@@doh0702 yeah true, at the start of 10th ed blood angels were tied with death guard for arguably the worst faction in the game. How things have changed since then.
I love what they did with the DWK. They feel like the elite units that they were always meant to be. My friend who plays against them a lot also noted that he appreciates the 5-unit cap as he found it monotonous to try and deal with a 10-unit brick of them slogging around the board. The size of the unit and the weapon balance solution they have found just seems to work which is great. I also just appreciate how good they look, they didn't go overboard with the design but they still have their own unique look with lots of room to do freehand work or add decals, etc. I firmly believe we'll see a Command squad again someday and I can't wait to see how they will look!
Already played a tourney with the new rules, 2 squads of them both being lead by a captain, one in a land raider and one deep striking turn one, the free strats feel good but its the free reroll on charges that makes it so good.
@@Caranelen It really does, and the nice part is that the kit doesn't have too many Dark Angels specific designs molded on the models. So you won't have to do much work at all to just have the basic aesthetic. The bigger problem is the weapons of course, you gotta hunt down some Thunderhammer or Lightning Claw bits if you're playing them in 10th edition.
I wish Ravenwing still had the teleport homer synergies for Deathwing, that was an easy, flavorful strat for the DA detachments to use black knights to get DW knights into melee quickly
One thing worth noting that many seem to forget, but that DA players shouldn't have forgot because we had Strikemasters too (before tragedy struck): the Ancient can be attached to a unit that already has a Captain in it, which other than providing a good extra body, possibly with TH/SS too, allows the unit to benefit from two enhancements if both chars have it. I personally prefer to do this in a squad of 10 termies as it scares the heck out of most to have a 12-men Inner Circle TF brick fall at 3" from your backline, but damn it works well regardless
@@brettmal5298 nono no worries, the limit seems to be meant to actually be per character: it'd be fair to assume that since a unit attached to another are considered one the enhancement restriction still applies, but the rampant interpretation (that GW has yet to correct after more than a year so I think it's intended) is that the restriction applies only during the mustering of the army, which is the section where the rule is mentioned. By all means, it would be good if GW put this perplexity to rest in a FAQ but I think the "1 per char" is beyond reasonable as an interpretation (most units can't take more than two characters anyway so probably they simply didn't think any more clarifications were needed) And yes, the strikemaster (honestly the command squad too) were near unbearable losses to me, so much uniqueness gone. But in my delirium I still want to believe they will at least come up with a termie apothecary character one day, maybe next edition together with new assault termies...
@@brettmal5298It’s one per unit in the mustering armies step to prevent multi character units from getting multiple. Characters aren’t attached to units in the mustering armies step so they can each take an enhancement. There’s no limit to the number of enhancements when you get to determining battle formations where characters actually get attached so you can have multiple per unit in game, just not multiple on a single unit datasheet (as some actual data sheets have multiple characters in the same unit)
You can pair them with a termie chaplain, run the swords, and still be wounding everything up to t12 on a 4+. Plus you get a 4+ against mortals the entire game.
I bought the command squad right before they pulled it. Looking forward to getting these guys and Belial. I'm new, so I haven't started playing yet, but...... FOR THE LION!!!
As a fellow unforgiven I recommend you get a Chaplain in Terminator armour for your knights and get normal Deathwing terminators for Belial, preferably a full 10 man squad of Deathwing terminators, Belial benefits them more than knights, and the chaplain benefits the knights more
@@ilo3456 awesome I'll definitely try that out, I'm planning on getting Hellblasters too with Azreal, and I have my infiltrators with Phobos librarian for my HQ, do I need a transport? And which one?
we may have lost all of our other unique terminator characters, incredible command squad kit, and mixed weapon terminators but at least these boys hit hard now.
The Knights before this were overpriced for combat but when it came to just surviving, were just unmatched. Four wounds -1 damage. If you're playing in the Deathwing detachment -1 if they're targeted by something beating there toughness with a stratagem. They would just deepstrike in take an objective sit there the rest of the game and not die. Either by soaking up way too much damage or being ignored since they are hard to kill. Out OCing them was the issue but they lived so long it was hard for them not to come out on top. Now they're actually terrifying in a fight. The much needed answer for the lack anti-vehicle/monster for DA players. Then if they're fighting a infantry heavy army. Take the Powerswords and they can go toe toe with some very powerful of melee units. First game with the update they one rounded a Gladiator with the new maces and it was amazing.
@@PhillipOnTakos they will still get clapped by anything similar with -1 dmg, half damage like ctan, 3 wound 5+fnp units like aberrants. And also 3dmg unita will literally wipe them. Like the now bs2+ mechanicus breachers
@@mtrunkello I do not count ctan for one simple reason. Only other uber units can face them(Unless you have some kind of ability to ignore damage modifiers like Trajin pre-codex). Also Aberrants got nerfed so hard. They've lost there 3 damage weapon have no save vs -2AP and +5FNP instead of a +4. No threat whatsoever. Have had zero issue just wiping them since the update. Though have never faced Admech no one I know plays them so I'll take your word on that one.
