2016-08-25

‎HQ

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**You can join a Deathwatch IC to any Imperial unit, [[Cheese|and this relic will give them an invuln]]. You no longer need Azrael to give a 4++ save to a 50-man Combined Squad, though they lose it if your IC moves. A Librarian or a Chaplain with this is a great force multiplier.

**You can join a Deathwatch IC to any Imperial unit, [[Cheese|and this relic will give them an invuln]]. You no longer need Azrael to give a 4++ save to a 50-man Combined Squad, though they lose it if your IC moves. A Librarian or a Chaplain with this is a great force multiplier.

*'''Thief of Secrets:''' (20 points) A slightly cooler power sword. After a model suffers an unsaved wound, the wielder learns all weaknesses of the enemy he just hit. From then on if used to attack a model of that same kind, it wounds on 2+. For example, after a Carnifex suffers an unsaved wound, bearer may wound any Carnifex on a 2+. This means that Monstrous Creatures no longer become a big problem in combat. The problem is that it still starts out as a regular Power Sword, so you still have to face down those Carnifexes/Wraithlords/Daemons before you get any advantage. Furious Charge from the Watch Team formation and/or the psychic power Hammerhand may make up for it.

*'''Thief of Secrets:''' (20 points) A slightly cooler power sword. After a model suffers an unsaved wound, the wielder learns all weaknesses of the enemy he just hit. From then on if used to attack a model of that same kind, it wounds on 2+. For example, after a Carnifex suffers an unsaved wound, bearer may wound any Carnifex on a 2+. This means that Monstrous Creatures no longer become a big problem in combat. The problem is that it still starts out as a regular Power Sword, so you still have to face down those Carnifexes/Wraithlords/Daemons before you get any advantage. Furious Charge from the Watch Team formation and/or the psychic power Hammerhand may make up for it.



*'''The Beacon Angelis:''' (30 points) Friendly units do not scatter when Deep Striking within 6" of the bearer, and once per game, at the beginning of your Movement Phase, you can remove a Deathwatch unit from the battlefield (even if it is in combat) and Deep Strike the unit back within 6" of the bearer, a-la reverse Gate of Infinity or the old Vargard Obyron ability. Note that you DO NOT need to be on the table at the start of your turn to use it, unlike normal Teleport Homers/Locator Beacons, so feel free to drop in a tight cluster of Drop Pods in otherwise hard-to-reach locations on the first turn. Alternatively, use it as an allied asset for the likes of Deathwing, Nemesis and Talon Strikeforces, and Skyhammer Annihilation Force to completely negate the risk of first-turn DS scatter and mishaps. Also, it is perfect for mind games, like baiting or reverse-baiting the enemy with isolated squads that he knows you can easily teleport away or summon help for in your turn. Finally, it does not specify it can only teleport ''Infantry'', so, unless stated otherwise, feel free to summon Land Raiders or Blackstars from the other end of the table. You can't charge out of them on the same turn, though
, nor can you teleport something immediately after dropping in
, so it's still a
3rd
turn charge at best.

+

*'''The Beacon Angelis:''' (30 points) Friendly units do not scatter when Deep Striking within 6" of the bearer, and once per game, at the beginning of your Movement Phase
(so ''after'' arriving from Reserves at the start of the turn)
, you can remove a Deathwatch unit from the battlefield (even if it is in combat) and Deep Strike the unit back within 6" of the bearer, a-la reverse Gate of Infinity or the old Vargard Obyron ability. Note that you DO NOT need to be on the table at the start of your turn to use it, unlike normal Teleport Homers/Locator Beacons, so feel free to drop in a tight cluster of Drop Pods in otherwise hard-to-reach locations on the first turn. Alternatively, use it as an allied asset for the likes of Deathwing, Nemesis and Talon Strikeforces, and Skyhammer Annihilation Force to completely negate the risk of first-turn DS scatter and mishaps. Also, it is perfect for mind games, like baiting or reverse-baiting the enemy with isolated squads that he knows you can easily teleport away or summon help for in your turn. Finally, it does not specify it can only teleport ''Infantry'', so, unless stated otherwise, feel free to summon Land Raiders or Blackstars from the other end of the table. You can't charge out of them on the same turn, though
(due to the rules of Deep Strike)
, so it's still a
2nd
turn charge at best
. Buying this is actually 5 pt cheaper than buying a drop-pod, so if you want to always drop in a pair of squads/Kill-teams together, buy a single pod and the Beacon instead, provided you have a model who can carry it. Overall, this can be considered one of the most powerful and versatile relics in the game, just because of all the options
.

==Unit Analysis==

==Unit Analysis==

===HQ===

===HQ===



*'''Watch Master''': Chapter Master equivalent. Has the CM's statline with Artificer Armor (2+) and an Iron Halo (4++). He allows you to change the mission tactics one extra time, and comes with a Guardian Spear and Clavis. However, you're still S5 with the spear, and S6 with krak grenades, so if you're going to base a squad around him, make sure someone is packing some form of CC anti-tank (Chainfist, Meltabombs, Heavy Thunderhammer). May take Special Issue Wargear and/or Relics.

