Switch Theme:

Death Company equipment  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in hu
Fresh-Faced New User





Hi All!

I recently started to get together a Blood Angels army and bough the large Death Company box.
I finished assembling the chaplain (crozius + inferno pistol) and the DC dread. Now is the time to decide how to equip 15 DC marines for 8th edition.

Any input on the subject is highly appreciated.

My first thoughts:
- field them as two squads (8 and 7) in their general role (deep strike with the chaplain or later on with Lemartes if I will have one)
- in each squad - 1 x thunder hammer, 1 x chainsword + inferno pistol, bolt pistol + chainsword for the rest
- I have some mini magnets, so I may be able to prepare some weapon options. What could be good secondary choices?
- I thought that magnetizing jump packs may be a waste of time as they will always arrive from deep strike. Or should I?
- any other dos and dont'ts regarding DC?

Thanks guys!

This message was edited 1 time. Last update was at 2017/07/08 07:56:06


   
Made in au
Annoyed Blood Angel Devastator





Hi!

Personally, I'm a big fan of power weapons at the moment. Maybe consider magnetising 2-4 for the 15? Swords, axes and fists are all pretty great, and the first two are really cheap. If you're limited to a few magnets, definitely glue on the jump packs, at 1 wound getting DC into combat is worth the 3 points. Plasma pistols are also very good for 7 points (I think there's one in the kit?) so give that some magnetic love
   
Made in se
Road-Raging Blood Angel Biker




I kitted most of my DC with bolters and chainswords since bolt pistols don't seem to have any edge over bolters as written, with both costing 0 points. Your DC will be within rapid fire range in the shooting phase at least once during a typical game given that you want to setting them up for charges. Firing in melee isn't common enough to make bolt pistols produce the same volume of fire as bolters. Even if the volume of fire was equivalent the bolters get to fire more earlier on in the game which is more valuable. Not to mention the range.
   
Made in us
Using Object Source Lighting





Portland

I feel about the same- with CCWs giving the attack, I believe pistols are only (almost) as valuable as rapid fire if you begin as many turns stuck in melee as you do out, and only better if more than half your turns have you beginning in melee.


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
 
Forum Index » 40K General Discussion
Go to: