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Games Workshop - Warhammer 40,000 - Combat Patrol: Deathwatch

£9.9£99Clearance
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Stem the Green Tide – 2CP –Use in the Charge phase after an enemy ORK unit has declared a charge against one or more DEATHWATCH units from your army. The DEATHWATCH units they targeted for the charge can fire Overwatch, and if you destroy any models from the ORK unit they get -2 to their charge. Can be particularly strong against units attempting to Tellyporta or Da Jump into your lines, as these are suddenly facing a much more difficult 10″ or 11″ charge – tough even with the powerful re-rolls available to Orks. B+ Suffer Not the Alien looks very much like free points, but it’s in a tough category competing against Oaths of Moment from the base codex, and of course is useless against Imperium or Chaos armies. Additionally, a lot of armies simply won’t have 15 units to maximise the points here, and if they’re down in the 10-12 range you’re riding the line of needing to table them to score a fairly average return. If you roll into an opposing xenos army with a ton of very killable units (T’au with lots of small Drone units are striking here), then it’s worth a look, but be wary of punting on it against an opponent with a list it isn’t suited for.

Combat Patrol Boxes - The Meeples Herald Warhammer 40K Combat Patrol Boxes - The Meeples Herald

The Space Marines, all of the chapters who get Combat Patrol boxes, all are performing extra well, I think, because they have those Impulsors in there. Those are by far the most expensive vehicles in any of the Combat Patrols. The only Combat Patrol that beats them is the Drukhari, because they get both a Ravager and a Raider. Suffer Not the Alien – No Mercy, No Respite – Score 1VP at the end of the battle for each enemy unit your DEATHWATCH units destroyed with the TYRANIDS, AELDARI, ORK, NECRONS, or T’AU EMPIRE keywords. Psychic Cleanse (Witchfire) – WC6 –Roll 1D6 for each enemy model within 9″ of the psyker; on a 6 that model’s unit takes 1 mortal wound. Actually not bad for a Smite-alike if you get to cast it into a big blob of Boyz or something, but just not going to be relevant or better than Smiting most of the time. CWe discussed the mechanics for building Kill Teams earlier on, but what can you actually do with them?

Deathwatch Combat Patrol Review | Zatu Games UK

The Soul Fortress. LIBRARIAN only; ignore modifiers to Psychic tests and increase the Psychic Hood ability to 24″. There’s just kind of not that many psychic modifiers in the game anyway. B The Beacon Angelis. Once per battle, if the bearer did not arrive as Reinforcements this turn, it can activate the Beacon Angelis. In the Reinforcements step, one friendly DEATHWATCH INFANTRY or DEATHWATCH BIKER which is either on the battlefield (and didn’t arrive as Reinforcements this turn), or is in a teleportarium or Strat Reserves, can be set up on the table within 6″ of the bearer and more than 9″ from enemy units. This doesn’t include any kind of rider allowing you to use it on turn 1 for Reinforcements units, so its main use is either to bring in a unit from Strategic Reserves with greater flexibility on positioning, or to use it on turn 1 to redeploy a unit that’s already on the table to catch up with the bearer – a turbo-boosting Chaplain on bike is a good bearer, for example. AIncursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades Hellblaster w/ Assault plasma incinerator: 5x Assault Plasma Incinerator, 5x Bolt pistol, 5x Frag & Krak grenades

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