@@PhillipOnTakos breachers even though are anti vehicle 4+ are the bane. They are also t7 infantry so you will only wound them on 5s normally and have 3 wounds. Also im not worried about the aberrant damage coming from them, im worried about their staying power. They will bog down your anti elite deatwhing knights. For 2 turns potentially. But also the abominant can smack you still while it is being shielded by thr aberrants. What im saying is that thr knights are expensive. This statline for 215 would be the acceptable price i think. You already pay premium for terminator characters.
@@mtrunkello I do agree even with the buffs they're still a bit pricy. All Terminators for Space Marines feel a bit pricy which is a problem for the faction overall. I feel this whenever I want to bring more than one squad of them unless, my friends want to play a 3K point game. Of course the game isn't balanced around that.
@@PhillipOnTakos also most othet terminator equivalents have a rule to get -1 to wound if targeted b a weapons with S higher than T. Why dont space marine termiantors gets them as base? It would instantly raise their surviveablity.
The Librarian leading them isn’t bad in Unforgiven as you can get the 15+ point buff that gives the librarian +1 attack, strength and damage on his melee which turns the axe into a pretty beefy weapon but more importantly makes it a guaranteed 2damage as D3+1 as opposed to the normal D3
The issue is that Unforgiven is just so weak… like for real why is everything tied to battleshock which is something you can’t control 😢. At least let Unforgiven choose one unit to be battle shocked or something each round if they want…
I like running them with a librarian. A lot of the most dangerous stuff to them is psychic, and the sustained hits are very nice when hitting on 2 into the oath target because you can fish.
Statistically you should never fish for sustained hits 1 because the odds of getting an extra hit are the same as losing a hit you already had. It just drags out the fight and statistically doesn't change anything
@@joeofdoom you also have 2 chances to roll a 1. If you hit on 2s your chance for another sustained or a failure is both 1/6. That means across 6 dice, you fail 1 and gain 1. It's literally the same. Rerolling failures is something you'd do anyway so isn't fishing. I've spent a lot of time playing against orks with waaagh tribe who fish for sustained across bricks of 20 boyz. Almost without fail the number of hits is the same before and after fishing
@@greg_mcaya you only fish for 6s where the range you hit on+ your sustained value is greater*your crit range is greater than 6, or if you also have lethals. 2+ with sustained 1s averages 1 hit per roll so you only need to reroll 1s. If you can find a way to get lethal or expand your crit range though it becomes worth it to fish for 6s.
Currently painting up a squad as black templars. With some shaving and trimming, they are perfect. Cut the mace heads off and turn them sideways, boom, they are thunder hammers.
I really wish to get some good value out of them in the UTF detachment. One unit with an ancient with the fnp from pennant, maybe with a cap to maximise survivability and one unit with the librarian with the weapon enhancement. Now the thing would go, you get the lethal hits for 1CP and the sustained from the librarian, if there's a battleshocked unit (from your army) on the table, that goes up to a 5+. With only swords that can hit like the freight train. If the other rules of that detachment were a bit better, then this would be a big go-to for DA players.
I wanted to ask again, if you could talk about the many legends units and which ones are a good choice ( when allowed), it would be interesting to see how these units fair nowdays long after their prime.
My personal opinion is the Legends 'Nids. Total beefcakes, and the Hieradule was put into legends only a couple months ago...right after I finished painting 3 of them up for my 10th ED. crusher stampede
@@dirtyblonde1011 Yeah It think we can skip the most recent ones, SPECIALLY THE ONES that people have years using (comp volky my beloved), but rather see the old ones like the FW exclusives.
I didn't think the Iron Priest on Thunderwolf has been valid for multiple editions now but honestly he's a house. He's just a tougher faster techmarine and it makes using them so much more effective.
@Auspex Tactics, from 8 min 30 you are mentioning to the "Great Weapon" as a flail. But this no more. It is now called "Great weapon of the unforgiven" and can be flail or sword.
I love that when rebuilding my DW army a couple of years ago I used extra GK swords instead of their silly maces. Dark Angels use swords, not maces, and it was purely a modeling choice that turned out to be great.
Why doesn't anyone ever mention the fact that using the Vanguard Spearhead strat Guerilla Tactics with terminators effectively gives you Orbital Teleportarium with less restrictions?
