For me, the only time I'd consider deathwing assault is if I was trying for fixed, behind and locus. I'd stick it on a solo character for turn 1 secondary play. Then spend the rest of the game 3" deep striking terminator characters and inceptors for more mission play. Whether or not it would work, I have no idea, but its about the only time I can see it maybe being useful.
Can you rapid ingress a drop pod on turn one? If you can, id swap the impulsor for one and have an ICC unit in that. Gives you a spare 10 points to give your ancient deathwing assault. Plus a ICC unit sitting waiting for a rurn 2 charge exactly where your opponant doesnt want them. 😂
Maybe I’m just stupid or reading the rule wrong, but I don’t see how Deathwing Assault is good unless it’s because of “regardless of any mission rules” line. You can deep strike in the reinforcements step of your movement phases anyway. So it’s just 30pts for “regardless of mission rules”?
Mission rules prevents Deep Strike in Turn 1. Means you can drop in Turn 1! Thats why its solid, or at least paired with the 3" deep strike Stratagem. -Scrivo
I’ve seen you mention this error on another video. You said that, in the Balance Dataslate (BD) you can double a strat if the ability calls it out specifically. Where I believe you’re going wrong is you’ve interpreted it that anywhere you get a strat at a reduced cost, if the Strat is called out by name, then you ALSO then gain the ability to double up. I believe, from my reading, that the change only applies to abilities that say you get to double up. This abilities only work now if the name of the Strat was called out specifically. There can exist situations where you get the reduced cost but no double up, and situations where you can double up but don’t get the reduced ed cost
Yes, I wasn’t clear but that’s it. You can only use it twice if it’s named, reducing the cost is an entirely different thing. Like a unit stating they can do heroic intervention for free is one that can be used twice.
Personally I’d be throwing either in, I’ve found normal terminators a struggle but 5-10 power guard isn’t a bad thing in combat, add in the chip damage of the completed Strat, you should be clearing something. Helpful into a vehicle or something high toughness. -Scrivo
@6PlusPlusGaming My knights have survived a bunch of punishment, which I have been very pleased with. It does suck they can't grenade because that would be awesome before charging. I think the storm bolters need a -1 to their ap to help with regular terminator shooting. Also, I believe the DW Knights should have storm bolters as well or a pistol for some kind of shooting.
Ictf has a really strong turbo behind+locus secondary game in pariah due to turn 1 ds and 3" ds with cheap unit. . Throwing a cheap van vet or 1 char unit into the backline put a lot of pts pressure on now that the homefield obj is really not that important and players would push up eventually
For sure! Van Vets with a pile of Inferno pistols if going offensive or shields to be a really chewy defensive unit. Excited to explore it further with much more test games!
I think I’d swap the 3rd scout squad for an apothecary for the hellblasters. Just want to get the most out of that 230pt investment
Entirely fair! -Scrivo
For me, the only time I'd consider deathwing assault is if I was trying for fixed, behind and locus. I'd stick it on a solo character for turn 1 secondary play. Then spend the rest of the game 3" deep striking terminator characters and inceptors for more mission play. Whether or not it would work, I have no idea, but its about the only time I can see it maybe being useful.
With the new pack it’s one I experiment with I think! -Scrivo
Can you rapid ingress a drop pod on turn one? If you can, id swap the impulsor for one and have an ICC unit in that. Gives you a spare 10 points to give your ancient deathwing assault. Plus a ICC unit sitting waiting for a rurn 2 charge exactly where your opponant doesnt want them. 😂
Drop pod abilities only allows it to be deep striked down in your movement phase, otherwise I’d be the same! -Scrivo
@@6PlusPlusGaming sad times but thanks for the calcification! 😄
Not being able to to use rapid ingress on the deathwing assault enhancement makes 30pts feel expensive for a turn one deepstrike
Yeah, Rapid Ingress would make it worth it. Such a shame. -Scrivo
Maybe I’m just stupid or reading the rule wrong, but I don’t see how Deathwing Assault is good unless it’s because of “regardless of any mission rules” line.
You can deep strike in the reinforcements step of your movement phases anyway. So it’s just 30pts for “regardless of mission rules”?
Mission rules prevents Deep Strike in Turn 1. Means you can drop in Turn 1! Thats why its solid, or at least paired with the 3" deep strike Stratagem. -Scrivo
I’ve seen you mention this error on another video.
You said that, in the Balance Dataslate (BD) you can double a strat if the ability calls it out specifically.
Where I believe you’re going wrong is you’ve interpreted it that anywhere you get a strat at a reduced cost, if the Strat is called out by name, then you ALSO then gain the ability to double up.
I believe, from my reading, that the change only applies to abilities that say you get to double up. This abilities only work now if the name of the Strat was called out specifically. There can exist situations where you get the reduced cost but no double up, and situations where you can double up but don’t get the reduced ed cost
Yes, I wasn’t clear but that’s it. You can only use it twice if it’s named, reducing the cost is an entirely different thing. Like a unit stating they can do heroic intervention for free is one that can be used twice.
For Wrath of the Lion would you guys consider using it on DW knights charging into something or a DW terminator brick charging something?
Personally I’d be throwing either in, I’ve found normal terminators a struggle but 5-10 power guard isn’t a bad thing in combat, add in the chip damage of the completed Strat, you should be clearing something. Helpful into a vehicle or something high toughness. -Scrivo
@6PlusPlusGaming My knights have survived a bunch of punishment, which I have been very pleased with. It does suck they can't grenade because that would be awesome before charging. I think the storm bolters need a -1 to their ap to help with regular terminator shooting. Also, I believe the DW Knights should have storm bolters as well or a pistol for some kind of shooting.
Not sure what your turn around time one these was but its a fun week for DA with someone going 5-0 with ICC.
Quick to make sure we’re current. We did a version on release but with all the changes and seeing the results it felt time to cover again! -Scrivo
Hey lads, for one of your lists, assault intercessors with jump packs are only 80 pts
Aha! A typo. Good spot :) -Scrivo
Ictf has a really strong turbo behind+locus secondary game in pariah due to turn 1 ds and 3" ds with cheap unit.
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Throwing a cheap van vet or 1 char unit into the backline put a lot of pts pressure on now that the homefield obj is really not that important and players would push up eventually
For sure! Van Vets with a pile of Inferno pistols if going offensive or shields to be a really chewy defensive unit. Excited to explore it further with much more test games!