This again? Okay here are the facts and you can decide yourself.
1) DC are 20 points base, get 2 attacks base, have a built in priest, are fearless, have WS 5 but never score. This, in a vacuum, is not terrible.
2) DC can get "hidden" power weapons. This is good, since that powerfist can't be challenged away.
3) DC must assault to fully realize their potential. If assaulted, their performance is much closer to that of a regular ASM than their assaulting profile.
4) Given #3, assaulting is desirable. So, logically, footslogging is not the way to make this happen, leading us to a few options:
5) Jump packs. These cost *15* points per model. This makes your base guy 35 points. This is a 35 point guy, T4 W1. Any amount of these guys are just torrent fodder. At 35 pts a guy, I can justify shooting practically anything at them and still come out ahead on shooting efficiency.
6) Drop Pod. The drop pod with DC armed with bolters has been proposed a lot. This choice drops in, and the shoots some squad up with bolters and then prepares to assault the following turn. The only problem with this is the same problem with many deep strikers: their dead turn. All kinds of crap can happen to them while they are waiting for that all-important assault. The most basic of which is a spoiling attack by any nearby squads. This is after, of course, they get the crap shot out of them by whatever weapons are handy for the opponent.
7) Land Raider. This is probably the best choice, imo. The biggest downside is, of course, cost. This unit in totality will likely push 500 pts. This also kind of turns the game into "pop the Land Raider". If they can pop it or immobilize it before it gets too far, your guys just becamse footsloggers again.
8) I might also point out that any given army does not necessarily have a target for DC that a regular BA ASM squad couldn't do just as well on, but just take an extra turn or so. And the ASM can score as well. Sometimes I find myself wishing I had some DC in some games, but then I remember that I brought lots guns and just shoot particularly tough units. Overkill is to be avoided as much as underkill, since by default you will be undermanned somewhere else on the board.
9) A sub-problem of problem 8 is counterattacks in general. The DC might work perfectly against the first squad and evaporate it, but then they will likely get shot a lot and then be counter assaulted. They are far less hazardous to counter assault than say, assault terminators, since many of their tricks are turned off when they don't charge.
In general, for an elite BA assault unit, I prefer the SG. They have much better standard equipment, and the 2+ armor makes them very pesky, even if they don't hit as hard. They are also better at taking charges than the DC, as they retain more potency. Automatically Appended Next Post: Oh and Dante (who is mediocre, I guess) can make the SG scoring! Yay! Reverso DC! Automatically Appended Next Post: I might add that another important question is "what do you want these guys for?" What do you expect to get out of them?
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