| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2016/04/06 11:35:12
Subject: Death Company Loadout (inside a land raider)
|
 |
Blood Angel Neophyte Undergoing Surgeries
|
Hi guys,
So, I had a vision the other day of a land raider redeemer charging into battle, spewing fire from its flamers, and then dropping the hatch and unleashing a tide of rage-fulled Death Company marines into burning enemy lines.. and now I want to make it happen.
However, I'm kinda stuck thinking about the loadout for them. Do I go all pistols and close combat weapons, or should I throw in some bolters too? I understand the main difference, it's either +1 attack, or being able to rapid-fire before charging. I just can't decide if it's worth putting bolters in there.
(I've also magnetised the sponsons, so I can take either a crusader or redeemer.)
What would you do for each vehicle type? Squad size and loadout.
Thanks in advance!
|
|
This message was edited 1 time. Last update was at 2016/04/06 11:36:26
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 12:36:15
Subject: Re:Death Company Loadout (inside a land raider)
|
 |
Chaplain with Hate to Spare
|
All Pistol/CCW with 1/5 Pistol or Boltgun and Power Fist. I do boltguns on my Power Fists because you aren't getting the extra attack anyway. Otherwise you are missing out on an extra attack in melee, and since you are going to be attacking at Str 5, it makes the Bolter worse.
|
5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 13:01:26
Subject: Re:Death Company Loadout (inside a land raider)
|
 |
Blood Angel Neophyte Undergoing Surgeries
|
That's what I was thinking. All geared up for close combat makes more sense. What threw me off was when I was looking into it, people were making mixed squads.  Though I think that kinda stuff is well outdated now because they we're on about jump packs being too expensive and costing 15 points a piece. I just wanted to know if there was still any benefit to it, if there ever was!
Thanks for the tip about boltguns with powerfists by the way! I'd seen that somewhere. Could make some interesting models like that! Would anyone consider it cheesy though?
|
|
This message was edited 1 time. Last update was at 2016/04/06 13:03:58
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 13:23:16
Subject: Death Company Loadout (inside a land raider)
|
 |
Perturbed Blood Angel Tactical Marine
UK.
|
paintatdawn wrote:Hi guys, So, I had a vision the other day of a land raider redeemer charging into battle, spewing fire from its flamers, and then dropping the hatch and unleashing a tide of rage-fulled Death Company marines into burning enemy lines.. and now I want to make it happen. However, I'm kinda stuck thinking about the loadout for them. Do I go all pistols and close combat weapons, or should I throw in some bolters too? I understand the main difference, it's either +1 attack, or being able to rapid-fire before charging. I just can't decide if it's worth putting bolters in there. (I've also magnetised the sponsons, so I can take either a crusader or redeemer.) What would you do for each vehicle type? Squad size and loadout. Thanks in advance! This sounds like music to my ears. I run death Company with a Land raider Crusader. That's' right, a Crusader. Resulting in a capacity of 16. I personally go for 15 DC and Mephiston in the Crusader for maximum punch. The DC are kitted with a mix. 10 primarily feature 2 CC weapons, including power swords, while the remaining 5 feature either powerfist and a bolter or just a bolter, meaning that I can rapid fire before charging. I tend to maximise the firepower before charging, so overwatch has little to no effect. Those that don't have bolt pistols use plasma pistols (3) or inferno pistols (3). So even if I'm taking on Terminators like I did against a Deathwing squad several weeks ago, I usually kill several of them before assaulting. Something I feel is essential when charging stubborn squads who hit on a 5+ for overwatch.
|
|
This message was edited 1 time. Last update was at 2016/04/06 13:24:06
You'll never see me coming.
Follow me on Twitter: @DavidPMcDougall
2,000 points
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 13:38:41
Subject: Death Company Loadout (inside a land raider)
|
 |
Blood Angel Neophyte Undergoing Surgeries
|
Flugel Meister wrote:
This sounds like music to my ears.
I run death Company with a Land raider Crusader. That's' right, a Crusader. Resulting in a capacity of 16.
I personally go for 15 DC and Mephiston in the Crusader for maximum punch. The DC are kitted with a mix. 10 primarily feature 2 CC weapons, including power swords, while the remaining 5 feature either powerfist and a bolter or just a bolter, meaning that I can rapid fire before charging.
I tend to maximise the firepower before charging, so overwatch has little to no effect. Those that don't have bolt pistols use plasma pistols (3) or inferno pistols (3). So even if I'm taking on Terminators like I did against a Deathwing squad several weeks ago, I usually kill several of them before assaulting. Something I feel is essential when charging stubborn squads who hit on a 5+ for overwatch.
