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===HQ=== *'''Watch Master:''' For now, this is your top HQ choice. A Deathwatch 'Chapter Master' equivalent, his stat line is impressive with WS/BS 2+, 6 Wounds, Artificer Armor (2+) and an Iron Halo (4++). His bubble grants re-rolls-to-hit on failed shooting and melee attacks (including his own), so either at the back or at the front lines there's a place for him. You get him for 115pts, while that usually costs +50pts or 3CP elsewhere, and him being the warlord gives you a discount on the Adaptive Tactics Stratagem. **His (quite good) loadout is fixed, but the Relic-Blade-like Guardian Spear with attached SIA Master-crafted Bolter packs a punch both at melee and range. Furthermore, '''Castellan of the Black Vault''' increases the damage of both Guardian Spear's profiles. The Clavis is now a stratagem, but he can also get the Watch Master's exclusive Osseus Key relic, and inflict a ''Triple Punch'' against vehicles: Shoot at it with Tempest Shells, then use the Osseus Key and finally activate the Clavis for ''''3d3' Mortal Wounds'''. 4D3 if you also get someone to hit it with the Hellfire Shells Stratagem. *'''Watch Captain:''' Access to a variety of wargear, good overall stats (hitting on 2s), and lets all nearby friendly Deathwatch units (including vehicles and himself) re-roll 1s to hit. Enjoy your semi-twinlinked Land Raider Crusader. He's the only one with a Master-crafted Boltgun, but you could also give him a Storm bolter and the relic bullets for max dakka. The storm shield isn't a must-have since he comes with a 4+ invulnerable save by default, but it's there if you want it. Watch Captains also get access to Xenophase or Relic blades, on top of the usual Deathwatch Equipment. He ''can'' take a jump pack. His wargear options also allow for some very strange and highly varied combos of equipment. He absolutely always has a bolt pistol that can never be replaced with anything. On top of that he comes with a chainsword and MC boltgun, he can either replace the chainsword with a relic or xenophase blade (if he does this he must keep the MC boltgun), or replace both with any two weapons from the Deathwatch equipment lists. This allows you to do nutty things like dual wielding chainswords, being one of very few HQs who can carry a non-combi special weapon like a plasma or grav gun, or even triple-wield pistols as he has one pistol by default and nothing says you can't replace his other weapons with one or two more. Suck it [[Cypher]]. **'''Watch Captain in Terminator Armour:''' A vast improvement over the index version thanks to increased customization options. Now starts with a Relic Blade and can take combi-weapons and melee weapons from the Terminator list. Don't forget a Terminator Watch Captain with a Power fist with auxiliary meltagun AND a combi-melta (add some tempest shells for good measure) for an anti-tank army of one! **'''Primaris Captain:''' The usual +1W +1A Captain. Comes stock with SIA, a Bolt Pistol and a Master-crafted Auto Bolt Rifle (interesting with Banebolts) that he can swap for a Master-crafted Stalker Bolt Rifle, depending on what you want him to do. Surprisingly customizable for a Primaris, as he can also take a Power Sword, or replace his guns with a Power Fist and Plasma Pistol for melee. *'''Chaplain:''' The cheapest HQ with his stock wargear, to meet those new detachment minimums. He lets Deathwatch units in 6" use his leadership and has the standard Litanies of Battle. A good support choice to back a choppy squad. Particularly useful helping hammer-wielding vets and termies mitigate their -1 to hit. Comes stock with a bolt pistol and Crozius, which is now somewhere between a power axe and maul at +1S and -1, but 2D. Can swap his bolt pistol for a bolter, pistol, or a combi-weapon, and can now take a jump pack! Notably, he regained access to a powerfist in the codex. **'''Primaris Chaplain:''' The usual Primaris buffs (+1 A/W) and the usual points hike, but also has the Absolvor pistol, a 16" S5 AP-1 Pistol which becomes very dangerous with SIA. Like most Primaris HQs, his wargear is fixed and cannot be changed. Without the option of a Bike/Jump Pack you can only footslog him or put him in the very expensive Repulsor for additional mobility. **'''Chaplain in Terminator Armour:''' +1W, 2+/4++ and deepstrike. Can't get a power fist (nor an auxiliary Meltagun), so use him when you need resilience over raw damage. **'''Chaplain with jump pack:''' Fast deepstriking Chaplain. Useful to keep up with those Thunder/Heavy Hammer Vets. *'''Librarian:''' Your good old source of mortal wounds. Although the Librarius discipline is overshadowed by other imperial disciplines like Blood Angels and Grey Knights, its still a solid one that gives strong buffs to units and characters. Librarians are a lot more random in this new edition as you cannot change results or over-commit on one psychic power which you want to go off at all cost. Overall a solid pick for any army. The ability to dish out mortal wounds, use 2 powers and deny a power make Librarians one of the more powerful Space Marine HQs, especially when you consider they're effective in combat even without psychic powers. In smaller point cost games, however, it can be a hard choice between a