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Made in sg
Grovelin' Grot Rigger




Was doing some math on Death Company and found that a squad of 10 on the charge with an attached DC Chaplain will lead to about 6 wounds on WS4/T4 TEQ and 11.5 wounds on WS4/T4 MEQ (not factoring the Chaplain's attacks since he would likely be challenging). This combined with the Death Company Decurion's 6-inch post-deploy move makes it quite possible to get in combat on turn 1, especially on DoW deployments. My question is that outside of fighting a super intense Tau overwatch gunline, how competitive will the DC Decurion be, and what would complement the detachment very well in the form.of Auxillary formations and Allies.

This message was edited 3 times. Last update was at 2016/11/23 04:31:44


 
   
Made in ru
!!Goffik Rocker!!






Count how they fare vs wolf wolves and wuffen.

This message was edited 1 time. Last update was at 2016/11/23 06:32:08


 
   
Made in gb
Dakka Veteran




DC haven't exactly been setting the competitive seen alight prior to Angels Blade. The LBSF does provides some buffs via the free movement, +1A from the DC Chap and the Crozius relic. It's not enough to elevate them however.

It just isn't that good in pure competitive turns. Despite FNP they're still just Marines and can get shot off the table. They also lack the tools to deal with things like Invis and Super Heavies/GMC.
They will also get out-assaulted by GSC, SW, Super Friends etc.

I would also strongly advise against running the 10 Man unit you describe in your original post. Most of them time they're overkill - if you do get the charge, you will blow through most infantry units. Leaving you to be shot and/or assaulted next turn.

This message was edited 1 time. Last update was at 2016/11/23 08:39:09


 
   
Made in sg
Grovelin' Grot Rigger




Bartali wrote:
DC haven't exactly been setting the competitive seen alight prior to Angels Blade. The LBSF does provides some buffs via the free movement, +1A from the DC Chap and the Crozius relic. It's not enough to elevate them however.

It just isn't that good in pure competitive turns. Despite FNP they're still just Marines and can get shot off the table. They also lack the tools to deal with things like Invis and Super Heavies/GMC.
They will also get out-assaulted by GSC, SW, Super Friends etc.

I would also strongly advise against running the 10 Man unit you describe in your original post. Most of them time they're overkill - if you do get the charge, you will blow through most infantry units. Leaving you to be shot and/or assaulted next turn.


I see. Good point about the overkill bit, kinda went over my head while I focused purely on their damage output. The thing is that DC gets all of their CC buffs only on the charge so having them stick around for a second assault phase basically nerfs them down to vanilla Assault Marines with FNP and will get minced by units like Terminators that they have no problems with on the charge, so I'm really worried about that.

But yes, looking at stuff like Wulfen and the new GSC stuff I can understand why DC aren't the monsters they used to be, if only because of power creep. Was planning on making a small Angry Marines army using BA rules since the CC theme is too good to be ignored, but I might have to consider SW now, if I can somehow get my opponents to ignore the wolf themes
   
Made in gb
Dakka Veteran




If you want to do a Marine CC list, I would definitely recommend Space Wolves. Basic Thunderwolf Cav and Wulfen are good out of the box, and they scale up quite nicely to a tournament level via formations and allies.
SW Dreads with the Axe and Shield combo are better than their BA equivalents too.

The other alternative if you want to keep jump units is Raven Guard. Shadowstrike Kill Team via Talon Strike Force allows a better assault from deep strike than the BA formations do.
   
Made in us
Locked in the Tower of Amareo




The best part of the formation is giving other elements 6" movement, like MM attack bikes.
   
 
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