So you'd have just a few with bolters, max? With the extra shots from rapid-fire (I know it's only a small amount in your case) wouldn't you worry about shooting yourself out of charge range? Also, if you wipe a squad completely, would you be concerned about being exposed in the next turn?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 13:55:34
Subject: Death Company Loadout (inside a land raider)
|
 |
Mekboy on Kustom Deth Kopta
|
don't overthink it... dual wield thunder hammers for all!
but seriously 1 power weapon per 5, all ccw bolt pistol if doing 15 then throw in a fist, a thunder hammer, and a power sword. note make it a 14 man squad led by the sanguinar(jump pack so 2 slots) and boom every model gets one more attack. 11 pistol/chainswords 6 attack each for 66 on the charge, then power sword at initiative. that is after the sanguinar attack at i6 and probably won a challenge if one possible, then your th/pf swings
|
10000 points 7000
6000
5000
5000
2000
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 14:05:48
Subject: Death Company Loadout (inside a land raider)
|
 |
Perturbed Blood Angel Tactical Marine
UK.
|
paintatdawn wrote: Flugel Meister wrote:
This sounds like music to my ears.
I run death Company with a Land raider Crusader. That's' right, a Crusader. Resulting in a capacity of 16.
I personally go for 15 DC and Mephiston in the Crusader for maximum punch. The DC are kitted with a mix. 10 primarily feature 2 CC weapons, including power swords, while the remaining 5 feature either powerfist and a bolter or just a bolter, meaning that I can rapid fire before charging.
I tend to maximise the firepower before charging, so overwatch has little to no effect. Those that don't have bolt pistols use plasma pistols (3) or inferno pistols (3). So even if I'm taking on Terminators like I did against a Deathwing squad several weeks ago, I usually kill several of them before assaulting. Something I feel is essential when charging stubborn squads who hit on a 5+ for overwatch.
So you'd have just a few with bolters, max? With the extra shots from rapid-fire (I know it's only a small amount in your case) wouldn't you worry about shooting yourself out of charge range? Also, if you wipe a squad completely, would you be concerned about being exposed in the next turn?
I just shoot them until I'm happy with thinning the herd. You don't have to fire everything. Leave a few survivors and make sure they're still in charge range. If you're facing tougher enemies who can soak it up it can be an essential means of thinning their numbers.
|
You'll never see me coming.
Follow me on Twitter: @DavidPMcDougall
2,000 points
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 14:21:29
Subject: Death Company Loadout (inside a land raider)
|
 |
Blood Angel Neophyte Undergoing Surgeries
|
G00fySmiley wrote:don't overthink it... dual wield thunder hammers for all!
but seriously 1 power weapon per 5, all ccw bolt pistol if doing 15 then throw in a fist, a thunder hammer, and a power sword. note make it a 14 man squad led by the sanguinar(jump pack so 2 slots) and boom every model gets one more attack. 11 pistol/chainswords 6 attack each for 66 on the charge, then power sword at initiative. that is after the sanguinar attack at i6 and probably won a challenge if one possible, then your th/pf swings
That's one of the main troubles I have with the hobby, I tend to overthink stuff. Thunder hammers all round!! haha
I never thought about putting someone with a jump pack in a land raider. I suppose it ignores the Bulky rule because it can carry terminators? I already have the Death Company squad built from the Deathstorm box, so that's one thunder hammer, power sword and power fist already. I havent stuck their jump packs on yet, I was also thinking of magnetising them for when I do and don't use the land raider.
Flugel Meister wrote:
I just shoot them until I'm happy with thinning the herd. You don't have to fire everything. Leave a few survivors and make sure they're still in charge range. If you're facing tougher enemies who can soak it up it can be an essential means of thinning their numbers.
