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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ Hi guys,<br /> <br /> So, I had a vision the other day of a land raider redeemer charging into battle, spewing fire from its flamers, and then dropping the hatch and unleashing a tide of rage-fulled Death Company marines into burning enemy lines.. and now I want to make it happen.<br /> <br /> However, I'm kinda stuck thinking about the loadout for them. Do I go <b>all</b> pistols and close combat weapons, or should I throw in some bolters too? I understand the main difference, it's either +1 attack, or being able to rapid-fire before charging. I just can't decide if it's worth putting bolters in there.<br /> <br /> <i>(I've also magnetised the sponsons, so I can take either a crusader or redeemer.)</i><br /> <br /> What would you do for each vehicle type? Squad size and loadout.<br /> <br /> Thanks in advance!]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2016 11:35:12]]> GMT</pubDate>
				<author><![CDATA[ paintatdawn]]></author>
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				<title>Re:Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ All Pistol/<span class="glossaryitem" onmouseover='gp(20);'>CCW</span> with 1/5 Pistol or Boltgun and Power Fist. I do boltguns on my Power Fists because you aren't getting the extra attack anyway. Otherwise you are missing out on an extra attack in melee, and since you are going to be attacking at <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 5, it makes the Bolter worse.]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2016 12:36:15]]> GMT</pubDate>
				<author><![CDATA[ casvalremdeikun]]></author>
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				<title>Re:Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ That's what I was thinking. <b>All</b> geared up for close combat makes more sense. What threw me off was when I was looking into it, people were making mixed squads.  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0">  Though I think that kinda stuff is well outdated now because they we're on about jump packs being too expensive and costing 15 points a piece. I just wanted to know if there was still any benefit to it, if there ever was!<br /> <br /> Thanks for the tip about boltguns with powerfists by the way! I'd seen that somewhere. Could make some interesting models like that! Would anyone consider it cheesy though?]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2016 13:01:26]]> GMT</pubDate>
				<author><![CDATA[ paintatdawn]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0819da0321bbe2232600b0641e9d1ae8.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569040.page"><b>paintatdawn wrote:</b></a><br/>Hi guys,<br /> <br /> So, I had a vision the other day of a land raider redeemer charging into battle, spewing fire from its flamers, and then dropping the hatch and unleashing a tide of rage-fulled Death Company marines into burning enemy lines.. and now I want to make it happen.<br /> <br /> However, I'm kinda stuck thinking about the loadout for them. Do I go <b>all</b> pistols and close combat weapons, or should I throw in some bolters too? I understand the main difference, it's either +1 attack, or being able to rapid-fire before charging. I just can't decide if it's worth putting bolters in there.<br /> <br /> <i>(I've also magnetised the sponsons, so I can take either a crusader or redeemer.)</i><br /> <br /> What would you do for each vehicle type? Squad size and loadout.<br /> <br /> Thanks in advance!</div></blockquote><br /> <br /> This sounds like music to my ears.<br /> <br /> I run death Company with a Land raider Crusader. That's' right, a Crusader. Resulting in a capacity of 16.<br /> <br /> I personally go for 15 <span class="glossaryitem" onmouseover='gp(349);'>DC</span> and Mephiston in the Crusader for maximum punch. The <span class="glossaryitem" onmouseover='gp(349);'>DC</span> are kitted with a mix. 10 primarily feature 2 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons, including power swords, while the remaining 5 feature either powerfist and a bolter or just a bolter, meaning that I can rapid fire before charging.<br /> <br /> I tend to maximise the firepower before charging, so overwatch has little to no effect. Those that don't have bolt pistols use plasma pistols (3) or inferno pistols (3). So even if I'm taking on Terminators like I did against a Deathwing squad several weeks ago, I usually kill several of them before assaulting. Something I feel is essential when charging stubborn squads who hit on a 5+ for overwatch.]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2016 13:23:16]]> GMT</pubDate>
