Experimental 'Multiwing' Lists II post January 2011 faq
24 April 2011 | 5th Edition
In a continued process of re-evaluation in the light of the introduction of the January 2011 FAQ update I have cast a fresh eye and reconfigured three multiwing lists hopefully adding to their potency, but certainly changing their character.
And by multiwing I mean Deathwing / Ravenwing and nought else…
By the way this is an updated version of a previous article written just after 5th Editions release that can be found here Experimental multiwing lists.
As we know the 'multiwing' route is exactly where Games Workshop intended the shift to go with a combined Deathwing/Ravenwing force. This has all been mulled over in the previous article so I shan't dwell too much on it here except to say in my opinion this type of combined force is still the best build from the current Dark Angels Codex.
As always it's a question of finding the right balance between scoring termy squads and the fragile but effective bike units that dish out a lot of firepower on the move, in addition giving consideration to the new kid on the block, the newly revamped Typhoon Speeder.
Some cover notes
As my usual Deathwing army is set for playing larger 2000 point games as it simply works better this way — it thus seemed logical to look at the 'multiwing' option at this size too. That's not to say that these can't be cut down to 1500 of course. At the moment these are broad brush strokes, squads and squadron loadouts can be configured to your precise tastes/opponent etc. Belial is armed with my favourite twin lightning claws — some might well prefer the more survivable thunder hammer and storm shield combination.
OK onto business.
List 1: 2000 points
Deathwing with Ravenwing add-ons…
Unit | Points |
---|---|
Belial w/ pair of lightning claws |
130 |
Venerable Dreadnought w/ TLLC/ML |
175 |
Venerable Dreadnought w/ TLLC/ML |
175 |
Deathwing Terminator Squad 1 1 x Sergeant w/ twin claws, 1 x cyclone/th/ss, 1 x th/ss, 1 x sb/cf, 1 x sb/pf Apothecary and standard bearer upgrades |
295 |
Deathwing Terminator Squad 2 1 x Sergeant w/ twin claws, 1 x cyclone/th/ss, 1 x th/ss, 1 x sb/cf, 1 x sb/pf |
240 |
Deathwing Terminator Squad 3 1 x Sergeant w/ twin claws, 1 x cyclone/th/ss, 1 x th/ss, 1 x sb/cf, 1 x sb/pf |
240 |
Deathwing Terminator Squad 4 1 x Sergeant w/ twin claws, 1 x cyclone/th/ss, 1 x th/ss, 1 x sb/cf, 1 x sb/pf |
240 |
Ravenwing Attack Squadron 1 (3 bikes, 1 Attack bike) 1 x Sergeant w/ PF, 2 x meltaguns 1 x Attack Bike w/ multi-melta |
215 |
Ravenwing Attack Squadron 2 (3 bikes, 1 Attack bike) 1 x Sergeant w/ PW/meltabombs, 2 x heavy flamers 1 x Attack Bike w/ heavy bolter |
200 |
Land Speeder Typhoon w/ typhoon missile launcher/multi-melta |
75 |
1985 |
Everything is focused on the needs of the terminator squads. It is really a DW list with add-ons. The two bike squadrons have been set-up as anti-armour and anti-infantry respectively (although the Sarge of the anti-infantry unit has a melta bomb just in case), both can have their Attack Bike detached giving double the options for Deathwing Assault landing sites. The bike squadrons are weak at 3-man, this was done to get the extra Attack Bike and more special weapons in but they don't last long under heavy fire and should never assault unless it's into a much weaker opponent. The option here (as spare points allow) is to set up both squadrons in the same way with meltaguns, powerfists and multi-melta Attack Bikes if required. Your metagame may vary.
Dreads provide the long-range support fire — both traditional Deathwing support units with twin-linked lascannon and a missile launcher. The option here is to swap for an autocannon for light vehicle/skimmer killing or for a plasma cannon, a good horde-killer but useful against light vehicles/skimmers if the need arises.