Ahh I see. So you'd shoot either the bolt pistols or the boltguns first and see how it goes? Sounds like a pretty good idea!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 15:33:09
Subject: Death Company Loadout (inside a land raider)
|
 |
Mekboy on Kustom Deth Kopta
|
I only meant for The sanguinary, do not give them all jet packs or they will take up too much transport space at 2 slots each. still magnetizing them is a good plan. 1/8 x 1/16 magnet on the body then 1/16 s 1/32 on backpack and jet pack works well (it is how I did mine) you can even magnetize arms with 1/16 x 1/16 magnets on body and arms. I do that to all of my marines (other than the dark vengeance/black reach ones not that it would not work am just lazy and have plenty of magnetized models.) only issue is not enough shoulder pads but that is an easy enough fix
|
10000 points 7000
6000
5000
5000
2000
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 15:49:23
Subject: Death Company Loadout (inside a land raider)
|
 |
Blood Angel Neophyte Undergoing Surgeries
|
G00fySmiley wrote:I only meant for The sanguinary, do not give them all jet packs or they will take up too much transport space at 2 slots each. still magnetizing them is a good plan. 1/8 x 1/16 magnet on the body then 1/16 s 1/32 on backpack and jet pack works well (it is how I did mine) you can even magnetize arms with 1/16 x 1/16 magnets on body and arms. I do that to all of my marines (other than the dark vengeance/black reach ones not that it would not work am just lazy and have plenty of magnetized models.) only issue is not enough shoulder pads but that is an easy enough fix
Don't wory, I know what you meant.
Though, I looked into it just now because it's not something I've heard of or seen before, and apparently it says in the rule book that jump pack units aren't allowed in any form of transport unless the transport specifically states otherwise. I don't have either my codex or rule book at hand at the moment to check, but I will look into it more later.
Magnet-wise, I'd love to have everything done on a model, but I struggle for time as it is! I'll probably stick with just doing the back packs etc
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 16:01:26
Subject: Death Company Loadout (inside a land raider)
|
 |
Blood-Drenched Death Company Marine
Little Rock, Arkansas
|
paintatdawn wrote: G00fySmiley wrote:I only meant for The sanguinary, do not give them all jet packs or they will take up too much transport space at 2 slots each. still magnetizing them is a good plan. 1/8 x 1/16 magnet on the body then 1/16 s 1/32 on backpack and jet pack works well (it is how I did mine) you can even magnetize arms with 1/16 x 1/16 magnets on body and arms. I do that to all of my marines (other than the dark vengeance/black reach ones not that it would not work am just lazy and have plenty of magnetized models.) only issue is not enough shoulder pads but that is an easy enough fix
Don't wory, I know what you meant.
Though, I looked into it just now because it's not something I've heard of or seen before, and apparently it says in the rule book that jump pack units aren't allowed in any form of transport unless the transport specifically states otherwise. I don't have either my codex or rule book at hand at the moment to check, but I will look into it more later.
Magnet-wise, I'd love to have everything done on a model, but I struggle for time as it is! I'll probably stick with just doing the back packs etc
You're correct. A transport needs to specifically say jump infantry are allowed like the stormraven for them to fit.
Also he seems to be talking about the sanguinor, who is A: terrible and B: not an independent character, thus unable to join a squad.
As for my suggestion, you're already running a land raider, so competitive efficiency is off the table, so just run what you want. Chaplains or libbies make good IC's for death co.
|
20000+ points
Tournament reports:
1234567 |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 16:43:28
Subject: Death Company Loadout (inside a land raider)
|
 |
Blood Angel Neophyte Undergoing Surgeries
|
niv-mizzet wrote:
You're correct. A transport needs to specifically say jump infantry are allowed like the stormraven for them to fit.
Also he seems to be talking about the sanguinor, who is A: terrible and B: not an independent character, thus unable to join a squad.
As for my suggestion, you're already running a land raider, so competitive efficiency is off the table, so just run what you want. Chaplains or libbies make good IC's for death co.
Ah, thanks for clarifying!
Yeah, to be honest with you I'm not that hardcore when it comes to playing. I don't have as much time as I'd like to put into the hobby as it is, so I normally just put together units that I like the most (with some strategy of course).
I'll probably put a chaplain with them for Zealot. Either that or a sanguinary priest, though I was planning on putting him with some sanguinary guard.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/06 17:53:23
Subject: Death Company Loadout (inside a land raider)
|
 |
Mekboy on Kustom Deth Kopta
|
niv-mizzet wrote: paintatdawn wrote: G00fySmiley wrote:I only meant for The sanguinary, do not give them all jet packs or they will take up too much transport space at 2 slots each. still magnetizing them is a good plan. 1/8 x 1/16 magnet on the body then 1/16 s 1/32 on backpack and jet pack works well (it is how I did mine) you can even magnetize arms with 1/16 x 1/16 magnets on body and arms. I do that to all of my marines (other than the dark vengeance/black reach ones not that it would not work am just lazy and have plenty of magnetized models.) only issue is not enough shoulder pads but that is an easy enough fix
Don't wory, I know what you meant.
