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Games Workshop Warhammer 40k - Escouade de Commandement/Chevaliers/Terminators de la Deathwing

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People are still scared of the threat of assault and have yet to realize Termies (while still being a great CC unit) are not the danger they used to be.

The Bladeguard have one more model, is 15 points cheaper, moves an inch more, but has a worse toughness and a worse armor save.The Dark Angels massive selection of characters gives you plenty of room to experiment adding unique buffs to your units, even beyond what normal Space Marines have to choose from.

It doesn’t stop there either – Veterans and Terminators are both fabulously well priced in their five-model sizes, and Watch Captain Artemis probably ends up as a staple at 75pts. About the only mild downsides are that the Watch Master is pretty expensive (you’ll still take one, but it’s actually fairly priced) and that Enhancements are broadly correctly costed for how splashy they are. When “damn, they remembered to make the good stuff cost points” is about the worst thing we can say, you know you’re in for a good ride. Space Wolves

At least, so we thought, until spring 2023. In March, Games Workshop announced a new Lion El’Jonson modelthat launched alongside a fresh novel focused on the character. The Lion El’Jonson novel breaks decades of Dark Angels canonas the arisen Primarch reconciles with some of his Fallen sons. The Lion's tenets of loyalty, discipline and self-efficiency were incorporated into everything the Legion did. Under the Lion's supervision, the I st Legion was organised into specialised formations known collectively as the Hexagrammaton, and colloquially as the "Six Wings." These specialised formations existed outside the regular chain-of-command and organisation of the Dark Angels Legion. Also, if you’re playing BA, just assume your real points level is 1840 because the other 160 are reserved for the Sanguinor – that guy is the first name on the team sheet, which isn’t bad for a Warp spirit who shows up once or twice per century. Dark Angels Given the likely points of the unit and attached character this seems like an all or nothing type unit that wants desperately to be in combat as much as possible.

There’s two very different stories for the Blood Angels’ archetypal flying melee squads. Flying Death Company come in at a very cost-effective 155 for 5/310 for 10 – 31ppm sounds like a lot, but they still have their diverse range of gear so you can give them a lot of equipment for that price. Sanguinary Guard on the other hand are 43ppm – a full unit is 430pts! – and one of their two defensive abilities only works if the Warlord is attached to them. If you’re taking them at all then yeah sure you are going to do that – but you might not want a second squad of them at that cost with that limitation. The gear thing is a slightly different consideration on them, too, because you can throw inferno pistols all over the place, but it’s not like the weapons cost before (except the power fist – which now is 1 per 5). These could have probably been fine at 40ppm instead of 43 – or maybe I am just being a downer, who knows? First things first: I am making this comparison for incursion size games, and assuming that we are talking about a 5-man squad of Deathwing Terminators, against a 6-man squad of Bladeguard Veterans. This, out of a balance in points. I understand that, in a strikeforce game, and when you consider both units at their strongest, the comparison kinda goes out of the window, because the Deathwing Command Squad can go up to 10 models with over twice the cost of what the 6 Bladeguard Veterans are. A cost which is kinda prohibitive in an incursion size game, but very much affordable in a strikeforce size game. I would consider the Deathwing Command Squad superior in its full, 10-man form, and in 2k point games, over the Bladeguard, without much point to the comparison. Simply by virtue of their advantages in size, woulds, weaponry, and abilities, when scaled to that size. The command squads have approachable points as well. Ravenwing Command Squads coming in at 145 for the three leaders, or 290 with the extra bullet catchers. The Deathwing command squad is a 5 to 10 unit, and are pricey . 215 for five, or 430 for ten. Now, this is in line with other terminator units, as the normal Deathwing terminator unit tops out at 410. The squad is a little less resilient, have 2 or 3 less A of PF (comparing to type1) but is scoring... Then, with the banner, you can bump these up to Obejctive Controlled (OC) 2, and lastly, you can add 1 to the advance and charge rolls and heroically intervene for free.Initiation into the Deathwing is not just an honour for the Chapter's best warriors -- it is a commencement into the first levels of the hidden truths of the Dark Angels' Inner Circle. Upon entering, some of the Chapter's secrets are revealed, and a Dark Angel learns of Luther's betrayal and the hunt for the Fallen Angels. With new army-wide rules, more datasheets, weapon profiles, and new stratagems, the picture of how some of the favorite Space Marines Chapter will work in 10th Edition 40k is starting to come into focus.

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