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===Fast Attack=== *'''Deathwatch Bikers:''' While they sadly lose the special weapons access their vanilla counterparts have, they are a different beast entirely. Their twin boltguns have full access to Special Issue Ammunition, which adds some needed diversity to their ranged weapons. Where they shine, however, is close quarters. Each can take a power weapon and gains an extra attack over their vanilla counterparts. Relentless assault means that they can charge even if they fell back, meaning they can choose to engage on their terms with the target they choose. Also, remember they get a free teleport homer. This is a diverse trick that can let terminators deep strike near it rather than moving. Of note is that this does not count as actually having moved, which can help with heavy weapons. Toss this in with a fast unit, and Deathwatch Bikers bring a very strong game. *'''Inceptor Squad:''' The deadly offspring of a Devastator Squad and a Seraphim Squad that can be taken in squads of 3-6. The mortal wound caused by their pseudo-HoW might look good on paper (on a 6+ does it though?), but when you only have a few models in the unit and no melee weapons melee may not be the most efficient use of them. Instead, take a page from the Seraphim's book and use your improved maneuverability to fire off strafing runs, courtesy of your Assault Bolters - effectively Assault 3 Heavy Bolters. They can also take 18" assault plasma cannons to wipe out MEQs/TEQS and put more hurt on vehicles now because that shit was easy to make into two hand-held guns apparently. Like Vanguard Veterans, Inceptors have the FLY keyword, with all the strengths and weaknesses that entails. (On the other hand, that does mean you can be a very good distraction if you force an enemy flyer into melee...) **Conversely, assaulting with this unit can be a strategic choice. Charging a unit that is weak in melee will allow the Inceptors to avoid getting shot or tie up the enemy unit for the next turn. Since the Inceptors have the FLY keyword, they can disengage next turn with no penalty and resume shooting. This is a tactical decision and will vary greatly depending on the enemy army. **A note on their melee capability: because their squad size is so small, the fact that their sergeant does not pay additional points for his +1A has a great opportunity to shine. More importantly, mortal wounds can be used to bypass otherwise durable targets. Nine min-sized Assault Squads with Jump Packs cost as much as five Inceptor Squads; the number of attacks in each is 99 and 35 + 2.5 mortal wounds (when charging), respectively. Doing the math for you, that means the Inceptors deal more damage per point on the charge against any target which is either T8+ and Sv 2 or Sv 3 (such as a Land Raider), or T5+ and Sv 2. Neither unit will do well in those situations, so you should avoid it, but it's worth noting. Against anything in the game, you're ''way'' better off with the Inceptor's guns. ** Like reivers, these guys can deep strike but comfortably shoot at a safe distance, which is really helpful. ====Forge World==== FAQ (1.1) for Imperial Armour Index: Forces of the Adeptus Astartes has unlocked some interesting fast-movers and support units: *'''Tarantula Sentry Guns:''' Whoooo boy, these suckers got a huge buff in 8th edition. They ended up gaining a whopping +1 BS, along with Toughness 5 and 4 wounds. In addition, they also now all count as separate units once deployed, so they can serve as some obnoxious MSU tools. Tarantulas can be equipped with the following loadouts: **Twin Heavy Bolters: These are the default weapons. Good against infantry, but comes with the Caveat that it MUST target the nearest infantry model **Twin Lascannons: The other default, good against tanks. Also comes with a restriction that it MUST target the nearest enemy tank. **Twin Assault Cannons: Arguably the best option. Tarantulas with Dual-assault cannons lose their targeting restrictions and gain a whopping 12 shots each. They used to be practically mandatory at only a measly 45 points per model, but recently gained a massive price increase and now cost 64. At that price it's a lot more difficult to justify taking them. **Multi-melta: Same deal as the Lascannons, but mathematically worse. However it does unlock your targeting restrictions, so a multi-melta equipped tarantula can fire at anything you want. Strangely the FAQ for the Imperial Guard added the requirement that they must always target the closest model if there's no priority target in range; however currently the Astartes version of the tarantula has no such restriction, so for now you can continue to use meltas and assault cannons to fire at will at anything in range. *'''Tarantula Air Defense Battery:''' As above, but stuck with S8 AP-2 Dd3 anti-air missiles that get +1 to hit against flyers and -1 against everything else. MUST target the nearest enemy flyer, but you were probably already planning to do that when you took this unit. - Must target the closest unit with FLY, which is very different. Could end up wasting krak missiles on jump pack infantry or jetbikes unfortunately. *'''Land Speeder Tempest:''' A tiny drop in movement from the vanilla type, but has better toughness and Ld. Each one is equipped with an Assault Cannon and two Tempest Salvo Launchers (36", Heavy d3, S6 AP-3 D2; shorter ranged and not as hard-hitting as a Krak missile but more likely to get past armor saves). When Advancing, they must move between 20" and 35"; they also impose a -1 to hit against them in the next Shooting phase and prevents units without the FLY keyword from charging (or being charged by) them. *'''Deathstorm Drop Pod:''' A Drop Pod full of automated guns; it can choose either an 18" 2-shotgun with S8 AP-2 Dd3 or a 12" 6-shot S6 AP-1 D1 gun. In either case, it must make 1 full shooting attack against anything in range (except for CHARACTERS, who still can only be shot at if they're the closest unit in range).
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