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Made in nl
Dakka Veteran





Netherlands

I've started playing Blood Angels recently and like the Death Company for their Rage and FNP special rules. What is the best equipment for a squad, preferable sqaud size and the best HQ to attach to a unit.

Yesterday I ran an 8 men strong squad with two handflamers a power-sword and power-axe. They were accompanied by a lvl2 Librarian. Squad was durable and quite effective but I got the idea I can get more out of these guys.

This message was edited 1 time. Last update was at 2016/07/29 07:45:51


   
Made in gb
Aspirant Tech-Adept





UK

This is borne out of ZERO in-game experience, but I like bolters and jump packs with one or two fists or hammers hidden in there. I'm magnatising my jump packs/back packs to give me the option of popping them in a land raider or something as well.

As far as characters go, I'm no sure they're worth it (Lemartes and Tycho I'm thinking of).

Probably a librarian for the chance of some useful buffs?

Again, caveat, I've never used them in a game. It's just what I likes.

This message was edited 1 time. Last update was at 2016/07/29 07:52:31


Angels Amaranthine - growing slowly

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Currently 200pts 
   
Made in gb
Keeper of the Holy Orb of Antioch





avoiding the lorax on Crion

Sang priest and maybe enhance the fnp?

If it works that way with them?

Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.

"May the odds be ever in your favour"

Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.

FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.  
   
Made in gb
Dakka Veteran




I'd keep them cheap and run MSU. Helps to limit your losses to shooting, and helps to ensure a failed charge (or you get charged yourself) isn't terminal
   
Made in us
Regular Dakkanaut




Sang Priests won't enhance FNP. Essentially DC depend on getting the charge off to work effectively. That rules out bolters (for me anyway). Relentless sounds cool until you shoot yourself out of an obtainable charge and get shot or chopped to bits the next turn.

I run mine 8-10 men strong with 2x power swords and a fist. If the points are available a second fist or an axe. Axes are my last choice because they only give +1Str and swings at I1. It will either get killed before he can swing or will fail to have the impact of a fist. Plus you need to plan for the contingency that you will probably be on the receiving end of a charge. In that case, while another 8 bolter shots MIGHT help, extra attacks from 2x CCWs WILL help.

Lastly, the best HQ to stick with death coy is a chaplain. Rerolling hits is priceless since they arent WS5 anymore. FYI if you stick any HQ with them they will automatically become target numero uno unless you're running Knights or something.

That said magnetizing backpacks and humpbacks is a brilliant idea.
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Can BA take Div? If so, a Div Libby has lots of what you want. Prescience for re-rolls, Forewarning for a 4++, misfortune for rending and precog can help out in a challenge too.

If not, crazy as it sounds, Pyromancy wouldn't even be terrible. The primaris is pretty bad, but getting a 4++ on the psycher isn't terrible for challenges, 4+ cover becomes 3+ with night fight and can keep you alive to get to combat, sunburst can do work if you're getting in close (which you are if you're in a unit of DC) and molten beam can be a winner too since you can shoot and charge anything that came out of the transport.

Bio loses some of its appeal since you're already rocking a 5+++ and everyone only has 1W anyway, so endurance isn't as crucial. Iron Arm and Warpspeed are always handy on a punchy unit though, but doesn't help them get anywhere.

Shriek and Invis still as strong as ever, but none of the other powers are overly great. You probably don't want to be in terrain, so fire shield actually does better than shrouding here. Still, invis makes a solid case for rolling here all on its own...

Sanctic offers hammerhand and cleansing flame, maybe vortex if you're desperate or really lucky. Hammerhand is no joke on a unit with that many attacks though. Maybe worth while if you're running up against deamons as -1 invo can be very handy

Then you've got your own special blood snowflake powers with the old warpspeed as primaris, +1A for DC, a 5++ for the unit, budget molten beam and wings for ensuring a turn 2 charge, even on hammer and anvil.

Then you've got your 4 special marine snowflake disciplines, with things like electrodisplacement, veil of time, null zone, shifting worldscape and warpmetal armour.

There's tonnes of options for blood marines, and he lets you deny on a 5+ too. Could definately be worse for 65 points plus jump pack relic.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Locked in the Tower of Amareo




BA don't telepathy.

I like one fist per 5 DC. Maybe one sword per 5 as well for a special occasion.

Divination libby is actually pretty good for DC. However, this works best with 10-man DC squads, and so you'll have to be very careful with spacing.

This message was edited 1 time. Last update was at 2016/07/29 14:27:32


 
   
Made in gb
Trigger-Happy Baal Predator Pilot




Scotland

7 man, jump packs, 1 fist. rinse and repeat if possible. Attach a librarian for best synergy probably. If you are deciding to take a chaplin with them then I would consider Lemartes as he has FnP on his own. Other than that keep them lean as they are target #1.
   
Made in nl
Dakka Veteran





Netherlands

Good points all. Over the weekend with your feedback, I've built myself a model with a powerfist which can also be used as a sarge for regular Assault Marines. Next to that there will be a flyin liby. In my next game I will run two 5 men squads, one with a Liby and the other with a Chaplain.

I've not heard anyone speaking about the Power Axe, what do you guys think of them. Usefull? I think they are quite all right as S7 on the charge vs the s9 of a fist. But with one additional attack. Of course S7 is just below the magic 8.....

This message was edited 1 time. Last update was at 2016/08/01 12:34:20


   
Made in gb
Member of a Lodge? I Can't Say






I like a big blob of 10 with boltguns and Jump Packs (along with a special Character) and I Deep Strike them.
I like this as it adds some disarray into the game and it allows me to get a backfield unit that is capable of putting a hole in anything that doesnt have a 2+ save
   
Made in nl
Dakka Veteran





Netherlands

commander dante wrote:
I like a big blob of 10 with boltguns and Jump Packs (along with a special Character) and I Deep Strike them.
I like this as it adds some disarray into the game and it allows me to get a backfield unit that is capable of putting a hole in anything that doesnt have a 2+ save


And how do you make sure they are not shot to smithereens before you can get in a charge yourself?

   
Made in us
Locked in the Tower of Amareo




Deep striking assault units is the devil. Boltguns don't count as shooting, either.

This message was edited 1 time. Last update was at 2016/08/01 15:08:30


 
   
 
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