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Made in us
Fresh-Faced New User




Hello! I'm new here, I've been playing 40k for just a few months casually with friends, but I'm loving my blood angels so far.
recently I bought a box of death company, i fired up the old army builder. and started building a loadout before i built the models.
I'm just trying to verify they can be a 5 man squad with pretty much full power weapons?
they way i see it, correct me if I'm wrong, if i had 2 boxes of DC, I could build one five man squad with 2 hammers, 2 fists, and a power sword (more or less light armored assault terminators with jump packs?)
Then, build another 5 man unit with bolters, and since they have the relentless rule, they can move 12" (With a pack), double tap with rapid fire, and charge in the same turn? nasty!
when i build them this way in AB, it doesn't tell me it's invalid or against the rules, but something just feels.. wrong lol. like I shouldn't be able to have that many power weapons in one unit.
thanks for the advice and opinions in advance! good to meet you all!

   
Made in gb
Is 'Eavy Metal Calling?





UK

Is the unit legal? Yes.
Is it wise? Probably not, as DC are actually well-priced for what you get, but taking a bunch of upgrades makes them far too expensive. With 4 S5 attacks on the charge, they are probably best left with just bolters and targeting weak units, with mybe one hammer for a bit of AT. if you want termies, take termies. If you want flying termies, take Sanquinary Guard.

This message was edited 1 time. Last update was at 2013/08/27 20:41:25


 
   
Made in us
Armored Iron Breaker





Dallas, TX

Yeah its legal but like ^^ said its not recommended. Do some math hammer and see just how many wounds 10 DC will cause on the charge with a chaplain and no power weapons.

Its insane.

maybe, add in 1-2 axes or 1 hammer. Not much will survive the charge. Problem is, they usually never last long enough for a second.

"It's like the 12 days of Christmas...except its the 12 days of Death" Ian Christe
 
   
Made in us
Fresh-Faced New User




well poo, I'm looking for a good counter comp for Grey Knight Paladins.. they are crazy powerful, and harder than cockroaches to kill, i figured i could stick them in a rhino and get them into the fight quickly. let them slug it out. they sound more like slightly better assault marines by the sound of it.

   
Made in us
Lesser Daemon of Chaos




The deck of the Widower

I built my Death Company with all the cool options too. Jump pack, hammers, fists, power weapons galore! Then i played them. while they will kill anything they touch the rest of the list is sparse because of how many points they cost. My DC unit has become a 9 man squad on foot with 1 fist, 1 power sword, 3 bolters, and 4 bp/ccw plus a chaplain in a rhino (land raider at higher points). This is far cheaper and i have one shot a blood thirster on the charge with them.

 
   
Made in us
Locked in the Tower of Amareo




BA really don't stack up to GK well or really anyone else well in general. Triple Stormraven builds seem like they are solid, but still have tons of counters. Maybe mass AV13 would be good against GK.
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

DC against Paladins works out badly for you, since they have two things to make DC *just* as easy to kill as any other (cheaper) Marine:

1) ignoring your 3+ from Nemesis Force Weapons, and
2) ignoring your FNP through Instant Death from... er... Nemesis Force Weapons.

In return, you'll be either wiped or close to it. You'll probably take down a Paladin or two from weight of Attacks, but that's not enough.

Really, there are only two solid choices BA can take against Paladins - luckily they're a good bet against other GK Termies too. An Honour Guard with 4x plasma guns and a Librarian for Prescience to reroll misses will put a good dent in any Termie unit. If you know you're only facing Paladins then you could go for 4x meltaguns instead, as this gives Instant Death which also stops any FNP from an Apothecary. Careful though as this unit is very susceptible to being charged.

The other option (and I hate to have to jump on the bandwagon here) is TH/SS Terminators. They're very survivable, even against the odd AP2 weapon the Paladins will be carrying, and will penetrate their 2+ with Instant Death in return.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Locked in the Tower of Amareo




Or do what I do and shoot the paladins with plasma and lascannons.
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Martel732 wrote:
Or do what I do and shoot the paladins with plasma and lascannons.


Oh yes, Devastators - good call, that's another option. The latter are also useful against vehicles of course, including the ever-popular autocannon Dreadnoughts.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Locked in the Tower of Amareo




Well, actually I don't use devastators with BA, but I still have lists with plasma and lascannons. The BA should be able to wipe the floor with the GK in HTH by the fluff, but they really can't.


Automatically Appended Next Post:
For the OP, the DC have some serious deployment problems. If you field jump DC, they cost far too much per model. On foot, they will likely never assault. In a drop pod, they can't assault the first turn and exposed to all kinds of Xeno shooting. The single best way I think to use them is a land raider. But now you are in Death Star territory. I've quit using DC because of their flaws.

This message was edited 1 time. Last update was at 2013/08/28 07:47:00


 
   
Made in de
Grey Knight Psionic Stormraven Pilot





GK have problems against 2+ and AV14, especially in lists without coteaz.

What they don't have problems with are marines, and multiple wounds (and maybe FNP, the debate is still going).

   
 
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