Building The List
You know that you’re not supposed to change your list the day before the tournament, right? And if that is true, changing your list on the drive to the tournament is probably some kind of capital offence. Off with my head, I guess, because that’s what I did
EDIT: My original list was:
- Belial with TH/SS
- 5 Deathwing Terminators w/ TH/SS, Cyclone Missile Launcher and an Apothecary
- 3 x 5 Deathwing Terminators w/ 2 TH/SS, 1 Twin Lightning Claw, 1 Cyclone Missile Launcher, 1 Storm Bolter/Power Fist and 1 Storm Bolter/ Chainfist
- 3 Dreadnoughts w/ TL Autocannon and Missile Launcher
- 3 Ravenwing Landspeeders w/ Typhoon Missile Launcher and Heavy Bolter
After spending all that effort getting the Autocannon and Missile Launcher arms for three dreadnoughts, I decided not to use them at all. Let us explore my fail and see if we can learn anything
What happened was, I was taking a look at my list, and I realised I had made a Tau list out of Deathwing: I was maxing out the shooting potential and, just like Tau, was light on Troops as a result. Not as bad as my regular “Two Troops” Tau lists, but still a bit light for an army that can legitimately field Troops and nothing but and still hope to compete. So, in an effort to de-Tau my thinking, I dropped two Dreadnoughts entirely and used the spare points to get myself another Deathwing squad. Then I started to play around with things.
My original list had one squad (essentially a command squad) with all TH/SS. The remaining three squads were all the same, with 2 TH/SS apiece and then a mix of shooting and Lightning Claws.
I decided that I was going to have to play more adventurously than I was used to with my Tau, and so I would need a more durable forward line. I took two TH/SS models from the 4th squad and put one each into the 2nd and 3rd squads. Then I made the 4th squad shooty, with four Storm Bolters and Power Fists, one set of paired LC and a CML. They would stand behind the TH/SS squads, gaining cover saves to make up for the invulnerable saves they had lost, and would provide supporting fire. They could hold home objectives and, with their 24″ range, still contribute to the fight.
After dropping the two Dreadnoughts, I decided that my 5th squad would be identical to the 4th. Nothing like a little redundancy!
With what seemed to be sufficient shooting in the list, there did not seem to be much need for a fire support Dreadnought any longer. I decided I would rather have one that could shoot and be a threat in close combat, so I gave it back a DCCW. I put on the heavy flamer to deal with hordes just that little bit better. For the main weapon arm, I had the option of TL Autocannon, Assault Cannon or Multi-melta. I always miss with one-shot weapons, and while 2 S7 shots are very useful, I thought the 4 Rending shots of the Assault Cannon might seem more dangerous to an opponent, so Assault Cannon it was.
With this being the only Dreadnought in the list, it would be a target, and so making it Venerable seemed like a good option at +20 pts.
That left points for either Extra Armour or for a Deathwing Banner to go in the 1st squad. I reckoned that I didn’t want to put too many points into defensive upgrades, so opted for the Banner, making Belial and his squad even more killy than before
I did all this re-thinking the night before, made three variant lists, put the models for all three into a case and picked one on the way to the tournament. The list I played with was:
- Belial with TH/SS
- 5 Deathwing Terminators w/ TH/SS, Cyclone Missile Launcher, Deathwing Banner and an Apothecary
- 2 x 5 Deathwing Terminators w/ 3 TH/SS, 1 Twin Lightning Claw, 1 Cyclone Missile Launcher and 1 Storm Bolter/Chainfist
- 2 x 5 Deathwing Terminators w/ 1 Storm Bolter/ Power Weapon, 1 Twin Lighting Claws and Cyclone Missile Launcher and 3 Storm Bolter/ Power Fists
- 1 Venerable Dreadnought w/ Assault Cannon, Dreadnought Close Combat Weapon and Heavy Flamer
- 3 Ravenwing Landspeeders w/ Typhoon Missile Launcher and Heavy Bolter

- Image from The Dark Fortress
Making Changes
After playing this list in three games I was very pleased with it. It had options, it had deployment flexibility, it had movement, plus lots of shooting and assault threat. It was a lot of fun
At its most basic, this army puts out 16 S8 AP3 shots a Turn. That is more than three units of Long Fangs can manage, and against 50% more targets. Of those 16, 6 are easily suppressed as they are on AV10 hulls, but the other 10 shots are going to be very hard to stop, and every unit in the army can move 6″ without any loss of shooting. Add to that 10 Storm Bolters, 3 Heavy Bolters and the armament of the Dreadnought, and it comes to something that is not too shabby when it is all firing at the same enemy infantry unit
On movement, Deathwing Assault gives this army great Turn 1 coverage, with (crucially) the resilience to survive once it lands. Try telling that to my Crisis Suits! Not only that but the three Landspeeders give me options for side shots at armour, blocking enemy Land Raiders and last Turn contest moves (if they survive that long). Add in the infantry squads that can always move and shoot, and this army is always going places, Turn by Turn. That adds up. They cannot chase down skimmers and the like, but they have enough presence to take mid-table and, from there, enough ranged firepower so that there is nowhere to hide on the tabletop.
The assault threat of this army is obvious, and getting tied up with tarpit units is the only serious risk. Not even Draigo Paladins like this many Thunder Hammers!
The weak link is the Dreadnought, but dammit I love Dreadnoughts (see below for just how much!). As “home objective” minders go, he is pretty good. You need melta bombs or chainfists to melee him to death. You won’t tank shock him out the way, and with Venerable status Ramming him is not a good idea. One unit of four power fists and this guy minding the store is more than most army’s forward assaults can hope to take on and beat comprehensively. On the downside, he is vulnerable to melta and has a hard time getting cover saves (although a unit of, say, Terminators would provide it, if only I had one of those handy…) He could be swapped for an Interrogator Chaplain, say, or a Predator, but I am sticking with him.
Taken together, what this list gives me is options. I love having them. I can take part in and influence the outcome of the game in all three phases with reliability and redundancy. Options – the new black
The only thing I would change is to drop the LC in the 4th and 5th squads for another Storm Bolter and Power Fist. Another four shots per Turn is always welcome.
The Dreadnought was a great fire magnet, but was very survivable due to cover and Venerable status. I could give it a multimelta, but I doubt that would increase the perceived threat that much, and a lone melta gun in the list won’t make any real difference.
Moving Forward
I want to make my Deathwing army look as fluffy as possibly, so with that in mind I have been ordering stuff from bits sites and from Forgeworld. Here are my aims:
1. Banners on all the squad sergeants. For the banners I will use Dark Angels Veteran Backpack banners, with some additional purity seals on them. I also ordered a Terminator Sergeant Small Banner as well, for a little variety. I might use that for Belial’s own Master Of The Deathwing Banner. I will paint the squad banners to match this fantastic guide. The freehand should be easy. To attach the banners I ordered six pairs of 2mm x 1mm rare earth magnets. They should be strong enough, and will let me remove the banners for transport.
2. Squad markings. One odd thing about the Deathwing is that there are no official squad markings, so it seems players kind of make up their own. I used numbers on the base edge for the tournament, and Greg (the other Deathwing player there) had coloured each squad’s base edge differently. However, Forgeworld make a transfer sheet for the Dark Angels with loads of numbers on it, and I think I can fit those on the right shoulder pad (or maybe the right knee) to give each model a squad number to match their sergeant’s banner.
3. Shoulder shields and shoulder pads. Shamefully, four of my models do not have the Crux Terminatus left shoulder pad, and sixteen do not have the shoulder shields. I have ordered the bits for these. I hope to do some heraldry on the shoulder shields like that shown in the image to the left (click to see the whole thing – it looks fantastic, and there is more here)
4. Battle Banner. In games where I don’t bring the Deathwing Company Banner as wargear, the Deathwing will still take to the field with a Battle Banner. I ordered a Space Marine Command Squad Large Banner to use for this. More freehand needed, but not too hard.
