Thursday, July 7, 2011

All Terminator Lists Part 1: Deathwing


Well as you’ve obviously noticed I played an all Terminator list this last weekend at the Bugeater GT in Omaha. I went 5-1 and am now an EXPERT on all Terminator armies, including ones I’ve never played! J

Now my list had a lot of cool factor to it. I have to say that shoving 35 Terminators down the throat of your opponents is a blast! That being said there are some inherent weaknesses in these types of lists. Originally I was going to cover some thoughts on the weaknesses of all Terminator lists, their strengths, and some points to focus on when building a list for all terminator forces. On second thought I think I’m going to refocus the article into a series covering the 3 armies allowed to take termies as troops and include their strengths, weaknesses, differences, building techniques, and how to capitalize on their strengths.
Let’s start with Deathwing and the easy strengths:

-2+/3++ Saves
-Negation of the current favorite heavy weapon: Missile Launchers
-Armor Save negation abounds in close combat
-Decent ranged heavy weapon combined with the above
-Low Kill Point Totals
-Fearless

Easy Negatives:

-Limited Numbers (generally 30-35 scoring models)
-No Mech (not a good idea to combine mech and terminators)
-Slow
-Limited Damage output (limited by fewer numbers of units overall)
-Piss Poor Psychic Defense
-No Low AP Weaponry

As you can see it’s definitely a trade off that you’re looking at when you bring all Terminator based armies. The positives add up into basically a way to break the “meta” of the game. Most armies have shifted to Autocannons/Missile Launchers for light anti-tank work due to cost and number of shots. This means that there are far fewer weapons over 12” that can hurt you. However you do have to close with the enemy when playing Deathwing which brings you into range of the where most armies have their Ap1-2 weapons like plasma and melta. So as you can see it’s a bit of a catch.

Another telling issue is your own lack of Ap1-2. You, like most other armies today, are relying on Missile Launchers to get the job done and open up tanks. This can be a problem when you encounter units like Oblits where they will be able to shrug off your ranged firepower and pick you apart.

With all of the above in mind I’ve come to the conclusion that a combine arms approach is going to be required for a Deathwing list to work. You are going to need the additional AP1-2 support to mitigate your bad match-ups (ex. Lash) and the best way to do that is to slide in 1 of 2 options (or a combination of both).

Options 1: Dreadnoughts. These will allow you to get Ap1-2 ranged firepower on a fairly resilient frame. The glaring issue is that this gives easy target priority. They can use their high strength, non-AP 1-2 weapons on them so the Dreads, though fairly resilient, won’t last long.

Option 2: Ravenwing! By this I mean either 3 Bikes w/2 Meltas and Multi-Melta Attack Bike or Typhoons w/Multi-Melta. This is an easy place to get fast and high numbers of AP1. In the case of the first it also gives you teleport homers for DWA and 2 separate units instead of a single one like all other bike units. In the case of the second it adds another fast missile launcher for most games and AP1 for those pesky Oblits or Demolishers. Obviously the problem with these units is that they are relatively fragile so you have to be careful in how you use them but it just using them will pull some of the pressure off your Terminators.

Or you can go with a mix of the two which I think is fairly strong. Here are 3 quick lists built around the ideas in this article:

DW + Dreadnoughts (Not Recommended)
Belial
4x5 TH/SS + Cyclone
2x1 Chainfist, 3 Powerfist, 1 Powersword, Cyclone
3xDreadnought w/Multi-Melta, Venerable, Stormbolter

DW + Ravenwing
Belial
DW w/5 TH/SS, Cyclone, Banner, Apoth.
3x5 TH/SS + Cyclone
2x2 Chainfist, 2 Powerfist, 1 Powersword, Cyclone
2x3 Ravenwing Bikes w/2 Melta, Powerfist, MM Attack Bike
Typhoon w/MM

DW + Both
Belial
2xDread w/MM, Storm Bolter, Venerable
3x5 TH/SS, Cyclone
2x1 Chainfist, 3 Powerfist, 1 Powersword, Cyclone
2x3 Ravenwing Bikes w/2 Melta, Powerfist, MM Attack Bike

If you choose on the Ravenwing lists you change the “Tac” squads back into TH/SS but I prefer the extra shots at range while I’m chasing my opponent. The choice is yours I just prefer not to give up my tactical flexibility.

I’m personally leaning heavily toward the third list. The Venerable is cheap for DA’s and it’ll help keep the Dreads alive. Add in the AP1 24” gun and it’s helping. Two of these added to the Ravenwing bikers who should be very much a threat and the Dreads might not take all the ranged heavy fire. This also still leaves you with a core of scoring fearless termies and plays heavily to the armies strengths while giving you a better chance against certain match-ups.

Hope you enjoyed.
Next up: Grey Knights!

Comments (7)

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newtoncain's avatar

newtoncain · 716 weeks ago

Thanks for the review. I just don't dig Terminator armies. I have a friend that loves them to his death.
Now the new GK Pally or std Term army could be a problem with enough Rifleman Dreads to back them up. But the GK also have that wonder Str 7, Rends on a 6 weapon.

See you on Sat, but my son wont make it this time around.
2 replies · active 716 weeks ago
Remember it got moved to Sunday. Don't show up saturday or you'll be all alone :)
newtoncain's avatar

newtoncain · 716 weeks ago

Thx for the heads up, I did not see that.
Well not sure if I'll be there now.
IronNerd (Tony)'s avatar

IronNerd (Tony) · 716 weeks ago

I think that the Ravenwing combination is the most potent. Not only will those melta guns take care of some serious issues, but the ability to drop in termies up close and on point is pretty huge. Using our game as an example, if you had bikes in the mix, it likely would have taken me using a good portion of my army to deal with them immediately. That would have allowed you a turn of unmolested advance, which would have been huge.

I have to agree on the Dreadnought solution being "Not Recommended", as all your opponent has to do is shake the Dread every turn (or kill it, or take it's weapons off) to keep him from shooting, then they move on.

Side note, I don't think I'm going to make it to the NOVA. I just don't have the $ to afford a weekend in DC. Best of luck, kick some ass!
1 reply · active 716 weeks ago
Sorry to hear that buddy. I was looking forward to seeing if you could run the gambit again. Well I'll see ya next year at the Bugeater or at Adepticon if you make that :)
It's awesome to see people test out their own theories and get similar results. My current 2000 point DA list has been running 4 terminator squads, 3 bike squads (two with attack bikes) and two missile devastator squads. I've been liking it a ton.

Armor and deathwing can work, but it's not as efficient as bikes, and you have to give up too many scring units. Attack Bikes are always scoring, so while they aren't super durable they do give a chance at late-game objective grabs. That's one of the big plusses for Ravenwing support IMO.
Good luck this weekend. Looks like I will not make it up, wife is working sunday.

Whatcha looking at for ard boys? I'm looking at Pedro bubble army. I'm trying to see if you can build around him. If nothing else it will be fun fighting hth.

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