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![[Post New]](/s/i/i.gif) 2016/05/25 00:50:14
Subject: Re:Best way to run Death Company
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Longtime Dakkanaut
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It's not I thought they were specialist weapons, I always thought they were two-handed  weird. Probably because I always elect to use a Power Fist that I've not given it a second thought...
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2016/05/25 01:17:22
Subject: Best way to run Death Company
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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Red__Thirst wrote:It's 5 ST:7 attacks on the charge, and 3x ST:6 attacks in subsequent rounds of combat or if charged. Power axes are not specialist weapons, on the charge the power axe is +1 attack for 2x melee weapons (paired with the pistol), +2 attacks for Rage and is ST:7.
Don't forget, unwieldy =\= specialist weapon.
I do agree though, power fists are superior in this instance as the 10 point difference is worth the +2 higher strength at the cost of an attack.
Both weapon options are decent, but for my points I'd rather have the fist as ST:8 (9 on the charge) tends to leave quite the dent.
Take it easy.
-Red__Thirst-
Power axes are only +1 str ap2, not +2 str.
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20000+ points
Tournament reports:
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![[Post New]](/s/i/i.gif) 2016/05/25 09:07:25
Subject: Best way to run Death Company
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Blood Angel Neophyte Undergoing Surgeries
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G00fySmiley wrote:jet pack dual wielding thunder hammers. btu seriously 5-8 men 1 pf maybe a lightning claw pair if you have the points to spare and going with 8
DC aren't able to take lightning claws, are they? Would look sick if they could, but looking at the codex I don't see the option?
Also, like everyone's said already, don't bother with hand flamers. They're not great. They won't do much against tougher units, and they'll likely flame you out of range for charging against softer units, which is not what you want!
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![[Post New]](/s/i/i.gif) 2016/05/25 13:37:10
Subject: Best way to run Death Company
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Perturbed Blood Angel Tactical Marine
UK.
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paintatdawn wrote: G00fySmiley wrote:jet pack dual wielding thunder hammers. btu seriously 5-8 men 1 pf maybe a lightning claw pair if you have the points to spare and going with 8 DC aren't able to take lightning claws, are they? Would look sick if they could, but looking at the codex I don't see the option? Also, like everyone's said already, don't bother with hand flamers. They're not great. They won't do much against tougher units, and they'll likely flame you out of range for charging against softer units, which is not what you want! No. they can't take LC. Hand flamers are better off in the hands of Assault Squads, along with a meltagun. And don't waste sprues by using two TH on one model. I only use the TH with Raphen. Otherwise it's best used in the Terminator Assault Squad, mixed with LC. 1 Powerfist per 5 DC.
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This message was edited 1 time. Last update was at 2016/05/25 13:37:39
You'll never see me coming.
Follow me on Twitter: @DavidPMcDougall
2,000 points
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![[Post New]](/s/i/i.gif) 2016/10/02 20:08:10
Subject: Best way to run Death Company
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Ghastly Grave Guard
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Ok, so after so long I'm finally moving forward with my Blood Angels. This is what I had in mind, what do you think?
7 Death Company
1 power fist & bolter, 6 bp&ccw
7 Death Company
Jump packs; 1 power fist & bolter, 6 bp&ccw
7 Death Company
Jump packs; 1 power fist & bolter, 6 bp&ccw
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![[Post New]](/s/i/i.gif) 2016/10/02 20:57:17
Subject: Best way to run Death Company
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Locked in the Tower of Amareo
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Seems as good as anything.
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![[Post New]](/s/i/i.gif) 2016/10/03 13:48:57
Subject: Best way to run Death Company
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Homicidal Veteran Blood Angel Assault Marine
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Yeah, Martel and the rest are right. 5 dudes with a fist snd jump packs. I usually run 3 or 4 of those units in my lists. At 140 points it lends itself very well to an MSU strategy.
However if your meta is really deathstar heavy or has a lot of imperial knights in it (like mine), doubling up and adding a DC chaplain with the gilded crozius in the LBSF is very expensive, but eats essentially anything in the game.
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5,000
:cficon: 1,500 |
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