The Storm Bolter and Powerfist

If all else fails, hit it with a powerfist

Thursday, May 19, 2011

BFS Tournament List: Return of The Deathwing



Here is the list I am bringing to the tournament

HQ

Belial w/ Thunder Hammer & Storm Shield - 130

Interrogator Chaplain in Terminator Armor w/ Stormbolter and Crozius- 145

Elites

Dreadnought w/TL Autocannon and Missile Launcher - 135

Dreadnought w/TL Autocannon and Missile Launcher - 135




Troops

Deathwing Command Squad
1 Terminator Apothecary
5 Thunder Hammers/Storm Shields - 245


2 x 5 Deathwing Terminator Squads- 430
-4 Thunder Hammers/ Storm Shields in each squad
-1 Pair of Lightning Claws in each squad


Heavy Support

Landraider Crusader- 250
Belial and company go in here

2 God Hammer Pattern Landraiders-500

This leaves me with 30 pts to play around with. I might put extra armor on the Crusader to make sure that it can keep moving and instead of lightning claws I may mix in some heavy flamers or chainfists.

This is basically a rehash of my old 1750 list with dreadnoughts and Thunder Hammers/Storm Shields put in

The dreadnoughts will sit back in cover and pick off transports and the Crusader will spearhead the assault.

The terminator command squad will ride in style aboard the crusader moving forward to engage in assault as quickly as possible. The two God Hammers role will adjust depending on the configuration of my opponents. I may keep one back and deepstrike on terminator squad to pressure my opponent early (Death Wing Assault guarantees half of your terminators in reserve for deep arrive on turn one)

Melta spam - sit back and pick-off melta transports
Dakka Spam/Missile Spam- they follow the crusader and bum-rush the gunline.

Not too much shooting going on in this list aside from the two dreads and 4 twin-linked lascannons, but that has always been my style of play.

Wednesday, May 18, 2011

Under Construction


After a long hiatus (real life takes over sometimes), its nice to see my Dark Angels get some love.
Our outdated wargear was really my only "real" complaint with the codex other than our craptastic librarian, but now with the updated FAQ I don't have much to complain about.

You can guess what the terminators above will be armed with.

I will also be playing in the BFS Tournament this Saturday.Pics and detailed battle reports WILL follow.

I'll post my army list once I figure out exactly what I am going to use/can have modeled and painted by then.

Saturday, October 16, 2010

The End is Nigh

Space Wolves can do what I do, but with better wargear and Blood Angels are running around with Terminator Apothecaries (something that was unique only to the DA codex). Now with the long overdue release of the new Dark Eldar codex around the corner, what I do will be decimated on turn one (I already got a taste of the Alpha Strike with Imperial Guard).

-Rant Over-

About a year ago I started buying some Dark Eldar stuff in anticipation for when they would eventually receive an update. I played a couple small games with them and loved the finesse needed when playing them. It was a nice change of pace from my Tri- Land Raider list that relied on the AV 14 to keep me in the game.


Looking at all the stuff floating around on the DE, I must say I am liking the direction they are going and the new models are amazing. Pain tokens giving units feel no pain and furious charge, Ravagers moving 12'' and firing all weapons, Asdrubael Vect becoming a CC monster (definitely including him in my list and seizing the initiative on a 4+ is not too shabby either) and Incubi gaining additional attacks on rolls of 6 to wound; the list goes on and on...


This post is to inform you all that am putting my Deathwing on the shelf and jumping on the Dark Eldar bandwagon. Over next few months I will be stocking up on Dark Eldar goodies


Maybe this new project will inspire me to post more articles...



Monday, May 3, 2010

Deathwing: Reloaded

Yes, I know the Dark Angels and the Inquisition do not get along and to include them in army together would be considered unfluffy, but Ork players run around with 2 Warbosses on bikes sometimes attached to the same squad. My army as it stands now is lacking in the psychic defense department.



I played a game a few
weeks ago against a Tyranid list that included a Swarmlord. The Swarmlord cast a power (I think it was Paroxysm) making one of my squads fight at WS1 & BS1 until the begining of the Tyranid players next turn, effectively making me hit on 5's in the assault phase. Even though the game ended in a draw, nothing is more demoralizing than hitting on 5's vs Termagaunts.




To com
bat the sudden uprise in the use of psychic powers and GW's push for something somewhat like the magic phase in fantasy for 40k, I have thought about adding a Grey Knight Hero to the list and dropping the Chaplain. I figured the cheaper Brother-Captain can fill the role with a psychic hood that covers the whole board with an Ld of 10. I would use a Dark Angels Librarian, but they are only Ld 9 and most psykers out there nowadays are Ld10. I want to at least be on even footing.




Dropping the Chaplain will somewhat lessen my damage potential in the assault phase (got to love those re-rolls), but it is a change I must make. To make up for the loss of the re-roll, I have been looking for ways to increase the number of attacks the squad can put out.




