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===With Allies=== Deathwatch players aren't required to have armies that are dramatically different from regular SM armies. The Kill Teams and DW specific units are optional. You can run regular units, they don't need to be kill teams. As a Deathwatch player there are two main obstacles: Your units aren't tougher than regular space marines, and, your army will often have less than regular space marines (because the cool options cost more). Deathwatch specific options, just like Allies, can be a great way to compensate for your weaknesses, or to further improve your strengths against a particular foe. *'''Ad-Mech and Imperial Guard:''' One of the biggest problems any DW player will face is that you won't have many units on the table at the beginning of the game. Thus, it's really easy for your opponent to focus fire on lone Corvus or a Raider, destroying it first turn and leaving your kill teams far away from the enemy and exposed. That is where Ad Mech and Guard comes in. Both factions have cheap troops that want to stay back (Skitarii snipers, Infantry Squads with heavy weapons), have excellent sources of long-range firepower that will ruin your opponents day if not dealt with (Cadian HWTs, Leman Russes, Basilisks, Onager Dune Crawlers). For example, for 670 points you can field 4 infantry squads, 2 company commanders, and 3 Leman Russ Battle Tanks. Use your Kill Teams as scalpels - eliminating key enemy threats while your allies deal with the rest of enemies army (Hammer of The Emperor Style). It's fluffy, looks cool, and is brutally efficient. *'''Inquisition:''' An IMPERIUM force can include a single INQUISITOR in one of their (Patrol, Battalion, or Brigade) detachments without breaking "pure army" rules, and they can also hitch a ride in your (non-primaris) vehicles. They have access to a unique [[Warhammer_40,000/Tactics/Imperium(8E)#Telesthesia_Discipline|psyker discipline]], that includes '''Terrify''', which ''turns off overwatch''. They're kinda squishy to be used as a warlord, especially when stuck in with a front-line melee unit, however, they have a nifty 1CP (!) Stratagem that allows them to take ''both'' a Warlord Trait and a Relic; the Blackshroud might be a good choice, as its -1 to wound makes this character pretty much immune to sniper mortal wounds. ** Selecting <Ordo Hereticus> makes the No Escape Warlord Trait available, a 6" heroic intervention and ''enemy units can't fall back'' on a 4+. Alternatively, the <Ordo Xenos> Warlord Trait Esoteric Lore generates a CP on a 5+ whenever your opponent uses a stratagem. Best of all, they're super-cheap, starting at a mere 60pts. Unfortunately, there is only one Deep Strike options: Hector Rex. Of course you can pop them in a Deathwatch Drop Pod with your Kill-Team, so it's not all bad news. *'''Grey Knights:''' Deathwatch has everything a Space Marine Xeno-Hunter could want... Except powerful Psykers. And Xenos feature some of the most power psykers you'll face (like Tyranids and Eldar). Whether psychic offenses or psychic defenses are sought, Grey Knights have them. For about 180pts (or 10PL) you can have a Patrol Detachment of Grey Knights (Champion and Strike Squad) adding two psychic powers cast per turn and two denied. When compared to Deathwatch Kill Teams, GK aren't particularly expensive or elite, with the added bonus of all being able to deep strike without paying extra command points. ** Downside is that GK aren't Adeptus Astartes, they're Santic Astartes, so for the overall army, Deathwatch lose out on Combat Doctrines for not being pure Adeptus Astartes (and mission tactics for not being pure Deathwatch). The Grey Knights lose out on Masters of the Warp. *'''Space Marines:''' Unlike most faction detachment bonuses, the Deathwatch one only changes the order in which the Doctrines are applied but doesn't actually give the Deathwatch any actual bonuses. Mission Tactics lets you choose rather than being in a set order. So you don't get less Doctrines or less bonuses by being Deathwatch and another Adeptus Astartes. ** That said, unless you REEEEEAAAAALLLY have the urge to field Scouts, Devastators with any ___-cannon weapons, Scout Bikes, or unique units, there really isn't much point. Almost anything you can do, the Deathwatch can do better! *'''Space Wolves:''' As allies, honorable mention goes to the Hounds of Morkai. It's a Space Wolf Chapter-specific Reiver (same models) Unit that specialise in anti-Psyker. Elites slot, but they don't need to benefit from their chapter trait to benefit from their unit rules (so they can be an Auxiliary Support detachment). ** Unit isn't amazing, but if going for a thematic Deathwatch army and you want some anti-psyker allies... [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 9E]] [[Category: Warhammer 40000 Tactics (9E)]] [[Category: Imperial]] [[Category: Space Marines]] [[Category: Deathwatch]] {{Warhammer_40k_Tactics}}
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