I've yet to have my first game, but I love the idea of pairing them with a Termi captain that has the Deathwing Assault enhancement from the inner circle detachment and either rapid ingress or relic teleportatium to drop them right into the the enemy lines turn 1 without any cost to cp
As soon as they got that damage and anti buff I knew they'd be much better. My bro plays with his buds and he says every game the deathwing knights just become a wall that can't be easily killed. half the time they land near an objective and stay there the rest of the game. His friends just don't even want to try and kill a unit that is already tough but blocks one damage too. But now they can do good damage finally. Swords are actual master crafted sword(With an extra point of strength to boot) ad the maces have the anti stats now. All good. Then combine that with some interesting combos. A term captain for free re-rolls to charges. As an entirely melee unit that's important, plus the battle rights ability for further damage or defensive abilities. Chaplain is super useful especially for the swords. Consistent effect of the watcher ability instead of a one time use. An ancient wouldn't be bad. if you are running unforgiven you can give then the feel no pain enhancement to make them even more drable. But that is alot of points to invest into a five man locked squad. Two leaders(Both possibly with enhancements a super high priced unit that's locked at 5. Still if it works.... it really works.
Soooo using this as a Termie Assault Squad for my Imperial Fists, they look like that art of the Imp Fist Bladeguard Veteran in the cathedral but extra chonky in the Termie Armour
Just after the balance dataslate, I had a squad of DWK (maces) hold their own and take down a Norn Emisary in 2 rounds of combat. I had a Lib in the squad and lost 3 to the Norn. Not too bad I don't think.
Give Captain the deep strike turn 1 enchainment, reroll charges mean that if you go second your opponent is probably dealing with some untouched knights turn 1
My three death wings knights tanked a tank shock from a knight lancer, 2 of them died so it was just the sargeant left. He fought back, killed the knight then it exploded. It was legendary 😂
Good stats or not, one cannot claim the Deathwing Knights are without pizzazz. I mostly collect the sons of Dorn when it comes to Space Marines, but I might have to cave and get a kit of these guys in another paycheck or two.
The problem is that they're a bit like the old Monolith though. Yeah they're really good, but you either take them out turn 1/2 or tie them up throughout the game and the rest of the army struggles immensely without them.
They are invincible. You have to spend a lot of resources to kill them, i charged them with 2 karnivores and killed 1, another day i charged them with angron +3 eightbounds and killed only 2.
I just finished building 3 Custom Terminator Chaplains out of DWK singles. 2x Sword squads, and 1x Mace is feeling so viable right about now, and with those Chaplains, things are gonna bleed! Combined with 2 full Bladeguard squads and a Squad of Inner Circle Companions, all with characters, either Judiciar, Chaplains or Azrael, they're not going to be fun to get to move!
I always love hearing how great a unique unit is, how great they are on the board, then going to check the win percentage. DA are still bottom 3rd in win %post dataslate. I feel like the hype has far outweighed the reality in this case. Everyone has ranked ICTF as a A type army, but thats just not the case.
Personally I think I’d run my two squads of knights with characters. A Captain and Chaplain respectively. I play a lot of crusade so I can upgrade the characters to make them extremely scary. Along with a 10 man brick of regular deathwing terminators lead by my librarian later in the crusade.
Played against them, they hit hard and tough to displace. However if they drop in a corner objective or dropped to get rid of a unit in a corner they are pretty much there all game and an expensive unit can be avoided for the rest of the game.
as a blood angels player, I still find them far too easy to take down for how many pts they cost. Maybe because I come in with a ton of high str DMG 1 attacks. And it's hard to shrug forty some AP 2 wounds. I only need them to fail half.
See as another BA player I feel like DC might be better vs them but they neuter SG a little by reducing that damage and having invulnerable of 4+ anyway. Maybe I’m wrong tho
@@yabarber6902 well, DC is losing the ability to take a bunch of fists and inferno pistols. I think they are getting an eviscerator per squad tho, so that'll help. I mean, there is one on the upgrade sprue. That said, DC will be losing AP and DMG as well, as we MIGHT get 8 attacks with AP 2 and 2 dmg
if you are lucky you can get 5 dudes for below 30€ gotta ask around for the free mini from spring sadly this will result in 5 identical ones, or you kitbash and convert a little
I mean...Solitaires are still pretty intimidating to go against. Granted you can only have 1 per list (unless GW's app is acting up again), but being able to add 2d6 to their movement potential while self buffing their offense profile...AND the ability to charge in the same turn they advance? Unless someone's running Knights or super elite type lists, a Solitaire is going to be more than paying for itself being removed
@@dirtyblonde1011 in lore one regular harlequin was better than a callidus. I know balance matters more than lore. It's just more often than not disappointing looking at what other units can do when you are into the lore
...and rightfully so. We've been stuck in Azrael-jail for too long. They're fairly priced and balanced - we can' t take them in 10 man bricks any more. I just hope GW leaves them and ICC alone.
