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Made in us
Jovial Plaguebearer of Nurgle






My brother in law and I had a friendly small points game yesterday to test out new units we have collected. I threw in my usual squad of 8 Ymgarl as 10 is normally overkill. I believe he had 15 or so death company with brother corbulo at the front to soak up any shooting they took. I ended up loosing two Ymgarl to over watch, took the extra attack from their profile+ assault attack giving them 4 a piece. They got a good number of rending but with the 3+ armor save the death company had plus the 5+ feel no pain he rolled very well and only lost 3. The wave of attacks he returned completely took my unit off the board that same round. So here are the two newbie questions I have just to clear things up. 1. His profile on death company shows they each have 2 base attacks, he then received 1 attack each for a melee weapon on each guy giving 3 attacks a piece? Im kind of unsure in this area because i know in some instances the extra attack is already built in to the profile. 2. My ymgarls come out of a piece of terrain, however if they are attacking out of the terrain into normal terrain they don't have to go to initiative 1 correct? My understanding is its only when you are assaulting into the terrain, not out of it. Either way it was a very fun game, I finally was able to take out his corbulo with a swarmlord challange whose instant death denied him his 2+fnp. In all our matches it was the first time i brought down that pain in the butt character. It seems in the end the death company was much better than i thought considering my Ymgarl's have never been that out matched by standard looking space marines.
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Sharjah

1. Death Company have 2 attacks base. They get three if they take the Bolt Pistol/Chainsword combo. They have the option to take Bolters instead.

2. If the Ymgarls enter or leave terrain during their charge, they swing at I1.

Current Record: 5 Wins, 6 Draws, 3 Losses 2000 points

In Progress: 500 points
Coming Soon:  
   
Made in us
Hooded Inquisitorial Interrogator





With that setup he would have 3/each so long as he had the combo MrEcon mentioned. If he managed to charge you then he would have 5/each at +1 strength.

2 base + 1 extra hand weapon + 1 charge + 1 rage
at +1 strength due to furious charge
   
Made in us
Jovial Plaguebearer of Nurgle






 MrEconomics wrote:
1. Death Company have 2 attacks base. They get three if they take the Bolt Pistol/Chainsword combo. They have the option to take Bolters instead.

2. If the Ymgarls enter or leave terrain during their charge, they swing at I1.


Okay i did play my guys wrong. In the rulebook they have to be on or within 1' of the terrain. I wonder if i have the room to place them within the 1' and not in the terrain itself it gets around that. Yeah i know that sounds pretty cheap but always good to know your options.
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

Ymgarl must be fully deployed within area terrain, if using hteir special deployment.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Jovial Plaguebearer of Nurgle






Yep your correct. I need to start looking at my codex a bit better before i post. I had to read it quickly in game yesterday to check deployment stuff and obviously missread the passage on deployment. I don't mind asking questions about stuff that isn't always readily understood, like the initiative thing but i could have checked more on the second post. Thank you for the answer.
   
Made in nz
Longtime Dakkanaut



New Zealand

 Rotary wrote:
 MrEconomics wrote:
1. Death Company have 2 attacks base. They get three if they take the Bolt Pistol/Chainsword combo. They have the option to take Bolters instead.

2. If the Ymgarls enter or leave terrain during their charge, they swing at I1.


Okay i did play my guys wrong. In the rulebook they have to be on or within 1' of the terrain. I wonder if i have the room to place them within the 1' and not in the terrain itself it gets around that. Yeah i know that sounds pretty cheap but always good to know your options.


Note that they only drop to I1 if they ASSAULT through terrain, not if they moved through terrain at all. Usually Ymgarls are fine in this regard, because you deploy them inside the terrain piece you picked, then get to move them normally (i.e out of terrain), so as long as the unit you are assaulting isn't in cover (pro tip, avoid this lol) you strike at normal initative.
   
Made in gb
Been Around the Block




A good thing to note, in the turn you charge with ymgarls you should probably use the +1T instead, for 2 reasons.

1. Ymgarls wipe most things in 1 turn of combat which you don't want, you want to be in combat, a turn, ideally then kill them on their turn so that you can sweeping advance and then charge a new unit.

2. +1 T helps a LOT vs small arms fire, which you face a lot of from snapshots.

Also, if you charge through cover, the toughness helps.. but don't charge through cover ideally.



