I have decided to use the DA Deathwing rules to run an Ultramarines First Co Army aka Ultrawing.
Played my Ultrawing for the first time yesterday against a fairly nasty Space Wolf Terminator army and got tabled by round 4.
Though my dice rolling was fairly horrible (And it was horrible, Belial killed 2 Blood Claws over 3 turns of Combat, Dreadnoughts hit nothing over 3 turns of combat etc etc) I believe the main issue that led to my defeat was :
A: I dont know how to play Deathwing properly yet. This will change as I get more games under my belt and peruse more forums etc. Its a radically different type of game style compared to how I usually run my Marine army.
B: This is related to the above but I have no idea what the ideal weapons mix is. I think I mixed my squads up far too much which made them ineffective in support or assault. Not enough shooty to kill from range and not assaulty enough to mix it up.
Reading through various topics on various forums seems to indicate that you should keep the squads in a full support or assault role with perhaps a single terminator in each squad equipped differently for wound allocation and versatility.
Do the Deathwing players out there agree with that or am I missing something.
The list I ran yesterday (and its pretty much every model I have) looked like this:
Belial with LC @ 130
Interrogator-Chaplain @ 145
Command Squad @ 300
• Banner Bearer
• SB/PW Sergeant
• Assault Cannon
Squad 1 @ 225
• SB/PW Sergeant
• H/Flamer + Chain Fist
Squad 2 @ 220
• TH/SS Sergeant
• Chain Fist
Squad 3 @ 220
• Chain fist
• LC Sergeant
Dread @ 130
• Heavy Flamer
Dread @ 125
• Plasma Cannon
Land Raider @ 250
As stated before, its an entirely new dynamic playing this army. A total of 25 models including dreads and LR means you don't have the ability to absorb casualties like other builds.
I am hoping to be able to get another squad of terminators for christmas which will hopefully allow me to add some versatility into the army with additional HW's like AC's and CML's which I think will help.