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===Heavy Support=== *'''Land Raider:''' The classic Land Raider turned from an outclassed fortress to a fortress that gets shit done. With a total of 4 lascannon shots, 6 heavy bolter shots on top of [[Awesome|16 WOUNDS]], and a 2+ save. Add a multi melta on top of that for even more firepower. Vehicle changes make some vehicles move from obscurity to being a force to be reckoned with, and the regular land raider is no exception. The Land Raider makes itself become a force to be reckoned with its sheer amount of firepower and long lasting ability. Still, has its transport of 10 models to zip guys to wherever you want. So, use it how you want! **'''Land Raider Crusader:''' Just like the regular, the Crusader version gains all of the cool bonuses of before but now has the ability to fire up to [[Awesome|24 Bolter shots]] when in rapid-fire range, but no Special Issue Ammunition on Hurricane bolters (the Xenos can rejoice). Still works well as a Terminator transport especially as those guys lost an inch of movement. Great for horde killing and Termie transporting. Go nuts. This one is the cheapest and will really chew up hordes. Those two factors make it a strong contender for the deathwatch, as any small elite army will struggle to not get overwhelmed by hordes. **'''Land Raider Redeemer:''' Just take a LRC...okay fine. While the flame storm cannons (Which is 12" now!) are good and all you have to roll D6 each time meaning it can fuck you over when you need a good hit. The Crusader puts out a ton more shots and at longer range AND it has greater transport capacity. Not a bad unit by any stretch just better alternatives. *'''Hellblaster Squad''' Some pretty wicked dakka right here. Their Plasma Incinerators are 30" S7 [[rape|AP-4]] D1 normally, with the same boost as other plasma weapons if supercharged (+1 to S and D) - more than enough to wipe out any TEQs they encounter. Run with any character giving re-rolls to hit (e.g. any of the Captain variations) to make these things a monster/tank killer if they get into rapid-fire range. But with the same inability to use transports other than the repulsor, like other Primaris Marines, that'll be a difficult task in itself (hint: Teleportarium stratagem). They're also as expensive as... well, as elite marines carrying souped-up plasma weapons. **The Plasma Incinerators comes in two more variants; a Heavy 1 with 36" and S8/9 that costs 2 points more than the standard option, and a 24" Assault 2 with S6/7 that costs 1 point more. ***The Rapid Fire (standard) version is definitely the best in general, costing the fewest points for the most output against the most targets, but you'll want to get up close and personal with it - see the Assault version below for shooting things farther away. ***The Assault version costs you more points for less strength, but better rate of fire in the 16-24" range, and you can fire it after advancing, so you could also consider it to have superior rate of fire in the 16-27.5"; therefore, it's actually better on a squad intended for longer range engagements, rather than one intended for, well, assaulting. Because S7 is so underwhelming compared to S6 or S8 against most real-world targets, it's seldom justified to overcharge this one, although it can be worth it if you're desperate for the increased damage. Take this version to shoot things farther away better, but up close worse, than the Rapid Fire version. ***The Heavy version costs you more points for worse rate of fire (although you can move and shoot with it out to 36-42" range if you want), but more strength; that means you should never take it, as the absolute best it can do against most targets that actually exist in the game is equal the Assault version's output, while in general doing worse - the 6" range improvement it practically has (since you can move and shoot with the Assault variant for 6" more threat on it) isn't worth both costing more and usually doing less. Never, ever take this. *'''Repulsor Executioner''': With all the furuor erupting for the generic marines codex, the Deathwatch really turned into the unwanted stepchild of the lot - this Primaris Razorback's all you're getting from the codex, and not the overload of Vanguard models or a new discipline for your librarians. 