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===[[Deathwatch]]=== <div class="toccolours mw-collapsible mw-collapsed"> [[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end. Peerless xenos hunters, the Deathwatch is the space marine MIB. Veterans drawn from across every chapter, they are geared to combat the alien menace even more so than their by-comparison-ordinary fellow superhumans, using [https://en.wikipedia.org/wiki/SWAT Specialized Weapons And Tactics] seen nowhere else. A rather weird army that runs against the grain of the typical chapter. That said, they have plenty of the units that combine different sorts of units to provide all the firepower without needing to buy the individual models. <div class="mw-collapsible-content"> ====Army Rules==== *'''Kill Teams:''' The necessary rules needed to accommodate the various types of models combined into a kill team, as indicated by the keyword. Models with {{W40kKeyword|Terminator}}, {{W40kKeyword|Jump Pack}}, or {{W40kKeyword|Mounted}} can still enter transports that would traditionally would've refused them, though each of those models take up 2 slots. Those latter two keywords also still count as {{W40kKeyword|Infantry}} for the sake of terrain. And when the unit is being attacked, you use majority T, breaking ties in favor of highest T. ====Characters==== *'''Watch Master:''' Your substitute for a captain, armed with what's essentially a bolter with a beefy S6 AP-2 D3 power weapon with ''Lance''. While he doesn't give free stratagems, he has a one-use ability to make a strat the enemy uses permanently cost 1 CP more and he can let any DW Vets or Proteus Team (the only ones he can accompany) shoot and charge after advancing or falling back. **Is he worth taking over a captain? If you're not looking at any stratagems as your game-changers and just want someone to smack things alongside your exclusive teams; also, if you already ''have'' a captain, Watch Masters have no 1/army restrictions on their abilities like a normal captain's Rites of Battle does. Otherwise it'd be foolish to pass up free strats. =====Epic Heroes===== *'''Watch Captain Artemis:''' A captain with a power sword and a combi-flamer we can only identify as such because it has ''Ignores Cover'' and ''Torrent''. On top of a tanky 3+/4++/6+++, he can come back from the dead on a 2+, giving him a precious lone wound to fight on. Why would you take him? Well, he's like Uriel Ventris in that he can let a squad he leads use a stratagem that was already used. True, it's still using a CP, but it's a useful resource. *'''Kill Team Cassius:''' When a younger Cassius learned the finer arts of xenocide with a band of friends. He leads 8 veterans of varying loadouts, a biker, and a terminator, granting them all ''Devastating Wounds'' while he's still alive. Meanwhile, the entire squad gets to re-roll battle-shock and Leadership checks. Truth be told, the grand consolidation of combi-weapons works somewhat in their favor, as they're now mostly dedicated to being anti-infantry, though it's still split between melee and ranged. Also troubling is how only two members (Cassius and the Terminator) get any invulnerable saves while only the Librarian gives a 4+++ against psychic attacks. **The Veterans all have unique loadouts per member: Vael Donatus (Bolter+CCW), Zadeon Gydrael (LV Melee+Ranged), Rodricus Grytt (Frag Cannon), Antor Delassio (LV Ranged+Melee+Jump Pack), Edryc Sedorax (Twin Claws+Jump Pack), Jensus Natorian (Librarian hood+Force Weapon+Psychic Cleanse for something more rapid-fire without the overload), Drenn Redblade (Bolter+LV Melee), Ennox Sorlock (LV Ranged+CCW). Alongside them is Jetek Suberei (Biker w/ LV Melee) and Garran Barantar (Terminator w/ Heavy Flamer+Fist+LV Ranged) ====Battleline==== *'''Deathwatch Veterans:''' Your elite alien hunters. They still have plenty of firepower to use and Death to the Alien lets them re-roll 1s to hit, improving to re-rolling all hits against units without the {{W40kKeyword|Imperium}} or {{W40kKeyword|Chaos}} keywords (confirming that the dwarves are considered to be xenos by the Imperium), which is ideal when you want to fish for critical hits if you have '''Lethal Hits''' turned on. **Many of your loadout options will turn you into a Proteus Kill Team, Vanguard Veteran Squad, or especially Sternguard Veteran Squad But Worse. Consider very carefully before reaching for this unit; you need a specific plan. For example, a squad of 5 of them with combi-weapons can legally ride a Razorback since they're firstborn, which lets you use the Razorback's re-rolls to wound to help out your '''Devastating Wounds'''. ====Infantry==== *'''Deathwatch Terminator Squad:''' Essentially Assault Terminators who can still pick the special guns. While the Homing Beacon stays, they get the slightly less helpful Terminatus Assault from the Assault Termies, forcing enemies they charge to test for battle-shock. Uniquely, any unit with special guns can still pick up a chainfist or power weapon, but the power fist remains better. If you need more melee power, you can still give anyone twin claws or the hammer+shield. =====Kill Teams===== These teams will always count as {{W40kKeyword|Infantry}} despite potentially carrying bikes or terminators who might throw things off. Hell, you can even fit them in transports, though it'll take a bit of more room to fit them in. *'''Proteus Kill Team:''' The firstborn team, granting +1 to hit when they attack enemies at or above half-strength. Probably the most diverse squad out there, as it lets you pick out various troops, including Terminators and Bikers. **The base vets work just like Deathwatch Veterans, with two nerfs: no sergeant to pick up a Xenophase Blade or force his bolter to be a combi-weapon, and the heavy gunner dudes can't pick up missile launchers. We'll get to the Terminators in a second, but for your 5 base dudes, at least 3 of them have 1 real job: getting shot first to ensure the unit stays at T5. That means you want 3 of them to have an invuln shield, and since base bolters are functionally useless, go ahead and give them power swords ("LV melee weapons"). ***No melee loadout you can take on a base dude can remotely compare to a Terminator with a Terminator Thunder Hammer, which is why we already forced 3 dudes to carry a shield. However, your remaining 2 base dudes ''can'' carry guns worth a damn, so you have a choice there: 2 more shieldbearers for more ablative wounds for the Termis on top of some anti-MEQ melee, or 2 Infernus Heavy Bolters so you can always choose between a Heavy Bolter or a Heavy Flamer. The latter is probably your best bet. **The Terminators raise your unit's T to 5 provided you bring 5 of them, [[derp|which is illegal this edition]]. 