Played against a *Vanguard* list at a tourney recently that had three blobs, all with Chaplains. Managed to win with some luck- mainly bad luck on the opponent's end. Best thing you can do is precision out the character, and then tie them with a nuisance charge or two- though I didn't have access to the former in my game, a Kill Rig held a unit down for a couple rounds quite nicely! 4 wounds is scary, but... Massed D1 attacks with a pip or two of AP still brings them down, and depending on what you have, you can either screen out the charges or bog them down/pluck the characters if they have them. And if they have three blobs, they tend to not have much else on the table, so MSU armies can turn it into a rabbit-chasing game.
Imagine playing Grey Knights and thinking my terminators are good. How many GK terminators does it take to kill 5 Deathwing Knights? The Anwser is 25... 1100 points worth of GK Terminators. Love it...
Enourmous buff= +1 ap +20pts. In ictf or with a chaplain it doesnt make any difference as you would wound t11 vehicles with 4+ anyway. I would take the last profile with +1 ap but for 20pts cheaper than the new sword and mace.
It's a massive buff. If you don't like the wounding on 4+ ( too lazy to run the math on various targets ), then swap to the swords +1 attack and -1 AP is huge.
My tau hate them! Can’t kill them can’t hold an objective from them! A crazy amount of firepower just bounces off them I shot one unit on an objective point blank with a unit of breachers Guided with Full rerolls to wound Did one wound because of armour of contempt!
Oh cool so peple didnt like that their termies couldn't punch up into tough profiles so gw giga buffed them to be anti everything. I don't like that my guardsmen struggle to punch up into tough profiles and lethal hits suckd ass even if it WAS againist everything... can WE get our infantry giga buffed? Ty.
They damage more Marines then Gaunts, but marines are so much more expensive. Thats shameful return to 8-9ed balance again... prolly bc SM are cheapest army money wise...
They may be powerful now but as soon as mine are painted, GW will have fixed that.
Yeah bro, just ordered mine!
That’s why they should have been already painted and ready😉
Amen!
Bro I know that feeling
because...irony. Right? Agreed.
I’m a blood angels player but honestly I just get really happy whenever I see things start to go positive for dark angels players.
us angels were in the dirt for a good part of the year. this year we shine until next year we fall again.
@@doh0702 yeah true, at the start of 10th ed blood angels were tied with death guard for arguably the worst faction in the game. How things have changed since then.
I love what they did with the DWK. They feel like the elite units that they were always meant to be. My friend who plays against them a lot also noted that he appreciates the 5-unit cap as he found it monotonous to try and deal with a 10-unit brick of them slogging around the board. The size of the unit and the weapon balance solution they have found just seems to work which is great. I also just appreciate how good they look, they didn't go overboard with the design but they still have their own unique look with lots of room to do freehand work or add decals, etc. I firmly believe we'll see a Command squad again someday and I can't wait to see how they will look!
Already played a tourney with the new rules, 2 squads of them both being lead by a captain, one in a land raider and one deep striking turn one, the free strats feel good but its the free reroll on charges that makes it so good.
Now give the rest of us new assault terminators
Nah.
I still want to get a box these guys and turn them into Black Templars Assault Terminators.
@@Calvin_Coolage I've seen absolutely stunning conversions already. The knightly aesthetic fits the BT so well.
@@Caranelen It really does, and the nice part is that the kit doesn't have too many Dark Angels specific designs molded on the models. So you won't have to do much work at all to just have the basic aesthetic. The bigger problem is the weapons of course, you gotta hunt down some Thunderhammer or Lightning Claw bits if you're playing them in 10th edition.
@@Calvin_CoolageI'd argue the maces as thunder hammers really
I wish Ravenwing still had the teleport homer synergies for Deathwing, that was an easy, flavorful strat for the DA detachments to use black knights to get DW knights into melee quickly
Finally our knights are back!
One thing worth noting that many seem to forget, but that DA players shouldn't have forgot because we had Strikemasters too (before tragedy struck): the Ancient can be attached to a unit that already has a Captain in it, which other than providing a good extra body, possibly with TH/SS too, allows the unit to benefit from two enhancements if both chars have it. I personally prefer to do this in a squad of 10 termies as it scares the heck out of most to have a 12-men Inner Circle TF brick fall at 3" from your backline, but damn it works well regardless
I want the strike master back. I think it really add flavor and lethality that sets it apart from other SM armies.
Losing the strikemaster was a hard blow, you can only have one enhancement per unit though I believe
@@brettmal5298 nono no worries, the limit seems to be meant to actually be per character: it'd be fair to assume that since a unit attached to another are considered one the enhancement restriction still applies, but the rampant interpretation (that GW has yet to correct after more than a year so I think it's intended) is that the restriction applies only during the mustering of the army, which is the section where the rule is mentioned. By all means, it would be good if GW put this perplexity to rest in a FAQ but I think the "1 per char" is beyond reasonable as an interpretation (most units can't take more than two characters anyway so probably they simply didn't think any more clarifications were needed)
And yes, the strikemaster (honestly the command squad too) were near unbearable losses to me, so much uniqueness gone. But in my delirium I still want to believe they will at least come up with a termie apothecary character one day, maybe next edition together with new assault termies...
