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===Dedicated Transport=== *'''[[Rhino]]:''' Carries 10 power-armored models (no Bikers, Terminators, Vanguard Vets, or Primaris). 10 Wounds and a 3+ make the old METAL BOXES harder to crack open than ever before, and it comes with a mean new trick- at the start of the turn, you roll a d6, and on a 6+ the Rhino restores a lost wound. It might not seem like much, but it can make the difference between moving 12" and 6" if it moves you back a step on the damage table. Also now having 2 storm bolters means that you can output a lot of Dakka (8 shots at 12 inches), and Kill off some infantry then tie up vehicles in combat. A breakthrough star of 8th. Never forget that models can disembark and charge. *'''[[Razorback]]:''' Hauling 6 power-armored veterans across the board (no Bikers, Terminators, Vanguard Vets, or Primaris), being generally quite durable, and offering a decent variety of mounted guns, the Razorback is a nice transport choice in this edition. The default Twin Heavy Bolters can be swapped for Twin Lascannons or Twin Assault Cannons. The most optimal setup, for now, is twin Assault Cannons, move forward aggressively and hose the opponent with 12 Assault Cannon shots. Never forget that models can disembark and charge. *'''[[Drop Pod]]:''' Grants a power-armored unit Deep Strike (no Bikers, Terminators, Vanguard Vets, or Primaris). and arrives at the turn you chose. However, at roughly triple the cost from previous editions, fielding even a few of these pods can dig into your budget for proper fighting units. **Using 1cp is probably better than this (using the [[Warhammer 40,000/Tactics/Deathwatch(8E)#Deathwatch Specific|Teleportarium]] stratagem) pass unless playing a narrative list. ***The Drop Pod is the only way to deep strike multiple units for a single resource. An 8 man Kill Team with Watch Master and Librarian would cost you 3 CP to drop via the Teleportarium, or you can spend 13 points more than a Rhino to get them in the center of the board and shooting at rapid fire range without running the risk of getting obliterated in the turn 1 volley. You're better off spending your CP to get your Primaris guys and Dreadnoughts stuck in and using Drop Pods on whoever can take them if you plan on Deep Striking basic Veterans at all. ***Even more reason to use it now is that they can deep strike first turn, getting those storm bolters rapid firing immediately while everyone else waddles up the board unharassed. **This is even more true with the Beta rules regarding reserves meaning that only half of your PL can get in reserves. *'''[[Repulsor Tank|Repulsor]]:''' Holds 10 Primaris Marines (models with Gravis armor count as 2) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. While it can be built to be a veritable battle tank in its own right, it is a heavy point sink and requires support to get the most out of its statline. As most of its anti-tank damage comes from having the potential to equip the equivalent of four lascannons, it might be best to aim for a mixed build to capitalize on its potential to melt hordes and severely damage vehicles. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you're probably better off taking a Land Raider variant. It also has the FLY keyword with all of it's dis-/advantages. Take it with a squad of 8 Reivers, a Primaris Chaplain, and Apothecary for a rather mean, if expensive assault/harassing Unit. Just hope it survives the onslaught of AT weapons long enough to get them in position. ** If you're just looking for lots of lascannons or horde-clearing weaponry, there are probably cheaper - if somewhat slower - means of getting them on the table, like a [[Redemptor Dreadnought]]. Anti-armor setups, in particular, have the issue that the las-talon has only half the range of the twin lascannons, which means it'll only be able to unleash half its anti-armor firepower at its farthest range. For that matter, most of its other weapons struggle with an equally short range compared to most vehicle-mounted weapons, so it will likely need support when dealing with long-ranged attackers. **Defensively, it's nearly identical to a Land Raider; although its armor is only a 3+, it has the same number of wounds as an LR and does a good job at discouraging charges with its Repulsor Field rule (-2 from any charge rolls). The optional Auto Launchers supplement this with an extra -1 to hit on opponent shooting rolls if the Repulsor doesn't shoot. **its tank-like qualities don't complement the Primaris only transport, as your opponent will be more tempted to take out a tank that also has duds inside. ====Forge World==== *'''Lucius Pattern Dreadnought Drop Pod:''' For delivering a dreadnought right where you need it most (as long as it's at least 9" away from enemy models). Good for delivering dreads right into multi-melta range or putting melee dreadnoughts into a good position for a charge. Can also deliver Leviathan and Deredeo Dreadnoughts. **Just like the normal drop pod Using 1cp is probably better than this (The [[Warhammer 40,000/Tactics/Deathwatch(8E)#Deathwatch Specific|Teleportarium]] stratagem) pass unless playing a narrative list. **This is even more true with the Beta rules regarding reserves meaning that only half of your PL can get in reserves. *'''Infernum Pattern Razorback:''' A Razorback with a Multi-Melta. Might be tricky to get it into melta range in one piece, but on the other hand, it's a Dedicated Transport with a Multi-Melta.
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