+

*'''Watch Master''': Chapter Master equivalent. Has the CM's statline with Artificer Armor (2+) and an Iron Halo (4++). He allows you to change the mission tactics one extra time, and comes with a Guardian Spear and Clavis. However, you're still S5 with the spear, and S6 with krak grenades, so if you're going to base a squad around him, make sure someone is packing some form of CC anti-tank (Chainfist, Meltabombs, Heavy Thunderhammer). May take Special Issue Wargear and/or Relics
. In general, he is more of a support character for a melee-oriented Kill-team — use him to win challenges, kill 2+ models before I1, and de-buff vehicles, but be mindful he is not a true combat monster
.

*'''Watch Captain''': Literally a vanilla Captain with Sternguard Special Ammunition for his pistol/Combi-weapon/Boltgun. 95 points compared to his vanilla counterpart. He can take Artificer Armor, Terminator Armor, a Jump Pack, a Storm Shield, Special Issue Wargear, ranged weapons, melee weapons, and relics. Also if you want free ranged dakka for a squad he can swap his pistol for a Bolt gun for free. Basically a build-a-bear HQ of your choice, tailored to what squad he'll go with.  NOTE: Giving him Terminator armor strips him of his special issue ammunition, so even if you give him a Combi-weapon, no Poisoned/Cover-ignoring/AP4/AP3 goodness for him.

*'''Watch Captain''': Literally a vanilla Captain with Sternguard Special Ammunition for his pistol/Combi-weapon/Boltgun. 95 points compared to his vanilla counterpart. He can take Artificer Armor, Terminator Armor, a Jump Pack, a Storm Shield, Special Issue Wargear, ranged weapons, melee weapons, and relics. Also if you want free ranged dakka for a squad he can swap his pistol for a Bolt gun for free. Basically a build-a-bear HQ of your choice, tailored to what squad he'll go with.  NOTE: Giving him Terminator armor strips him of his special issue ammunition, so even if you give him a Combi-weapon, no Poisoned/Cover-ignoring/AP4/AP3 goodness for him.

*'''Chaplain''': An HQ with Zealot (Fearless & Hatred), 2 wounds, a 4+ Invuln, a Power Maul, and Special Ammunition. At 95 points, he's fairly cheap, and you can't really go wrong. Excellent force multiplier and excellent choice vs Melee-based Xenos like Orks and Tyranids. Stick him in with Vanguard veterans and Terminators to really get the most out of Zealot. However, his mobility is ONLY locked to a transport or on-foot, as he can't grab a bike or jump pack. May take items from the Ranged list, Special Issue Wargear, or Relics.

*'''Chaplain''': An HQ with Zealot (Fearless & Hatred), 2 wounds, a 4+ Invuln, a Power Maul, and Special Ammunition. At 95 points, he's fairly cheap, and you can't really go wrong. Excellent force multiplier and excellent choice vs Melee-based Xenos like Orks and Tyranids. Stick him in with Vanguard veterans and Terminators to really get the most out of Zealot. However, his mobility is ONLY locked to a transport or on-foot, as he can't grab a bike or jump pack. May take items from the Ranged list, Special Issue Wargear, or Relics.

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===Troops===

===Troops===

*'''Veterans''': Imagine: Sternguard Veterans as Troops. Veterans with the same basic wargear as Sternguard and universal Special-Issue Ammunition conferred by the Deathwatch. 22 points per model (same as Sternguard). Minimum squad of 5, maximum of 10. May take up to 4 heavy weapons. Any model may take a Heavy Thunder Hammer (lol S10 AP2) for 30 points. One may become a Black Shield for 15 points, and one may be upgraded to Watch Sergeant to access Xenophasing blades and the Special Equipment List. These are your very expensive, but very versatile Troops choice. For the same price of Sternguard, you can access a far more versatile selection of wargear to suit your short-ranged shooting needs. Treat them exactly as their statline and wargear list shows: Space Marine Veterans with fantastic short ranged shooting wargear veterans. This means enjoying the versatility and power of Deathwatch equipment, but also being mindful of only having 3+ armour saves (base) and none of the durability shenanigans like Iron Hands Chapter Tactics or easy invulnerable saves. They are powerful shock troops and pair well with your access to dedicated transports, but they are only as durable as Tactical Marines and can become VERY expensive targets.

*'''Veterans''': Imagine: Sternguard Veterans as Troops. Veterans with the same basic wargear as Sternguard and universal Special-Issue Ammunition conferred by the Deathwatch. 22 points per model (same as Sternguard). Minimum squad of 5, maximum of 10. May take up to 4 heavy weapons. Any model may take a Heavy Thunder Hammer (lol S10 AP2) for 30 points. One may become a Black Shield for 15 points, and one may be upgraded to Watch Sergeant to access Xenophasing blades and the Special Equipment List. These are your very expensive, but very versatile Troops choice. For the same price of Sternguard, you can access a far more versatile selection of wargear to suit your short-ranged shooting needs. Treat them exactly as their statline and wargear list shows: Space Marine Veterans with fantastic short ranged shooting wargear veterans. This means enjoying the versatility and power of Deathwatch equipment, but also being mindful of only having 3+ armour saves (base) and none of the durability shenanigans like Iron Hands Chapter Tactics or easy invulnerable saves. They are powerful shock troops and pair well with your access to dedicated transports, but they are only as durable as Tactical Marines and can become VERY expensive targets.



