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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ Looking over the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> Codex I see that there are merits behind taking any of the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices with a <span class="glossaryitem" onmouseover='gp(349);'>DC</span> squad. Question is which one to take. What is more points cost effective, maximizing firepower, soaking wounds, or buffing? <br /> <br /> Captain-<br /> Mainly a beatstick, useful for soaking up wounds if you give him artificer armor and a storm shield, but adding in all the other wargear can make him as pricey as the squad itself. WS6 and I5 are nice though. Can perform a semi-buff role by using the relic jump pack. <br /> <br /> Chaplain-<br /> 4+ invuln might seem crappy but its better than nothing for 105 points with a <span class="glossaryitem" onmouseover='gp(457);'>JP</span>, and a free S6AP4 concussive weapon. His stats are decent and the re-roll on the charge buff is nice. But at 2 wounds and 3+ armor he's fragile. <br /> <br /> Librarian-<br /> Might be the most attractive option given the buffs he has access to with biomancy, divination, and sanguinary. Honestly I would go biomancy or divination every time, seems like the potential for those powers far outweighs the usefulness of the sanguinary powers. He still is susceptible to fragility like the chaplain, but more versatile. Also you have that whole thing of, will I get my powers off and will my opponent deny thing if your opponent has enough psykers on his end. <br /> <br /> The named <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s are what I am not really familiar with. But assuming were talking about a single <span class="glossaryitem" onmouseover='gp(349);'>DC</span> squad in a vacuum as opposed to an entire blood angels army, what is the best option here? ]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 03:26:20]]> GMT</pubDate>
				<author><![CDATA[ ultimentra]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ Librarians are strong, particularly with the sanguinary discipline. Unleash rage and shield of sanguinius are fantastic on death co, and with the quickening the librarian is actually a strong combat character.<br /> <br /> Captains should really only have a jump pack, arty armor and valours edge. That comes to a cool 145 points and can soak wounds and kill almost verything in the game.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 03:33:03]]> GMT</pubDate>
				<author><![CDATA[ th3maninblak]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ A Storm Shield is 15 more points for a 3+ invuln save over the 4+. Worth it or no? ]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 03:38:26]]> GMT</pubDate>
				<author><![CDATA[ ultimentra]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ I would say no unless youre going for a thunder hammer/fist as his weapon, because you lose out on an extra attack. But then again if you do that then you forgo a possible <span class="glossaryitem" onmouseover='gp(74);'>init</span> of 7 on the charge.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 04:05:57]]> GMT</pubDate>
				<author><![CDATA[ th3maninblak]]></author>
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				<title>Re:Best HQ to put with Death Company?</title>
				<description><![CDATA[ Chaplains may have lost Liturgies of Blood, but they still make the <span class="glossaryitem" onmouseover='gp(349);'>DC</span> reroll hits on the charge so that is good.  I think all of the basic <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> are pretty good.  The Librarian really makes the <span class="glossaryitem" onmouseover='gp(349);'>DC</span> shine with stuff like Biomancy or Sanguinary though.  With Sanguinary, the Quickening allows the Librarian to keep up with the <span class="glossaryitem" onmouseover='gp(349);'>DC</span>.<br /> <br /> I wish Sanguinary Priests interacted with <span class="glossaryitem" onmouseover='gp(349);'>DC</span> better.  Sure, you are giving them back their 5WS, but I think the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> should be improved when they are there.  Would make <span class="glossaryitem" onmouseover='gp(349);'>DC</span> really earn that Elites slot.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 04:28:11]]> GMT</pubDate>
				<author><![CDATA[ casvalremdeikun]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ I thought Death Company were essentially the best choice in the Elite Slot casval? ]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 04:53:12]]> GMT</pubDate>
				<author><![CDATA[ ultimentra]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f4243a80fcf24ba8e7b93d9eef5ec32c.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7480236.page"><b>ultimentra wrote:</b></a><br/>I thought Death Company were essentially the best choice in the Elite Slot casval? </div></blockquote>They are pretty well uncontested.  But if they had improved <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and 5WS they would be one of the best Elites in the game.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 05:35:32]]> GMT</pubDate>