Librarians power and the buffs handed out by the other HQs. Veil of Time can be useful for your melee kitted units (Heavy thunder hammers always going first? Yes, please!) while Null Zone can set up a tough enemy unit for termination from some of your heavy artillery. Might of Heroes on someone like the Watch Master is hilarious. He cannot take a bike, unfortunately, but regained access to the jump pack in the codex. **'''Librarian in Terminator Armour:''' Cannot use a storm shield, but picks up an extra wound over his base counterpart alongside a 2+ armor save and a 5++ invuln. Teleport strike can get him where you need him. With the codex boost to the Terminator Watch Captain the choice between these two is less clear cut. **'''Primaris Librarian:''' Can only use a Force Sword and Bolt Pistol, but gains the extra attack and wound that all Primaris Marines get. Also fairly cheap compared to other upgraded Librarian versions. **'''Librarian with jump pack:''' New to the codex, really difficult to advise taking over the other jump pack equipped HQ's and their unit re-rolls and customisation options. ====Special Character(s)==== *'''Watch Captain Artemis:''' Hailing from the days of Inquisitor, Artemis is our only special character. Regular Watch Captain but also has Unstoppable Champion (FnP 6+). He's armed with the Hellfire Extremis (a Combi-Flamer whose flamer bit wounds non-vehicles on a 2+), a Power Sword, and a Stasis Bomb, which is a one-off grenade that does D6 mortal wounds on a hit...or D6 mortal wounds to Artemis if it misses. A 1/36 chance of re-rolling that 1 is likely worth the risk. An interesting alternative to a standard Watch Captain, but he is pricey at 100 points with all of his special gear. Make that Stasis Bomb count! Use your Command Re-roll if you get a mere 1 on the mortal damage. ** In terms of cost, a Captain with Power Sword and Combi-flamer is 86 points to Artemis's 100. You're paying 14 points for a 6+ FNP, a 2+ anti-not-a-vehicle flamer upgrade, and a fuck-you grenade. I'd say it's worth it, but only if you want that kind of kit - Artemis is good for killing infantry and exactly one tough thing up close, and he doesn't have a jump pack to get him in range with his more effective weapons. He's only useful if you can get him up the table. Put him in a Corvus Blackstar with a squad of Veterans outfitted with close-range weapons and he'll pay for himself quickly by one-shotting an enemy HQ. ====Forge World==== *'''Chaplain in [[Dreadnought|a goddamn Dreadnought]]''': This is one of the best models space marines can currently use in 8th - arguably the best outside of special characters. More so because Deathwatch barely have any. A respectable statline of BS/WS 2+, T7, 9 wounds, 4 attacks, and a 3+/5++ is complimented by slew of special rules. It's a character, so can't be shot at unless it's by snipers (which it'll shrug off anyway) or it's the closest model. A dreadnought that CANNOT BE SHOT AT. He rocks a dreadnought-sized Rosarius granting it a 5++ save and also grants +1 S to friendly models in the same combat during the Fight Phase. As a character it also has Heroic Intervention for getting stuck into combat. Unyielding Ancient grants it a 6+ bonus save against unsaved wounds. It's also reasonably priced considering its many advantages at 204 points. He comes stock with double Dreadnought combat weapons and can re-roll 1's to hit with this loadout. His under-slung Storm Bolters can and should be swapped for Heavy Flamers. One fist can be swapped for a Multi-Melta, an Assault Cannon, a Twin Lascannon, or the awesome Inferno Cannon (a heavy flamer with S6 AP-1 D2). Overall a solid HQ choice, capable of dishing out the pain in ranged and melee combat while being surprisingly durable with the targeting restrictions against characters. His buff may not be as good as other HQ choices, but you're not taking him for that. If you're running more than one standard jack of all trades (all but the Mortis and Deredeo) Dreadnaught he is a decent unmanned Sub-Commander that can keep pace with Relic Contemptors and Leviathans. For added hilarity make him your Warlord and slap Castellan of the Black Vault on his Twin Lascannons. Only drawback is the fact that Forge World have now discontinued its production, so if you didn’t already have one be prepared to pay ~£100 for one off eBay (or convert one from a Furioso or a Space Wolves Venerable Dread). *'''Damocles Command Rhino:''' Only one Damocles can be taken per detachment. It can now transport a single CHARACTER model, and if that model is your Warlord you roll 2d6 at the end of each turn; if the result is less than your Warlord's Ld, you get a bonus Command Point. While this is obviously valuable, there's also the Orbital Strike, which is now...kind of odd. It now targets a point on the battlefield rather than a unit, and then rolls a d6 for each unit within 6" of that point, so preparing yourself a 12" diameter circle ahead of time will make your life easier (such as a paper one). On a 4+ (5+ for '''CHARACTER'''s), the unit rolled for takes d3 mortal wounds. While it can be useful if you're lucky, the Damocles is better off acting as a meatshield/Command Point generator, preferably far from the front lines.
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