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Made in ca
Blood Angel Neophyte Undergoing Surgeries






The title says it all.

Basically should i get the death company?

And if so what should i give them?

 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

Death company are tough to use.

They are a great unit on paper.

When I run them, and its not that often anymore, I usually take 5-10 with 1 power fist, mount them in my stormraven, flat out the first turn to some shooty unit, and pop them out and assault the next turn.

They usually only last for that one fight, maybe two, if my opponent does not run away from them and shoot them.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in ca
Chosen Baal Sec Youngblood



Ontario, Canada

I usually run them in a squad of 7+, three or more power weapons, jump packs and an infernus pistol. They're figgen expensive but it depends who you're fighting that makes em worthwhile. I was playing against Tau and they lasted a turn and a half before the broadsides and Hammerhead made mincemeat outta them.

However I played against an ork army and they held their own against two full squads of boys, wiping them off the table before the remaining 4 crashed into the warboss and brought him down to 1 wound before expiring. The way I see it if your opponent has weapons that can negate their Feel no Pain rule then you're paying bucket loads of points for a really expensive assault squad w/ Furious Charge. If you're playing orks, nids or an army that doesn't have a lot of AP 3 weapons then they're amazing to use.
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

mtnoma wrote:I usually run them in a squad of 7+, three or more power weapons, jump packs and an infernus pistol. They're figgen expensive but it depends who you're fighting that makes em worthwhile. I was playing against Tau and they lasted a turn and a half before the broadsides and Hammerhead made mincemeat outta them.

However I played against an ork army and they held their own against two full squads of boys, wiping them off the table before the remaining 4 crashed into the warboss and brought him down to 1 wound before expiring. The way I see it if your opponent has weapons that can negate their Feel no Pain rule then you're paying bucket loads of points for a really expensive assault squad w/ Furious Charge. If you're playing orks, nids or an army that doesn't have a lot of AP 3 weapons then they're amazing to use.


Unless you run into Nids that are MC's or have Poison and Rending. Wounding on a 4+ with a re-roll makes for a lot of rending wounds.

as for the orks, yea they are pretty useful, until you hit that burna boys unit, all power weapons are not fun.

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
 
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