				<author><![CDATA[ casvalremdeikun]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ because <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> on average elites isn't already a great addition to your forces on the field?]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 05:37:06]]> GMT</pubDate>
				<author><![CDATA[ Kavik_Whitescar]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ Sanguinary Priests are too important to be hanging out with the suicidal berserkers. They need to be hanging with Sanguinary Guard or Vanguards from the Sanguine Wing formation (seriously, 32 points for a jump pack, stormshield and power weapon with 2 base attacks is pretty legit). They need the WS5 more with their fewer attacks and better weapons, and they benefit greatly from the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> as well. ]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 05:43:02]]> GMT</pubDate>
				<author><![CDATA[ HandofMars]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/629914/7480296.page"><b>Kavik_Whitescar wrote:</b></a><br/>because <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> on average elites isn't already a great addition to your forces on the field?</div></blockquote>Of course, but I want MORE <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">  I still think the Reclusiarch should be a thing too, with Liturgies of Blood like Astorath has.  But <span class="glossaryitem" onmouseover='gp(50);'>GWs</span> has decided that <span class="glossaryitem" onmouseover='gp(10);'>BA</span> Successors don't get Chapter Masters or Reclusiarchs, and that is crap.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/629914/7480307.page"><b>HandofMars wrote:</b></a><br/>Sanguinary Priests are too important to be hanging out with the suicidal berserkers. They need to be hanging with Sanguinary Guard or Vanguards from the Sanguine Wing formation (seriously, 32 points for a jump pack, stormshield and power weapon with 2 base attacks is pretty legit). They need the WS5 more with their fewer attacks and better weapons, and they benefit greatly from the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> as well. </div></blockquote>Very true.  But if they had something more to offer the Black-armored maniacs too, that would be nice.<br /> <br /> I actually am having a hard time figuring out where to put my Sanguinary Priest because of this.  He has Angel's Wing, so he could run with the Sanguinary Guard, but he could also run with my Vanguard Veterans from the Angel's Wrath formation so they don't scatter as much.  If they buffed <span class="glossaryitem" onmouseover='gp(349);'>DC</span> more than just +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, they would be riding with them no contest.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 05:45:55]]> GMT</pubDate>
				<author><![CDATA[ casvalremdeikun]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/629914/7480307.page"><b>HandofMars wrote:</b></a><br/>Sanguinary Priests are too important to be hanging out with the suicidal berserkers. They need to be hanging with Sanguinary Guard or Vanguards from the Sanguine Wing formation (seriously, 32 points for a jump pack, stormshield and power weapon with 2 base attacks is pretty legit). They need the WS5 more with their fewer attacks and better weapons, and they benefit greatly from the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> as well. </div></blockquote><br /> <br /> Im in this camp as well. Sanguinary guard look pretty mediocre next to death company without a priest, but once the priest joins the unit, they become exponentially better. This is why i run both =)]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 05:49:27]]> GMT</pubDate>
				<author><![CDATA[ th3maninblak]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ee82f72ae1f64ac3175297d5b706b16.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7480323.page"><b>th3maninblak wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/629914/7480307.page"><b>HandofMars wrote:</b></a><br/>Sanguinary Priests are too important to be hanging out with the suicidal berserkers. They need to be hanging with Sanguinary Guard or Vanguards from the Sanguine Wing formation (seriously, 32 points for a jump pack, stormshield and power weapon with 2 base attacks is pretty legit). They need the WS5 more with their fewer attacks and better weapons, and they benefit greatly from the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> as well. </div></blockquote><br /> <br /> Im in this camp as well. Sanguinary guard look pretty mediocre next to death company without a priest, but once the priest joins the unit, they become exponentially better. This is why i run both =)</div></blockquote>They already reroll attacks because of Master-crafted, so WS5 is less of a boon to them.  But <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> makes them more survivable, so that is good.<br /> <br /> Oh, and <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, the Chaplain ends up with a S7 AP4 weapon when you charge due to <span class="glossaryitem" onmouseover='gp(397);'>FC</span>.  He smacks with the force of an Autocannon, and that is awesome.  But if you give a Captain a Relic Blade, Storm Shield, and Artificer Armor, he has a <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 7 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 on the charge, and 2+/3++ saves with better stats than the Chappy.  That is a bit of a toughy.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 05:57:46]]> GMT</pubDate>
