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Made in de
Hardened Veteran Guardsman




France

So hi guys, I am doing an angry marines army using the blood angels codex and I need to know how to run them.

I played for 2 years Imperial guard so I don't have much experience with assaulty armies.

Thanks for every response
   
Made in us
Locked in the Tower of Amareo




Use the angry marines codex. It's better than BA.
   
Made in de
Hardened Veteran Guardsman




France

Martel732 wrote:
Use the angry marines codex. It's better than BA.


I know, but I need an official codex
   
Made in us
Locked in the Tower of Amareo




Rats.

Hm.... Space Wolves are pretty angry...
   
Made in hk
Steadfast Ultramarine Sergeant




 General Orange wrote:
So hi guys, I am doing an angry marines army using the blood angels codex and I need to know how to run them.

I played for 2 years Imperial guard so I don't have much experience with assaulty armies.

Thanks for every response


General thought is equip them with Jump Packs, one Powerfist and/or (depends on points restriction) one power sword for every 5men. Then join a Jump pack Chapline to give them rerolls to hit in 1st round of combat.

Remember to move from cover to cover until you charge into the enemy. Avoid open ground or you are being shot to pieces...........
   
Made in us
Trigger-Happy Baal Predator Pilot






I'm going to build towards fielding the Lost Brotherhood Strike Force and field as many Jump Pack death company as possible (with a single powerfist and additional power weapon in each unit) while also fielding smaller Jump Pack Assault Marine units to act as mobile cover and / or objective grabbing units. Going back and forth on whether to field Astorath or Lemartes. The Chaplain would have the relic AP3 Crosius that buffs FnP.

As I have not played this sort of list as of yet, I have no idea how good it would be.

I may also, depending upon the points, change one unit to be in a Stormraven, as fielding a flyer can be important from time to time (the opponent of my last game had 2 Helldrakes...bah).
   
Made in ca
Junior Officer with Laspistol





London, Ontario

Something I found potent were Jump Pack DC with a screen of Bikes. The bikes provide mobile cover, and are excellent weapon platforms for Grav, for example. If the bikes are shot, Jink. If the DC are shot, take a cover save followed by the FNP. Or armour saves, of course.

As for the DC themselves, I made slightly larger units to allow for casualties on the way in. My blend wasn't "ideal", as I built 8 models with a PF, Thunder Hammer, and a Power Sword... it worked out not too badly. If I charged basic infantry, the Power Sword guy generally chopped up a few dudes before they could attack [Higher Initiative Detachment] and if I attacked something "big" he was usually just another casualty, though he would occasionally manage a 6 against MC's. I personally like the versatility that the power sword offered, but I like multi-role units, and am willing to sacrifice points towards that. Different strokes for different folks.

That said!

I've found running my BA as Vanilla Marines let them be better at doing an assault army. Use your DC as Vanguard Vets, or without jump packs as Honour Guard. If you have a lot of PW mixed in, that is.

The only thing I would suggest putting in a Storm Raven is a "cheap" Dreadnought, or something with an impressive Invulnerable save. If you only have the one bird, your opponent will focus on bringing it down because they'll get a 2 for 1 kill. Remember that when you crash, everything inside will *probably* die. Unless they have a good Invul.

5x TH/SS Termies in the Raven is a big gamble, but it can pay off if you can drop them onto a Wraithknight after shooting it up with some grav-bikes, the anti-tank weapons on the SR, and then simul charge with some Death Company. I've managed to pull that off, and it worked quite well for a two-turn kill. Still lost the game... damned Scatter Bikes... but it was close.
   
Made in de
Hardened Veteran Guardsman




France

Thank you guys for your answers
   
Made in us
Decrepit Dakkanaut




Jump Packs and a Gist for every 5 guys.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Trigger-Happy Baal Predator Pilot




Scotland

7 guys with jump packs and 1 fist. 5 isn't enough.
   
Made in us
Locked in the Tower of Amareo




5 is plenty since they are fearless.
   
Made in gb
Annoyed Blood Angel Devastator




Wales

It depends what army you're facing. A "general" build is 10 DC with jump packs with one in five equipped with a PF so that you can deal with any walkers that assault you. Something else to remember is that DC have Relentless, so always equip men with Power Fists with a Bolter seeing as how you're not getting an extra attack anyway. Although not many people run them this way, bolter DC can be SUPER effective against anything with a 5+ save or with a higher initiative e.g eldar. Seeing as how they are attacking first with a higher initiative, 20 bolter shots before you assault will thin them down so you'll receive less damage in return. I love running 15 DC in a land raider crusader armed with 2 cc/w to just rek anything and everything.

"For the love of Baal!" - Captain Zedrenael of the 8th Company before declaring a charge against Kharn and his Bezerkers. 
   
Made in us
Locked in the Tower of Amareo




Don't list tailor. That's poor form.
   
 
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