@@DomSum7 indeed, and we needed it this edition more than ever now that vehicles are so much harder to punch up to
@@brettmal5298It’s one per unit in the mustering armies step to prevent multi character units from getting multiple. Characters aren’t attached to units in the mustering armies step so they can each take an enhancement. There’s no limit to the number of enhancements when you get to determining battle formations where characters actually get attached so you can have multiple per unit in game, just not multiple on a single unit datasheet (as some actual data sheets have multiple characters in the same unit)
I'm increasingly glad I bought two of the Deathwing boxes on release.
You can pair them with a termie chaplain, run the swords, and still be wounding everything up to t12 on a 4+. Plus you get a 4+ against mortals the entire game.
I bought the command squad right before they pulled it. Looking forward to getting these guys and Belial. I'm new, so I haven't started playing yet, but...... FOR THE LION!!!
Heresy
Yeah bro, made 10 command terminators and then got my first 40K slap back.. only buy newer models now haha
As a fellow unforgiven I recommend you get a Chaplain in Terminator armour for your knights and get normal Deathwing terminators for Belial, preferably a full 10 man squad of Deathwing terminators, Belial benefits them more than knights, and the chaplain benefits the knights more
lol same here, I hadn’t finished them before the new ones got announced 😂 turning them all into assault termies….
@@ilo3456 awesome I'll definitely try that out, I'm planning on getting Hellblasters too with Azreal, and I have my infiltrators with Phobos librarian for my HQ, do I need a transport? And which one?
we may have lost all of our other unique terminator characters, incredible command squad kit, and mixed weapon terminators but at least these boys hit hard now.
Me with two squads of Mace Knights, 1 normal Deathwing squad and a Deathwing Command squad.
Now wanting these new Deathwing Knights...
The Knights before this were overpriced for combat but when it came to just surviving, were just unmatched. Four wounds -1 damage. If you're playing in the Deathwing detachment -1 if they're targeted by something beating there toughness with a stratagem. They would just deepstrike in take an objective sit there the rest of the game and not die. Either by soaking up way too much damage or being ignored since they are hard to kill. Out OCing them was the issue but they lived so long it was hard for them not to come out on top.
Now they're actually terrifying in a fight. The much needed answer for the lack anti-vehicle/monster for DA players. Then if they're fighting a infantry heavy army. Take the Powerswords and they can go toe toe with some very powerful of melee units. First game with the update they one rounded a Gladiator with the new maces and it was amazing.
@@PhillipOnTakos they will still get clapped by anything similar with -1 dmg, half damage like ctan, 3 wound 5+fnp units like aberrants. And also 3dmg unita will literally wipe them. Like the now bs2+ mechanicus breachers
@@mtrunkello I do not count ctan for one simple reason. Only other uber units can face them(Unless you have some kind of ability to ignore damage modifiers like Trajin pre-codex).
Also Aberrants got nerfed so hard. They've lost there 3 damage weapon have no save vs -2AP and +5FNP instead of a +4. No threat whatsoever. Have had zero issue just wiping them since the update.
Though have never faced Admech no one I know plays them so I'll take your word on that one.
@@PhillipOnTakos breachers even though are anti vehicle 4+ are the bane. They are also t7 infantry so you will only wound them on 5s normally and have 3 wounds.
Also im not worried about the aberrant damage coming from them, im worried about their staying power. They will bog down your anti elite deatwhing knights. For 2 turns potentially. But also the abominant can smack you still while it is being shielded by thr aberrants.
What im saying is that thr knights are expensive. This statline for 215 would be the acceptable price i think. You already pay premium for terminator characters.
@@mtrunkello I do agree even with the buffs they're still a bit pricy. All Terminators for Space Marines feel a bit pricy which is a problem for the faction overall. I feel this whenever I want to bring more than one squad of them unless, my friends want to play a 3K point game. Of course the game isn't balanced around that.
@@PhillipOnTakos also most othet terminator equivalents have a rule to get -1 to wound if targeted b a weapons with S higher than T. Why dont space marine termiantors gets them as base? It would instantly raise their surviveablity.
The Librarian leading them isn’t bad in Unforgiven as you can get the 15+ point buff that gives the librarian +1 attack, strength and damage on his melee which turns the axe into a pretty beefy weapon but more importantly makes it a guaranteed 2damage as D3+1 as opposed to the normal D3
The issue is that Unforgiven is just so weak… like for real why is everything tied to battleshock which is something you can’t control 😢. At least let Unforgiven choose one unit to be battle shocked or something each round if they want…
I like running them with a librarian. A lot of the most dangerous stuff to them is psychic, and the sustained hits are very nice when hitting on 2 into the oath target because you can fish.