				<author><![CDATA[ casvalremdeikun]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/654057ba1bb551acf9ad74231f5f421a.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7480337.page"><b>casvalremdeikun wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ee82f72ae1f64ac3175297d5b706b16.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7480323.page"><b>th3maninblak wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/629914/7480307.page"><b>HandofMars wrote:</b></a><br/>Sanguinary Priests are too important to be hanging out with the suicidal berserkers. They need to be hanging with Sanguinary Guard or Vanguards from the Sanguine Wing formation (seriously, 32 points for a jump pack, stormshield and power weapon with 2 base attacks is pretty legit). They need the WS5 more with their fewer attacks and better weapons, and they benefit greatly from the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> as well. </div></blockquote><br /> <br /> Im in this camp as well. Sanguinary guard look pretty mediocre next to death company without a priest, but once the priest joins the unit, they become exponentially better. This is why i run both =)</div></blockquote>They already reroll attacks because of Master-crafted, so WS5 is less of a boon to them.  But <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> makes them more survivable, so that is good.</div></blockquote>Master-crafted only re-rolls one attack, so WS5 still helps a lot and the two bonuses combined ensure that on average you will hit with all 3 attacks on the charge vs. WS4 or lower.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 06:07:08]]> GMT</pubDate>
				<author><![CDATA[ HandofMars]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/629914/7480352.page"><b>HandofMars wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/654057ba1bb551acf9ad74231f5f421a.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7480337.page"><b>casvalremdeikun wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ee82f72ae1f64ac3175297d5b706b16.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7480323.page"><b>th3maninblak wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/629914/7480307.page"><b>HandofMars wrote:</b></a><br/>Sanguinary Priests are too important to be hanging out with the suicidal berserkers. They need to be hanging with Sanguinary Guard or Vanguards from the Sanguine Wing formation (seriously, 32 points for a jump pack, stormshield and power weapon with 2 base attacks is pretty legit). They need the WS5 more with their fewer attacks and better weapons, and they benefit greatly from the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> as well. </div></blockquote><br /> <br /> Im in this camp as well. Sanguinary guard look pretty mediocre next to death company without a priest, but once the priest joins the unit, they become exponentially better. This is why i run both =)</div></blockquote>They already reroll attacks because of Master-crafted, so WS5 is less of a boon to them.  But <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> makes them more survivable, so that is good.</div></blockquote>Master-crafted only re-rolls one attack, so WS5 still helps a lot and the two bonuses combined ensure that on average you will hit with all 3 attacks on the charge vs. WS4 or lower.</div></blockquote>Good point.  I forgot that it is only one attack.  So Sanguinary+Sanguinary=Good.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 06:14:53]]> GMT</pubDate>
				<author><![CDATA[ casvalremdeikun]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ Sanguinary+Sanguinary DOES equal good. That phrase is catchy, and i like it.<br /> <br /> My usual setup for sanguinary guard is 5 dudes with 3 swords, 2 fists and a chapter banner. 4 ws5 init5 str5 ap3 attacks on the charge each is pretty dang good.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 06:33:31]]> GMT</pubDate>