				<author><![CDATA[ Flugel Meister]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8367037d86a4c3ee464e7c36e7e1bb74.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569280.page"><b>Flugel Meister wrote:</b></a><br/><br /> <br /> This sounds like music to my ears.<br /> <br /> I run death Company with a Land raider Crusader. That's' right, a Crusader. Resulting in a capacity of 16.<br /> <br /> I personally go for 15 <span class="glossaryitem" onmouseover='gp(349);'>DC</span> and Mephiston in the Crusader for maximum punch. The <span class="glossaryitem" onmouseover='gp(349);'>DC</span> are kitted with a mix. 10 primarily feature 2 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons, including power swords, while the remaining 5 feature either powerfist and a bolter or just a bolter, meaning that I can rapid fire before charging.<br /> <br /> I tend to maximise the firepower before charging, so overwatch has little to no effect. Those that don't have bolt pistols use plasma pistols (3) or inferno pistols (3). So even if I'm taking on Terminators like I did against a Deathwing squad several weeks ago, I usually kill several of them before assaulting. Something I feel is essential when charging stubborn squads who hit on a 5+ for overwatch.</div></blockquote><br /> So you'd have <b>just a few</b> with bolters, max? With the extra shots from rapid-fire <i>(I know it's only a small amount in your case)</i> wouldn't you worry about shooting yourself out of charge range? Also, if you wipe a squad completely, would you be concerned about being exposed in the next turn?]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2016 13:38:41]]> GMT</pubDate>
				<author><![CDATA[ paintatdawn]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ don't overthink it... dual wield thunder hammers for all!<br /> <br /> but seriously 1 power weapon per 5, all <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> bolt pistol if doing 15 then throw in a fist, a thunder hammer, and a power sword. note make it a 14 man squad led by the sanguinar(jump pack so 2 slots) and boom every model gets one more attack. 11 pistol/chainswords 6 attack each for 66 on the charge, then power sword at initiative. that is after the sanguinar attack at i6 and probably won a challenge if one possible, then your <span class="glossaryitem" onmouseover='gp(224);'>th</span>/<span class="glossaryitem" onmouseover='gp(105);'>pf</span> swings ]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2016 13:55:34]]> GMT</pubDate>
				<author><![CDATA[ G00fySmiley]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0819da0321bbe2232600b0641e9d1ae8.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569327.page"><b>paintatdawn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8367037d86a4c3ee464e7c36e7e1bb74.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569280.page"><b>Flugel Meister wrote:</b></a><br/><br /> <br /> This sounds like music to my ears.<br /> <br /> I run death Company with a Land raider Crusader. That's' right, a Crusader. Resulting in a capacity of 16.<br /> <br /> I personally go for 15 <span class="glossaryitem" onmouseover='gp(349);'>DC</span> and Mephiston in the Crusader for maximum punch. The <span class="glossaryitem" onmouseover='gp(349);'>DC</span> are kitted with a mix. 10 primarily feature 2 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons, including power swords, while the remaining 5 feature either powerfist and a bolter or just a bolter, meaning that I can rapid fire before charging.<br /> <br /> I tend to maximise the firepower before charging, so overwatch has little to no effect. Those that don't have bolt pistols use plasma pistols (3) or inferno pistols (3). So even if I'm taking on Terminators like I did against a Deathwing squad several weeks ago, I usually kill several of them before assaulting. Something I feel is essential when charging stubborn squads who hit on a 5+ for overwatch.</div></blockquote><br /> So you'd have <b>just a few</b> with bolters, max? With the extra shots from rapid-fire <i>(I know it's only a small amount in your case)</i> wouldn't you worry about shooting yourself out of charge range? Also, if you wipe a squad completely, would you be concerned about being exposed in the next turn?</div></blockquote><br /> <br /> I just shoot them until I'm happy with thinning the herd. You don't have to fire everything. Leave a few survivors and make sure they're still in charge range. If you're facing tougher enemies who can soak it up it can be an essential means of thinning their numbers.]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2016 14:05:48]]> GMT</pubDate>
