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![[Post New]](/s/i/i.gif) 2012/07/20 11:01:57
Subject: Death company...good now?
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Grey Knight Psionic Stormraven Pilot
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When i started my blood angels army i avoided death company just because they had to move towards the nearest enemy unit and get shot up...so i armed my furioso dreadnought with blood talons (yes it is legal) and i always lost but now because of 6th edition they dont get shot up by advancing towards the nearest enemy unit but instead they get two attacks on the charge....so i bought some
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![[Post New]](/s/i/i.gif) 2012/07/20 11:04:19
Subject: Re:Death company...good now?
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Road-Raging Blood Angel Biker
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I've always used DC, and they got a whole lot better with 6th
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in Inquisitor, a Space Marine can take a krak grenade, pull out the pin, eat the grenade, throw the pin, and the thrown pin will actually kill a normal man, whereas the Space Marine won't even have indigestion. This has actually happened in a game. Hell, a marine can throw his bolt shells and do more damage than by shooting his boltgun |
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![[Post New]](/s/i/i.gif) 2012/07/20 12:04:53
Subject: Death company...good now?
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Raging Ravener
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Death company were always good. They could be kited by a good opponent if you used them poorly but no decent BA player would let that happen.....would they?
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More than 7pts, less than 7000...just
4000+ 2500 2000+
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![[Post New]](/s/i/i.gif) 2012/07/20 12:07:08
Subject: Re:Death company...good now?
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Pete Haines
Nottingham
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Much better than they were. You now have control over them, and they get extra attacks on the charge. Not being scoring still sucks though.
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![[Post New]](/s/i/i.gif) 2012/07/20 12:35:55
Subject: Re:Death company...good now?
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Leutnant
Hiding in a dark alley with a sharp knife!
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redkommando wrote:I've always used DC, and they got a whole lot better with 6th
Me too.
I never had any issues using them under 5th. I just packed them into a land raider, aimed them at a unit I wanted to kill near the middle of my opponent's army (the middle so they had a viable second target after they got done shreading the first), wound them up, and let them go!
The new rage rule is indeed going to make them even nastier.
TR
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Former Kommandant, KZ Dakka
"I was Oldhammer before Oldhammer was cool!"
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![[Post New]](/s/i/i.gif) 2012/07/20 12:54:22
Subject: Death company...good now?
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Mekboy on Kustom Deth Kopta
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i treat em like little baby hybrid ork boy/nobz... but cheaper. 14 w/ lemartes (jump pack so takes up 2 slots) in a LR crusader, give them 3 power fists, a couple infernus pistols and 10 basic death company. then have them lead wuitht the 10 regular and special equipment toons ge within 2 inches of bae to base in assaults so they last longer
that is 44 str 4 WS5 rending attacks w/ rerolls to hit and wound (vs termies reroll all non 6's) on the charge plus 3 from lemartes himself
then 12 str 8 PF attacks at WS5 w/ rerolls to hit and wound
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![[Post New]](/s/i/i.gif) 2012/07/20 14:29:58
Subject: Death company...good now?
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Regular Dakkanaut
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where the rending come from?
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![[Post New]](/s/i/i.gif) 2012/07/20 14:38:24
Subject: Death company...good now?
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Regular Dakkanaut
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G00fySmiley wrote:i treat em like little baby hybrid ork boy/nobz... but cheaper. 14 w/ lemartes (jump pack so takes up 2 slots) in a LR crusader,
I thought Jump Infantry couldn't ride a transport? Is this new to 6th?
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![[Post New]](/s/i/i.gif) 2012/07/20 14:40:50
Subject: Death company...good now?
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Homicidal Veteran Blood Angel Assault Marine
Massachusetts
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Basic equipment DC get 5 attacks on the charge, and don't forget Furious Charge. 10-man squad would get 50 WS5 S5 attacks on the charge, with re-rolls to hit and to wound with Lemartes or a Reclusiarch/Chaplain. Power Fist attacks would be S9 thanks to Furious Charge.
I always liked Death Company anyways, but 6th definitely made them better. I run a 5-man squad w/ jump packs, bolters, and a Reclusiarch in a Stormraven. They have Relentless so even though I don't get the extra CC attack from the pistol, they can get two shots out of their rapid-fire, then charge and get HoW in the process.
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![[Post New]](/s/i/i.gif) 2012/07/20 15:19:12
Subject: Death company...good now?
