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====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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