				<author><![CDATA[ th3maninblak]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ee82f72ae1f64ac3175297d5b706b16.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7480388.page"><b>th3maninblak wrote:</b></a><br/>Sanguinary+Sanguinary DOES equal good. That phrase is catchy, and i like it.<br /> <br /> My usual setup for sanguinary guard is 5 dudes with 3 swords, 2 fists and a chapter banner. 4 ws5 init5 str5 ap3 attacks on the charge each is pretty dang good.</div></blockquote>That is too many fists, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.  Having 8 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 9 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 attacks on the charge would be a bit overkill.  One with the banner is going to get off 4 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 9 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 attacks on the charge.  If something lives through that, it didn't deserve to die, especially when the rest of the squad is taken into account.  I run one axe just because it is free AP2.  I may come to regret not giving him a sword.<br /> <br /> Back to the topic, I think both the Chaplain and the Librarian have the most to offer the Death Company themselves between the attack reroll and psyker powers, but the Captain fits in a little better with the squad themselves.  They have more wounds and better stats and saves.  They don't come cheap though.  A Captain with a <span class="glossaryitem" onmouseover='gp(457);'>JP</span>, <span class="glossaryitem" onmouseover='gp(805);'>AA</span>, Relic Blade, and <span class="glossaryitem" onmouseover='gp(221);'>SS</span> comes in at 165 pts or something.  And <span class="glossaryitem" onmouseover='gp(349);'>DC</span> have a nice target painted on them.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 06:51:50]]> GMT</pubDate>
				<author><![CDATA[ casvalremdeikun]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ My problem with including Librarian is that he's a really weak character in challenges.<br /> A great force multiplier for the Death Company, but a Chaplain has the advantage for being able to challenge the Power Fist Sergeant/equivalent in challenges before it hurts your Death Company.<br /> I would never risk a Librarian in a challenge if the opponent had anything better than his fists to hit with.<br /> <br /> While Librarian's abilities seem to be greater than those of a Chaplain, the Chaplain is more of a combat character and therefore works with the Death Company really well.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 11:58:17]]> GMT</pubDate>
				<author><![CDATA[ soomemafia]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ I dont know if there are any rules about attaching to death company, so here are some ideas<br /> <br /> I think Gabriel Seth and a librarian would be funny. Librarian quickens Seth. Seth gets a stupid amount of attacks in his wound ball that also gets a stupid amount of attacks.<br /> <br /> Astorath is obvious<br /> <br /> I think it would also be funny to bring Dante a jump priest and jump librarian as well. Dante tanks wounds on his 2+ 5+ or 4+ 5+ eternal warrior. Librarian quickens Dante. Librarian also roles shield and unleash rage if your lucky. Lolz follow.<br /> <br /> I think all of these require a large dc ball. 1st with land raider crusader. Rest with jump packs.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 12:22:10]]> GMT</pubDate>
				<author><![CDATA[ Serg Rush]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ Sanguinius librarian. ]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 16:22:48]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/654057ba1bb551acf9ad74231f5f421a.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7480418.page"><b>casvalremdeikun wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ee82f72ae1f64ac3175297d5b706b16.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7480388.page"><b>th3maninblak wrote:</b></a><br/>Sanguinary+Sanguinary DOES equal good. That phrase is catchy, and i like it.<br /> <br /> My usual setup for sanguinary guard is 5 dudes with 3 swords, 2 fists and a chapter banner. 4 ws5 init5 str5 ap3 attacks on the charge each is pretty dang good.</div></blockquote>That is too many fists, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.  Having 8 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 9 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 attacks on the charge would be a bit overkill.  One with the banner is going to get off 4 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 9 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 attacks on the charge.  If something lives through that, it didn't deserve to die, especially when the rest of the squad is taken into account.  I run one axe just because it is free AP2.  I may come to regret not giving him a sword.<br /> <br /> Back to the topic, I think both the Chaplain and the Librarian have the most to offer the Death Company themselves between the attack reroll and psyker powers, but the Captain fits in a little better with the squad themselves.  They have more wounds and better stats and saves.  They don't come cheap though.  A Captain with a <span class="glossaryitem" onmouseover='gp(457);'>JP</span>, <span class="glossaryitem" onmouseover='gp(805);'>AA</span>, Relic Blade, and <span class="glossaryitem" onmouseover='gp(221);'>SS</span> comes in at 165 pts or something.  And <span class="glossaryitem" onmouseover='gp(349);'>DC</span> have a nice target painted on them.</div></blockquote><br /> <br /> Not sure why everyone thinks the captain needs a storm shield. Artificer armor, valour's edge and a jump pack is all he really needs. Im finding that he EASILY makes up his points and is plenty durable with just the 4++.<br /> <br /> I think the captain also has the most balance. He doesnt support the squad as well as the chaplain or libby, but has better stats than both and can actually accept challenges.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 17:04:18]]> GMT</pubDate>