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Ultramarine Master with Gauntlets of Macragge
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Much better than they used to be, but they're still wicked expensive if you give them jump packs.
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Check out my Youtube channel!
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![[Post New]](/s/i/i.gif) 2012/07/20 15:21:49
Subject: Death company...good now?
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Homicidal Veteran Blood Angel Assault Marine
Massachusetts
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Yeah they are, thats why I only run a 5-man squad when I give them jump packs. I sometimes have another 10-man squad footslogging out of a drop pod.
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![[Post New]](/s/i/i.gif) 2012/07/20 15:30:40
Subject: Re:Death company...good now?
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Stealthy Warhound Titan Princeps
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In case your interested, here's a Death Company list I've been kicking around...
HQ - Astorath the Grim - 220 points
HQ - Imperial Guard Company Command Squad (Autocannon) - 60 pts
Elite - 5x Assault Terminators (4x hammer/ss, 1x claw) - 220 pts
Troops - 10 man Death Company (3x power ax, 7x bolters) - 245 pts
Troops - 10 man Death Company (3x power ax, 7x bolters) - 245 pts
Troops - Imperial Guard Platoon Command Squad (Autocannon) - 40 pts
Troops - Imperial Guard Infantry Squad (Autocannon, Plasma gun) - 75 pts
Troops - Imperial guard Infantry Squad (Autocannon, Plasma gun) - 75 pts
Heavy - Stormraven (TL MM, TL AC) - 200 pts
Heavy - Stormraven (TL MM, TL AC) - 200 pts
Heavy - Stormraven (TL MM, TL PC) - 200 pts
Fortification - Aegis line w/ comms relay
Fixes the one weakness of DC - Non Scoring, by adding guard to do that for it.
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![[Post New]](/s/i/i.gif) 2012/07/20 15:48:55
Subject: Death company...good now?
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Mekboy on Kustom Deth Kopta
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Steel Angel wrote:where the rending come from?
oh righ ti'm thinking my striking scorpions chainswords the marine chainswords suck >_<
still i did lower it bu one attack, base 2 attacks pistol and ccw chainsword so 11 get 55 str 5 ws 5 on the charge Automatically Appended Next Post: Gamble wrote:G00fySmiley wrote:i treat em like little baby hybrid ork boy/nobz... but cheaper. 14 w/ lemartes (jump pack so takes up 2 slots) in a LR crusader,
I thought Jump Infantry couldn't ride a transport? Is this new to 6th?
they are now bulky and take up 2 slots
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This message was edited 2 times. Last update was at 2012/07/20 15:52:01
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![[Post New]](/s/i/i.gif) 2012/07/20 16:04:39
Subject: Death company...good now?
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Fixture of Dakka
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G00fySmiley wrote:Steel Angel wrote:where the rending come from?
oh righ ti'm thinking my striking scorpions chainswords the marine chainswords suck >_<
Scorpion swords don't have Rending either.
G00fySmiley wrote:
Gamble wrote:
I thought Jump Infantry couldn't ride a transport? Is this new to 6th?
they are now bulky and take up 2 slots
Not quite, they have Bulky, but still can't go in regular Transports. They can only go in Transports that say they can carry Jump Infantry.
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This message was edited 1 time. Last update was at 2012/07/20 16:05:12
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2012/07/20 16:28:16
Subject: Death company...good now?
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Mekboy on Kustom Deth Kopta
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DarknessEternal wrote:G00fySmiley wrote:Steel Angel wrote:where the rending come from?
oh righ ti'm thinking my striking scorpions chainswords the marine chainswords suck >_<
Scorpion swords don't have Rending either.
G00fySmiley wrote:
Gamble wrote:
I thought Jump Infantry couldn't ride a transport? Is this new to 6th?
they are now bulky and take up 2 slots
Not quite, they have Bulky, but still can't go in regular Transports. They can only go in Transports that say they can carry Jump Infantry.
hmm i think one of the guys at my flg's scorpions just got a bit weaker now that i know that... to me it makes them even more useless . i'm on the fence with my eldar though i don't own any scorpions always disliked them. fire dragons were cool last edition but even harder to use this edition ... guess i'll be sticking to my harlies.
what page is it for the jump packs not being able to put in transports looking at the jump pack entry on 47 i'm not seeing it, but i could be wrong it has happened before and will happen again but it definatly impacts how i will be playing deathcompany as lemartes is what made a mx unit in a landraider so good... still might try with two more death company though jsu tto see how they do it i can't
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![[Post New]](/s/i/i.gif) 2012/07/20 16:34:44
Subject: Death company...good now?