The real meat here is the core of four termy squads. Each has a cyclone missile launcher naturally. I say naturally, as the 2 x 48" krak has great armour or high-toughness killing potential (causing Instant Death to MEQs remember and bypassing Feel No Pain) from the off — no waiting for the 24" assault cannon to get into range ¹Ÿø and has proved a real boost for Deathwing squads. And this army can pump out 12 of them per turn including the Typhoon and Dreadnoughts. Not too shabby. The sarges have been rearmed with with a pair of lightning claws for extra close combat punch. This isn't totally required, the traditional sarge is good for for additional initiative attacks to support the claws on another model. The real reason for his weapon change is to allow two th/ss models in the squad. I'd like three for even more durability but two's good and retains enough storm bolter shots to help with horde thinning. A chainfist is still pretty much mandatory I reckon.
These four squads allow the flexibility to hold them all in Reserve and bring two plus Belial in on a Deathwing Assault. It's not as reserve-efficient as an odd-numbered total of squads, but, should I decide to deploy one squad on the table (leaving three in Reserve) two squads are still available to DWA on turn one. I shall need to give this a few games to see the potential shooting benefits of deploying a single squad initially, though due to the better range of the cyclones over the old acs it's hopefully going to be firing something from turn one. In truth only having four scoring units is risky in a 2000 point force. But the 3+ storm shield is the real life-saver as is Feel No Pain (FNP) on Belial's squad. Both factors help the core squads' survival.
Belial is armed with lightning claws as these offer greater potential for close combat and don't waste his I5. Plus coupled with the Company Standard give him 6 attacks on the charge — all re-rollable on failed to wound throws. I admit the 3| The Dark Fortressof the storm shield is tempting though purely for durability — but no — must resist. There is an argument that most things that stand toe-to-toe with Belial will be quicker than Init 5 so his initiative is moot. As such his storm shield offers him greater protection when he's hit first. Again make your own mind up. Notice the Apothecary upgrade Belial unlocks for me. This guy now conferring Feel No Pain can potentially save 50% of all models in his squad that at any time fail their armour or invulnerable save (conditions apply of course), it is ridiculous not to take him.
The Land Speeder Typhoon is a very effective mobile fire suppport unit thanks to the Jan 2011 faq update and it'd be good with two more around but unfortunately my FA slots are full to busting!! (See next list.)
Options…
The list is 15 light on points. Simply duplicating Ravenwing Attack Squadron 1 or adding extra armour to a Dreadnought would bring it up to its full 2000 quota.
List 2: 2000 points
With Ravenwing playing a fast moving fire-support role.
Unit | Points |
---|---|
Belial w/ pair of lightning claws |
130 |
Ven Dreadnought w/ TLLC/ML |
175 |
Ven Dreadnought w/ TLLC/ML |
175 |
Deathwing Terminator Squad 1 1 x Sergeant w/ twin claws, 1 x cyclone/th/ss, 1 x th/ss, 1 x sb/cf, 1 x sb/pf Apothecary and standard bearer upgrades |
295 |
Deathwing Terminator Squad 2 1 x Sergeant w/ twin claws, 1 x cyclone/th/ss, 1 x th/ss, 1 x sb/cf, 1 x sb/pf |
240 |
Deathwing Terminator Squad 3 1 x Sergeant w/ twin claws, 1 x cyclone/th/ss, 1 x th/ss, 1 x sb/cf, 1 x sb/pf |
240 |
Deathwing Terminator Squad 4 1 x Sergeant w/ twin claws, 1 x cyclone/th/ss, 1 x th/ss, 1 x sb/cf, 1 x sb/pf |
240 |
Deathwing Terminator Squad 5 1 x Sergeant w/ twin claws, 1 x cyclone/th/ss, 1 x th/ss, 1 x sb/cf, 1 x sb/pf |
240 |
Land Speeder Typhoon w/ Typhoon missile launcher/multi-melta |
75 |
Land Speeder Typhoon w/ Typhoon missile launcher/heavy bolter |
75 |
Land Speeder Typhoon w/ Typhoon missile launcher/heavy bolter |
75 |
1960 |
The bikes have gone to be replaced by Typhoons as moveable fire support units. Note the two heavy bolter variants. Although most people would say 'always go for the multi-melta' the heavy bolter has more of a range synergy with the Typhoon missile system. But the big plus that as the frag missiles are S4 and as they're mounted on a fast skimmer, you can move up to 12" and fire both them the heavy bolter — making for an excellent anti-infantry unit. Or, you can move 12" and fire the krak missiles but no heavy bolter making for an effective medium tank-killer. The multi-melta is an excellent weapon yes but polarises target options. The heavy bolter offers a handy duality.
