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![[Post New]](/s/i/i.gif) 2012/12/18 23:14:27
Subject: Death Company transport
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Guard Heavy Weapon Crewman
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I run a mech IG list but want to include some BA Death Company for some CC power and because I love the look and story of them. I plan to place them in a Land Raider of some sort but which one? Most people don't seem to like the lascannon version but it seems to fit my IG list more than the other two. I don't need the assault launchers and two lascannons must be better than a few bolters and the Redemmer's weapons range is to small. As such the original version is the best, I think.
Any opinion and help on the matter would be greatly received. Thanks in advance.
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![[Post New]](/s/i/i.gif) 2012/12/18 23:29:05
Subject: Re:Death Company transport
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Blood Angel Terminator with Lightning Claws
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Put them in a drop pod!
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![[Post New]](/s/i/i.gif) 2012/12/18 23:34:00
Subject: Death Company transport
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Calculating Commissar
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I second the drop pod. It isn't something your opponent can ignore, they have to deal with it. And it puts them in assault range turn 2.
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![[Post New]](/s/i/i.gif) 2012/12/18 23:36:02
Subject: Re:Death Company transport
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Guard Heavy Weapon Crewman
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Thought about it but I would rather use some other transport. The stormraven is out because I already use two vendetta's (three flyers is too many). The rhino is out thus leaving the Landraider.
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![[Post New]](/s/i/i.gif) 2012/12/18 23:45:19
Subject: Re:Death Company transport
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Calculating Commissar
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last man standing wrote:Thought about it but I would rather use some other transport. The stormraven is out because I already use two vendetta's (three flyers is too many). The rhino is out thus leaving the Landraider.
What do you want then, a landraider or an assault unit?
Landraiders may be some of the tankest tanks in the game, but they are slow. I assume you want the Deathcompany to take some heat off your IG units. A drop pod is a tiny fraction of the cost of a landraider and puts something in your opponents deployment turn one. It also is quite a shock for 10 very angry and reasonable survivable marines in your deployment zone. It will displace your opponent and force them to make very tough choices.
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![[Post New]](/s/i/i.gif) 2012/12/19 00:06:00
Subject: Re:Death Company transport
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Guard Heavy Weapon Crewman
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I do love tanks so I do lean towards landraiders. Yes they are slow but they will get into range but at least turn three, the same as a storm raven.
The problem with drop pods is that you need to drop a few down turn one in order for something to survive a turn of shooting. A unit from a single drop pod will die straight away, two pods will drop in different turns and I do not have the points for three pods.
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![[Post New]](/s/i/i.gif) 2012/12/19 00:53:42
Subject: Re:Death Company transport
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Calculating Commissar
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last man standing wrote:I do love tanks so I do lean towards landraiders. Yes they are slow but they will get into range but at least turn three, the same as a storm raven.
The problem with drop pods is that you need to drop a few down turn one in order for something to survive a turn of shooting. A unit from a single drop pod will die straight away, two pods will drop in different turns and I do not have the points for three pods.
So? The Death company get shot up, but a 3+ with FNP won't roll over. They drop in, and every shot directed at your death company is not at your IG. Also, how do you have the points for a landraider but not three pods?
Landraiders are too expensive to ally. You are bringing in Deathcompany to be a beat stick (because they sure as hell are not scoring), so every point you put in DC is getting taken away from your IG. Keep the DC cheap, deadly and mobile.
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![[Post New]](/s/i/i.gif) 2012/12/19 02:00:43
Subject: Death Company transport
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Perturbed Blood Angel Tactical Marine
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I would also agree with the pods. For the price of the land raider you could take an additional sternguard squad with combi in a pod. I play angels and like everyone has said dropping your death company in their face is hard to ignore and get rid of. If they shoot them up then there are less shots going into your IG. If they don't shoot them up there is going to be some serious butt kicking going on. I just feel the land raider is a big points sink for this type of list.
