Monday, January 17, 2011

Playing Dark Angels: Death Hammer (2000 Points)

Many of you should be familiar with the evolution of my Loganwing list after I first nabbed the idea from Chumbalaya. With the advent of the DA FAQ, we now have access to a similar amount of punishment to be doled out by our very own Deathwing.

The following list lacks the fast-moving assault threat of the Thunderwolf Cavalry as well as the counter-assault and cover screen protection of the Lone Wolves. It makes up for that, however, by having a much more durable and hard-hitting troop base. We're clocking in at 26 Deathwing Termiantors plus support. This is gonna be fun.


HQ:

130 Belial
- Lightning Claws

Troops:

265 DW Command Squad
- 5 TH/SS
- Apothecary
- Cyclone

240 DW Squad
- Sergeant
- 1 CF/SB
- 1 PF/SB
- 1 TH/SS
- 1 TH/SS w/ Cyclone

240 DW Squad
- Sergeant
- 1 CF/SB
- 1 PF/SB
- 1 TH/SS
- 1 TH/SS w/ Cyclone

240 DW Squad
- Sergeant
- 1 CF/SB
- 1 PF/SB
- 1 TH/SS
- 1 TH/SS w/ Cyclone

240 DW Squad
- Sergeant
- 1 CF/SB
- 1 PF/SB
- 1 TH/SS
- 1 TH/SS w/ Cyclone

FA:

75 RW Support
- Typhoon & MM

75 RW Support
- Typhoon & MM

75 RW Support
- Typhoon & MM

HS:

210 Devastator Squad
- 4 Missile Launchers
- Rhino w/ PMSB

210 Devastator Squad
- 4 Missile Launchers
- Rhino w/ PMSB

Total: 2000

What we have here at the core is 24 missiles a turn, most on mobile platforms to create a very nice firebase. For dealing with super-heavy armor we have some chainfists and multi-meltas. These aren't very numerous, but if you think about it, the volume of realistic threats in the AV14 range isn't going to be large. We can deal with them in assault and still be happy at the end of the game.

Also, most armor is still AV 10 on the rear, and in that case all our terminators will have enough combat punch to do at least something.

Rhinos are provided as a cover shield for the speeders as well as quick transport for devastators during Dawn of War. With 4 shots a piece they are ok at harassment, but it should be expected that they are taken out early.

The terminators are expected to carry the weight of the entire force, with the other elements along for the ride in a heavy fire support capacity. They are just threatening enough that they can become priority targets over the Deathwing, giving the core of the army some time to move into position. In most games it won't be a huge deal for them to be taken out early.

Belial attaches to the command squad and deep strikes. This is the only squad that should go into reserves in most games. His lightning Claws are there to provide some padding against volume of attacks at Initiative 4. He is highly expendable and should be the first wound placed every time you receive small arms fire on that unit.

Let me know what you think of the concept and where it can improve. Right now I am including some extra storm bolters over storm shields to weed out hordes a little bit. I think 2 storm shields in most squads will be enough to deter most heavy weapons fire. I could see the need for adding more storm shields after playtesting, however.

4 comments:

  1. The amount of storm shields I think depends on how much AP1/2 you expect to face in one round of shooting from one unit.

    2 or 3 storm shields per unit should be sufficient to absorb the AP1/2 hits (unless you face a huge amount of demolisher shells or plasma templates).

    I think the HS could be more efficient. I'd be inclined to use 3 combi-preds (or dakka preds) over 2 devastator squads. Mind you the 3 preds could suffer from stun-lock but it will really stretch your opponent's anti-tank. On the flipside your terminators will suffer more small arms fire (thinking about it though, the DW would get more small arms fire anyways as the devastators would never be close enough to suffer small arms fire themselves)

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  2. I've posted this list in a couple of other places to get some ideas and feedback, but I continually see the statement of replacing the Devastator squads with vehicles. This makes no sense to me based on the contents of the rest of the list. If you are going to run 2-3 vehicles with AV 12+, you need to be adding in another 2-6 vehicles to saturate the armor count at least.

    This list does not really get stronger by going for a hybrid build. I'm surprised I'm not seeing more people asking to drop the speeders. it's the more intelligent choice for focusing the army. Grabbing a 3rd devastator squad (probably with lascannons) allows the list to maximize its capabilities.

    This list is still in beta for sure, and things WILL change after playing some games, but I can guarantee dropping the Devastators for armor isn't one of those changes.

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  3. The typhoons are super efficient though, especially compared to C: SM typhoons (75 pts vs. 100 pts for the MM/Typhoon variant). It's just a shame we can't take more than one typhoon per squadron.

    I suppose the devastators have more initial firepower than three predators and aren't prone to being stun/shaken every turn. This allows you to use their firepower every turn until they are all dead. Having 48" guns also means your opponent will have to use big guns to reach them.

    I've never considered devastators ever as I always thought they were too immobile and expensive, but in the context of a list like yours they make sense.

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  4. 'When Belial goes to war, he does so at the head of a mighty army fully capable of enacting the will of the Inner Circle.'

    This certainly seems to fit the bill! Good job on sucking up the extra cost of the Devastators rather than just pinching points- the bargain price of CMLs and TMLs pays for them nicely.

    The 'Hammer' missile barrages should free up the Deathwing from tedious cleanup or light vehicle squadron chasing to a good extent. That means they can relentlessly reposition and threaten... I like it a lot!

    There's plenty of room for experimenting with the DWT setups, too. But the main theme of relentlessness, the continual barrage at any distance, really seems to sum up Deathwing properly. A Deathwing army without a proper, durable, ranged support element will almost always fall into a reactive role... And then they're just guys in fancy off-white armour.

    I think there's room for one or two switch-outs and experiments with this list but not much more than that. Keep it up!

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