**'''Black Shields:''' WS5 3 attacks-base Unit Champions that double their attacks when they attack a unit with an Independent Character, Monstrous Creature, or Vehicle, or they attack a unit with more models than his squad has. Naturally, you can kit him out however you want, but it makes sense to give him some hardcore melee options and throw him into the thick of it with a small unit of melee Vets. With a
heavy
thunder hammer on the charge you're looking at 6
S10
AP2 hits on an MC/Vehicle/IC, and with a pair of Lightning Claws that's 8 AP3 Shred attacks against enemy mooks on the charge. All at WS5. He's a blender!

+

**'''Black Shields:''' WS5 3 attacks-base Unit Champions that double their attacks when they attack a unit with an Independent Character, Monstrous Creature, or Vehicle, or they attack a unit with more models than his squad has. Naturally, you can kit him out however you want, but it makes sense to give him some hardcore melee options and throw him into the thick of it with a small unit of melee Vets. With a thunder hammer on the charge you're looking at 6
S8
AP2 hits on an MC/Vehicle/IC, and with a pair of Lightning Claws that's 8 AP3 Shred attacks against enemy mooks on the charge. All at WS5. He's a blender!

+

***Note you can't take a Heavy Thunder Hammer on a Black Shield or Watch Sergeant, only ordinary Veterans can carry it. Stacking its powerful statline with bonuses from Mission Tactics, Kill-team formations AND Black Shield's special ability or Sergeant's Digital Weapons would be waaay overpowered.

**You can take up to 4 heavy weapons. You can take dedicated transports (helloooo drop pods). You can take the shockingly powerful Frag-Cannon which fires at ASSAULT 2 (holy shit you can move and fire normally AND assault). One of the Frag-Cannon's profiles is 12", S9, AP2, Assault 2. This monster of a weapon clocks in at the same price of a lascannon. That is to say, you can have a squad of 5 of these veterans packing 4 Frag-Cannons in a drop pod. Use Drop Pod Assault and Inertial Guidance to land where you want, when you want. Disembark and put 8 lascannon shots into your target. Clever positioning of your drop pod and cover means your squad could even survive a full turn while the opponent now needs to maneuver to respond to the shitstorm developing in their lines.

**You can take up to 4 heavy weapons. You can take dedicated transports (helloooo drop pods). You can take the shockingly powerful Frag-Cannon which fires at ASSAULT 2 (holy shit you can move and fire normally AND assault). One of the Frag-Cannon's profiles is 12", S9, AP2, Assault 2. This monster of a weapon clocks in at the same price of a lascannon. That is to say, you can have a squad of 5 of these veterans packing 4 Frag-Cannons in a drop pod. Use Drop Pod Assault and Inertial Guidance to land where you want, when you want. Disembark and put 8 lascannon shots into your target. Clever positioning of your drop pod and cover means your squad could even survive a full turn while the opponent now needs to maneuver to respond to the shitstorm developing in their lines.



***And you can give these in-your-face pseudo-Devastators Storm Shields too. 3++ Assualt heavy weapons.

+

***And you can give these in-your-face pseudo-Devastators Storm Shields too. 3++ Assualt heavy weapons
. Doing 2D3 S6 Rending Overwatch hits. From each gun. Though this is debatable, as it seems RAI the BRB rules are applicable only to single-shot Template weapons, and RAW it inflicts D3 non-Rending hits even though it fires twice. Also remember that Mission Tactics plus some Kill-teams and proper targeting allow you to have what amounts to close-range [[Cheese|~BS5 Tank/Monster Hunters Assault Lascannons]]. Truly Deathwatch has some godlike firepower at their disposal
.

**'''Squad Donatus (Overkill):''' All members have veteran stats, power armour, frag and krak grenades, special issue ammunition, and ATSKNF. They cover all their bases decently enough, but they suffer at any focused task between only a combi melta and frag cannon for heavy weapons and only a power sword and plasma pistol to fight anything MEQ and up in melee.

**'''Squad Donatus (Overkill):''' All members have veteran stats, power armour, frag and krak grenades, special issue ammunition, and ATSKNF. They cover all their bases decently enough, but they suffer at any focused task between only a combi melta and frag cannon for heavy weapons and only a power sword and plasma pistol to fight anything MEQ and up in melee.

*** Vael Donatus (Ultramarine) - Squad leader purely because GW is still waving their massive blue boner for Ultramarines and is only equipped with a boltgun and has Precision Shots

*** Vael Donatus (Ultramarine) - Squad leader purely because GW is still waving their massive blue boner for Ultramarines and is only equipped with a boltgun and has Precision Shots

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