The first option is taking a chapter banner giving the squad containing the banner bearer +1 attack. Another option is taking an Inquisitor with a Holy Relic. It is a bit pricey, but gives all friendly units within a 2d6" radius plus one attack. I can also give the Inquisitor a Null Rod which protects the squad containing the inquisitor from the effects of psychic powers such as Doom, Lash. The players in my area are beginning to play at higher point totals giving me some more points to play around with.



Belial 3 base + 1 (2 close combat weapons, usual load out of Twin Lightning Claws) + 1 (via the chapter banner) + 1(via the holy relic) = 6 attacks (7 if you charge) and that is just one guy.



The Inquisitor will also be in terminator armor to stick with the theme.






-Thoughts, advice and/or criticism are welcome




Wednesday, February 10, 2010

Its About Time





After playing a few games with the current incarnation of my list I have come to the conclusion that I just don't get the same pleasure from playing a multi-wing list, that I get from playing my pure Deathwing list. I guess I'm a purist when it comes to these things (either all my eggs in one basket or none at all) and there is something about winning a game knowing I am behind the 8-ball from the start that keeps me playing this list and army. This list seems to suprise people if thy are not ready for it. If you can play a list using the models you love and still win games, by all means do it.


The one thing I love as much as Terminators and Land Raiders, are dreadnoughts. I recently found out that GW is releasing a plastic Venerable Dreadnought kit and it is the only thing I am looking forward to (a new codex would be nice, but I don't see that happening anytime soon).


I may drop one land raider and one squad of terminators in favor of 2 Venerable dreadnoughts with multi-meltas and heavy flamers in drop pods. I do realize that with only two troop choices I am at a major disadvantage and that it only takes one lucky shot to destroy one of my land raiders (especially now, with players starting to switch back to long range fire with lascannon and missile launcher spam), but that is why I play this game, the thrill of the challenge.

Saturday, October 10, 2009

A Multi-Wing Approach


I apologize to all my followers and want to let you all know that I am still breathing. I just have not had the time to to enjoy this hobby as the real world is gradually catching up with me and graduation is right around the corner.

I have seen the space wolves codex and am not happy that they have the ability to field an all terminator army.


My fellow Dark Angels players do not worry I refuse to switch codexes and will be taking many of the things that still remain somewhat unique to the Dark Angels Codex and draw up a list.


My Deathwing will still be an option, but I believe in order to stay competitive I must mix in elements from the rest of the codex.


Here is the list:


HQ

Belial- 130
w/twin lightning claws

- makes the Deathwing terminators in the army count as troops and will be attached to that squad and ride in the crusader. Twin lightning claws gives Belial the best load out in my opinion as he will have 5 attacks on the charge (6 attacks when you factor in the +1 from the company banner)



Sammael (in his landspeeder) - 205
yes this is the armor 14 landspeeder


-makes the Ravenwing bikers in the army count as troops. He has an assault cannon and heavy bolter that are both twin linked at BS 5 making him effective at taking out infantry. Most opponents will not be able to ignore a fast moving armor 14 vehicle that can put out that number of shots. He will zip around guns blazing and zoom in to contest objectives on turn 5 (Fritz and Jawaballs this one is for you guys).




Troops


Deathwing- 280
2 terminators w/twin lightning claws
2 terminators w/thunder hammers and stormshields one will carry the company banner
1 terminator w/a chainfist and heavy flamer upgraded to an Apothecary



-This is the hammer unit of the army. The squad will ride in the crusader and will spearhead my assault. This unit will most likely be sent in to claim the objective most heavily guarded by my opponent or if needed will go after my opponents hardest unit. The apothecary helps when they win combat and are vulnerable to shooting allowing me to ignore one failed save a turn (if he saves at least one terminator a game he has made up his points). The company banner gives everyone in the squad +1 attack (Belial will receive this bonus when he joins the unit).





Tactical Squad 1 - 115
Sgt w/a power weapon and melta bomb
3 marines w/bolters
1 marine w/a flamer


Rhino transport-50
w/extra armor


Tactical Squad 2 - 120
Sgt w/a powerfist
3 marines w/bolters
1 marine w/a flamer


Rhino transport - 50
w/extra armor

- Both squads will remain inside of their rhinos as long as they are still up and running. They will move out and claim objectives. The squads are equipped to deal with infantry likely to be sitting on these objectives if I cannot tank shock them off.

I might switch out the flamers for meltaguns





Ravenwing Attack Squadron 1- 160
Sgt w/a power weapon and melta bomb
2 bikers w/meltaguns




Ravenwing Attack Squadron 2 - 170
Sgt w/a power weapon
2 bikers w/meltaguns one upgraded to an Apothecary


-these guys will act as a distraction. They will outflank to get into better position to pop my opponents big tanks and give my opponent an immediate threat to deal with. I do not expect them to survive the whole game but if they do they have the ability to claim objectives.



