Month Three
Development
Month 3, 750pts with no restrictions. I could pick anything I want, but first I needed to look at the force I used against the Craftworld Eldar player to decide what to pick.
I realised the Deathwatch were lacking solid ranged firepower with a mostly template-based squad in a Rhino and a Frag Cannon squad that saw it's heavy weapons sniped out the game before running off the table edge. I didn't want to get too close to my opponent's Wraithguard with their D-Weapons that could rip apart a super-heavy titan, let alone five marines in power armour. Long range felt lacking, so I decided to beef that area up.
First in was a squad of five Stalker Bolter wielding Veterans. I refer to these as my sniper squad and their job is simple, hang back and shoot the enemy at range. The special ammo allows them to hurt most targets, they provide a psychological terror in the opponent's mind to no mill about in the open and they have a long reach. They are also dirt cheap.
A Librarian was brought in to comply with the Combined Arms Detachment. Cheap and run without any extra options, they are an ideal leader for the low points bracket. Psychic powers can be tailored to suit the game depending what part of the army you want him to support.
Next the Bikers were fleshed out with three more riders. The Codex describes them as a battering ram, so Power Mauls and a Power Axe are order of the day. S6 lets me ride up to vehicles and smash them apart using the weaker rear armour value and provide some much needed anti-tank support. Twin-linked Bolters would send more special ammo downfield but the Power Weapons also add more punch in melee. A double bonus.
Finally, a Rhino to protect the Frag Cannon squad and use the top hatch as a mobile fire point. It turns a humble and cheap transport into a make-shift battle tank (something the Deathwatch sorely lack).