Tactics of the Deathwing pt 2
Tactics of the Deathwing, part 2
Fresh off a recent touney in which I had some success with the Deathwing I will try to speak for a bit about what works in a Deathwing style list. Given the schizophrenic nature of my other tactica post I will try to be a bit more focused.
Terminators especially the dark angel variety are expensive. They cost about 3x the cost of a tactical squad, they are only 2x as durable, and have about equal firepower. They can deep strike, but where they truly excel is assault. you need to be able to use those powerfists. terminators need to be used for assault. Therefore you need to use them aggressively. terminators assaulting gives you 2 advantages. 1 is that you avoid being shot, 2 is that your save of 2+ will be more likely to help since invariably there are far fewer weapons that have AP 2 in assault, especially when you can use your sergent's powersword to kite him in a challenge. In a Deathwing list this is further complicated by tactical options of DWA on turn 1 or 2.
So how do we do this effectively? well realistically you have 2 options. Teleporting to the Ravenwing, teleporting "blind" or Landraiders. All three avenues offer different approaches.
1. Using the Ravenwing is best for dropping terminators near a flank preferably where there is an exposed troop squad. To do this the terminators will need to drop on turn 2, in range of an assault on turn 3. Ideally you want to be behind LOS blocking cover or out of range of a good portion of your opponents army. This ensures that you can survive to actually make it into assault with some with your numbers still strong.
2. Dropping blind is riskier. it may be a function of your list or perhaps your a gambler, either way this type of teleportation lends itself more to turn 1 drop since you tend to really want to get close before your opponent can bring on his reserves. It is more of an opportunistic drop given that your know your opponent is taking second turn with very little on the board.
3. Landraiders provide the third way. As a means of transport and safety things don't get much more reliable. Landraiders tend to prefer to get to the action in straight lines. the other benefit to land raiders is that you can effectively protect the terminators inside from small arms fire that would otherwise fry them.
There is a fourth way that is not recommended, footslogging. This will make it so that you are sure to get shot to hell as you are prioritized and focused down till you are nothing but smouldering ash. If your feeling strong go for it.
The fifth way is to use belial to guide them down either using telehomer from inside a landraider or use his no scatter deepstrike rule.
The next part of this equation is knowing what to assault. Here is the answer, troop choices. troops tend to be some of the weakest units in the game. they usually cant fight back against 2+ saves and this is who you want to target with terminators. Of course in a pinch you can also try to take on bigger fish like HQs and monstrous creatures but without a better invul save this can be risky. these matchups you will have to play by ear.
Deathwing increase in points is of course also due to their split fire rule, which is quite handy as it allows the opportunity to assault two different things. these same rules can also apply if you are just adding terminators to your list for tactical varieties sake. Dropping them into an area and behind your opponents lines put a large target on them, if they can survive the opponent shooting turn they can fire at two seperate things the following turn potentially threatening them both with assault. remember that you can assault a vehicle's occupants once you blow it up.
One final word on terminators. they need support. if you drop them in the middle of some Tau or IG gunline and expect them to live... they will die. you need other units applying pressure to the opponent so that they can be effective. even having two terminators who can charge into assault can be effective means of tying stuff up, but they will die if the opponent puts enough wounds on them, so protect that investment.
Fresh off a recent touney in which I had some success with the Deathwing I will try to speak for a bit about what works in a Deathwing style list. Given the schizophrenic nature of my other tactica post I will try to be a bit more focused.
Terminators especially the dark angel variety are expensive. They cost about 3x the cost of a tactical squad, they are only 2x as durable, and have about equal firepower. They can deep strike, but where they truly excel is assault. you need to be able to use those powerfists. terminators need to be used for assault. Therefore you need to use them aggressively. terminators assaulting gives you 2 advantages. 1 is that you avoid being shot, 2 is that your save of 2+ will be more likely to help since invariably there are far fewer weapons that have AP 2 in assault, especially when you can use your sergent's powersword to kite him in a challenge. In a Deathwing list this is further complicated by tactical options of DWA on turn 1 or 2.
So how do we do this effectively? well realistically you have 2 options. Teleporting to the Ravenwing, teleporting "blind" or Landraiders. All three avenues offer different approaches.
1. Using the Ravenwing is best for dropping terminators near a flank preferably where there is an exposed troop squad. To do this the terminators will need to drop on turn 2, in range of an assault on turn 3. Ideally you want to be behind LOS blocking cover or out of range of a good portion of your opponents army. This ensures that you can survive to actually make it into assault with some with your numbers still strong.
2. Dropping blind is riskier. it may be a function of your list or perhaps your a gambler, either way this type of teleportation lends itself more to turn 1 drop since you tend to really want to get close before your opponent can bring on his reserves. It is more of an opportunistic drop given that your know your opponent is taking second turn with very little on the board.
3. Landraiders provide the third way. As a means of transport and safety things don't get much more reliable. Landraiders tend to prefer to get to the action in straight lines. the other benefit to land raiders is that you can effectively protect the terminators inside from small arms fire that would otherwise fry them.
There is a fourth way that is not recommended, footslogging. This will make it so that you are sure to get shot to hell as you are prioritized and focused down till you are nothing but smouldering ash. If your feeling strong go for it.
The fifth way is to use belial to guide them down either using telehomer from inside a landraider or use his no scatter deepstrike rule.
The next part of this equation is knowing what to assault. Here is the answer, troop choices. troops tend to be some of the weakest units in the game. they usually cant fight back against 2+ saves and this is who you want to target with terminators. Of course in a pinch you can also try to take on bigger fish like HQs and monstrous creatures but without a better invul save this can be risky. these matchups you will have to play by ear.
Deathwing increase in points is of course also due to their split fire rule, which is quite handy as it allows the opportunity to assault two different things. these same rules can also apply if you are just adding terminators to your list for tactical varieties sake. Dropping them into an area and behind your opponents lines put a large target on them, if they can survive the opponent shooting turn they can fire at two seperate things the following turn potentially threatening them both with assault. remember that you can assault a vehicle's occupants once you blow it up.
One final word on terminators. they need support. if you drop them in the middle of some Tau or IG gunline and expect them to live... they will die. you need other units applying pressure to the opponent so that they can be effective. even having two terminators who can charge into assault can be effective means of tying stuff up, but they will die if the opponent puts enough wounds on them, so protect that investment.
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