead. Even with this, shooting a vehicle isn't a good idea, use Tempest Shells for that. *'''Tempest Shells (1 CP)''': Any one {{W40kKeyword|Deathwatch infantry}} model with access to Special Issue Ammunition may target an enemy {{W40kKeyword|vehicle}} and make only one hit roll; if it hits, the attack deals d3 mortal wounds. Like the Hellfire Shells stratagem, but for small arms against vehicles. ''You could string those two together to put a dent on a tank. Which you might need to do, since you lack diverse antitank options.'' **Don't forget that Captains have a bolt pistol. During the shooting phase, he can take a quick break from smashing things to put some mortal wounds on a nearby vehicle with very little chance of missing. *'''Honour Your Brothers (3 CP)''': At the end of the Fight phase select a {{W40kKeyword|Deathwatch Infantry}} or {{W40kKeyword|Deathwatch Biker}} unit. It can immediately fight for a second time. *'''Optimized Salvo (1 CP)''': Use before a unit shoots. Instead of all models in that unit using the same special issue ammunition, you can select the result on a per model basis. ''Usefull if you are split firing a unit into two enemy squads, but it's not like bolters are known for overkill''. *'''Teleportarium (1-3 CP)''': You can set a {{W40kKeyword|DEATHWATCH INFANTRY}} unit or {{W40kKeyword|DEATHWATCH DREADNOUGHT}} in a Teleportarium chamber instead of placing it on the battlefield. 1 CP per unit, up to three. ''Combine it with a Jump Pack/Terminator Watch-Captain to have a FULL TELEPORTING SPACE MARINE <sub>allied</sub> BATTALION''. *'''Overkill (1 CP)''': ''Anti-{{W40kKeyword|Necron}}''. Use at the start of the enemy turn before a {{W40kKeyword|Necron}} player rolls their reanimation protocols. Pick a necron unit with 12" of a {{W40kKeyword|Deathwatch}} unit. They subtract one from their reanimation rolls. *'''Stem the Green Tide (2 CP)''': ''Anti-{{W40kKeyword|Ork}}''. Use when a {{W40kKeyword|Deathwatch}} unit shoots overwatch at a charging {{W40kKeyword|Ork}} unit. For every casualty you cause, the orks subtract 1" from their charge distance. High risk high reward: reducing enemy charge ranges is always useful, ''but you have to hit the orks in overwatch first'', let alone kill them. Useful if you have a Captain nearby, but stil a gambit against armoured things like Mega-armoured Nobz. Useless if the ork charges with the transport first. **Auto-hit weapons (Frag Cannons, Combi-Flamers, Flamestorm Gauntlets) benefit the most; they'll need to be in the 8" range, but even such a close range charge will automatically fail if you kill 5 orks. <u>Only 4 kills needed to completely deny a 9" deepstrike charge</u>, and even a single casualty debuffs the Here We Go chance from roughly 1/2 to 1/3. *'''Synaptic Severance (2 CP)''': ''Anti-{{W40kKeyword|Tyranid}}''. Lets a unit snipe {{W40kKeyword|Synapse characters}}. Sniping things with heavy weapons is always nice, not to mention the added benefit of removing a synaptic creature that thought itself safe behind a blob. It also patches your lack of actual Snipers, but only against Tyranids **Doesn't do shit against GSC do to the lack of the proper keyword. This means that the motherfucking DEATHWATCH, xeno experts of the galaxy have no counter specific to the Genestealers in terms of stratagems. What the actual FUCK? **Note that the only bugs you should be using this on are: tyranid primes, broodlords, neurothropes and malanthropes. Every other character either doesn't have the synapse keyword or has more the 9 wounds. *'''Intercepting Volley (2 CP)''': ''Anti-{{W40kKeyword|Eldar}}''. Use AFTER an {{W40kKeyword|Aeldari}} unit that can {{W40kKeyword|fly}} moves. Pick a {{W40kKeyword|Deathwatch}} unit within 12" of the model (so after it has moved). They can shoot at the moved unit, but with a -1BS penalty. ''Like the Auspex stratagem, only not restricted to infantry, vs flying Eldar.'' **'''HOWEVER, IT IS A WASTE TO USE IT!''' Most Deathwatch units have a 3+ BS, which then goes -1 for the Strat, -1 as nearly all {{W40kKeyword|Eldar}} that can {{W40kKeyword|fly}} have a hard-to-hit rule, and if YOU think spending 2CP is worth killing that unit, THEY are going to spend 2CP to activate Lightning Fast Reflexes, which was FAQ'd to work outside the Shooting phase. So you're spending 2CP to be shooting with a -3 penalty. Alternate take... However you can still shoot bikes, HQ's and all of the other non-aircraft units that have flying, not to mention this also works against Drukhari as they also have the correct keyword. Of course don't forget that you do have access to auto hitting weapons like heavy flamers and frag cannons that will put Eldar jetbikes in a world of hurt no matter how many debuffs to hit those pointy eared cowards hide behind. *'''Targeting Scramblers (1 CP)''': ''Anti-{{W40kKeyword|Tau}}''. Use after an enemy {{W40kKeyword|T'au}} unit equipped with at least one markerlight has resolved all attacks in the shooting phase. Select a Deathwatch unit from your army and remove all markerlight tokens from it. ''Note that the Tau unit doesn't need to shoot with the markerlight, only be equipped with it''
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information