Statistically you should never fish for sustained hits 1 because the odds of getting an extra hit are the same as losing a hit you already had. It just drags out the fight and statistically doesn't change anything
@greg_mca wrong, by fishing you get two chances for each die to be a 6 and you still only end up with 1 roll that matters where it could become a 1.
@@joeofdoom you also have 2 chances to roll a 1. If you hit on 2s your chance for another sustained or a failure is both 1/6. That means across 6 dice, you fail 1 and gain 1. It's literally the same. Rerolling failures is something you'd do anyway so isn't fishing. I've spent a lot of time playing against orks with waaagh tribe who fish for sustained across bricks of 20 boyz. Almost without fail the number of hits is the same before and after fishing
@@greg_mcaya you only fish for 6s where the range you hit on+ your sustained value is greater*your crit range is greater than 6, or if you also have lethals. 2+ with sustained 1s averages 1 hit per roll so you only need to reroll 1s. If you can find a way to get lethal or expand your crit range though it becomes worth it to fish for 6s.
Im going against dark angels in 2 weeks so this video was amazing timing!
Currently painting up a squad as black templars. With some shaving and trimming, they are perfect. Cut the mace heads off and turn them sideways, boom, they are thunder hammers.
I was crushing my cousin's Grey Knights with them this past week!
see, you shouldnt want that. You should want a healthy game system that doesn't create these type of units that crush opponents.
5 knights with a termie chaplain is an absolute must for me.
They are fantastic in a Stormlance Detachment.5" movement + Advance and charge, fall back and charge, extra move stratagem. Cardio Knights!
I really wish to get some good value out of them in the UTF detachment. One unit with an ancient with the fnp from pennant, maybe with a cap to maximise survivability and one unit with the librarian with the weapon enhancement. Now the thing would go, you get the lethal hits for 1CP and the sustained from the librarian, if there's a battleshocked unit (from your army) on the table, that goes up to a 5+. With only swords that can hit like the freight train. If the other rules of that detachment were a bit better, then this would be a big go-to for DA players.
I wanted to ask again, if you could talk about the many legends units and which ones are a good choice ( when allowed), it would be interesting to see how these units fair nowdays long after their prime.
My personal opinion is the Legends 'Nids. Total beefcakes, and the Hieradule was put into legends only a couple months ago...right after I finished painting 3 of them up for my 10th ED. crusher stampede
@@dirtyblonde1011 Yeah It think we can skip the most recent ones, SPECIALLY THE ONES that people have years using (comp volky my beloved), but rather see the old ones like the FW exclusives.
I didn't think the Iron Priest on Thunderwolf has been valid for multiple editions now but honestly he's a house. He's just a tougher faster techmarine and it makes using them so much more effective.
It's cool to see a unit of ANY Space Marines get positive attention like this. Imo ALL Space Marine factions needs a good boost.
Doing a 1k duos with a friend, he’s rocking the Deathwings and I’m going Tank Guard. I’m so excited
@Auspex Tactics, from 8 min 30 you are mentioning to the "Great Weapon" as a flail. But this no more. It is now called "Great weapon of the unforgiven" and can be flail or sword.
Sheesh, that’s a lot of damage
I love that when rebuilding my DW army a couple of years ago I used extra GK swords instead of their silly maces. Dark Angels use swords, not maces, and it was purely a modeling choice that turned out to be great.
Another good Day of work for auspex tactics keep up the good work
Why doesn't anyone ever mention the fact that using the Vanguard Spearhead strat Guerilla Tactics with terminators effectively gives you Orbital Teleportarium with less restrictions?
I do melee DA in Stormlance and it’s pretty nice to play.
I've yet to have my first game, but I love the idea of pairing them with a Termi captain that has the Deathwing Assault enhancement from the inner circle detachment and either rapid ingress or relic teleportatium to drop them right into the the enemy lines turn 1 without any cost to cp
You can't rapid ingress on turn 1 with the enhancement sadly. It specifies ""of YOUR first, second or third movement phase".
As soon as they got that damage and anti buff I knew they'd be much better. My bro plays with his buds and he says every game the deathwing knights just become a wall that can't be easily killed. half the time they land near an objective and stay there the rest of the game. His friends just don't even want to try and kill a unit that is already tough but blocks one damage too.
But now they can do good damage finally. Swords are actual master crafted sword(With an extra point of strength to boot) ad the maces have the anti stats now. All good.
