Good moaning!
Hello vytzka (did you drop something on your keyboard whilst choosing that name?), welcome to Aos & welcome to the DeathWing!
People constantly harp on about how bad the
DA codex is, but, given that it's the only place to go if you want a terminator army, it's not all that bad! I've been mucking about with DeathWing for a couple of years now, and I'll let into a secret - they're actually quite good!
There are a few ways to play DeathWing:
1) Pure DeathWing (that's me) - only units allowed - Belial,
IC member of the inner circle (pretty much anyone in terminator armour, and the
ICs except Sammael), terminators, dreadnoughts (should only be venrable, but let's not get that picky), and Land Raiders
This splits into 2 basic playing styles:
Assaulty - load up in crusaders & charge the enemy with a butt-load of lightning claws & heavy flamers
Shooty - load up on crusaders & take as many assault annons as possible (this is what I do)
2) SiegeWing - as you have above, it's DeathWing, but with vindicators - what's not to love?
3) DoubleWing - using some elements of RavenWing to get the teleport homers to allow acurate deepstrike
There are a few things I recomend & advise against when you play DeathWing:
1) read the Warseer tactica DeathWing (I'm Russell's Teapot at Warseer) - it'll give a good insight into how the army works, what you can use to your advantage & how to win with the worst codex
GW produce
2) Never, ever, ever, ever, ever deepstrike unless you have the best reason ever. There really is no reason to deepstrike, either you are assulting (in which case you are in a landraider), or you are shoooting & everything has an overlapping 24" zone of death eminating from it. By deepstriking, you weaken your shooting, weaken your counter-assault defence, and weaken your vehicles.
3) Learn how far 24" is. This is your prime killing point, at 24" you have full effect of your guns, whilst others need to get to 12" to rapid fire. Use this to your advantage, keeping moving & shooting. Other useful ranges:
6" - are you in assault range (you can't back away enough, so may as well shoot the snot out them, then plant enough powerfists to sink a Gargant in their faces)
12" - is the enemy in range to assault you next turn (if so, step back)
21.5" - the enemy is with assault range from a land raider (12" move, 2" diembark, 1.5" base width, 6" charge)
4) Expect to lose (a lot) to start with. DeathWing is a precision tool, until you get to grips with how the army works, you will get spanked regularly.
5) Never, ever, ever, ever, ever take TH&
SS - it's to all intents & purposes the same as a powerfist in
CC & you lose all the benefits of shooting - even before you compare it to the SMurf version it's a liability. Same goes for the cyclone - it isn't good at killing tanks, it isn't good at killing infantry & it doesn't match the squads shooting range - pointless.
6) In small points (I count 1500 as small), appothecaries aren't worth it. Take 2
ICs (you normally only have 3 squads at this point level), attach one to a squad each & appoint wounds to them first (obviously not
ID weapons) - then you can lose 3 wounds from shooting before terminators start dieing!
7) Not all wargear is the same! Chainfists are a bone of contention - I always use them, as the only guarenteed way of taking out a Soul Grinder or Ironclad, others disagree. Smoke launchers on land raiders are bunk - you get it free with PotMS, so save your points.

Tank killing - never worry about killing tanks - assault cannons are, I fing, the best point for point tank killers in the game, then you've got powerfists on everyone - tank killing is not a problem!
9) Charging - if possible, if you charge, try to assault more than one unit if possible - the reason being that you have enough killing power to annhilate a squad, leaving you standing in the open like an idiot when they run away. 2 squads mean that they are less likekly to break when you win, meaning that you get another round of beating the snot out of them & you can't be shot - yay! Just be careful of powerfists!
Here's the DeathWing list I use for competative play:
DeathWing - 1,500pts
Belial - TLCs (it doesn't matter how you equip him, except never give him a TH&
SS - he's one of 2 ways we can I5 power weapons, don't waste that for a cruddy weapon you wouldn't put on a normal terminator)
Chaplain - terminator armour
DeathWing squad:
Sargeant - PW/SB
Terminator - PF/HF
Terminator - CF/SB
Terminator - PF/SB
Terminator - PF/SB This is standard shooty squad set up (except that I'd rather have an assault cannon instead of the heavy flamer) It has 4 different model types, meaning wound allocation is easy, without comprimising the offensive capabilities of the unit. This squad also rides with an
IC - meaning that the squad has a free apothecary.
DeathWing squad:
Sargeant - PW/SB
Terminator - PF/
ACTerminator - CF/SB
Terminator - PF/SB
Terminator - PF/SB As above, but with an assault cannon - bread and butter squad
DeathWing squad:
Sargeant - PW/SB
Terminator - PF/
ACTerminator - CF/SB
Terminator - PF/SB
Terminator - PF/SB
Land Raider Crusader
Land Raider Crusader
Ok, so the army, as you can tell, works at 24", but with the chaplain & Belail and 2 crusaders, it can be used as a very good assault force.
At 24", the army gets the following shots:
2 x BS5 stormbolter shots
24 x BS4 stormbolter shots
8 x BS4 assault cannon shots
8 x BS4 twin-linked assault cannon shots
12 x BS4 twin linked bolter shots
2 x BS2 multi-melta shots (assuming you have moved)
That's a lot! Charging with the chaplain in a squad generally means that whatever you charged is dead too!
I hope that's given you something to think about - good luck!