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Post by rogerspacem on Oct 31, 2017 6:38:16 GMT -6
I had deathwatch for awhile now and I haven't the chance to play them, even in 7th edition. Now that I have the opportunity to do so I realize I don't have enough of them to make a full army. So in this list I have grey knights added on as well. It's no where near competitive, but I would like some feed back. Thanks ++ Battalion Detachment +3CP (Imperium - Deathwatch) [56 PL, 1057pts] +++ HQ +Watch Captain [6 PL, 133pts]: Jump Pack, Storm shield, Thunder hammer Watch Master [7 PL, 130pts]+ Troops +Deathwatch Kill Team [11 PL, 209pts]. Black Shield: Storm shield, Thunder hammer . Deathwatch Veteran: Boltgun . Deathwatch Veteran: Boltgun . Deathwatch Veteran w/ Heavy Weapon: Deathwatch Frag Cannon . Deathwatch Veteran w/ Heavy Weapon: Deathwatch Frag Cannon . Watch Sergeant: Boltgun, Chainsword Deathwatch Kill Team [11 PL, 209pts]. Black Shield: Storm shield, Thunder hammer . Deathwatch Veteran: Boltgun . Deathwatch Veteran: Boltgun . Deathwatch Veteran w/ Heavy Weapon: Deathwatch Frag Cannon . Deathwatch Veteran w/ Heavy Weapon: Deathwatch Frag Cannon . Watch Sergeant: Boltgun Deathwatch Kill Team [9 PL, 115pts]. Deathwatch Veteran: Chainsword, Stalker Pattern Boltgun . Deathwatch Veteran: Chainsword, Stalker Pattern Boltgun . Deathwatch Veteran: Chainsword, Stalker Pattern Boltgun . Deathwatch Veteran: Chainsword, Stalker Pattern Boltgun . Watch Sergeant: Chainsword, Stalker Pattern Boltgun + Flyer +Corvus Blackstar [12 PL, 261pts]: Auspex Array, Hurricane bolter, Twin lascannon . 2x Stormstrike Missile Launchers: 2x Stormstrike missile launcher ++ Outrider Detachment +1CP (Imperium - Grey Knights) [58 PL, 940pts] +++ HQ +Grand Master Voldus [10 PL, 190pts]: Gate of Infinity, Hammerhand, Purge Soul + Fast Attack +Interceptor Squad [16 PL, 250pts]: Vortex of Doom . 9x Interceptor (Halberd): 9x Storm Bolter . Interceptor Justicar: Nemesis Force Halberd, Storm bolter Interceptor Squad [16 PL, 250pts]: Vortex of Doom . 9x Interceptor (Halberd): 9x Storm Bolter . Interceptor Justicar: Nemesis Force Halberd, Storm bolter Interceptor Squad [16 PL, 250pts]: Vortex of Doom . 9x Interceptor (Halberd): 9x Storm Bolter . Interceptor Justicar: Nemesis Force Halberd, Storm bolter ++ Total: [114 PL, 1997pts] ++Created with BattleScribe
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cj
neophyte
Posts: 734
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Post by cj on Oct 31, 2017 7:58:06 GMT -6
It looks like a very fun army. What are the options for the Grey Knights psyker powers?
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Oct 31, 2017 8:46:47 GMT -6
This actually looks fairly scary, Grey Knights are the bacon of 40k, they make everything better.
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Post by rogerspacem on Oct 31, 2017 13:29:55 GMT -6
It looks like a very fun army. What are the options for the Grey Knights psyker powers? Their selection is only their own power tree (if I read it correctly). It's not in order and I don't remember WC, but it goes Sanctuary: if casted successfully the unit gains a 5++. If they already have one then add 1 to their invulnerable save. Purge Soul: caster and single enemy model in range (12") both roll a d6 and add their own respective leadership score. If enemy wins, then nothing happens. If your model wins then your opponent takes mortal wounds equal to the difference in which you beat them by. Astral Aim: grey knight target unit in (I think 12") can shoot through terrain, as if it wasn't there and their shots ignore cover. Warp Gate: target friendly grey knight units in (I think 6"). Place them anywhere on the board over 9 inches away from enemy models. Can still charge and shoot but counts as moving for heavy weapon purposes. Vortex of doom: closest enemy model in 9 or 12inches, on a WC of 9 or more selected model and units within 3" of that model takes d3 mortal wounds. If you roll 12 it's then d6 m.w. There is one more power but I can't remember it
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Post by rogerspacem on Oct 31, 2017 13:33:26 GMT -6
Oh there you go!
Hammerhand: friendly grey knight units in range (?") adds 1 to their wound rolls in close combat
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cj
neophyte
Posts: 734
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Post by cj on Oct 31, 2017 13:37:12 GMT -6
I was mostly curious about why you would have them all using the same power when I believe you can only cast spells (other than smite) only once per psychic phase.
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Post by Russell on Oct 31, 2017 13:55:58 GMT -6
Have you considered instead of using Hammerhand for your interceptors?
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Post by rogerspacem on Oct 31, 2017 14:01:18 GMT -6
Oh!
Right right. At the moment they are all vortex of doom, but one of them will have hammerhand. I just forgot to assign it to one of them.