5. Venerable Dreadnought. I only have one in my list, but I don’t have the venerable model. The old metal one is ace, but I dislike all-metal models, and the new plastic one is meh. So, I have ordered a Forgeworld Dark Angels Venerable Dreadnought. For the arms options I went with a Dreadfire Close Combat left arm. I could have gone for the usual close combat arm, but this one looks very unusual, plus it has a built-in heavy flamer. For the right arm I picked the Assault Cannon, for the reasons above. For a base I ordered a Dark Arts Miniatures 60mm Rock base.
6. Belial’s Command Squad. Although I have an all TH/SS command squad for Belial, I did not paint (or assemble) the torsos of those models. I want something special, so I have picked up a box of Assault Terminators, a box of Grey Knight Terminators and a box of Dark Angels Veterans. In addition, I ordered the Lion shoulderpads and Angel shields from Scibor Miniatures. They should go very well with the Belial model’s detailing. I will try using very short thunder hammers with these guys – kind of like Mjolnir! I know that is a bit Space Wolves, but I think it will look cool. For bases, I ordered some Dark Arts Miniatures 40mm Rock bases.


I wonder if it would please be possible to give your full final list? It’d be interesting to see, and easier to follow than “OK, so he started with Autocannons, but they got taken out…”
Good point. I have updated the post with “before” and “after” lists.
Sholto, I am thinking about getting into Dark Angels as a side project from my eldar. I did play space wolves before briefly – I know boo hiss!
– (they have been banished to the realm of ebay now) and found them too similar to the chaos army I used to own and the templar army my friend plays.
That is why I am considering deathwing. They are a small, elite army which is great for someone with the lack of time on their hands that I have and they are a totally different prospect from both my eldar and a power armoured marine army.
What do you think? I would probably look to collect around 2000pts (as eldar will always be my main force) and am not sure if I would go pure deathwing yet or add in some ravenwing for kicks. That being said, I do like the robed marine models the dark angels have so it would be nice to include them but I can’t quite bring myself to collect another power armoured marine army (I have done 2 now if you include chaos and have no desire to make it a hat trick). What would you suggest for a starting force (say around 1000pts)? I would like to include 1 or 2 crusaders eventually but those can go in later if necessary.
Well, since my opening move in the Dark Angels’ Great Game was to buy a 3500pt force off Ebay, I am probably not the best person to ask about starting out with them! Still, I can have a go.
Limiting this to Deathwing only is easy enough at 1000pts. If you want to go Dark Angels you should consider Ravenwing as well, as they make for a much more mixed and interesting force at low point levels. I will touch on them at the end.
Any Deathwing needs Belial. He takes up 130pts right away. You can kit him out in three different ways, but a TH/SS makes him very survivable for an IC, whereas his LC allow him to benefit from I5. I tend to field either. Model-wise, pretty much any Terminator with a head-swap and some bling will do. If you want to jazz him up, there are options in the post above. Game-wise, he will usually die soaking up AP2 and power-weapon hits, but since he brings nothing to the army past the list building stage this is fine.
You need Troops, and you might as well count on paying the +20 Cyclone tax per squad. It is too good a weapon to pass up on. How you kit your squads out is where a lot of the head-scratching and fun lies. Visit any 40k forum and you will get endless advice about the optimal way of doing this, but ultimately all the load-outs have their uses and you should just pick what you want (and what you will enjoy painting). Consider a Chain Fist, but points are very, very tight in 1000pts Deathwing.
Take three Troops squads of Deathwing Termies with a Cyclone each. 720 points.
This leaves 150 points, which co-incidentally enough is the same points as two Ravenwing Landspeeders with Typhoon Missile Launchers and Multi-Meltas
At most you will have six units on the table, in practice only five, and you will be slogging it unless you want to risk DWA. Which I wouldn’t do in Tournament games, but is fine in friendly games (in friendly games, when 850 points of your army disappears off the table, you can just concede and start again!).
An alternative 1000pts might involve a Land Raider and a fully kitted out psuedo-command squad with Banner and Apothecary, but it is very much an “all your eggs in one basket” approach. If that LR gets popped on Turn 1, you will have a very boring game.
Ravenwing offer lots more units and speed and deployment options at 1000pts, and are well worth a look. Plus, your power armour is all sitting down. That’s different, right?