Hi mate great run down I'm have great success with Proteus KT shooty variant but can still do work in melee 1 heavy thunder hammer 4 frag cannons 3 cyclones with storm bolters Thunder hammer storm sheild 1 bike Watchmaster Man with precision and hell fire they dropped abbadon in one round of shooting and close combat, and just about wiped out his accompanying termis. I must say the frag cannons are most impressive in rapid fire range
Great to hear that they have been working out well for you! I would love a slight points decrease on the Proteus (equal to the sum of 4 Terminators and a Biker), other than that, a most excellent Kill Team indeed!
Nice video! Personally I'll be running 1 Proteus KT focused on ranged (lead by Watch Captain) and 1 focused on melee (lead by Chaplain + Thief of Secrets). Not necessarily the most competitive but it's fun. I also like a mixed Vets only squad with 4 frag cannons, 3 DTH's, 2 AS + boltguns, and 1 XB + boltgun, the frag cannons like being up close for rapid fire, and the weapon mix means it can deal with any threat. Again probably not optimal but fun :D I look forward to your analysis on competitive DW lists in the future :)
Awesome, that's a lot of great Firstborn units in your list! I really like how our Vets and Terminators ended up rules wise and I hope they will continue to be that way over the course of the edition!
I know the math points at cyclones, but I'm kinda tempted by a trio of plasma. Combine with frag cannons and you've got the potential to slag a bunch of space marines! (I fight chaos a lot) Classic box Dreadnought seems like a good companion for these guys. Potentially 2+ with reroll 1s is great accuracy. The twin linkening of 10th does make me somewhat unimpressed by most of boxy Dread's main guns though.
Personally, I loved the idea of triple plasma cannons on Termies ever since I first saw the option in 9th. I think they are better now in 10th, but not quite up there with CML/ACs. Still, def something I plan on testing out at some point, even just for style points.
My (slowly) growing DW army has 3 plasma cannon Terminators in its roster (it pays to know a Deathwing player). Plasma terminators look great on the table in DW colors!
@@SwissHammer actually now that I reread it, I think sadly you're right. A kill team with a leader is a unit with the kill team keyword. This might actually be one of the very few cases where bringing fewer models than you paid for may be worth it. I suppose depending on what faction you were facing, if the difference was significant (say a huge volume of S4 or 5 shots), you could technically have a veteran commit suicide by leaving cohesion.
I'm new to Deathwatch and don't understand how team mobility benefits from 1 biker in a squad? I believe we should keep team cohesion. Could you pls explain it a little bit further? Thx.
One of the more confusing aspects of KTs for sure. While the unit has to end their move in coherency, the biker himself has its full movement value plus oval base. If you set up a Proteus with Terminators in front and Biker behind, it will give you roughly 2 turns of extra movement from the biker "overtaking" the slower models while still keeping coherency rules. How you angle the bikers base can also be used as an advantage (to touch something, get a bit of extra range, help with coherency, a/o)
I've come to the conclusion that I prefer a Proteus team over straight up DW Vets when it comes to a 10-man shooty. The DW Vets unit ability is overtaken by Oath, and with prevalent cover and Armor of Contempt, the terminators with their 2+ save are very likely to take half damage compared to Vets, even disregarding the increased toughness. I usually run two 'Shooteus' teams with frags and cyclones, and adding a unit of DW Vets if I want a dedicated melee unit.
Agreed, the difference in tankiness is significantly higher in a Proteus, and I am also running it for the shooty option. That said, a 10 man melee Vet squad is incredibly good value!
I know I’m super late to this convo, but I just started a deathwatch army. For proteus, I get which toughness to use, but what saving throw do you use? And if there are wounds done that exceed the veterans wounds. Do you just need to slow roll the saves until veterans are gone then switch to a 2+ save?
Essentially, yes, you can only roll a specific save for as long as the corresponding models are still alive. Also keep in mind that you have to keep allocating wounds to already wounded models. Once you are out of "Veterans", you have to use the save from whichever model type you allocate to next.
I had an idea a while ago and this is probably the best way to ask it. How competitive is it to run max thunder hammers (normal space marines and termies) + watch master with the deepstrike/free rapid ingress stratagem?
A little one-sided for the points, but certainly doable. An interesting leader option now that the index got updated is also the Judiciar, to give the unit "fight first!
Personally, I would still give him a melee loadout like double lightning claws, it's going to do more than a couple of potential extra shots from any ranged loadout
The deathwatch veteran bike squad are a separate data sheet from what I'm aware they should be fine the Company Veterans on bike are what's going to legends. It'll just be a bit harder to get accurate models to use in Deathwatch Veteran Bike squads l.
This is an interesting question, we might get lucky and VetBikers stay because it's a unique datasheet. That or they will have to significantly rework the entire Proteus KT
Agree with the melee version
I like our heavy hammers still, even though shooting is pretty strong nowadays!
Hi mate great run down
I'm have great success with Proteus KT shooty variant but can still do work in melee
1 heavy thunder hammer
4 frag cannons
3 cyclones with storm bolters
Thunder hammer storm sheild
1 bike
Watchmaster
Man with precision and hell fire they dropped abbadon in one round of shooting and close combat, and just about wiped out his accompanying termis.