I reason that the two dreads will provide the major anti-armour element certainly for anything over AV12/13, leaving the Typhoons the task of hitting transports and any highish toughness infantry.
As there are no bikes the termies must footslog. This might seem an old-fashined concept in the current 5th Edition game — but one that the revisions to Dark Angels' storm shields and the addition Feel No Pain helps with enormously. It's slow and your DW squads will be throwing a lot of saves. If there is an objective that you must get to then deep strike is still an option even without the biker's homers.
As you can see there are 40 points going spare, enough for Extra Armour on the two Dreads maybe? Don't discount XA on Ven Dreads, it can keep them moving if needs be into cover so can be very useful, but only spend the points on this when all other bases are covered.
List 3: 2000 points
The full deal. All scoring… all shooting and moving… EXACTLY how a multiwing force should be.
Unit | Points |
---|---|
Belial w/ pair of lightning claws |
130 |
Sammael on Jetbike |
205 |
Deathwing Terminator Squad 1 1 x Sergeant w/ twin claws, 1 x cyclone/th/ss, 1 x th/ss, 1 x sb/cf, 1 x sb/pf Apothecary and standard bearer upgrades |
295 |
Deathwing Terminator Squad 2 1 x Sergeant w/ twin claws, 1 x cyclone/th/ss, 1 x th/ss, 1 x sb/cf, 1 x sb/pf |
240 |
Deathwing Terminator Squad 3 1 x Sergeant w/ twin claws, 1 x cyclone/th/ss, 1 x th/ss, 1 x sb/cf, 1 x sb/pf |
240 |
Deathwing Terminator Squad 4 1 x Sergeant w/ twin claws, 1 x cyclone/th/ss, 1 x th/ss, 1 x sb/cf, 1 x sb/pf |
240 |
Ravenwing Attack Squadron 1 (6 bikes, 1 Attack bike) 1 x Sergeant w/ PF, 1 x meltagun, 1 x plasma gun, +3 x Bikers 1 x Attack bike w/ multi-melta Apothecary upgrade |
335 |
Ravenwing Attack Squadron 2 (6 bikes, 1 Attack bike) 1 x Sergeant w/ PF, 2 x meltaguns, +3 x Bikers 1 x Attack bike w/ multi-melta. |
315 |
2000 |
Here Sammy has been included as have two 6-man bike squadron each with an Attack Bike. This gives this army a maximum of 10 scoring units, and a maximum of 12 Kill Points to give away.
Sammael is the best Dark Angel HQ there is without doubt. He has his problems not being an IC — nevertheless he has one of the most accurate plasma cannons in the game thanks to his high BS. He tags along with a bike squadron for close combat cover. One could swap him for the Land Speeder version but here I think he operates a more multi-tasking role which suits the mix of units.
The two maxed out RW Attack Squadrons form the counterbalance to the slower terminators and provide plenty of homer points should they wish to deploy via deep strike. They also form the main armour-hitting element.
Another significant change is the inclusion of the Apothecary upgrade via Sammael. This is an excellent option. Because of taking a RW Apoth I have also included a plasma gun for him to hold, yes he can try to save save his own overheats!! With more points available I'd have two plasma guns in that squadron for sure.
The obvious drawback is the lack of long-ranged high strength weaponry. Outflanking meltaguns are great for hitting armour etc but operate at a risk. Overall though this army has a good balance of speed and firepower, it has a wealth of deployment options as well as being Troops only lots of scoring units.
So there we have it. Redeveloped multiwing. Other possibilities exist of course: replacing the two dreads with another DW squad, or replacing one and taking a second HQ. Plus, the addition of mechanised transport hasn't been considered here either. Next time maybe. Oh and the usual caveats apply with regards bad points maths :).