Then combine that with some interesting combos. A term captain for free re-rolls to charges. As an entirely melee unit that's important, plus the battle rights ability for further damage or defensive abilities. Chaplain is super useful especially for the swords. Consistent effect of the watcher ability instead of a one time use. An ancient wouldn't be bad. if you are running unforgiven you can give then the feel no pain enhancement to make them even more drable. But that is alot of points to invest into a five man locked squad. Two leaders(Both possibly with enhancements a super high priced unit that's locked at 5. Still if it works.... it really works.
Soooo using this as a Termie Assault Squad for my Imperial Fists, they look like that art of the Imp Fist Bladeguard Veteran in the cathedral but extra chonky in the Termie Armour
Just after the balance dataslate, I had a squad of DWK (maces) hold their own and take down a Norn Emisary in 2 rounds of combat. I had a Lib in the squad and lost 3 to the Norn. Not too bad I don't think.
Give Captain the deep strike turn 1 enchainment, reroll charges mean that if you go second your opponent is probably dealing with some untouched knights turn 1
Lion come forth lion and king LION AND KING!!!
My three death wings knights tanked a tank shock from a knight lancer, 2 of them died so it was just the sargeant left. He fought back, killed the knight then it exploded. It was legendary 😂
Literally just had game with them, definitely clutch with the profile
Good stats or not, one cannot claim the Deathwing Knights are without pizzazz. I mostly collect the sons of Dorn when it comes to Space Marines, but I might have to cave and get a kit of these guys in another paycheck or two.
Now if they could only make standard Terminators half this useful.
The problem is that they're a bit like the old Monolith though.
Yeah they're really good, but you either take them out turn 1/2 or tie them up throughout the game and the rest of the army struggles immensely without them.
Fun fact: 5 DWKs cost more than 5 Custodian Guard.
So weird, since 1 custodian guard would butcher 5 dw knights in the lore.
@@TheRamoach well their on now women custodian so that could be the issue there :P
And they also hit about as hard in melee and are tankier. 😂. Only thing custodes guard have on them is shooting lol.
They are invincible. You have to spend a lot of resources to kill them, i charged them with 2 karnivores and killed 1, another day i charged them with angron +3 eightbounds and killed only 2.
I just finished building 3 Custom Terminator Chaplains out of DWK singles. 2x Sword squads, and 1x Mace is feeling so viable right about now, and with those Chaplains, things are gonna bleed!
Combined with 2 full Bladeguard squads and a Squad of Inner Circle Companions, all with characters, either Judiciar, Chaplains or Azrael, they're not going to be fun to get to move!
WIth the new Imperial Agents rules I'm thinking Deathwatchwing may be the way to go.
I always love hearing how great a unique unit is, how great they are on the board, then going to check the win percentage. DA are still bottom 3rd in win %post dataslate. I feel like the hype has far outweighed the reality in this case. Everyone has ranked ICTF as a A type army, but thats just not the case.
I’ve been using these since the update and the difference is huge. Great with a Chaplain.
These things are pretty crazy in the table.
Finally they are stronger than Bullgryns. Bullgryns had better melee profile before (if you ordered them).
Right as I finished painting mine
Was just working on a knights list last night.
If you bought these and painted as black templars would there be any problem running them as assault terminators
Personally I think I’d run my two squads of knights with characters. A Captain and Chaplain respectively. I play a lot of crusade so I can upgrade the characters to make them extremely scary. Along with a 10 man brick of regular deathwing terminators lead by my librarian later in the crusade.
i already have 2 squads, guess im picking another one to have 2 seargents with mace, and 1 with powerweapon
So their unit size is contained to five, but can you still run three units of them?. I think it might be a fun list to run 15 of these and the Lion
Upscaled assault terminators and upscaled deathwing comand squad to complete the dark angels deathwing
A squad of these comfortably killed my squad of regular terminators in one round of combat on the charge. Feel very strong currently.
I could easily bring these guys into my custom chapter. I just balk at the pricetag. Ouch!!! Very cool, just a tough purchase for a working man.
Now lets see new Sang guard already mr GW!! I got my money ready
thunderwolf calvary video? space wolves doing pretty good
Funny this popped up. Guess what I'm painting my deathwatch terminators as.
Ah yes, and guess who has a whole DA army....this guy
Keep in mind that a reactive move cannot exceed a unit’s movement characteristic, so DWK can only move a max of 5” on that.
In your graphic about AoC you say they don't have an invul save???
yeah I'm thinking we're back
What do you mean no innate invuln?
Played against them, they hit hard and tough to displace. However if they drop in a corner objective or dropped to get rid of a unit in a corner they are pretty much there all game and an expensive unit can be avoided for the rest of the game.
Yeah, I played against two 5 man squads, took HUGE amount of damage and I managed to kill them but in the meantime rest of DA army won them game :D
as a blood angels player, I still find them far too easy to take down for how many pts they cost.