6 Capacity with some big guns. 284/293 Base depending on the gun, +12 points with the two options. Steep price, but it fires the main gun twice (when you move under half its current M Value). One is a Heavy 2 72" Monster at S10 AP -4 3-6 damage on a D6 cannon and the other is what you'd expect from plasma, but with D6 shots and starts at S8 AP -4 (pumping up to S9). This baby also gets a heavy onslaught Gatling cannon stock as well as a few other guns you sometimes forget to fire (seriously, there are a lot), including a Twin Heavy Bolter. It can also be upgraded with an Ironhail Heavy Stubber and Icarus Launcher if you feel inclined to do so. It has 18 S5 AP-1 shots and a metric ton of various S4 shots, some S7 as well, allowing it to reliable mulch opposing infantry. The Heavy **Laser Destroyer can tear through enemy armor reliably and the Macro Plasma can remove medium and heavy infantry. **Properly supported, this thing can annihilate swathes of the enemy army. A Captain will never be a bad idea. And if you bring two of them, they can quickly turn the tides of conflict. However, it is a major investment in points and Cash. You need to maximize your opportunities to get the most out of it. If you can, then an Executioner or two is the sort of heavy fire support the army craves. If you can't... Well, Marines are used to losing in 8th anyway. Sucks that Deathwatch doesn't have Lieutenants or Access to Techmarines. **Whenever you make such an investment on big units, you must consider everything you are paying for. While the Heavy Laser Destroyer is a very potent weapon which will serve you well, this particular weapon loadout will require a play style that ignores most of the other benefits of the unit by hanging back and remaining fairly static. Taking the Plasma loadout, however, saves points and requires closer positioning of the tank. That may seem foolhardy, but this vehicle is loaded with close/mid-range weaponry that complements the plasma very well, while still being able to deliver a 6 man Primaris infantry unit on top of repulsor fields. Thus, this writer regards the Executioner as a very gun laden Infantry Fighting Vehicle (IFV), not a true battle tank. You can take a battle tank's weapons loadout, and certainly, that may be necessary at times, but this tanks true calling is in direct support of infantry. The executioner is really just a beefed standard repulsor and really should be used in a similar fashion. Its slow-moving double shooting rule is perfect for sitting behind a wall of aggressors marching up the board as both units extract maximum firepower potential from hardy buffing characters. ====Forge World==== Just when you thought that all Deathwatch could grab was the three Land Raider variants, suddenly... Forge World! Picture a Deathwatch Leviathan Dreadnought for a moment... *'''Whirlwind Hyperios:''' An anti-air Whirlwind variant. While it's still best used against aircraft because of its +1 to hit against flyers (and -1 against everything else), Heavy 2d3 S8 AP-2 D3 D isn't something to take lightly. *'''Rapier Carrier:''' A mobile artillery unit and dirt-cheap source of heavy bolter fire, which can also be used as a cheap counter to "light" superheavies like Knights if taken with Laser Destroyers or act as artillery if you use the Quad Launchers (added in the FAQ). Now coming stock with a 12-shot quad bolter for a good price on a fairly sturdy chassis. Fills out the heavy support requirements of a Spearhead detachment real nice, but keep the gunners safe or it gets auto-removed just like the Thunderfire Cannon. **If you're planning on taking a Leviathan Dreadnought, you need another Heavy Support choice to bypass the Relic rule, which states you can't take a unit with Relic in the title without bringing another Heavy Support unit. The Rapier is the cheapest option available to fill that slot, just a heads up. *'''Mortis Dreadnought:''' Your go-to dakka dread who's replaced his fists with double guns. It costs 5 points more than a standard dreadnought, with the exact same profile, but it brings the option to double down on weapons the regular dread cant. You can take a pair of twin bolters, autocannons, or lascannons, or