				<author><![CDATA[ Flugel Meister]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ <blockquote><div><cite>G00fySmiley wrote:</cite>don't overthink it... dual wield thunder hammers for all!<br /> <br /> but seriously 1 power weapon per 5, all <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> bolt pistol if doing 15 then throw in a fist, a thunder hammer, and a power sword. note make it a 14 man squad led by the sanguinar(jump pack so 2 slots) and boom every model gets one more attack. 11 pistol/chainswords 6 attack each for 66 on the charge, then power sword at initiative. that is after the sanguinar attack at i6 and probably won a challenge if one possible, then your <span class="glossaryitem" onmouseover='gp(224);'>th</span>/<span class="glossaryitem" onmouseover='gp(105);'>pf</span> swings </div></blockquote><br /> <br /> That's one of the main troubles I have with the hobby, I tend to overthink stuff. <b>Thunder hammers all round!!</b> haha<br /> I never thought about putting someone with a jump pack in a land raider. I suppose it ignores the Bulky rule because it can carry terminators? I already have the Death Company squad built from the Deathstorm box, so that's one thunder hammer, power sword and power fist already. I havent stuck their jump packs on yet, I was also thinking of magnetising them for when I do and don't use the land raider.<br /> <br /> <blockquote><div><cite>Flugel Meister wrote:</cite><br /> I just shoot them until I'm happy with thinning the herd. You don't have to fire everything. Leave a few survivors and make sure they're still in charge range. If you're facing tougher enemies who can soak it up it can be an essential means of thinning their numbers.</div></blockquote><br /> Ahh I see. So you'd shoot either the bolt pistols or the boltguns first and see how it goes? Sounds like a pretty good idea!]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2016 14:21:29]]> GMT</pubDate>
				<author><![CDATA[ paintatdawn]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ I only meant for The sanguinary, do not give them all jet packs or they will take up too much transport space at 2 slots each. still magnetizing them is a good plan. 1/8 x 1/16 magnet on the body then 1/16 s 1/32  on backpack and jet pack works well (it is how I did mine) you can even magnetize arms with 1/16 x 1/16 magnets on body and arms. I do that to all of my marines (other than the dark vengeance/black reach ones not that it would not work am just lazy and have plenty of magnetized models.) only issue is not enough shoulder pads but that is an easy enough fix ]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2016 15:33:09]]> GMT</pubDate>
				<author><![CDATA[ G00fySmiley]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/85c644998a088ef71342ca7b09f6657b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569624.page"><b>G00fySmiley wrote:</b></a><br/>I only meant for The sanguinary, do not give them all jet packs or they will take up too much transport space at 2 slots each. still magnetizing them is a good plan. 1/8 x 1/16 magnet on the body then 1/16 s 1/32  on backpack and jet pack works well (it is how I did mine) you can even magnetize arms with 1/16 x 1/16 magnets on body and arms. I do that to all of my marines (other than the dark vengeance/black reach ones not that it would not work am just lazy and have plenty of magnetized models.) only issue is not enough shoulder pads but that is an easy enough fix </div></blockquote><br /> Don't wory, I know what you meant.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> Though, I looked into it just now because it's not something I've heard of or seen before, and apparently it says in the rule book that jump pack units <b>aren't</b> allowed in any form of transport unless the transport <u>specifically</u> states otherwise. I don't have either my codex or rule book at hand at the moment to check, but I will look into it more later.<br /> <br /> Magnet-wise, I'd love to have everything done on a model, but I struggle for time as it is! I'll probably stick with just doing the back packs etc  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2016 15:49:23]]> GMT</pubDate>
				<author><![CDATA[ paintatdawn]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0819da0321bbe2232600b0641e9d1ae8.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569662.page"><b>paintatdawn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/85c644998a088ef71342ca7b09f6657b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569624.page"><b>G00fySmiley wrote:</b></a><br/>I only meant for The sanguinary, do not give them all jet packs or they will take up too much transport space at 2 slots each. still magnetizing them is a good plan. 1/8 x 1/16 magnet on the body then 1/16 s 1/32  on backpack and jet pack works well (it is how I did mine) you can even magnetize arms with 1/16 x 1/16 magnets on body and arms. I do that to all of my marines (other than the dark vengeance/black reach ones not that it would not work am just lazy and have plenty of magnetized models.) only issue is not enough shoulder pads but that is an easy enough fix </div></blockquote><br /> Don't wory, I know what you meant.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> Though, I looked into it just now because it's not something I've heard of or seen before, and apparently it says in the rule book that jump pack units <b>aren't</b> allowed in any form of transport unless the transport <u>specifically</u> states otherwise. I don't have either my codex or rule book at hand at the moment to check, but I will look into it more later.<br /> <br /> Magnet-wise, I'd love to have everything done on a model, but I struggle for time as it is! I'll probably stick with just doing the back packs etc  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> </div></blockquote><br /> <br /> You're correct.  A transport needs to specifically say jump infantry are allowed like the stormraven for them to fit.<br /> Also he seems to be talking about the sanguinor, who is A: terrible and B: not an independent character, thus unable to join a squad.<br /> <br /> As for my suggestion, you're already running a land raider, so competitive efficiency is off the table, so just run what you want.  Chaplains or libbies make good <span class="glossaryitem" onmouseover='gp(67);'>IC</span>'s for death co.]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2016 16:01:26]]> GMT</pubDate>