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Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
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Steel Angel wrote:where the rending come from?
the 4th edition White Dwarf codex?
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![[Post New]](/s/i/i.gif) 2012/07/20 16:50:56
Subject: Death company...good now?
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Regular Dakkanaut
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G00fySmiley wrote:i treat em like little baby hybrid ork boy/nobz... but cheaper. 14 w/ lemartes (jump pack so takes up 2 slots) in a LR crusader, give them 3 power fists, a couple infernus pistols and 10 basic death company. then have them lead wuitht the 10 regular and special equipment toons ge within 2 inches of bae to base in assaults so they last longer
that is 44 str 4 WS5 rending attacks w/ rerolls to hit and wound (vs termies reroll all non 6's) on the charge plus 3 from lemartes himself
then 12 str 8 PF attacks at WS5 w/ rerolls to hit and wound
you can't put jump infantry in a landraider so you've been cheating. i can't believe none of your opponents have called you out for it. Automatically Appended Next Post: G00fySmiley wrote:DarknessEternal wrote:G00fySmiley wrote:Steel Angel wrote:where the rending come from?
oh righ ti'm thinking my striking scorpions chainswords the marine chainswords suck >_<
Scorpion swords don't have Rending either.
G00fySmiley wrote:
Gamble wrote:
I thought Jump Infantry couldn't ride a transport? Is this new to 6th?
they are now bulky and take up 2 slots
Not quite, they have Bulky, but still can't go in regular Transports. They can only go in Transports that say they can carry Jump Infantry.
hmm i think one of the guys at my flg's scorpions just got a bit weaker now that i know that... to me it makes them even more useless . i'm on the fence with my eldar though i don't own any scorpions always disliked them. fire dragons were cool last edition but even harder to use this edition ... guess i'll be sticking to my harlies.
what page is it for the jump packs not being able to put in transports looking at the jump pack entry on 47 i'm not seeing it, but i could be wrong it has happened before and will happen again but it definatly impacts how i will be playing deathcompany as lemartes is what made a mx unit in a landraider so good... still might try with two more death company though jsu tto see how they do it i can't
use. a. normal. chaplain.
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This message was edited 1 time. Last update was at 2012/07/20 16:52:49
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![[Post New]](/s/i/i.gif) 2012/07/20 16:54:33
Subject: Death company...good now?
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Mekboy on Kustom Deth Kopta
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phoenixrisin wrote:G00fySmiley wrote:i treat em like little baby hybrid ork boy/nobz... but cheaper. 14 w/ lemartes (jump pack so takes up 2 slots) in a LR crusader, give them 3 power fists, a couple infernus pistols and 10 basic death company. then have them lead wuitht the 10 regular and special equipment toons ge within 2 inches of bae to base in assaults so they last longer
that is 44 str 4 WS5 rending attacks w/ rerolls to hit and wound (vs termies reroll all non 6's) on the charge plus 3 from lemartes himself
then 12 str 8 PF attacks at WS5 w/ rerolls to hit and wound
you can't put jump infantry in a landraider so you've been cheating. i can't believe none of your opponents have called you out for it.
well i play orks and have only played against angels this editionto date though i have a ton of them. though the chaplain idea is good as i already use a regular chaplain model for lemarte when i do play them
it is still a valid tactic just can't have lemartes possibly though looking in jump infantry i still want somebody to let em know wha tpage says jump infantry can't go in a transport. not that i am doubting i missed somethign jus ti am flipping through it now truign to find it.
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This message was edited 2 times. Last update was at 2012/07/20 16:56:39
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![[Post New]](/s/i/i.gif) 2012/07/20 16:59:41
Subject: Re:Death company...good now?
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Longtime Dakkanaut
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Horst wrote:In case your interested, here's a Death Company list I've been kicking around...
HQ - Astorath the Grim - 220 points
HQ - Imperial Guard Company Command Squad (Autocannon) - 60 pts
Elite - 5x Assault Terminators (4x hammer/ss, 1x claw) - 220 pts
Troops - 10 man Death Company (3x power ax, 7x bolters) - 245 pts
Troops - 10 man Death Company (3x power ax, 7x bolters) - 245 pts
Troops - Imperial Guard Platoon Command Squad (Autocannon) - 40 pts
Troops - Imperial Guard Infantry Squad (Autocannon, Plasma gun) - 75 pts
Troops - Imperial guard Infantry Squad (Autocannon, Plasma gun) - 75 pts
Heavy - Stormraven (TL MM, TL AC) - 200 pts
Heavy - Stormraven (TL MM, TL AC) - 200 pts
Heavy - Stormraven (TL MM, TL PC) - 200 pts
Fortification - Aegis line w/ comms relay
Fixes the one weakness of DC - Non Scoring, by adding guard to do that for it.