If you are dead set on the land raider though I would recommend the redeemer. Yes the guns have a short range but that is where the guard are the most weak. Someone deep strikes sternguard with melta yeah your gonna lose some tanks, possibly the land raider but if not torch them. Your 250 point tank is easily neutered by any melta. Just some food for thought.
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![[Post New]](/s/i/i.gif) 2012/12/19 03:41:39
Subject: Death Company transport
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Pyromaniac Hellhound Pilot
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I do this. Death company tycho, 8 death company, inferno us pistol, thunder hammer x2. The other five CCs and bolt pistol. All in a drop pod. Makes your opponent deal with something in their face and leaves your big guns alone. Automatically Appended Next Post: I do this. Death company tycho, 8 death company, inferno us pistol, thunder hammer x2. The other five CCs and bolt pistol. All in a drop pod. Makes your opponent deal with something in their face and leaves your big guns alone.
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This message was edited 1 time. Last update was at 2012/12/19 05:33:06
javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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![[Post New]](/s/i/i.gif) 2012/12/19 05:34:11
Subject: Death Company transport
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Blood Angel Terminator with Lightning Claws
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martin74 wrote:I do this. Death company tycho, 8 death company, inferno us pistol, thunder hammer x2. The other five CCs and bolt pistol. All in a drop pod. Makes your opponent deal with something in their face and leaves your big guns alone.
Automatically Appended Next Post:
I do this. Death company tycho, 8 death company, inferno us pistol, thunder hammer x2. The other five CCs and bolt pistol. All in a drop pod. Makes your opponent deal with something in their face and leaves your big guns alone.
Death co Tycho cannot join any squad (not an independent character). It would make sense if he could join a death co squad, it's a shame he can't.
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![[Post New]](/s/i/i.gif) 2012/12/19 08:38:25
Subject: Death Company transport
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Longtime Dakkanaut
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While I do love death company, do they do much more than either vanguard vets or a ras with priest? The ras is scoring and has 2 melta plus a sarge and priest for fists and weapons. They use decent of angels so have reliable placement without the issues of a pod, and has up to 4 special shots when they drop.
As for vanguard, they are pricy but engage in the same turn they drop, again with decent of angels.
Since you are running guard, what list is giving you trouble that you want a combat marine addition?
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![[Post New]](/s/i/i.gif) 2012/12/19 12:59:23
Subject: Death Company transport
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Sneaky Lictor
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jumps packs and power weapons. no other way to go.
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On building Tyranid army flow chart.
Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
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![[Post New]](/s/i/i.gif) 2012/12/19 13:55:23
Subject: Re:Death Company transport
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Guard Heavy Weapon Crewman
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Thanks for all the replies..
Sorry, when I said three pods I meant three pods and the units inside.
Guard don't really need help just more guns, I want to add Death Company because I like them not because I need them. I also thought that a Landraider would gell better in a mech list. All mech or all foot works best in my opinion, one drop pod of Death Conmpany would face a whole army's worth of small arms fire.
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![[Post New]](/s/i/i.gif) 2012/12/19 14:19:24
Subject: Death Company transport
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Member of the Malleus
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I have ran DC in rhino's, droppods, SR and LR. Here are my thoughts (hint: Droppod is often choice)
Droppod: I often run 2 to control when they drop but its the most cost effective delivery option. It wont insta gib them like a SR crashing, break the bank like a LR or get popped on your end like a rhino.
Rhino: the second cost effective option, only really usable if your rushing at least 2-3 chimeras down their throat to give it cover.
SR: Fastest way to get them into assault, but also will kill 90% of the squad if it gets knocked out of the sky (which has happened enough for me to switch the SR to termies/meph only delivery).
LR: Wont gib them like a SR but just as costly and takes a little to make it to the lines, however more useful then a rhino if the only BA tank your using.
** if taking DC in a droppod give them Boltguns over BP/CCW will result in more wounds.
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Task Force Rath : 5000
Deathwatch: 4000
6000+ |
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![[Post New]](/s/i/i.gif) 2012/12/19 14:19:42
Subject: Death Company transport
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Raging-on-the-Inside Blood Angel Sergeant
Alexandria, VA
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Drop Pod is the best, but it requires you to work your list around it. A single pod is not a very good idea.
