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![[Post New]](/s/i/i.gif) 2013/01/01 17:16:27
Subject: Death Company Problems
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Sybarite Swinging an Agonizer
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I'm just looking for a bit of advice on using my Death Company. I got the models months ago and currently have 10. 5 are the old metal/plastic hybrids with bolt pistol/chainsword, 5 are the new plastic ones- 2 with bolt pistol/chainsword, 1 with Power Fist, 1 with Thunder Hammer, 1 with Power Sword. All 10 models have jump packs.
Having realised now how expensive that runs (420 points!), I need to sort out a new way of using them. As they're not magnetized, I can't really remove the jump packs from the plastic ones without risking damage to them.
New plan was to remove the jump packs from the metal ones, give them a Razorback and change some of the weapons to power weapons. Not sure what to do with the plastic models yet though, as I can't run two squads separately but also can't remove the jump packs. The plastic models are unpainted at present, so I'm not sure if I could use them as anything else instead.
Anyone got any ideas? I love the Death Company models, but 420 points is absurd...
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This message was edited 2 times. Last update was at 2013/01/01 17:17:39
Blood Angels 2nd/5th Company (5,400+)
The Wraithkind (4,100+) |
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![[Post New]](/s/i/i.gif) 2013/01/01 17:39:58
Subject: Death Company Problems
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Major
Fortress of Solitude
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jump packs are VASTLY overpriced. Scratch them, shove the DC in a land raider.
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Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General |
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![[Post New]](/s/i/i.gif) 2013/01/02 01:29:42
Subject: Death Company Problems
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Locked in the Tower of Amareo
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I agree. I hate the DC in general, which sucks, but the LR is the best overall options for them. Its AV 14, and either shoots two lascannons a turn or an AC plus multimelta. For the crusader, after you dump the termies, it can stay put and play pillbox to amazing effect.
The second best use is to put them on foot to protect a gun line. Boring, but effective.
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![[Post New]](/s/i/i.gif) 2013/01/02 05:00:28
Subject: Re:Death Company Problems
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Angry Blood Angel Assault marine
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I love DC there the core of any army I run.
The jump packs, well bud theres not much for you there. The only way I run them with jump packs is with Lemartes and a Storm Raven making it a pricy Death Star. but normaly they are just ground pounders.
I have actualy started running them with bolters. the relentless and only the loss of 1 attack is very acceptable IMO.
I normaly put my Reclusiarch with them and fot slog or Storm Raven Hot drop them the reroles from the Reclusiarch help the DC and the Survivability from the DC make it hard for people to get War Lord point with out sinking a F*ck ton of points to try and do it.
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This message was edited 1 time. Last update was at 2013/01/02 05:01:11
Do you ever go into a fight thinking "there's no point giving it my best, I'll get another chance later?"
We only ever get one shot marlin. Life is one shot |
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![[Post New]](/s/i/i.gif) 2013/01/02 05:21:23
Subject: Re:Death Company Problems
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Blood Angel Terminator with Lightning Claws
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Drop the Jump Packs and give them Bolters. I know it sounds weird at first, but 6th Edition is a shooting game. Giving them bolters makes them better tactical marines.
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![[Post New]](/s/i/i.gif) 2013/01/02 05:50:12
Subject: Death Company Problems
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[DCM]
Tilter at Windmills
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Storm Raven or Drop Pod are the good delivery systems for DC, as jump packs are overpriced.
Bolters are pretty good. I like BP&CCW to maximize attacks. 1-2 fists, and optionally a few power axes if you have the points, will make a mess of most units.
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Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
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Maelstrom's Edge! |
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![[Post New]](/s/i/i.gif) 2013/01/02 11:48:59
Subject: Death Company Problems
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Sneaky Lictor
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If you are unhappy with the JPs, with they way they are glued on. There isn't much risk to just pulling the off. You may damage the model a little but nothing beyond repair.
JP and bolter fan here. Plenty of other DC threads. This is a trending argument it seems. Fans being on both sides of the fence.
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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) 2013/01/02 15:40:37
Subject: Death Company Problems
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Cog in the Machine
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Yes, it seems there is no "right" way to equip or deploy DC. There are a ton of threads and opinions vary widely. Which is good BTW. But it means you must decide for yourself.
I love them and they are a central componant of any BA army I run in 6th. I did the bolter thing. After shooting myself out of charge range 1 too many times(twice FYI) the bolters came off. On top of that, when you have bp and ccw equiped you get the same number of hits on the squad but trade a str 4 in the shooting phase for a str 5 on the charge.
Also on the equipment topic is power axes. Personnally I would never use anything else. Fists cost too much for -1 attack and a small amount of utility vs vehicles. Mauls are not needed for MCs when axes hit at str 6 on the charge. Swords are ok until you want to kill termys, or 2+ SM ICs.
Then there is the choice of running a chaplin as a squad leader. Rerolls are badass, but without the heavy expense of the chaplin, a DC unit is A brutally effecint CC chioce. I run 6 or 7 with 3 power axes, no chaplin. They are cheap and very, very effective.
