Tactical “Buddy Team” — Dreadknights and DW Kill Teams

I saw this mentioned on a 40K forum, and I think the poster was exactly right: what Codex Deathwatch is missing in terms of a “critical, competitive capability” is something like a Nemesis Dreadknight i.e. a mobile, durable, hard-hitting Monstrous Creature that can economically threaten enemy forces and draw attention away from the potent, but very fragile and low in numbers, Deathwatch units. This would fill in several “tactical gaps” in the codex and also would take a lot of pressure off the Deathwatch units, making them more effective and more survivable.

Since there is no way that the Deathwatch are actually going to get a Monstrous Creature of their own (at least not until a new version of the codex comes out, probably several years from now, and even then pretty unlikely), the next best thing is to take allied Grey Knights and bring Nemesis Dreadknights into your army via that route. This of course involves a pretty substantial “tax,” given that Grey Knights (like Deathwatch) is one of the most expensive points-per-unit factions in the game.

With an allied GK Nemesis Strike Force, you have to take one HQ and one Troops choice and that “opens up” two Nemesis Dreadknights. Taking a Brother-Captain (HQ) with Psycannon and a 5 man GK Terminator squad (Troops) with Psycannon/MB on Justicar meets the “tax” and gives you a solid little unit with two Relentless Psycannons, eight 2+/5++ wounds, and access to host of Psychic Powers for the Grand Master, plus the ability to Deep Strike starting Turn 1. This plus two Dreadknights (with Heavy Psycannons, Heavy Incinerators, Personal Teleporters, and Daemon Hammers) comes in at 800 points, leaving you with 120 points for your primary Deathwatch detachment in a 2000 point army.

In terms of “pairing up” with Nemesis Dreadknights, I think a DW CAD with lots of MSU Veteran squads is the best way to go. Imagine the following battle group:

-Dreadknight with Heavy Psycannon, Heavy Incinerator, Personal Teleporter, and Daemonhammer

-Veteran Squad with 2 DW Frag Cannons, Rhino

-Veteran Squad with 2 DW Frag Cannons, Rhino

 

Since you have two Dreadknights from the NSF, you can create two of these battle groups in your army. The idea is to have the entire force advance together, with the DW Veterans using the Dreadknight for cover and also to absorb enemy attention, all while firing their Frag Cannons from the Firing Points of their Rhinos as they get closer and closer. At the same time, the Dreadknight moves forward and engages with its shooting weapons, while serving as “counter-charge” deterrent against enemy assault units (or an assault threat of its own, if the enemy is more shooting focused). This battle group also has four Objective Secured units (two Rhinos, two DW Veteran squads) and is mobile enough to “dash” out and get where it needs to be (i.e. 12″ move + 6″ Flat Out for Rhinos, 12″ move or 30″ Shunt for Dreadknights).

With this as the backbone of your army, you still have to take at least one Deathwatch HQ (probably a Librarian with the Beacon Angelis relic) and multiple options for Elite, Fast Attack, and Heavy Support. You can go “ultimate MSU” here, with one man squads of DW Bikers (with Power Axes) and DW Terminators (with CMLs and Chainfists), which play like Space Wolf Lone Wolves (except they have alternate options and can take objectives). You can take up to three DW Bikers and three DW Terminators in a CAD, giving you even more options for grabbing objectives and further ways to diffuse enemy combat power (i.e. if they ignore these single man units and concentrate on the Veterans/Dreadknights, then the DW Bikers and Terminators are free to grab objectives, shoot, and even charge/tie up enemy units. If they focus on eliminating these units, then they are committing combat power against them that is not directed against the advancing Veteran/Dreadknight battle groups.

While this will require a skilled player to use to maximum ability, I think it provides a unique and potentially very flexible (and dangerous) army that will have a solid chance of competing on the table top.

 

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2 comments on “Tactical “Buddy Team” — Dreadknights and DW Kill Teams

  1. WestRider says:

    I’d go for Power Mauls instead of Axes on the lone Bikers. Too easy for them to get dragged down before they strike with an Axe, and the Maul is a better generalist Weapon anyhow.

    Like

    • greysplinter says:

      Excellent point there, WestRider… yes, for a one man squad like that, Power Maul is probably the best choice, especially since it gives the Biker a chance against light-medium vehicles as well.

      Like

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