a pair of regular missile launchers, assault cannons, multi-meltas, or heavy plasma cannons. All good choices for laying down firepower, with the best guns depending on what you plan to shoot and how many points you can spare. For good measure, you can also bring along a Cyclone Missile Launcher. *'''Contemptor Mortis Dreadnought:''' A contemptor dreadnought with double guns and a 3+ save. Better than the standard Mortis in every way, from the BS 2+ to the Atomantic Shielding, but costlier as well. He starts with double Twin Heavy Bolters which can be swapped out for double Multi-Meltas, double Twin Lascannons, double Twin Autocannons, double Heavy Plasma Cannons, and everyone's favorite: double Kheres Assault Cannons for all your infantry-shredding needs. *'''Siege Dreadnought:''' This Dread specializes in short-range firepower, coming stock with an Inferno Cannon that acts as a souped-up heavy flamer and a seismic hammer with built-in meltagun that suffers from a -1 to hit but will wreck anything that gets hit. With the ability to re-roll all to wound rolls of 1 in the Fight phase when targeting a BUILDING or a unit with a movement stat of 0", its niche as a building killer should be obvious. This and other Forge World dreadnoughts have access to an expanded list of weaponry that the standard Dreadnought and it's Venerable cousin lack. *'''Relic Leviathan Dreadnought:''' The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual ''Titans'', packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. It packs a Strength and Toughness of 8, a 2+/4++ save, and a whopping 14 wounds. Paint his left arm silver and off you go. The default loadout is 2 Heavy Flamers and two Leviathan Siege Claws (Sx2(16) AP-3 D3, Re-roll failed wounds against Infantry) with in-built meltaguns. Being a giant dreadnought powered by arcane and ancient technology (and a Forge World model) he explodes violently when reduced to 0 wounds, dealing D3 mortal wounds to units within 9" on a D6 roll of a 5 or 6. Send him charging into the fray and salute him when he finally detonates in a righteous fireball. **The Claws can be swapped out for: ***'''Leviathan Siege Drills:''' which up the AP and D to -4 and 4, but you stop re-rolling failed wounds against Infantry (which were only ever the 1s). Also has a built-in meltagun. ***'''Cyclonic Melta Lance:''' Capable of destroying a Land Raider in a single volley, while being able to shave off 15 wounds from a Knight (leaving it sufficiently weakened that it will no doubt then die to being slammed with 15 additional wounds in melee). This is the go-to weapon if you're seeking an answer to enemy vehicles, and especially knights; the higher rate of fire makes it more likely to slip damage past the invulnerable save, and the multiple hits more than makes up for the higher fixed damage of the bombard. Double this weapon to gut super-heavies in a single volley, and annihilate anything smaller. Maximum damage per single gun: 36 damage. Average (4 shots, 3+ to-hit, 3+ to-wound, no save: 2 wounds, 7 damage. ***'''Storm Cannon Array:''' Has a whopping 10 shots, which do 2 damage each. While not quite as horrifyingly deadly against vehicles as the Cyclone Melta, it exchanges sheer output for more reliability. This can be useful since 2-wound weapons occupy a fair niche in the current meta, for their ability to 1-shot the numerous amount of multi-wound models, without suffering from overkill. This makes it the perfect weapon for dealing with models like Terminators. This is basically a seriously up-gunned heavy plasma cannon, with ''quintuple'' the usual shot volume and one worse AP in exchange for one better D, and an inability to Overcharge. Costs 5/6 the amount two of the cannons would cost you, though. It is far and away the most efficient gun you can take against most targets of 4 models or less - it will actually out damage both the Bombard and the Lance against anything T6 or less and T7 Sv 4+ or worse, and that's assuming the target has enough wounds left that no damage gets wasted. Maximum damage per single gun: 20 damage. Average (3+ to-hit, 3+ to-wound, 3+ save: 3 unsaved wounds, 6 damage. ***'''Grav-Flux Bombard:''' Now your dedicated horde killer. It deals 1d3 shots, and gains an additional 