				<author><![CDATA[ th3maninblak]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ee82f72ae1f64ac3175297d5b706b16.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7481394.page"><b>th3maninblak wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/654057ba1bb551acf9ad74231f5f421a.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7480418.page"><b>casvalremdeikun wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ee82f72ae1f64ac3175297d5b706b16.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7480388.page"><b>th3maninblak wrote:</b></a><br/>Sanguinary+Sanguinary DOES equal good. That phrase is catchy, and i like it.<br /> <br /> My usual setup for sanguinary guard is 5 dudes with 3 swords, 2 fists and a chapter banner. 4 ws5 init5 str5 ap3 attacks on the charge each is pretty dang good.</div></blockquote>That is too many fists, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.  Having 8 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 9 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 attacks on the charge would be a bit overkill.  One with the banner is going to get off 4 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 9 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 attacks on the charge.  If something lives through that, it didn't deserve to die, especially when the rest of the squad is taken into account.  I run one axe just because it is free AP2.  I may come to regret not giving him a sword.<br /> <br /> Back to the topic, I think both the Chaplain and the Librarian have the most to offer the Death Company themselves between the attack reroll and psyker powers, but the Captain fits in a little better with the squad themselves.  They have more wounds and better stats and saves.  They don't come cheap though.  A Captain with a <span class="glossaryitem" onmouseover='gp(457);'>JP</span>, <span class="glossaryitem" onmouseover='gp(805);'>AA</span>, Relic Blade, and <span class="glossaryitem" onmouseover='gp(221);'>SS</span> comes in at 165 pts or something.  And <span class="glossaryitem" onmouseover='gp(349);'>DC</span> have a nice target painted on them.</div></blockquote><br /> <br /> Not sure why everyone thinks the captain needs a storm shield. Artificer armor, valour's edge and a jump pack is all he really needs. Im finding that he EASILY makes up his points and is plenty durable with just the 4++.</div></blockquote>Mostly because I forget about their Iron Halo. I don't know if Valour's Edge stacks up as well to a Relic Blade, though. An <span class="glossaryitem" onmouseover='gp(112);'>RB</span> hits at Str7 on the charge.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 17:49:43]]> GMT</pubDate>
				<author><![CDATA[ casvalremdeikun]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ I guess it comes down to which one is more important, S7 or AP2, we unfortunately can't have both.<br /> <br /> The thing I figured out is that a decked out captain is almost as much as just taking Astorath. ]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 18:18:54]]> GMT</pubDate>
				<author><![CDATA[ ultimentra]]></author>
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				<title>Re:Best HQ to put with Death Company?</title>
				<description><![CDATA[ In a vacuum, Dante's the best <span class="glossaryitem" onmouseover='gp(67);'>IC</span> to put with Death Company (or Sanguinary Guard), as he can tank wounds, act as a beatstick, and MOST IMPORTANTLY provide Hit and Run, which keeps the Death Company zipping around the board CHARGING the enemy and gaining the benefits of Rage and Furious Charge.  Hit and Run really is the one of the best abilities in the game...just ask any White Scars player.<br /> <br /> But yeah, if you're not wanting to spend a bunch of points, a Librarian or Chaplain on a bike or with a Jump Pack is probably the way to go.  ]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 18:40:31]]> GMT</pubDate>
				<author><![CDATA[ Voidwraith]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5797d773c9cd46fd2e162ccc517b3bde.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7480782.page"><b>soomemafia wrote:</b></a><br/>My problem with including Librarian is that he's a really weak character in challenges.<br /> A great force multiplier for the Death Company, but a Chaplain has the advantage for being able to challenge the Power Fist Sergeant/equivalent in challenges before it hurts your Death Company.<br /> I would never risk a Librarian in a challenge if the opponent had anything better than his fists to hit with.<br /> <br /> While Librarian's abilities seem to be greater than those of a Chaplain, the Chaplain is more of a combat character and therefore works with the Death Company really well.</div></blockquote><br /> <br /> I would be pretty confident of a Libby taking out Sargeant Fist, with Quickening he should have more than enough attacks even if some are fluffed. I do usually run mine with a Force Sword so he gets to attack first in most cases.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 18:42:41]]> GMT</pubDate>