Heavy Support


Land Raider Crusader - 270
w/ extra armor and pintle mounted stormbolter

-this will carry Belial and his squad. The Dark Angels codex uses the old smoke rule where all hits scored upon a vehicle that pops smoke can only glance making the land raider almost indestructible the turn it pops smoke.



Predator 1 - 100
w/autocannon, heavy bolters and a pintle mounted stormbolter



Predator 2 - 100
w/autocannon, heavy bolters and a pintle mounted stormbolter


-These have been showing up a lot lately with the shift to 5th edition and mechanization of armies. The autocannons on the Predators are good at popping light transports such as Rhinos, and Ork trucks. The two tanks are well equipped to lay out a decent amount of fire power to deal with those horde armies as well.



Overall a balanced list. I have all the tools needed to handle most situations. The squads are small but have some kind of protection (terminators ride in the land raider, the tactical squads are mounted in rhinos to protect them from incoming fire and the bikers turbo boost to claim a cover save or to get behind cover when there is nothing for them to shoot at).




-comments and/or criticism are more than welcomed

Tuesday, June 2, 2009

Terminator Librarian

After seeing Ron Saikowski's Terminator Librarian( seen here http://fromthewarp.blogspot.com/2009/05/terminator-librarian-finished.html ) over at http://fromthewarp.blogspot.com/, I have been motivated to make a terminator librarian and give it a try. Before I go on and convert one I want to get people's thoughts and opinions of the Dark Angels Librarian.


Dark Angels Librarians have 2 powers, force barrier and hellfire. Force barrier allows the Librarian (when he takes a wound) to take psychic test and if he passes is treated as if he has made an invulnerable save. This could be very useful, especially when used together with an Apothecary (gotta love that Apothecary)to help shrug off some of those AP2 weaponry. His second power, Hellfire, is a shooting attack with the following profile: Template, S2D6-2, AP D6, Assault 1. Pretty random to be counted on, but it can possibly be a S10, AP1 flamer template. It will probably have games where you wish you took something else and games where you will be glad you took the librarian.


The Librarian also has the old psychic hood that covers the whole table, but at leadership 9 it might not be as effective since most psykers used in tournaments are leadership 10. He is also no slouch in combat with 3 attacks and a force weapon at an initiative of 5.

Tournament Results

Sorry all, I have no pictures from the tournament (since I lent my camera to my sister and didn't get it back in time). The tournament was fun and enjoyable. I had a loss, a draw and a win not bad for my first tournament. My loss came against a Tyranid player (Nidzilla is actually more appropriate) and though I should have been able to take this list on the dice gods thought otherwise (immobilized two of my own Land Raiders throughout the course of the game). Overall I claimed 34 battle points out of a possible 57 and 63 overall points placing me 14th overall out of 30.

Thursday, May 28, 2009

The Deathwing Mantra





Here are a few things to keep in mind when playing Deathwing





1)Use cover


-Cover is your friend, use it to block line of sight or to grant yourself cover saves. Playing such an elite force we must utilize cover to keep the number of units shooting at us to a minimum or to make sure we get some kind of save against all weaponry (its better to take a 4+ cover save than a 5+ invulnerable save VS a plasma shot)




2)Keep moving

-Always keep moving especially if you are playing an all infantry force. Move to get into better firing position or to stay out of line of sight. Our storm bolters have 24'' range (30'' if you count the 6'' movement) and are assault2, use that to your advantage.



3)Concentrate your fire

-We don't have enough shots to spread our firepower. If you shoot at something, shoot it until it is gone or forced to take a leadership test. At the very least, two squads should be firing at a single target.



4)Assault on your terms

-Pick and choose your battles wisely and avoid getting charged. Getting charged may be fatal as those extra attacks may make a difference, especially if charged by Orks). Assault units that you know you have clear advantage against and can likely take out in a turn or two. Finishing the assault on your opponents turn is a plus as you are free to do whatever you please on your turn.




5)Have faith in your wargear

-This game is not just based on tactics and luck, there is also a psychological element to the game. How many times have you picked up a die thinking you are going to roll a one and sure enough you roll that one? Think positive thoughts and good things will come.
Faith is a powerful tool, use it

Upcoming Tourney


I know I have not posted in weeks, I've just been busy juggling school work and painting my models to get ready for the upcoming Battle For Salvation Tournament (which is this Saturday). This will be the first tournament I compete in. I will be bringing my Deathwing with the same configuration as the post below except that the last terminator squad will not have a chainfist as I do not have a third, so to make up the points I've given the Chaplain a combi-melta just in case I need to pop a tank after the squad disembarks.