Though, I looked into it just now because it's not something I've heard of or seen before, and apparently it says in the rule book that jump pack units aren't allowed in any form of transport unless the transport specifically states otherwise. I don't have either my codex or rule book at hand at the moment to check, but I will look into it more later.
Magnet-wise, I'd love to have everything done on a model, but I struggle for time as it is! I'll probably stick with just doing the back packs etc
You're correct. A transport needs to specifically say jump infantry are allowed like the stormraven for them to fit.
Also he seems to be talking about the sanguinor, who is A: terrible and B: not an independent character, thus unable to join a squad.
As for my suggestion, you're already running a land raider, so competitive efficiency is off the table, so just run what you want. Chaplains or libbies make good IC's for death co.
I see... I do not have the sanguinary, but have an opponent who uses him like that guess I will have to point this out, maybe he can follow the tank out of LOS . I prefer running my death company as jet pack units alongside drop podded dreadnaught and drop podded stern guard melta squad. couple that with 2 10 man assault squads and it is fun to play (probably stronger lists out there but a blast)
|
10000 points 7000
6000
5000
5000
2000
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/07 00:34:07
Subject: Death Company Loadout (inside a land raider)
|
 |
Regular Dakkanaut
|
paintatdawn wrote: niv-mizzet wrote:
You're correct. A transport needs to specifically say jump infantry are allowed like the stormraven for them to fit.
Also he seems to be talking about the sanguinor, who is A: terrible and B: not an independent character, thus unable to join a squad.
As for my suggestion, you're already running a land raider, so competitive efficiency is off the table, so just run what you want. Chaplains or libbies make good IC's for death co.
Ah, thanks for clarifying!
Yeah, to be honest with you I'm not that hardcore when it comes to playing. I don't have as much time as I'd like to put into the hobby as it is, so I normally just put together units that I like the most (with some strategy of course).
I'll probably put a chaplain with them for Zealot. Either that or a sanguinary priest, though I was planning on putting him with some sanguinary guard.
Definitely run the priest with the sang guard. DC already has FNP so sang guard could benefit from the priest as he wouldn't make FNP 5+ redundant.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/07 01:51:17
Subject: Death Company Loadout (inside a land raider)
|
 |
Speedy Swiftclaw Biker
|
Flugel Meister wrote: paintatdawn wrote:Hi guys,
So, I had a vision the other day of a land raider redeemer charging into battle, spewing fire from its flamers, and then dropping the hatch and unleashing a tide of rage-fulled Death Company marines into burning enemy lines.. and now I want to make it happen.
However, I'm kinda stuck thinking about the loadout for them. Do I go all pistols and close combat weapons, or should I throw in some bolters too? I understand the main difference, it's either +1 attack, or being able to rapid-fire before charging. I just can't decide if it's worth putting bolters in there.
(I've also magnetised the sponsons, so I can take either a crusader or redeemer.)
What would you do for each vehicle type? Squad size and loadout.
Thanks in advance!
This sounds like music to my ears.
I run death Company with a Land raider Crusader. That's' right, a Crusader. Resulting in a capacity of 16.
I personally go for 15 DC and Mephiston in the Crusader for maximum punch. The DC are kitted with a mix. 10 primarily feature 2 CC weapons, including power swords, while the remaining 5 feature either powerfist and a bolter or just a bolter, meaning that I can rapid fire before charging.
I tend to maximise the firepower before charging, so overwatch has little to no effect. Those that don't have bolt pistols use plasma pistols (3) or inferno pistols (3). So even if I'm taking on Terminators like I did against a Deathwing squad several weeks ago, I usually kill several of them before assaulting. Something I feel is essential when charging stubborn squads who hit on a 5+ for overwatch.
I've dealt with this before and I can honestly say the bolters tacked on don't make a world of difference. The main problem with this idea is it's a massive points sink and relatively easy to mitigate. Depending on the army anything with Haywire or lets be honest for most SM armies GRAV stops this dead in its tracks. The main problem is Land Raiders aren't really worth their points.
HOWEVER if you can force your opponent to pick something other than the LR to shoot at with heavy weapons/grav this is probably one of the worst things to fight in CC, hell they're worse than Wulfen IMO on the charge.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/07 07:40:16
Subject: Re:Death Company Loadout (inside a land raider)
|
 |
Perturbed Blood Angel Tactical Marine
UK.
|
In this case, if possible, include a DC squad with only basic CC weapons and JP to draw his attention. Or Land Speeders to harass whatever he plans on using to take out your Land Raider.
|
You'll never see me coming.