				<author><![CDATA[ niv-mizzet]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/30125247dccad9f70aa9696ae15c51fe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569684.page"><b>niv-mizzet wrote:</b></a><br/><br /> You're correct.  A transport needs to specifically say jump infantry are allowed like the stormraven for them to fit.<br /> Also he seems to be talking about the sanguinor, who is A: terrible and B: not an independent character, thus unable to join a squad.<br /> <br /> As for my suggestion, you're already running a land raider, so competitive efficiency is off the table, so just run what you want.  Chaplains or libbies make good <span class="glossaryitem" onmouseover='gp(67);'>IC</span>'s for death co.</div></blockquote><br /> Ah, thanks for clarifying!<br /> <br /> Yeah, to be honest with you I'm not that hardcore when it comes to playing. I don't have as much time as I'd like to put into the hobby as it is, so I normally just put together units that I like the most <i>(with some strategy of course)</i>.  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> <br /> I'll probably put a chaplain with them for Zealot. Either that or a sanguinary priest, though I was planning on putting him with some sanguinary guard.]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2016 16:43:28]]> GMT</pubDate>
				<author><![CDATA[ paintatdawn]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/30125247dccad9f70aa9696ae15c51fe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569684.page"><b>niv-mizzet wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0819da0321bbe2232600b0641e9d1ae8.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569662.page"><b>paintatdawn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/85c644998a088ef71342ca7b09f6657b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569624.page"><b>G00fySmiley wrote:</b></a><br/>I only meant for The sanguinary, do not give them all jet packs or they will take up too much transport space at 2 slots each. still magnetizing them is a good plan. 1/8 x 1/16 magnet on the body then 1/16 s 1/32  on backpack and jet pack works well (it is how I did mine) you can even magnetize arms with 1/16 x 1/16 magnets on body and arms. I do that to all of my marines (other than the dark vengeance/black reach ones not that it would not work am just lazy and have plenty of magnetized models.) only issue is not enough shoulder pads but that is an easy enough fix </div></blockquote><br /> Don't wory, I know what you meant.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> Though, I looked into it just now because it's not something I've heard of or seen before, and apparently it says in the rule book that jump pack units <b>aren't</b> allowed in any form of transport unless the transport <u>specifically</u> states otherwise. I don't have either my codex or rule book at hand at the moment to check, but I will look into it more later.<br /> <br /> Magnet-wise, I'd love to have everything done on a model, but I struggle for time as it is! I'll probably stick with just doing the back packs etc  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> </div></blockquote><br /> <br /> You're correct.  A transport needs to specifically say jump infantry are allowed like the stormraven for them to fit.<br /> Also he seems to be talking about the sanguinor, who is A: terrible and B: not an independent character, thus unable to join a squad.<br /> <br /> As for my suggestion, you're already running a land raider, so competitive efficiency is off the table, so just run what you want.  Chaplains or libbies make good <span class="glossaryitem" onmouseover='gp(67);'>IC</span>'s for death co.</div></blockquote><br /> <br /> I see... I do not have the sanguinary, but have an opponent who uses him like that guess I will have to point this out, maybe he can follow the tank out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> . I prefer running my death company as jet pack units alongside drop podded dreadnaught and drop podded stern guard melta squad. couple that with 2 10 man assault squads and it is fun to play (probably stronger lists out there but a blast) ]]></description>
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				<pubDate><![CDATA[Wed, 6 Apr 2016 17:53:23]]> GMT</pubDate>