I must say the frag cannons are most impressive in rapid fire range
Great to hear that they have been working out well for you! I would love a slight points decrease on the Proteus (equal to the sum of 4 Terminators and a Biker), other than that, a most excellent Kill Team indeed!
Nice video! Personally I'll be running 1 Proteus KT focused on ranged (lead by Watch Captain) and 1 focused on melee (lead by Chaplain + Thief of Secrets). Not necessarily the most competitive but it's fun.
I also like a mixed Vets only squad with 4 frag cannons, 3 DTH's, 2 AS + boltguns, and 1 XB + boltgun, the frag cannons like being up close for rapid fire, and the weapon mix means it can deal with any threat. Again probably not optimal but fun :D
I look forward to your analysis on competitive DW lists in the future :)
Awesome, that's a lot of great Firstborn units in your list! I really like how our Vets and Terminators ended up rules wise and I hope they will continue to be that way over the course of the edition!
I know the math points at cyclones, but I'm kinda tempted by a trio of plasma. Combine with frag cannons and you've got the potential to slag a bunch of space marines! (I fight chaos a lot)
Classic box Dreadnought seems like a good companion for these guys. Potentially 2+ with reroll 1s is great accuracy. The twin linkening of 10th does make me somewhat unimpressed by most of boxy Dread's main guns though.
Personally, I loved the idea of triple plasma cannons on Termies ever since I first saw the option in 9th. I think they are better now in 10th, but not quite up there with CML/ACs. Still, def something I plan on testing out at some point, even just for style points.
My (slowly) growing DW army has 3 plasma cannon Terminators in its roster (it pays to know a Deathwing player). Plasma terminators look great on the table in DW colors!
Awesome, I should paint me some more of those!
I feel like the leader's toughness does not count towards the bodyguard unit, but a FAQ would be great.
Would be great for us if it didn't, but this could definitely do with a FAQ.
@@SwissHammer actually now that I reread it, I think sadly you're right. A kill team with a leader is a unit with the kill team keyword. This might actually be one of the very few cases where bringing fewer models than you paid for may be worth it. I suppose depending on what faction you were facing, if the difference was significant (say a huge volume of S4 or 5 shots), you could technically have a veteran commit suicide by leaving cohesion.
@@musicalcharge good thinking with the coherency!
Excellent video!
Thank you, appreciated!
I'm new to Deathwatch and don't understand how team mobility benefits from 1 biker in a squad? I believe we should keep team cohesion. Could you pls explain it a little bit further? Thx.
One of the more confusing aspects of KTs for sure. While the unit has to end their move in coherency, the biker himself has its full movement value plus oval base. If you set up a Proteus with Terminators in front and Biker behind, it will give you roughly 2 turns of extra movement from the biker "overtaking" the slower models while still keeping coherency rules. How you angle the bikers base can also be used as an advantage (to touch something, get a bit of extra range, help with coherency, a/o)
Super video 🥳🇩🇰
Thank you, appreciated!
I've come to the conclusion that I prefer a Proteus team over straight up DW Vets when it comes to a 10-man shooty. The DW Vets unit ability is overtaken by Oath, and with prevalent cover and Armor of Contempt, the terminators with their 2+ save are very likely to take half damage compared to Vets, even disregarding the increased toughness.
I usually run two 'Shooteus' teams with frags and cyclones, and adding a unit of DW Vets if I want a dedicated melee unit.
Agreed, the difference in tankiness is significantly higher in a Proteus, and I am also running it for the shooty option. That said, a 10 man melee Vet squad is incredibly good value!
I know I’m super late to this convo, but I just started a deathwatch army. For proteus, I get which toughness to use, but what saving throw do you use? And if there are wounds done that exceed the veterans wounds. Do you just need to slow roll the saves until veterans are gone then switch to a 2+ save?
Essentially, yes, you can only roll a specific save for as long as the corresponding models are still alive. Also keep in mind that you have to keep allocating wounds to already wounded models. Once you are out of "Veterans", you have to use the save from whichever model type you allocate to next.
I had an idea a while ago and this is probably the best way to ask it. How competitive is it to run max thunder hammers (normal space marines and termies) + watch master with the deepstrike/free rapid ingress stratagem?
A little one-sided for the points, but certainly doable. An interesting leader option now that the index got updated is also the Judiciar, to give the unit "fight first!
@@SwissHammer Huh, did the index get an update? I didn't notice, gonna check right away!
what wargear should I use for the captain for shooting proteus
Personally, I would still give him a melee loadout like double lightning claws, it's going to do more than a couple of potential extra shots from any ranged loadout
Do we still get veteran biker's due to latest legends news? 😢
The deathwatch veteran bike squad are a separate data sheet from what I'm aware they should be fine the Company Veterans on bike are what's going to legends. It'll just be a bit harder to get accurate models to use in Deathwatch Veteran Bike squads l.
This is an interesting question, we might get lucky and VetBikers stay because it's a unique datasheet. That or they will have to significantly rework the entire Proteus KT