Follow me on Twitter: @DavidPMcDougall
2,000 points
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/07 09:06:11
Subject: Death Company Loadout (inside a land raider)
|
 |
Blood Angel Neophyte Undergoing Surgeries
|
Dantes_Baals wrote:
Definitely run the priest with the sang guard. DC already has FNP so sang guard could benefit from the priest as he wouldn't make FNP 5+ redundant.
That was my thoughts exactly. I think feel no pain is what sanguinary guard need to make them more survivable. Won't have to worry as much moving them up the table!
Spiritfox22 wrote:
I've dealt with this before and I can honestly say the bolters tacked on don't make a world of difference. The main problem with this idea is it's a massive points sink and relatively easy to mitigate. Depending on the army anything with Haywire or lets be honest for most SM armies GRAV stops this dead in its tracks. The main problem is Land Raiders aren't really worth their points.
HOWEVER if you can force your opponent to pick something other than the LR to shoot at with heavy weapons/grav this is probably one of the worst things to fight in CC, hell they're worse than Wulfen IMO on the charge.
This is what I was trying to figure out. Is it worth giving anyone bolters. There are a few pros and cons for both.. CC weapons grant the extra attack, which is obviously great for a melee focused unit. Bolters give you the option to rapid-fire before charging thanks to relentless. Which might sound useless, but it let's you split your firepower before you charge. You will either fire 15 bolt pistols before charging (for example, not including upgrades) which could soften a unit quite a bit and possibly put you out of charge range. Or, you can rapid fire say, 3 guys, and let off 6 shots to see the outcome before you use bolt pistols or other weapons. I think tactically, you only miss out on 3 CC attacks at the end of the day, but you open yourself up to more options before charging anywhere. You could of course fire nothing, or just the special weapons..
So I'm kinda on the fence about it!
Flugel Meister wrote:In this case, if possible, include a DC squad with only basic CC weapons and JP to draw his attention. Or Land Speeders to harass whatever he plans on using to take out your Land Raider.
So you would run a separate squad on the board somewhere as a distraction? Sounds like a good idea. I was thinking of zipping some sanguinary guard and a priest up the table too, which could work. And if I get round to getting it together, a drop pod full of Sternguard?
Automatically Appended Next Post: Where I am at the moment;
Raphen's Squad (from the Deathstorm box)
- Bolt pistol & thunder hammer (character)
- Bolt pistol & power fist
- Bolt pistol & power sword
- Inferno pistol & chainsword
- Bolt pistol & chainsword
I kept this squad as is because I like that they count as troops, and you get Raphen as a character. I'll magnetise the jump pack & back packs. When I use them on foot with the land raider they'll obviously just become normal DC marines, no character or troop slot.
I also have;
- Boltgun & power fist
- Bolt pistol & chainsword
- Bolt pistol & chainsword
- Bolt pistol & chainsword
All test buit with blu- tac (from last night..). I used a set of legs from this box to make a captain, so I can make one more if I strip him apart.
So what would you recommend I do next? I'll pick up another box so I can have 14/15 in total. Is it worth putting one more power sword in there? And special weapons wise, I currently only have one inferno pistol.
|
|
This message was edited 1 time. Last update was at 2016/04/07 09:18:00
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/07 09:30:36
Subject: Re:Death Company Loadout (inside a land raider)
|
 |
Perturbed Blood Angel Tactical Marine
UK.
|
I've used DC as a distraction before, and it's worked well. But sometimes it can work a little too well. Just be sure that you jump them into cover so they benefit from a cover save. They'll obviously need to take a dangerous terrain test, but have their normal save and FNP to fall back on. I sometimes include a Predator Annihilator as well, sporting Lascannons. Depending on what your opponent is using, it might force him/her to carefully choose their targets. Taking out the Land Raider obviously slows your DC but leaving the Predator for a turn risks a lot of Lascannon fire that could disable or destroy a vehicle or walker that he/she is using. I always try to give them too much nasty stuff to shoot at, resulting in them shooting at something that I can live without. A good player won't fall for this, though, and will prioritise their targets properly. Distractions all depend upon how your oppenent plays and how good they are. You can add to the distraction by including some smacktalk, making out that your squad is feared, deadly and not to be trifled with. Sanguinary Guard definitely need a priest with them, otherwise they'll just die when shot at. Dont use them as a distraction. Ever. They should be one of your main means of assaulting. Furiosos in pods can be useful. Dropping one in the middle of his army can be terrifying for him. If they survive you can use them to assault, especially if they have blood talons. If they die, hopefully they've used up quite a few of his shots. Try using a Lucius drop pod so it'll have shroud on the turn it drops, and he can stay inside and fire out as it's open topped.
|
|
This message was edited 1 time. Last update was at 2016/04/07 09:35:59
You'll never see me coming.