3 of them should be gun carriers, with a Cyclone Missile Launcher, Storm Bolter, and Power Fist each. The remaining 1 should take the inexplicably good Terminator Thunder Hammer, which outperforms both the basic dude Thunder Hammer ''and'' the Thunder Hammer your normal Termis can take, which forces a pairing with a Storm Shield for W4. Make no mistake, all 4 Termis are here to murder things, not to tank except as a last resort - you took 3 basic shield dudes for a reason. ***A note on points: right now, the basic veterans are "worth" 20 points each, the terminators are "worth" 42, and the bikers are "worth" 28.33 points each, but the Proteus Kill Team costs 33 points a dude - meaning even if you were able to take 5 Terminators, your "average" value would be 31 points that you're paying 33 for (according to GW's math), and any other choice only makes your points efficiency plummet. While GW certainly can't be trusted to get points values anywhere near correct, this is another reason to ignore bikes and jump pack dudes in your unit. **The jump vets are stuck with a deeply inferior loadout: a power sword with no accompanying invuln shield. As a result, never take these - your base veterans are better. **The bikers each have a "twin boltgun", which is a [[derp|boltgun but worse]], going from A2 to A1 in exchange for '''Twin-Linked''', and a power sword; the reason to take them is that each is OC2 and T5, which, per the Kill Team special rule, will let the entire unit act like it's T5 if half of the models or more are bikers. That means in order for your bikers to protect your other dudes they have to die ''last'' while holding the worst weapons in the team, so you probably don't want any - Terminators are also T5 and carry weapons worth a damn. *'''Fortis Kill Team:''' The Tacticus team, gaining +1 to hit enemies below half-strength. While you can grab plasma incinerators and heavy pistols+chainswords as separate goons, they can't equip much more than they start with. That rests with the basic Intercessors, who can buy special weapons, including LV ranged and melee weapons and plasma pistols. You really shouldn't take this unit - it's ''fundamentally'' Hellblasters But Worse. The only real benefit to taking them is it lets you attach a Judiciar or Primaris Champion to Hellblasters, but why is that your priority? **Basic bitches: one can take a power sword ("LV melee weapon") with no downsides, so always take that. Separately, you can swap out a bolt rifle for a combi-weapon ("LV ranged weapon"), which is a terrible idea, and you can swap out a bolt rifle for several options that are all worse than a hand flamer or a hand flamer. Swapping out 1 rifle (probably on the sword dude) for a hand flamer is an interesting choice that likely depends on which detachment rules you're using. **With no terminators in the unit and no options for actual shields, you're stuck to using the bikers as your shields. Fortunately, these guys can still use their twin bolters for different firepower, trading '''Assault''' and '''Heavy''' for '''Twin-Linked'''. Unfortunately, these guns aren't worth enough to warrant 5 bikes that die last, so don't take any bikes. **If you're stupid enough to take a member with a heavy bolt pistol and chainsword, you deserve what you get. This is a ranged unit. *'''Indomitor Kill Team:''' The Gravis team, gaining +1 to hit if they're below starting strength and +1 to wound if below half-strength. Pretty much required to fire within the 18" range despite having heavy bolt rifles with almost double that. You need them within that range because you've only got the Aggressors to fight back in melee. **These are Eradicators But Worse. Hard Pass. *'''Spectrus Kill Team:''' The Phobos team, capable of flying into reserves at the end of the enemy's turn if they're over 6" away from any enemies. The Infiltrators are necessary as they can equip the only gear available - a Helix Gauntlet for a 5+++ and a Comms Array for a CP refund on a 5+. Alongside them are the far more mobile Incursors and the Reivers with their close-quarters marksmanship letting them hit key targets. **Like with all of the other Primaris Kill Teams, you're better off just fielding real units than using this unit to field a weird mix that can't do anything right. **The Suppressors remain the odd ones out, being the only ones with jump packs and their accelerator autocannons only giving them long-range firepower without any power to actually lock down foes. If you want something just as powerful and capable of killing the person you want, you can just grab Eliminators - just remember that you're getting no las-fusils for genuine anti-tank firepower. ***The datasheet has rules for las-fusils but no option to take them, implying this is yet another 10E Index oversight. ====Mounted==== *'''Veteran Biker Squad:''' Pretty much what you'd expect. All your bikers can grab LV Melee weapons, or a Xenophase Blade for someone really special. The only reason you'd pick a shield is because you really want to be a bunker for whatever character joins them, since these give the 4++ save. ====Aircraft==== *'''Corvus Blackstar:''' </div> </div>
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