The plan for them is to wait in reserves then drop one of them (or possibly 2) of the grey knights squads down with voldus right behind to spray using their strag. For 2 cp a single units storm bolter fires at str 5 and ap1 (effectively a better heavy bolters). Since they are able to deep strike again they can wrap away from combat (if they managed to charge in) and shoot/charge someone else. Or if the squad is too hurt then have them jump to an objective.
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Post by rogerspacem on Nov 2, 2017 21:35:17 GMT -6
++ Battalion Detachment +3CP (Imperium - Deathwatch) [59 PL, 1080pts] +++ HQ +Watch Captain [6 PL, 133pts]: Jump Pack, Storm shield, Thunder hammer Watch Master [7 PL, 130pts]+ Troops +Deathwatch Kill Team [11 PL, 239pts]. Black Shield: Storm shield, Thunder hammer . Deathwatch Veteran: Boltgun . Deathwatch Veteran w/ Heavy Weapon: Deathwatch Frag Cannon . Deathwatch Veteran w/ Heavy Weapon: Deathwatch Frag Cannon . Deathwatch Veteran w/ Heavy Weapon: Deathwatch Frag Cannon . Watch Sergeant: Boltgun, Chainsword Deathwatch Kill Team [9 PL, 174pts]. Deathwatch Veteran: Bolt Pistol . Deathwatch Veteran w/ Heavy Weapon: Infernus Heavy Bolter . Deathwatch Veteran w/ Heavy Weapon: Infernus Heavy Bolter . Deathwatch Veteran w/ Heavy Weapon: Infernus Heavy Bolter . Watch Sergeant: Boltgun, Power sword Deathwatch Kill Team [9 PL, 115pts]. Deathwatch Veteran: Chainsword, Stalker Pattern Boltgun . Deathwatch Veteran: Chainsword, Stalker Pattern Boltgun . Deathwatch Veteran: Chainsword, Stalker Pattern Boltgun . Deathwatch Veteran: Chainsword, Stalker Pattern Boltgun . Watch Sergeant: Chainsword, Stalker Pattern Boltgun + Heavy Support +Land Raider Crusader [17 PL, 289pts]: Storm bolter, Twin assault cannon, Two Hurricane Bolters ++ Battalion Detachment +3CP (Imperium - Grey Knights) [58 PL, 920pts] +++ HQ +Brotherhood Champion [6 PL, 115pts]: Fury of Deimos, Sanctuary, Storm bolter Grand Master [10 PL, 175pts]: 4: First to the Fray, Curiass of Sacrifice, Gate of Infinity, Nemesis Daemon Hammer, Storm Bolter, Warlord + Troops +Strike Squad [14 PL, 210pts]: Vortex of Doom . 9x Grey Knight (Halberd): 9x Storm Bolter . Grey Knight Justicar: Nemesis Force Halberd, Storm bolter Strike Squad [14 PL, 210pts]: Vortex of Doom . 9x Grey Knight (Halberd): 9x Storm Bolter . Grey Knight Justicar: Nemesis Force Halberd, Storm bolter Strike Squad [14 PL, 210pts]: Vortex of Doom . 9x Grey Knight (Halberd): 9x Storm Bolter . Grey Knight Justicar: Nemesis Force Halberd, Storm bolter ++ Total: [117 PL, 2000pts] ++Created with BattleScribeSo experimenting a little bit here, but for 9CP this list don't seem to bad. Not a lot of heavy shots but I think it's good at getting rid of troops. Still same principle. Have a unit or two drop with grand master. Have them burn two CP to make storm bolters to str 5 and ap-1. Cast hammerhand to the squad charging up (who also gets a re-roll to charge from grandmaster) and deathwatch survive first turn one.
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Post by Joelercoaster on Nov 3, 2017 6:37:08 GMT -6
^ it works
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jesse
neophyte
Posts: 732
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Post by jesse on Nov 3, 2017 8:26:15 GMT -6
huh, Let me see. Ordo Malleus, yeah, there's some Grey Knights. Ordo Xenos, yeah, almost as many Deathwatch. Ordo Hereticus... nope, don't see any there... huh...
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Post by rogerspacem on Nov 3, 2017 8:33:18 GMT -6
huh, Let me see. Ordo Malleus, yeah, there's some Grey Knights. Ordo Xenos, yeah, almost as many Deathwatch. Ordo Hereticus... nope, don't see any there... huh... It's a hard job to balance chaos and imperium Forces. Worst when I get them mixed up in their boxes.
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Post by OneEyeRob on Nov 9, 2017 11:44:51 GMT -6
So, what do you guys do with the Deathwatch HQs? They seem like they dont have a ton of mobility, and are force multipiers, but have to footlog
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Post by rogerspacem on Nov 9, 2017 12:51:17 GMT -6
So, what do you guys do with the Deathwatch HQs? They seem like they dont have a ton of mobility, and are force multipiers, but have to footlog I have my watch master hide in a gunport with some shooty troops. While my watch captain is in reserves to jump down where he needs to be. Either drops to a friendly unit squad for his bubble or jumps in front of the enemy trying to pick off tanks or back line guns. He is around 139 points but he does a good job I say. He also serves as a distraction or if I am down in points he will drop onto an objective. Since he has jump jets I'm not worried about him moving across the board. The watch master is an awesome force multiplier but he is slow. Which is why I throw him in transports (like the dw flyer or land raider crusader.) as for the other hq's. I'm not certain yet. I haven't built a list with pure death watch though now I think I could. I'll let you know about the others once I play with it more.
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