Another random note, because of the FNP I wouldn't charge death company unless I also gave my Ymgarls FNP.

Instead charge tacticals/assault squads, or pretty much anything else really, use the +1 S charge when going vs AV14 and just.. aim to charge things you know you'll beat.

for the death company either 1. thin them out with shooting from a dakka flyrant / dalla fexes / devilgaunts

OR give some shrikes FNP and position them perfectly all game, then assault them with 4-5 shrikes with swords/whips and watch them die
   
Made in us
Jovial Plaguebearer of Nurgle






smee wrote:
A good thing to note, in the turn you charge with ymgarls you should probably use the +1T instead, for 2 reasons.

1. Ymgarls wipe most things in 1 turn of combat which you don't want, you want to be in combat, a turn, ideally then kill them on their turn so that you can sweeping advance and then charge a new unit.

2. +1 T helps a LOT vs small arms fire, which you face a lot of from snapshots.

Also, if you charge through cover, the toughness helps.. but don't charge through cover ideally.



Another random note, because of the FNP I wouldn't charge death company unless I also gave my Ymgarls FNP.

Instead charge tacticals/assault squads, or pretty much anything else really, use the +1 S charge when going vs AV14 and just.. aim to charge things you know you'll beat.

for the death company either 1. thin them out with shooting from a dakka flyrant / dalla fexes / devilgaunts

OR give some shrikes FNP and position them perfectly all game, then assault them with 4-5 shrikes with swords/whips and watch them die


Yep i agree with this. I don't know that genestealers are a match for a large squad of them though. It was my first time against them and he was subbing in tac marines with bolt guns for them. He had told me ahead of time what they were but i didnt realize they were getting 3 attacks a piece and the improved ws. It was my fault the genestealers died. Even a 10 man squad of stealers running the str probably wound do the job. He wasnt running much armor, if i had some hive guard their strength 8 shots might be decent to deny the 2+ fnp cobrulo was getting, but with the low shot volume he might be able to look out sir enough of them. I guess i'd have to try it out. I had given the squad a round of fire from 20 dev gaunts but that 2+ fnp stopped all but a couple wounds.
   
Made in us
Regular Dakkanaut




15 deathcompany plus Corbulo is like 400+ points. As you develop in the game you'll get a vibe for match ups and what units you should send into what. Your unit costs a little over 180 points. There shouldn't be a parity. However, a supporting charge by a flyrant or something would really have swung the combat in your favor.

Ygmarls can't repel fire power of that magnitude!
   
Made in us
Locked in the Tower of Amareo




On the other hand, if you have support coming, it's usually a good idea to spoiling assault the DC. Tie up them then finish them off.
   
Made in gb
Been Around the Block




If it's not a kill point game, my suggestion for dealing with that squad is to just throw vanilla gaunts at it for 5 turns and focus the rest of his army...


If it is a kill points game, my sugestion is to throw the same, a unit of gaunts, but run a Tyranid prime in the unit, and challenge him repeatedly until corbulo has to accept.

Run LW+BS and Implant attack. 2 turns, 1 for any sergeant, and 1 for corbulo. then you're done with the 2+ FNP and the Prime will probably finish them off (again, give him FNP from a tervi or something) Primes > all.

Alternatively, instead of using Ymgarls.. Use Vanilla stealers with a broodlord, same thing. Broodlords are brutal.

I don't know if corbulo is eternal warrior (re: implant attack) either way, he wont win that fight I don't think...
   
Made in gb
Prophetic Blood Angel Librarian




Im a BA player and i hate it when my death co get charged! Always charge them especially if they have a chaplain. On the charge 5 st 5 attacks re-rolling to hit and re-rolling to wound for each model. Otherwise 3 st4 attacks. Best bet - shoot them to pieces. Some BA players say they are invincible but all they have over a normal marine is a 5+ fnp. Even a necron immortal is tougher than that in the shooting phase since their rp ignores insta kill unlike fnp.
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Martel732 wrote:
On the other hand, if you have support coming, it's usually a good idea to spoiling assault the DC. Tie up them then finish them off.

This. Might as well make their offense weaker if it can be helped.

   
Made in us
Locked in the Tower of Amareo




I really don't understand why anyone anywhere gives a crap about the DC. Just read how they work and the solution is obvious. It's not like the BA have a ton of bodies to screen them with.........
   
 
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