Maybe because I come in with a ton of high str DMG 1 attacks. And it's hard to shrug forty some AP 2 wounds. I only need them to fail half.
See as another BA player I feel like DC might be better vs them but they neuter SG a little by reducing that damage and having invulnerable of 4+ anyway. Maybe I’m wrong tho
@@yabarber6902 well, DC is losing the ability to take a bunch of fists and inferno pistols.
I think they are getting an eviscerator per squad tho, so that'll help. I mean, there is one on the upgrade sprue.
That said, DC will be losing AP and DMG as well, as we MIGHT get 8 attacks with AP 2 and 2 dmg
These guys in a land raider is bonkers
Okay, that was obvious...more interessting: How to counter them point efficient and (most of all) reliable??
Shame that codex marines can't have nice terminators :(
Orks is da bestest
Everything the Light touches will be theirs!
Does the -1 damage negate, 1 damage attacks?
how are they size wise?
if you are lucky you can get 5 dudes for below 30€ gotta ask around for the free mini from spring
sadly this will result in 5 identical ones, or you kitbash and convert a little
Imagine if harlequins lived up to their lore on the table
The problem is that most of 40k is super elite troops that beats everyone, but that everyone is mostly limited to imperial guard grunts.
I mean...Solitaires are still pretty intimidating to go against. Granted you can only have 1 per list (unless GW's app is acting up again), but being able to add 2d6 to their movement potential while self buffing their offense profile...AND the ability to charge in the same turn they advance? Unless someone's running Knights or super elite type lists, a Solitaire is going to be more than paying for itself being removed
I bet they can take 3 custodes
@@dirtyblonde1011 in lore one regular harlequin was better than a callidus. I know balance matters more than lore. It's just more often than not disappointing looking at what other units can do when you are into the lore
@@kevinishki All I contributed to this was the way Solitaires handle in game though?
I'm having so much with them rn and in so scared they're gonna get nerfed
so you can only play 5 deathwing terminators?
I just bought a deathwing knight set and the deathwing command squad set
Well they have exactly what I wanted for my deathshroud. 4 Wounds and -1 Damage is insanely tanky.
So glad I've built a practically exclusively deathwing army 🤣😈🤣😈🤣
And the getting nef in September
Oh reduce damage and aoc? Have I ever introduced you fellas to my mate mortarion?
...and rightfully so. We've been stuck in Azrael-jail for too long. They're fairly priced and balanced - we can' t take them in 10 man bricks any more. I just hope GW leaves them and ICC alone.
Played against a *Vanguard* list at a tourney recently that had three blobs, all with Chaplains. Managed to win with some luck- mainly bad luck on the opponent's end. Best thing you can do is precision out the character, and then tie them with a nuisance charge or two- though I didn't have access to the former in my game, a Kill Rig held a unit down for a couple rounds quite nicely!
4 wounds is scary, but... Massed D1 attacks with a pip or two of AP still brings them down, and depending on what you have, you can either screen out the charges or bog them down/pluck the characters if they have them. And if they have three blobs, they tend to not have much else on the table, so MSU armies can turn it into a rabbit-chasing game.
Terminator Ancients are legends already, aren't they?
No
Man I was expecting them to be dogwater when I got a full unit for free
They do have a 4+ invulnerable.
Imagine playing Grey Knights and thinking my terminators are good. How many GK terminators does it take to kill 5 Deathwing Knights? The Anwser is 25... 1100 points worth of GK Terminators. Love it...
Space wolves codex slated for 2028~
Deathwing Knights have always been scary. Those freakin' maces.
5-0 since the update. Was like 2-3 before
Enourmous buff= +1 ap +20pts. In ictf or with a chaplain it doesnt make any difference as you would wound t11 vehicles with 4+ anyway. I would take the last profile with +1 ap but for 20pts cheaper than the new sword and mace.
It's a massive buff. If you don't like the wounding on 4+ ( too lazy to run the math on various targets ), then swap to the swords
+1 attack and -1 AP is huge.
My tau hate them!
Can’t kill them can’t hold an objective from them! A crazy amount of firepower just bounces off them
I shot one unit on an objective point blank with a unit of breachers
Guided with Full rerolls to wound
Did one wound because of armour of contempt!
They need to be 300p for 5 just to cheap now
Oh cool so peple didnt like that their termies couldn't punch up into tough profiles so gw giga buffed them to be anti everything. I don't like that my guardsmen struggle to punch up into tough profiles and lethal hits suckd ass even if it WAS againist everything... can WE get our infantry giga buffed? Ty.
So my codex is out of date again. Nice
Can't forgive GW for taking away the Thunder Hammer, Fail and Mace if Abslution options.....
10th Edition is horrible!
They damage more Marines then Gaunts, but marines are so much more expensive. Thats shameful return to 8-9ed balance again... prolly bc SM are cheapest army money wise...