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===Elite=== *'''Terminators''': Same price as old Terminators at 40 points each. Very expensive, but they all start with ''Fearless''. Every one can swap their Power Fist for a Power Weapon free, or take a Power Fist with an in-built Melta-gun for 10 points. Fuck that vehicle. If that is not your style, you can also equip EACH model with your choice of a cyclone missile launcher, an assault cannon, or a heavy flamer. So you can create ''Relentless'' Devastator Terminators the likes of which haven't been seen since the Horus Heresy. This gets expensive fast, but having up to five assault cannons in each squad puts out an immense amount of dakka, and five heavy flamers in one squad is the bane of all horde/assault based armies. Or you can also do your best Deathwing impression replace the model's weapons with mix-and-match Lightning Claws or Thunder Hammers and Storm Shields. Just be aware you are going to face a couple unusual limitations. You start with one model (and just one) in the unit and can only get a maximum of five models in the unit. Also, they can't take a sergeant, which isn't an issue given each one can be kitted out to deal with literally anything. An expensive squad consists of 5 Terminators with Cyclones and TH/SS coming to 75 points each to deal with pretty much anything your opponent can bring, and you generally don't want to build a squad like this because they'll be split between wanting to make their points back in melee and wanting to make their points back at range. If you have them focus on their missile launchers it'll be really hard for them to use their melee weapons and if you have them focus on their melee weapons (usually by running them inside a transport before assaulting) then they'll almost never use their missile launchers. Single model spam is also an effective use of Terminators, they can deep strike, contest objectives, and are a big enough threat that the enemy must dedicate at least some firepower to kill, otherwise they'll have a Powerfist rampaging through their backfield. ** One of the more versatile load outs is buying a full Termi squad Melta Powerfists and Cyclones. Allowing them to keep their Storm Bolters. This makes them a huge threat to infantry blobs, vehicles and MCs while being able to throw out some decent Overwatch or Assaults in return. Just make sure you bought Teleport Hormers to get them in range of what ever you want removed from the table. [[fail|As Deathwatch Terminators can't take Dedicated Transports at all]]. **'''Garran Branatar (Overkill):''' One of the few models in this formation to have something akin to his Chapter Tactics, with a 4+ FNP against flamer weapons, and his '''FLAMER ONLY''' re-rolls to-wound and armour penetration rolls. Not sure why you'd use his heavy flamer for armour when he has a melta gun, but whatever (well because that's a pretty venom you have there ''*Burns xenos*''). His fist and mounted meltagun are also Master-crafted and he gets Split Fire (which is only applicable in the Kill-Team Cassius formation, since he doesn't have independent character and thus cannot join any squad), making him not only almost twice the price of a basic Termie, but also very worth it. Might see some use as a kamikaze unit in regular games, if you've got the points leftover. *'''Dreadnought''': It's a Dreadnought, it gets your ''Mission Tactics'' like your other Deathwatch veterans. However it doesn't have access to Heavy Bolters or Autocannons. Not a huge issue since those don't come in the plastic kits, but be aware of that when building your own. *'''Venerable Dreadnought''': It's a slightly pricier Dread. It does Dread things while also being slightly tougher but with the same options. **'''Venerable Dreadnought Nihilus:''' A Blackshield Dread with a Plasma Cannon. Though he lacks the melee guts of the un-dreaded Blackshields, he does come with a 6+ Invuln that ups to 5+ when hit by Witchfire. At the very least, he's capable of handling himself if he's alone. *'''Vanguard Veterans''': Same as Vanilla, but at 25 points per model, they get Special Ammo for their bolt pistols. Just like terminators, you start with one model and can only get a maximum of five in the unit. Second, no sergeants, which means no relics or special wargear. the last part is less of an issue since you can pretty much kit the unit out for whatever you need dead, but the former means that any casualties you take are going to hurt. Like Terminators, single-model units aren't a bad option here, they can get a cheap power weapon and/or meltabombs and be just enough of a threat that the enemy has to do something. **'''Edryc Setorax (Overkill):''' Twin lightning claws, jump pack, deep strike, and stealth. Also has Shrouded for the first game turn, and can use his jump pack for both movement AND assault, and re-rolls failed HoW attacks. Much better than the next guy on this list... **'''Antor Delassio (Overkill):''' Hand flamer, chainsword, deep strike, and furious charge. Pretty unremarkable in every way, though that flamer can help soften mobs before the charge. **'''Squad Galatael (Death Masque):''' A vanguard vet with Precision Strikes, a plasma pistol, and a sword. His team has two heavy hammers, one sword and SS, and one maul and SS. Shove the shields up front to weather the blows, keep the hammermen alive to kill shit with hilarious overkill.
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