				<author><![CDATA[ G00fySmiley]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0819da0321bbe2232600b0641e9d1ae8.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569755.page"><b>paintatdawn wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/30125247dccad9f70aa9696ae15c51fe.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569684.page"><b>niv-mizzet wrote:</b></a><br/><br /> You're correct.  A transport needs to specifically say jump infantry are allowed like the stormraven for them to fit.<br /> Also he seems to be talking about the sanguinor, who is A: terrible and B: not an independent character, thus unable to join a squad.<br /> <br /> As for my suggestion, you're already running a land raider, so competitive efficiency is off the table, so just run what you want.  Chaplains or libbies make good <span class="glossaryitem" onmouseover='gp(67);'>IC</span>'s for death co.</div></blockquote><br /> Ah, thanks for clarifying!<br /> <br /> Yeah, to be honest with you I'm not that hardcore when it comes to playing. I don't have as much time as I'd like to put into the hobby as it is, so I normally just put together units that I like the most <i>(with some strategy of course)</i>.  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> <br /> I'll probably put a chaplain with them for Zealot. Either that or a sanguinary priest, though I was planning on putting him with some sanguinary guard.</div></blockquote><br /> Definitely run the priest with the sang guard. <span class="glossaryitem" onmouseover='gp(349);'>DC</span> already has <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> so sang guard could benefit from the priest as he wouldn't make  <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> 5+ redundant.]]></description>
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				<pubDate><![CDATA[Thu, 7 Apr 2016 00:34:07]]> GMT</pubDate>
				<author><![CDATA[ Dantes_Baals]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8367037d86a4c3ee464e7c36e7e1bb74.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569280.page"><b>Flugel Meister wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/0819da0321bbe2232600b0641e9d1ae8.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8569040.page"><b>paintatdawn wrote:</b></a><br/>Hi guys,<br /> <br /> So, I had a vision the other day of a land raider redeemer charging into battle, spewing fire from its flamers, and then dropping the hatch and unleashing a tide of rage-fulled Death Company marines into burning enemy lines.. and now I want to make it happen.<br /> <br /> However, I'm kinda stuck thinking about the loadout for them. Do I go <b>all</b> pistols and close combat weapons, or should I throw in some bolters too? I understand the main difference, it's either +1 attack, or being able to rapid-fire before charging. I just can't decide if it's worth putting bolters in there.<br /> <br /> <i>(I've also magnetised the sponsons, so I can take either a crusader or redeemer.)</i><br /> <br /> What would you do for each vehicle type? Squad size and loadout.<br /> <br /> Thanks in advance!</div></blockquote><br /> <br /> This sounds like music to my ears.<br /> <br /> I run death Company with a Land raider Crusader. That's' right, a Crusader. Resulting in a capacity of 16.<br /> <br /> I personally go for 15 <span class="glossaryitem" onmouseover='gp(349);'>DC</span> and Mephiston in the Crusader for maximum punch. The <span class="glossaryitem" onmouseover='gp(349);'>DC</span> are kitted with a mix. 10 primarily feature 2 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons, including power swords, while the remaining 5 feature either powerfist and a bolter or just a bolter, meaning that I can rapid fire before charging.<br /> <br /> I tend to maximise the firepower before charging, so overwatch has little to no effect. Those that don't have bolt pistols use plasma pistols (3) or inferno pistols (3). So even if I'm taking on Terminators like I did against a Deathwing squad several weeks ago, I usually kill several of them before assaulting. Something I feel is essential when charging stubborn squads who hit on a 5+ for overwatch.</div></blockquote><br /> <br /> I've dealt with this before and I can honestly say the bolters tacked on don't make a world of difference.  The main problem with this idea is it's a massive points sink and relatively easy to mitigate.  Depending on the army anything with Haywire or lets be honest for most <span class="glossaryitem" onmouseover='gp(119);'>SM</span> armies GRAV stops this dead in its tracks.  The main problem is Land Raiders aren't really worth their points.<br /> <br /> HOWEVER if you can force your opponent to pick something other than the <span class="glossaryitem" onmouseover='gp(87);'>LR</span> to shoot at with heavy weapons/grav this is probably one of the worst things to fight in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, hell they're worse than Wulfen <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> on the charge.]]></description>