Lastly is deployment. Stormraven, land raider, drop pod, jump packs. All are good options with pros and cons. Jump packs are very expensive, so is a stormraven and LR but you get to be in a bunker until you assault making the small unit even more viable because losses will be much lower. Drop pods on the otherhand are inexpensive, don't mishap, and get you right in the thick of it. But you'll want to run 10 bodies because you'll take a ton of fire after you drop.
TLDR:
Opinions vary. Most options can work depending on playstyle. Try it yourself.
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This message was edited 1 time. Last update was at 2013/01/02 15:56:10
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![[Post New]](/s/i/i.gif) 2013/01/02 17:50:57
Subject: Death Company Problems
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Junior Officer with Laspistol
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Summary of many threads:
Bolter and Drop Pod is pretty awesome. You should try that.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
FAQs |
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![[Post New]](/s/i/i.gif) 2013/01/02 23:33:31
Subject: Re:Death Company Problems
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Irked Blood Angel Scout with Combat Knife
United States, Ohio
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I say pull the JP off, use a drill bit, and magnetize them (the plastic ones) then you have versatility!
I've had bad luck getting my Stormraven shot down killing everything inside. The DC really need to be in an assault vehicle though if you're running them without bolters. with bolters you might be ok running them. The relentless USR is cool bc you can rapid fire and still charge.
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Crimson Fist 5th Company - 2000 pts
The Army of Carroburg (Empire) 2500 pts
The Grand Reclamation Force of the Karaz Ankor (Dwarfs) 6000 points.
"You foster discord, Seth. You thrive upon it!" The Flesh Tearer smiled. -"I stand corrected. You do understand my kind after all. Youʹve cut to the heart of me."
— Chapter Master Gabriel Seth and Lord Commander Dante of the Blood Angels debate during the Conclave of the Scions of Sanguinius |
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![[Post New]](/s/i/i.gif) 2013/01/03 00:48:01
Subject: Death Company Problems
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Locked in the Tower of Amareo
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But the HTH config for DC is better unless you shoot more than one turn. You are losing one HTH attack for an extra bolter shot that isn't at STR 5 on the charge. And your power axe guys lose a power axe swing, which is much more valuable than a bolter shot.
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![[Post New]](/s/i/i.gif) 2013/01/03 04:49:36
Subject: Death Company Problems
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Fresh-Faced New User
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I agree with the point about bolters. However, if you WOULD like to keep that extra attack on some and don't mind a little extra brainwork, half bolters and half two-handed fighter isn't a bad tradeoff.
In my opinion, Lemartes, while being a very sexy character, is too many points for the function he actually serves. BA players, when asked why they used Lemartes, usually answer that he gives them re-rolls on hits and misses. Well, a Chaplain or Reclusiarch easily does the same for far fewer points.
Here's what I would recommend:
-Drop the expensive, unwieldy weapons. After running a powerfist and thunderhammer in my DC multiple times, I think it defeats the purpose of DC, UNLESS you are trying to kill tanks. Even then, DC is extremely expensive to appropriate for such a narrow job. They're supposed to die, so give a few some power swords or power mauls, which are cheaper and still can attack first.
-Add SOMETHING that employs Liturgies of Blood if you aren't already. The cheapest option is a Chaplain.
-As has already been said, running them in Land Raider is a great alternative for locomotion. Jump packs aren't ALWAYS terrible, in my opinion. If you have the points and want everything to be fast, they're great. But if there's not a good reason, use the Land Raider.
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This message was edited 1 time. Last update was at 2013/01/03 04:50:34
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![[Post New]](/s/i/i.gif) 2013/01/03 05:08:56
Subject: Death Company Problems
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Irked Blood Angel Scout with Combat Knife
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I like running them bare bones. No jump pack, just bolt pistol and ccw. In a LR you can have a squad of 10, or more if You want, with a chaplain. Which means pretty much garunteed charge with rerolls. 50 attacks 3+ to hit most things, 3+ to wound most things, all rerolled which generally equals about 40 wounds. That is a six man terminal squad dead before they strike or a 30 man ork boy squad dead before they strike.
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![[Post New]](/s/i/i.gif) 2013/01/03 05:09:47
Subject: Death Company Problems
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Locked in the Tower of Amareo
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Power axes are crazy good on charging DC. If you are paying for them, might as well buy a few axes.
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![[Post New]](/s/i/i.gif) 2013/01/03 14:52:01
Subject: Death Company Problems
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Beast Lord
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I've run them with bolters, with bolt pistols/ccw, with JPs, without JPs, with power swords, power lances, power axes, power fists...
Just about every configuration you can imagine, I've run them. What I've found is that each and every configuration is great situationally.
Personally, if this is for a tournament I'd run them without JPs in a Land Raider or SR with a chaplain or reclusiarch. I'd give them bolters, 2 power axes and 2 power lances/swords (I tend to prefer the extra S boost lances give you on the charge over the as user the sword gives you). I would use them as a meat grinder as with 6th edition Hordes that can carry guns got a lot more popular.
If it's a standard everyday game and you know what you're going to be playing against, make sure you magnetize everything as you're going to be switching parts out a lot.
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around 2500 points
600 points |
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