Thursday, May 7, 2009

Apothecary....to take...or ...not to take?....


Above is a picture of my work in progress Deathwing Apothecary. I am not certain of its effectiveness in the game as I have yet to use him, but ignoring one failed save of any sort a turn seems like a good deal but this ability cannot be used if A) the apothecary is in close combat B) If the weapon used to inflict the wound is double the toughness of the model who failed the save or C) The weapon used to inflict the wound is a close combat weapon that ignores armor saves.


The issue I have is that my whole army consists of nothing but terminators and an experienced opponent will more than likely target this squad with multiple weapons that both ignore my 2+ armor save as well as double my toughness and the unit he is in will probably be in close combat. Since I had fun putting him together I will give him a try for few games and see how much the narthecium will help.




-comments and criticism are more than welcome

Wednesday, May 6, 2009

1750pt Army List

After reading a lot of the forums I have decided that a mechanized Deathwing force is the way to go for me. The army list will look like this:




HQ

Belial w/ Twin Lightning Claws @ 130pts

-This is a mandatory choice for a Deathwing army. He has lightning claws since most of the time he will be dealing with troops to claim or contest objectives although I did give him a thunder hammer once which came in handy (he took out a defiler
)



Chaplain @ 100pts

-He is in the army to give the squad Belial is attached to re-rolls on rolls to hit in close combat and a Techmarine is not an independent character in the Dark Angels Codex, otherwise I would have taken one instead



Troops

Deathwing Squad 1 @ 255pts
2 terminators w/twin lightning claws
2 terminators w/thunder hammers & storm shields
1 terminator apothecary w/ a heavy flamer & chainfist

-Belial and the Chaplain will be attached to this squad. The squad will probably get into assault which is why the majority of them are armed with lightning claws or thunder hammers. I included heavy flamer since they will be close enough to use it and an apothecary for after (hopefully) they win combat as they will draw a lot of fire afterwards. The chain fist is there in case I need to pop a big tank or a walker ( most notably Ironclad Dreadnoughts as it seems every person I play using Codex Space Marines has one)


Deathwing Squad 2 @ 250pts
Sgt w/ twin lightning claws
3 terminators w/ storm bolters & powerfists
1 terminator w/ an assault cannon & chainfist


Deathwing Squad 3@ 250pts
same as above

-Squads 2 & 3 will ride in a land raider ( 1 for each squad) and are armed with an assault cannon and storm bolters to lend fire support in case their transport is knocked out. The Sgts in each squad exchange their power weapon and storm bolter for a pair of lightning claws to give them some punch at initiative in case they get into assault and power weapons just don't do well for me for some reason

Heavy Support


Land Raider Crusader @ 265pts
w/ extra armor

-This will transport Belial and his squad and will drive onto objectives firing its weapons on its way. It has extra armor to allow it to turn if it happens to get shaken ( machine spirit only allows it to move directly ahead if the vehicle suffers a stunned or shaken result basically it can move straight but can't turn). The ability to turn while shaken is crucial as I need this squad to go where ever I may need them at any given moment and not being able to turn may be a problem


2 Land Raiders @ 250pts each
w/ 2 Twin-Linked Lascannons and a Twin Linked Heavy Bolter

-These will transport Deathwing Squads 2 & 3 and will sit back and take shots at any high strength weaponry that may be a threat to the Land Raiders.




I tend to keep the whole army close to each other and depending on what I am facing and the mission, they would normally advance slowly firing their guns. Before the game begins I assess what the opponent has and see what in their army can hurt my land raiders. If I can knock these units out early my land raiders can drive around and do what they need to. Drop podding Salamanders with twin linked meltaguns hurt, and the only solution I have against this is holding everything in reserve so that they do not get the drop on me and with the new Imperial Guard codex out, I am going to see a lot of meltagun toting veterans riding in Chimeras, but I will deal with that issue in another post.

Deathwing Sergeant


This is a little peak at one of my terminator sergeants that I am quite proud of the way it came out when it was finished. I primed it black and then painted a layer of graveyard earth and gave it a wash of Gryphonne Sepia. The final layer of bleached bone was then applied ( I had to water it down quite a bit to get it to stick smoothly) and a highlight of skull white was applied to the edges of the armor. The washes games workshop has come out with are amazing. The face was done with one layer of Dwarf Flesh and then a wash of Ogryn Flesh. After it dried it looked very good so I left it alone and painted the eye balls.

First Post



Welcome to the Storm Bolter and Powerfist. This blog will be about the reliable Dark Angels 1st Company the Deathwing. I always wanted to play an all terminator army and finally got the chance to (paying tuition is no joke). I realize that the Deathwing is a hard army to play and master as you are heavily outnumbered in every game you play, but there is nothing cooler than fielding a whole army of bad-ass terminators. Follow me as I develop different tactics and strategies to make this army work.