				<author><![CDATA[ PastelAvenger]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ Astorath is the obvious <span class="glossaryitem" onmouseover='gp(349);'>DC</span> leader, since he still offers all the rerolls.  If a challenge scares him, just decline.  It's not like the 80 billion s5 <span class="glossaryitem" onmouseover='gp(74);'>init</span> 5 attacks with full rerolls need him to help.<br /> <br /> I would rate most libbies 2nd.  They could vary wildly in effectiveness depending on their powers.   Shield of sang could be a great help if your <span class="glossaryitem" onmouseover='gp(349);'>DC</span> are getting targeted by some ap3 or rending.  Wings could help them cross the board when needed.<br /> And then of course you could just take another discipline.<br /> <br /> Plain ol' chaps 3rd for hatred.<br /> <br /> Dante comes in at 4th for hit and run and being a bad mofo.  I rank him low because if he's in a <span class="glossaryitem" onmouseover='gp(349);'>DC</span> squad, it is now a deathstar, and will attract appropriate anti-deathstar fire power.  By the time they get through a combat, he may be hit and running with like 2 guys left.<br /> <br /> 5th and below is beat stick <span class="glossaryitem" onmouseover='gp(56);'>hq</span>'s.  I don't think <span class="glossaryitem" onmouseover='gp(349);'>DC</span> really need them, they should go help a standard asm squad somewhere.  Priests could be considered due to the ws5 buff, but really, why not just take a chap instead?]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 19:22:22]]> GMT</pubDate>
				<author><![CDATA[ niv-mizzet]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ It's more about the <span class="glossaryitem" onmouseover='gp(349);'>DC</span>'s vunerability to Power Fists.<br /> <br /> Astorath gives them a lot of advantages, but comes with a price.<br /> It's not much more than a standard Captain and ability to take out Wraithknights is always worth it.<br /> Overall he's worth a shot but that's all I'm willing to admit.]]></description>
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				<pubDate><![CDATA[Tue, 6 Jan 2015 22:14:49]]> GMT</pubDate>
				<author><![CDATA[ soomemafia]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ <blockquote><div><cite>casvalremdeikun wrote:</cite><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0ee82f72ae1f64ac3175297d5b706b16.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/629914/7480388.page"><b>th3maninblak wrote:</b></a><br/>Sanguinary+Sanguinary DOES equal good. That phrase is catchy, and i like it.<br /> <br /> My usual setup for sanguinary guard is 5 dudes with 3 swords, 2 fists and a chapter banner. 4 ws5 init5 str5 ap3 attacks on the charge each is pretty dang good.</div></blockquote>That is too many fists, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.  Having 8 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 9 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 attacks on the charge would be a bit overkill.  One with the banner is going to get off 4 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 9 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 attacks on the charge.  If something lives through that, it didn't deserve to die, especially when the rest of the squad is taken into account.  I run one axe just because it is free AP2.  I may come to regret not giving him a sword.<br /> <br /> Back to the topic, I think both the Chaplain and the Librarian have the most to offer the Death Company themselves between the attack reroll and psyker powers, but the Captain fits in a little better with the squad themselves.  They have more wounds and better stats and saves.  They don't come cheap though.  A Captain with a <span class="glossaryitem" onmouseover='gp(457);'>JP</span>, <span class="glossaryitem" onmouseover='gp(805);'>AA</span>, Relic Blade, and <span class="glossaryitem" onmouseover='gp(221);'>SS</span> comes in at 165 pts or something.  And <span class="glossaryitem" onmouseover='gp(349);'>DC</span> have a nice target painted on them.</div></blockquote><br /> Given usual attrition rates, I do not think there is such a thing as "too many" of anything, much less fists. Overkill is the name of the game. I would be hesitant to buy the banner before spending those points on another dude. I probably wouldn't consider the banner over another model until I have 8 or so guys in the unit total (unit + <span class="glossaryitem" onmouseover='gp(67);'>ICs</span>). It's a good item and you get a good return on your investment, but I like having my eggs in as many baskets as possible. Plus, the mental image of a bunch of jumppack dudes flying around with a flagpole is Wolfriculous.