Thursday, May 17, 2012

Wither the Deathwing

Posted by Ranillon on 11. November 2008 13:21

As anyone who has been reading this blog knows I am of the opinion that the new Space Marine codex has – in general – rendered all of the old non-codex SM chapters obsolete.  In particular, I say this concerning the Deathwing as that’s the relevant army I play.  In response to my last post Ron from over at From the Warp asked just what I meant by the Deathwing being “outclassed”.  A battle I played recently provides, I think, a good example of just that.

As it happened on one side of the board the battle came down to two units of his and two units of mine.  Both of us were fighting over the one objective model on that side, although I had the advantage as I started on top of it and was defending.  To win I just needed to keep his units away or for a draw just to keep myself from being destroyed. 

For my two units I had two standard Deathwing 5-man squads, each with a Cyclone Missile Launcher.  He had one group of six assault terminators with thunder hammer and storm shield riding in a Land Raider Redeemer.  The comparative points cost between the two sides is nearly equal as Deathwing terminators are more expensive than the new assault termies.

Here is where the differences between the two codxes start to come into play.  It takes his land raider 4 turns to get into charge range.  That means four turns of shooting Cyclone Missiles at him in an attempt to immobilize him or, at least, stun him enough times to not be able to make to across the board by the end of the game.  Since I am using the old inferior rules for my Cyclones I have a grand total of eight shots to get the job done.  The odds of any one shot hitting, glancing, and then getting an immobilized result is 1/54.  With just eight shots that’s just 8/54 or 15%.  That’s not particular good odds of success.  With the new Cyclones, however, my odds of success would be twice that or 30%.  Again, only a tad under one third chance, but remember a success here is means I’ve won the game.  Likewise, the odds of stunning the raider are just as good, so with the new Cyclones I’d have a 60% chance of stopping or at least slowing them down compared to half that for the old Cyclones.

Nevertheless, odds are that the squad will get into hand-to-hand with me.  If I get lucky and lose no one to the land raider’s shooting it’s 10 against 6, something that sounds on the surface a good match-up for me.  Unfortunately, his assault terminators are packing storm shields – the new wonderful storm shields.  That means no matter what I do even with my power weapons I still have to get through 3+ saves while I only get 5+ saves to withstand his attacks.  This makes a gigantic difference.

If you run the numbers and round off you get the following result:

Combat Round Models I have Models He Has
1 10 6
2 6 4
3 3 2
4 2 1
5 1 1
6 0 0


In other words, my 10 guys are roughly equal to his 6 guys with storm shields. Of course, this assumes that I take no casualties from the land raider’s shooting, but the odds say I should lose around 5 over four turns.  If 10 vs. 6 is a draw then 5 vs. 6 is almost a foregone conclusion (as it happened, I lost four to shooting, but was wiped out in CC within 2 rounds).

But, wait, you say – this is hardly an ideal situation for the Deathwing.  Getting through the armor on a land raider is hard with S8 weapons.  If you had some better firepower your odds would have been much better.

True enough.  A Deathwing army has two great weaknesses – low numbers and low firepower.  That is why there is always a temptation to pull in other, non-traditional units to help balance things out.  The Dark Angels codex even encourages this, most particularly the mixing of Deathwing and Ravenwing.

Yet, the only “advantage” that the DA codex has in this regard over the new marine codex is that only the first can take terminators as troops.  The more you go away from this the more this “advantage” disappears.  This is why I say that the Deathwing has been “outclassed” – Unless you insist on a pure force of just terminators then the new codex can clearly do things better.  And, if you stay “pure” then you better get used to always playing from (way) behind.

If the Deathwing did get/could get the new wargear it would in my opinion move the Deathwing from the “only for masochists” column to the “viable” column.  You’d be able to get more firepower while assault squads (with thunder hammer and storm shields, of course) would actually be a good choice.  It would still be a tricky army, but fun.  As it stands the only real reason for playing a pure Deathwing is dogged loyalty to the force (or they are the models you have painted), not because you expect to win very often.

Comments (10) -

  • Malthius

    Malthius said,

    Interesting write-up.  I do agree that on paper the Deathwing may be handicapped but I'm not sure that I agree that it is firmly slotted in the foregone conclusion category.  I play a mixedwing - supported by Tac and Dev Squads and, I only field 2 termie squads but having both count as troops have let me play to 1 draw, 1 win, 1 loss against the new C:SM.  

    I know your example of was for basic deathwing Termies and the disadvantage in that situation is valid but I try to mitigate that by ensuring I meet those TH/SS situations with my command squad with Belial attached: 3xLC2, 1xCF, 1xCML.  

