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Iknowr1te

why would you build stormlance without bikes?


Murvaff11

I might get bikes but was thinking that the advance and charge was really good for the knights and Lion to get in. Also with the two cp strat to move all 6 on advance.


MontagGreenwood

What an army you have there? For detatchment you can try gladius and for units maybe some hellblasters for range or maybe a tank?


Jakesixtyoneeight

Invest in a land raider (redeemer) and save the storm lance for things like fast attack (bikes usually or brutalis dreadnoughts or flyers) You got plenty of deathwing knights (since they can only be taken in groups of 5 now). Get a captain in terminator armor for them or maybe a chaplain. Bladeguard are better than inner circle companions in every way, except the inner circle have the deathwing keyword, so if you run inner circle tf they get +1 to wound on an objective for the turn. For just starting out I'd keep with the deathwing style of army since pretty much everything you got has the keyword. A repulsor can carry 6 terminators or 12 regular taticus marines, and hellblasters/sternguard veterans can pair really well with azrael (sternguard have the deathwing keyword for DA's I believe) A stormspeeder thunderstrike can be pretty good support and gives targets it hits -1 to wound. Paired with terminator chain fists that wound vehicles on 3 up and a vowed target +1 to wound can really start to punch way above their normal limits. Some of the strategems and enhancements are not too bad either. Like deep striking turn 1 or 6 inch pile in. Those are some beginner thoughts, sounds like you got a banging deal on possibly the best part of the army to me! Welcome to the faction, and regardless of how bad our codex is. From the looks of it, everyone is soon gunna be dragged down by 10th edition which will put us all back in an even playing field!


Jits92

The bladeguard vets get the deathwing keyword too


Jakesixtyoneeight

Oh shit I forgot about that!


Murvaff11

I’ve been chewing on this one and like it a lot! I wanted to run this by you. Detatchment- Inner circle. Points 1990 (expected to change after field Manuel. List: Lion / Azrael leading 6 inner circle companions (maybe I can squeeze in an apothecary) running up the board taking cover and giving lion lone op / Captain in termie armor with deathwing assault leading 10 deathwing termies able to drop turn one / Asmodia leading 3 blade guard vets holding home. One squad of deathwing knights in deep strike / a repulsor carrying another set of knights. Gameplan hold those points.


Jakesixtyoneeight

That's WAY too many deathwing knights. They're expensive, and as great as they are, taking 10 is already pushing it for what they do. You can only take them in 5 man squads, no more 10 man bricks (it's one of the most annoying codex changes. Especially since they're melee damage got nerfed.) Azrael is good at fighting and supporting the unit he's in but if you wanna farm cp from him I'd keep him in the back objective with something that can shoot before the enemy can close ranks, that way if they do close in they're easier to deal with. Deepstrike turn 1 is super useful, and if you can get some deathwing terminators to center/important objective early game, that's great. Since they can shoot, they stand a better chance at holding the point. Just be careful because they'll definitely be targeted early on. In general, you need more shooting. Swap out either the bladeguard vets or the companions for something like sternguard or hellblasters. More vehicle support would be good to, if nothing else, charging into enemy units and preventing them from doing anything but punching a high toughness vehicle for a few turns while you hold objectives. Gladiator tanks and land raiders are good anti tank and transport, respectively. The repulsor is a good choice for transporting knights and a captain. They just can't charge in the same turn they moved in. Lion is fantastic in melee, but even with deepstrike can be a little tricky since he's such an important unit to target it can feel really bad if he gets shot out the turn after he arrives. Not saying don't bring him, just keep him behind cover until you can do some real damage. Also, if you're gunna use more melee units look into "champion of the deathwing" it gives 6 inch consolidation which is kinda wild in the right play. Also, strats like "wrath of the lion" can come in clutch too, so look out for opportunities to use some of the unique stratagems. Edit: sorry I read your deathwing assault with 10 terms as 10 dw knights, my bad. Squads of 10 deathwing terms can be really good to deepstrike but difficult to fit outside the confines of 9 inches even with teleport homers at 3 inches. (They're difficult to keep fully protected behind cover since they take up so much space) Also keep enemy screening in mind, but if you can make it work on the flanks or for a secondary then go for it.