<br /> <br /> <br /> <blockquote><div><cite>th3maninblak wrote:</cite>Not sure why everyone thinks the captain needs a storm shield. Artificer armor, valour's edge and a jump pack is all he really needs. Im finding that he EASILY makes up his points and is plenty durable with just the 4++.<br /> <br /> I think the captain also has the most balance. He doesnt support the squad as well as the chaplain or libby, but has better stats than both and can actually accept challenges.</div></blockquote><br /> <br /> I agree, if the Blood Angels had access to an Eternal Warrior Storm Shield, it would be a different story, since then you could take a captain and use him to facetank lascannons. Without Eternal Warrior, though, paying 15 points and losing an attack to go from 3+/4+i to 3+/3+i doesn't seem worth it on a character whose major draw is being cheap. For weapons, I would take the Valour's Edge, since AP2 at initiative and +1 attack is pretty sweet when you can get old school furious charge, plus it's cheaper (forgoing the storm shield and relic blade saves you 20 points... enough for artificer armour), and you can leave the tough stuff to the S8 powerfists. <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 7 Jan 2015 00:01:39]]> GMT</pubDate>
				<author><![CDATA[ HandofMars]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ ...Cypher?]]></description>
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				<pubDate><![CDATA[Wed, 7 Jan 2015 02:50:44]]> GMT</pubDate>
				<author><![CDATA[ UnadoptedPuppy]]></author>
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				<title>Best HQ to put with Death Company?</title>
				<description><![CDATA[ Handofmars just gets me, apparently. Though the banner is awesome at any squad size. Even with 5 dudes is 25 points for an extra 5 attacks.]]></description>
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				<pubDate><![CDATA[Wed, 7 Jan 2015 03:48:01]]> GMT</pubDate>
				<author><![CDATA[ th3maninblak]]></author>
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				<title>Re:Best HQ to put with Death Company?</title>
				<description><![CDATA[ I am now thinking of running a Chaplain along with Gabriel Seth(i play flesh tearers) for my <span class="glossaryitem" onmouseover='gp(349);'>DC</span>(8 of them, with inferno pistol, 2 <span class="glossaryitem" onmouseover='gp(224);'>THs</span> in a drop pod)<br /> they will fall in the same time as a tactical squad with melta combi melta and heavy flamer/furioso dreadnought while Vanguard veterans with some <span class="glossaryitem" onmouseover='gp(221);'>SS</span> and <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> with sanguinary priest equipped with relic jump pack deep strike. The drop pods will also have locator beacons since along woth <span class="glossaryitem" onmouseover='gp(671);'>VVs</span> i have 2x5 assault marines with 2 meltaguns and combi melta/power sword veteran sargeant. In all honesty, i am expecting to survive only a handful of <span class="glossaryitem" onmouseover='gp(349);'>DC</span> along with Gabe and chaplain, who would then charge a threat(any gunline or a horde unit, the latter will be especially good option since they won't get shot to death turn after, so the assault marines and <span class="glossaryitem" onmouseover='gp(671);'>VVs</span> can cause a lot more hurt, and eventually break the tarpit <span class="glossaryitem" onmouseover='gp(349);'>DC</span> Seth and chaplain went into(providing Seth Doesn't RIP AND TEAR through them having rage, rampage and whirlwind of gore in mind <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> )]]></description>
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				<pubDate><![CDATA[Wed, 7 Jan 2015 22:54:42]]> GMT</pubDate>
				<author><![CDATA[ ThatSwellFella]]></author>
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				<title>Re:Best HQ to put with Death Company?</title>
				<description><![CDATA[ For me it's the Chaplin or Astorath.  The re-roll on the to hit dice make's up for the loss of the WS5.  And Astorath's to wound re-roll is almost worth the I1.  If I'm being cheap it'll be the standard Chaplin with <span class="glossaryitem" onmouseover='gp(457);'>JP</span> and if i have some spare point's then it might be Astorath.  But his I1 just kill's him for me <span class="glossaryitem" onmouseover='gp(325);'>TBH</span>.<br /> <br /> The Sanguinary Priest should never be with the <span class="glossaryitem" onmouseover='gp(349);'>DC</span> <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> as he essentially loose's one of his/our best special rule's as it's no use to the unit he's with.<br /> <br /> I also like the idea of having a libby with them but no <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> while he's with them mean's he is a bit more vulnerable.  The Chaplin get's away with it because of the rosarius.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 7 Jan 2015 23:56:40]]> GMT</pubDate>
				<author><![CDATA[ kryczek]]></author>
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