Land Raiders are slow, but if you are going to take one...just take the standard one.
Are you running Mech Guard? If you think you can screen a Rhino with your other tanks, it is worth thinking about.
I run JPs on my DC. They are cool but they make the DC unit overpriced.
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![[Post New]](/s/i/i.gif) 2012/12/19 14:29:33
Subject: Death Company transport
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Sneaky Lictor
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if your willing to spend that many point on them (LR,SR) why not just buy the JP? the ability to jump over a large impassable object and then assult is priceless. You dont have build your army around it. They are going to be taken overwatch shots no matter what you put them in. So why not use what they are good at. JP. relentless. With what you are spending on a LR you ccould but LEmartes...
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On building Tyranid army flow chart.
Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
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![[Post New]](/s/i/i.gif) 2012/12/19 17:03:24
Subject: Death Company transport
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Blood Angel Terminator with Lightning Claws
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hazal wrote:I have ran DC in rhino's, droppods, SR and LR. Here are my thoughts (hint: Droppod is often choice)
Droppod: I often run 2 to control when they drop but its the most cost effective delivery option. It wont insta gib them like a SR crashing, break the bank like a LR or get popped on your end like a rhino.
Rhino: the second cost effective option, only really usable if your rushing at least 2-3 chimeras down their throat to give it cover.
SR: Fastest way to get them into assault, but also will kill 90% of the squad if it gets knocked out of the sky (which has happened enough for me to switch the SR to termies/meph only delivery).
LR: Wont gib them like a SR but just as costly and takes a little to make it to the lines, however more useful then a rhino if the only BA tank your using.
** if taking DC in a droppod give them Boltguns over BP/ CCW will result in more wounds.
A quite concise summary of your options. Like I said before I prefer the drop pod and I also second bolters for the drop pod squad, one powerfist is usually enough.
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![[Post New]](/s/i/i.gif) 2012/12/19 23:16:18
Subject: Re:Death Company transport
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Guard Heavy Weapon Crewman
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Thanks for the replies.
How do you find running just two pods, coupling a Furioso Dreadnought with Death Company does sound good.
I intend to use my chimeras to get the raider to its target. This could work with two rhinos but the units have to spend a turn exposed when they get out, not a problem with a raider where you can assault plus the Raider also provides some bite with its weapons.
Jump packs do look the coolest but you might as well spend a few points more and get a Stormraven.
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![[Post New]](/s/i/i.gif) 2012/12/20 00:06:10
Subject: Death Company transport
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Locked in the Tower of Amareo
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I can't believe I'm going to say this, but I like the Land Raider. The LR is the best way to get the DC into a position where they can do the most damage. If nothing else, you can use it as a unit-in-being and control enemy movements. While shooting the LR at targets.
The jump pack option is so expensive and does nothing to protect against incoming fire.
Drop pod is probably #2 for me, but I fear the enemy would just assault them with whatever is handy, and take away all their charge bonuses, which they are so reliant on.
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![[Post New]](/s/i/i.gif) 2012/12/20 00:31:46
Subject: Death Company transport
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Blood Angel Terminator with Lightning Claws
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Martel732 wrote:I can't believe I'm going to say this, but I like the Land Raider. The LR is the best way to get the DC into a position where they can do the most damage. If nothing else, you can use it as a unit-in-being and control enemy movements. While shooting the LR at targets.
The jump pack option is so expensive and does nothing to protect against incoming fire.
Drop pod is probably #2 for me, but I fear the enemy would just assault them with whatever is handy, and take away all their charge bonuses, which they are so reliant on.
If you are gonna run a Landraider I would give it some LRBT escorts.
If he uses a pod he shouldn't be dropping them close to anything that's gonna charge them he next turn anyway. He should be dropping them on something soft and putting 2 bolter shots (for each DC member) into said soft target. Soft targets: rear armor, anything av 10 (especially if its open topped), any unit that isn't a charge threat!
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