    On the assault (which i make sure i do) that's 5 attacks @ I5 for Belial (3 standard +1 for assualting +1 for the standard), then 15 I4 attacks with my 3 claw termies.  Reroll on 1 missed tohit for Belial, rerolls on missed to-wounds for the LC's before they can even swing at me.  I've found that they roll a few 1's and 2's out of 20 before they get to hit me.  That's been my bit of experience.  

    I also mentioned I run a supported mixedwing, so the landraider would've been the target for my 2xLasC 2xMisL devastators


  • jabberjabber

    jabberjabber said,

    Good write up.  I agree that pure Deathwing isn't going to be seen around for much longer in the tournament scene: they are significantly disadvantaged.  Although as Malthius says, mixed Dark Angels are still viable.


  • Ron Saikowski

    Ron Saikowski said,

    I disagree. I think the all infantry Deathwing is a viable army.
    Will there be those Tournament lists that always go to the top, sure, but that's just a matter of finding the most broken or unbalanced/overpowered units and combining them into something playable.

    I think 5th ed has changed the way we (DA players) need to use Deathwing to be effective.

    I play an all infantry with one unit of GKTs. And really, the only reason they are GKTs is because I wanted to model them different and I thought it would be cool to use different rules for them.

    I think an all infantry Deathwing leaves little room for error on the part of the Commander. It has a very tough learning curve. We all know some army builds are more forgiving than others and unfortunately Deathwing is no longer anywhere near that category.

    It requires a completely different way of playing the game to be successful with Deathwing... a way that not many players are used to or capable of.


  • Ranillon

    Ranillon said,

    I definitely agree that a mixed Deathwing IS viable, but I was speaking of a "pure" force (which is what I started out with).  I do think, however, that for plain effectiveness a mixed "Deathwing" will still work better using the new SM rules.  There are just too many nice new things in the codex to argue otherwise, IMHO.


  • Ron Saikowski

    Ron Saikowski said,

    I would have to say you're probably right about using the new Marine Codex for representing a "mixed DA force" and having better results.

    As for a "pure" Deathwing... I mean really, is there anything else really for us dogged loyalist fans... I think it's a viable army if the Commander is willing to learn HOW to use his force to it's maximum effectiveness. A task not easily accomplished by any person.


  • Ranillon

    Ranillon said,

    Ron -- I certainly agree it is a challenge and challenges can be fun.  Heck, even if the army stinks that doesn't per se mean it will be unenjoyable to play.

    That said, there is a difference between liking a challenge and being a masochist.  I mean, if a "challenge" just meant starting off at an inherent disadvantage then why not voluntarily start with 500 less points?  Smile

    In the same vein even Napoleon lost battles -- sometimes the disadvantages you are faced with are too much to overcome in any routine basis no matter how good of a player you are.  Plus, are you really getting a proper mental workout in such a case or are you forced to stick to a narrow range of options because those are the only ones that have a prayer of working?  If that is true are you just learning "schticks" rather than good generalship?

    I'm not sure what the answer is.  However, I do think at this point you play Deathwing for the love of playing and using terminators, not out of an expectation of winning.  

    Here is an idea for some posts on our respective blogs -- you write up one on how a Deathwing is still viable and I write up one on how it's now just for diehards?


  • Ron Saikowski

    Ron Saikowski said,

    I'm already onto it. I have a game or two scheduled this weekend and I was looking at doing just that.

    I'm still sticking to my guns... Deathwing takes a different Commander to wield them effectively.

    I'll see what I can come up with. This should be fun.


  • Gamers World

    Gamers World said,

    Huh huh, assault the darn tank and spread your men around the sides so even if he can get out then he has to wait until he can assault. Also GW released a official FAQ as advertised on BoLS ages ago.


  • Ranillon

    Ranillon said,

    Gamers World -- Surrounding the LR is hard given that it moves faster than my troops.  Unless the guy playing it makes a critical error assaulting the LR is impossible without going through the assault terminators first.  And, remember, I was claiming an objective.  If I go off after my opponent's tank I'd lose control of it.

    The FAQ effectively says that "the other SM chapters don't get any of the goodies in the new book (even the stuff with the same name), but if you want to you can ignore this ruling and use them anyway".  Well, that was always the case.  The FAQ was, IMHO, a non-answer that does nothing to solve the problems the new codex has created.


  • Jon Mattison

    Jon Mattison said,

    In my opinion, mixed wing can't be compared with Deathwing. Just because you're taking Belial to make DW count as scoring troops.... meaningless,  you're playing Dark Angels.

    Unless you're playing 'pure' you can't call it a Deathwing army; again, my opinion.

    I agree with the distinction between Masochist and Challenging. I really don't want to have to give up the Deathwing after so much time. I don't mind losing games, but I'm tired of getting smashed.

    Admittedly I play in a small group where there's a little too much "tailoring" going on vs. my Deathwing.

    I like what you've said in your follow up articles and may try some builds using your ideas.

    Jon


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