Follow me on Twitter: @DavidPMcDougall
2,000 points
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/07 10:01:22
Subject: Re:Death Company Loadout (inside a land raider)
|
 |
Blood Angel Neophyte Undergoing Surgeries
|
Flugel Meister wrote:I've used DC as a distraction before, and it's worked well. But sometimes it can work a little too well. Just be sure that you jump them into cover so they benefit from a cover save. They'll obviously need to take a dangerous terrain test, but have their normal save and FNP to fall back on.
I sometimes include a Predator Annihilator as well, sporting Lascannons. Depending on what your opponent is using, it might force him/her to carefully choose their targets. Taking out the Land Raider obviously slows your DC but leaving the Predator for a turn risks a lot of Lascannon fire that could disable or destroy a vehicle or walker that he/she is using. I always try to give them too much nasty stuff to shoot at, resulting in them shooting at something that I can live without. A good player won't fall for this, though, and will prioritise their targets properly.
Distractions all depend upon how your oppenent plays and how good they are. You can add to the distraction by including some smacktalk, making out that your squad is feared, deadly and not to be trifled with.
Sanguinary Guard definitely need a priest with them, otherwise they'll just die when shot at. Dont use them as a distraction. Ever. They should be one of your main means of assaulting.
Furiosos in pods can be useful. Dropping one in the middle of his army can be terrifying for him. If they survive you can use them to assault, especially if they have blood talons. If they die, hopefully they've used up quite a few of his shots. Try using a Lucius drop pod so it'll have shroud on the turn it drops, and he can stay inside and fire out as it's open topped.
Thanks for the advise, it's much appreciated!
What would you say is best to run sanguinary guard? Try and sneak them up the table while everything else gets all the attention? I currently have a squad of 5. Planning on getting a priest soon. Not sure whether its worth adding anymore guard to the squad because it's expensive as it is. I also have a furioso from the Deathstorm box, so could get a drop pod at some stage. The Stormraven gunship has caught my attention recently. Can sanguinary guard go in one? (I know it can hold normal jump infantry)
Oh, and I think I'll mostly be playing against Tau. Until my mate decides to start collecting Eldar.
|
|
This message was edited 1 time. Last update was at 2016/04/07 10:02:24
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/07 17:07:51
Subject: Death Company Loadout (inside a land raider)
|
 |
Omnipotent Necron Overlord
|
Want to try something nasty? Ally in greyknights and take castelan crow - he can challenge anything in CC being one of the best duelist in the game. He comes stock with hammerhand which is +2 str for the whole unit. For good measure give everyone a powermaul or power axe. So on the charge this will give you mauls str 9 and axes str 8 - which double out T4 modles with multi wounds and basically wound everything on a 2+. So sang preist, crowe, a chaplain, and like 10 DC with power mauls and like 3 with power fist. That amount of attacks is scary my friend.Very little you wont outright crush.
|
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/11 09:22:08
Subject: Re:Death Company Loadout (inside a land raider)
|
 |
Blood Angel Neophyte Undergoing Surgeries
|
I picked up another box over the weekend, this is how they stand...
Raphen's Squad (from the Deathstorm box)
- Bolt pistol & thunder hammer (character)
- Bolt pistol & power fist
- Bolt pistol & power sword
- Inferno pistol & chainsword
- Bolt pistol & chainsword
- Boltgun & power fist
- Bolt pistol & chainsword
- Bolt pistol & chainsword
- Bolt pistol & chainsword
- Bolt pistol & chainsword
- Bolt pistol & power sword
- Inferno pistol & chainsword
- Bolt pistol & chainsword
- Bolt pistol & chainsword
- Bolt pistol & chainsword
So out of 15 guys, there's 1 thunder hammer, 2 power fists, 2 power swords, and 2 inferno pistols. I've also got two bolters in there on the power fist marines. Does it seem like good numbers for everything? I don't want to go too mental on the points. I can always mix and match the unit too so it doesn't have to be 15 strong.
|
|
|
 |
 |
|
|