I thought you could only take one squad of DC?
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Unnessesarily extravegant word of the week award goes to jcress410 for this:
jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics. |
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![[Post New]](/s/i/i.gif) 2012/07/20 17:03:16
Subject: Re:Death company...good now?
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Regular Dakkanaut
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Testify wrote:Horst wrote:In case your interested, here's a Death Company list I've been kicking around...
HQ - Astorath the Grim - 220 points
HQ - Imperial Guard Company Command Squad (Autocannon) - 60 pts
Elite - 5x Assault Terminators (4x hammer/ss, 1x claw) - 220 pts
Troops - 10 man Death Company (3x power ax, 7x bolters) - 245 pts
Troops - 10 man Death Company (3x power ax, 7x bolters) - 245 pts
Troops - Imperial Guard Platoon Command Squad (Autocannon) - 40 pts
Troops - Imperial Guard Infantry Squad (Autocannon, Plasma gun) - 75 pts
Troops - Imperial guard Infantry Squad (Autocannon, Plasma gun) - 75 pts
Heavy - Stormraven (TL MM, TL AC) - 200 pts
Heavy - Stormraven (TL MM, TL AC) - 200 pts
Heavy - Stormraven (TL MM, TL PC) - 200 pts
Fortification - Aegis line w/ comms relay
Fixes the one weakness of DC - Non Scoring, by adding guard to do that for it.
I thought you could only take one squad of DC?
you're right. unless astorath is your HQ, then you can take more than one. Automatically Appended Next Post: G00fySmiley wrote:phoenixrisin wrote:G00fySmiley wrote:i treat em like little baby hybrid ork boy/nobz... but cheaper. 14 w/ lemartes (jump pack so takes up 2 slots) in a LR crusader, give them 3 power fists, a couple infernus pistols and 10 basic death company. then have them lead wuitht the 10 regular and special equipment toons ge within 2 inches of bae to base in assaults so they last longer
that is 44 str 4 WS5 rending attacks w/ rerolls to hit and wound (vs termies reroll all non 6's) on the charge plus 3 from lemartes himself
then 12 str 8 PF attacks at WS5 w/ rerolls to hit and wound
you can't put jump infantry in a landraider so you've been cheating. i can't believe none of your opponents have called you out for it.
well i play orks and have only played against angels this editionto date though i have a ton of them. though the chaplain idea is good as i already use a regular chaplain model for lemarte when i do play them
it is still a valid tactic just can't have lemartes possibly though looking in jump infantry i still want somebody to let em know wha tpage says jump infantry can't go in a transport. not that i am doubting i missed somethign jus ti am flipping through it now truign to find it.
it's in the blood angels codex.
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This message was edited 1 time. Last update was at 2012/07/20 17:04:01
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![[Post New]](/s/i/i.gif) 2012/07/21 00:22:42
Subject: Death company...good now?
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Regular Dakkanaut
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I have been toying with a Death Company army. Just seems too damned cool not to.
Then as I got to thinking... allied with penal legion guard. Soooo much potential fun. Probably crappy as all hell, but would be really cool to see on a table.
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![[Post New]](/s/i/i.gif) 2012/07/21 03:21:20
Subject: Re:Death company...good now?
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Captain of the Forlorn Hope
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phoenixrisin wrote:G00fySmiley wrote:i still want somebody to let em know wha tpage says jump infantry can't go in a transport. not that i am doubting i missed somethign jus ti am flipping through it now truign to find it.
it's in the blood angels codex.
Actually it is on P. 78 in the BRB, Left Column, 3rd Graph, 1st sentence.
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![[Post New]](/s/i/i.gif) 2012/07/21 03:56:12
Subject: Re:Death company...good now?
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Fresh-Faced New User
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I know this isn't a very analytical analysis but death company are my favorite units in the game and I don't play ba. Their fluff is great and they hit like a freight train. They're soldiers who fight knowing they are losing touch with reality and even in madness they serve their chapter faithfully till their death.
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