1d3 shots for every 5 models present in the target unit, which means the Leviathan can get a whopping 7d3 shots when targeting a mob of Conscripts, or 14d3 if equipped with two of these. This essentially means that the grav bombard is your designated weapon loadout if you expect to go up against Infantry Blobs, as it can fry an entire 50 man squad each and every turn. It also does more damage (5, rather than 2) against Vehicles, Monsters, and Titanic. Despite the increased damage, it is actually the least effect weapon against vehicles; with only a d3 shots, between rolls to hit (typically with a movement penalty) and wound, you are actually unlikely to kill even a Rhino (or equivalent). Against anything with an invulnerable save so few shots are liable to bounce for no damage. A pair of these is the way to go for horde scrubbing - 2d3 shots every 5 models in the target means you average 4 shots for every 5 targets. The gun is only 18" and you'll take a BS penalty (typically down to 3+) for moving and shooting with it, taking you to 3 1/3 and 2 2/3 hits for every 5 targets, respectively. At S9 AP-5 D2, ''usually'' one wound per target is all it will take; assuming you're up against T4 or less without an invuln save, you're looking at 2 7/9 or 2 2/9 (after moving) dead ''for every 5 models in the target'', or around 50% casualties. Hopefully Morale will do the rest of the work for you, or you can just bring two of these things. Maximum damage per single gun: 15 damage. Average (2 shots, 3+ to-hit, 3+ to-wound, no save: 1 wound, 5 damage. *'''Deimos Pattern Vindicator Laser Destroyer:''' A Vindicator who's siege canon has been swapped for a long-range anti-tank gun. T8 with 12 wounds and 3+ save is fairly durable, while the Laser Volley cannon kicks out an impressive 36" Heavy 2 S9 AP-3 3 Damage shot in 'volley fire' mode, and 36" Heavy 2 S10 AP-5 6 Damage(!) in 'overcharge fire' mode, but if you roll a 1 to-hit the tank takes 3 mortal wounds, so consider your firing profile wisely. Captains can buff vehicles with the same chapter keyword to help mitigate this via their re-roll bubble. *'''Relic Land Raider Proteus:''' The Proteus has two twin Lascannons like the vanilla LR, but it can choose to take a multi-melta or twin heavy flamer instead of a twin heavy bolter. (There's also an option for a single heavy bolter, but why would you even use that?) But its main draw is the Explorator Augury Web; taking it reduces the Proteus' transport Capacity to 6, but it prevents anyone from deep striking within 12" of the Proteus. Conveniently enough, that happens to be melta range for the multi-melta so suicide melta squads won't be able to get near it. For a more aggressively inclined Proteus, you can take the Heavy Armor instead to give it a 5+ invulnerable save, though it too reduces the Proteus' transport capacity. *'''Land Raider Helios:''' Also has twin lascannons, but it brings along a Helios Launcher- a Heavy weapon that fires 2d6 autocannon-equivalent shots (albeit only 1 damage) that can fire without LoS. A decent combo of the Whirlwind's different missile types, and it can transport 6 models too. *'''Land Raider Prometheus:''' A fun toy for your Warlord- if he's embarked within it, one of the Stratagems played on your turn costs 1 less CP to use. It doesn't reduce the cost below 1, but it helps. As an added bonus, its attacks all ignore cover saves, which make its 12 heavy bolter shots absolutely terrifying to light infantry. Carries 10 models. *'''Land Raider Achilles:''' The rage-inducing and expensive Achilles is back in a big way in 8th ed. T8 with 19 wounds, a 2+ save, and a 4++ Invuln save for good measure makes this raider insanely tough. The Achilles is armed with a hull-mounted Quad Launcher and 2 sponson-mounted TWIN Multi-Meltas (Heavy 2). The Quad Launcher can fire Shatter shells at Heavy 4 S8 AP-2 3 Damage, or Thunderfire shells at Heavy 4D3 S5 AP0 1 Damage (and can target units not visible to the Achilles). It can also grab a hunter-killer missile and a Storm Bolter for a little extra dakka. This weirdness is compounded by a transport capacity of 6, including terminators and jump pack models. Seriously, go look up a picture of this thing.
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