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				<pubDate><![CDATA[Thu, 7 Apr 2016 01:51:17]]> GMT</pubDate>
				<author><![CDATA[ Spiritfox22]]></author>
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				<title>Re:Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ In this case, if possible, include a <span class="glossaryitem" onmouseover='gp(349);'>DC</span> squad with only basic <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons and <span class="glossaryitem" onmouseover='gp(457);'>JP</span> to draw his attention. Or Land Speeders to harass whatever he plans on using to take out your Land Raider.]]></description>
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				<pubDate><![CDATA[Thu, 7 Apr 2016 07:40:16]]> GMT</pubDate>
				<author><![CDATA[ Flugel Meister]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ <blockquote><div><cite>Dantes_Baals wrote:</cite><br /> Definitely run the priest with the sang guard. <span class="glossaryitem" onmouseover='gp(349);'>DC</span> already has <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> so sang guard could benefit from the priest as he wouldn't make  <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> 5+ redundant.</div></blockquote><br /> That was my thoughts exactly. I think feel no pain is what sanguinary guard need to make them more survivable. Won't have to worry as much moving them up the table!<br /> <br /> <blockquote><div><cite>Spiritfox22 wrote:</cite><br /> I've dealt with this before and I can honestly say the bolters tacked on don't make a world of difference.  The main problem with this idea is it's a massive points sink and relatively easy to mitigate.  Depending on the army anything with Haywire or lets be honest for most <span class="glossaryitem" onmouseover='gp(119);'>SM</span> armies GRAV stops this dead in its tracks.  The main problem is Land Raiders aren't really worth their points.<br /> <br /> HOWEVER if you can force your opponent to pick something other than the <span class="glossaryitem" onmouseover='gp(87);'>LR</span> to shoot at with heavy weapons/grav this is probably one of the worst things to fight in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, hell they're worse than Wulfen <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> on the charge.</div></blockquote><br /> This is what I was trying to figure out. Is it worth giving anyone bolters. There are a few pros and cons for both.. <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons grant the extra attack, which is obviously great for a melee focused unit. Bolters give you the option to rapid-fire before charging thanks to relentless. Which might sound useless, but it let's you split your firepower before you charge. You will either fire 15 bolt pistols before charging (for example, not including upgrades) which could soften a unit quite a bit and possibly put you out of charge range. Or, you can rapid fire say, 3 guys, and let off 6 shots to see the outcome before you use bolt pistols or other weapons. I think tactically, you only miss out on 3 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> attacks at the end of the day, but you open yourself up to more options before charging anywhere. You could of course fire nothing, or just the special weapons..<br /> <br /> So I'm kinda on the fence about it!  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> <blockquote><div><cite>Flugel Meister wrote:</cite>In this case, if possible, include a <span class="glossaryitem" onmouseover='gp(349);'>DC</span> squad with only basic <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons and <span class="glossaryitem" onmouseover='gp(457);'>JP</span> to draw his attention. Or Land Speeders to harass whatever he plans on using to take out your Land Raider.</div></blockquote><br /> So you would run a separate squad on the board somewhere as a distraction? Sounds like a good idea. I was thinking of zipping some sanguinary guard and a priest up the table too, which could work. And if I get round to getting it together, a drop pod full of Sternguard?<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Where I am at the moment;<br /> <br /> <b>Raphen's Squad <i>(from the Deathstorm box)</i></b><br /> - Bolt pistol & thunder hammer <i>(character)</i><br /> - Bolt pistol & power fist<br /> - Bolt pistol & power sword<br /> - Inferno pistol & chainsword<br /> - Bolt pistol & chainsword<br /> <br /> I kept this squad as is because I like that they count as troops, and you get Raphen as a character. I'll magnetise the jump pack & back packs. When I use them on foot with the land raider they'll obviously just become normal <span class="glossaryitem" onmouseover='gp(349);'>DC</span> marines, no character or troop slot.<br /> <br /> <b>I also have;</b><br /> - Boltgun & power fist<br /> - Bolt pistol & chainsword<br /> - Bolt pistol & chainsword<br /> - Bolt pistol & chainsword<br /> <br /> All test buit with blu-<span class="glossaryitem" onmouseover='gp(167);'>tac</span> <i>(from last night..)</i>. I used a set of legs from this box to make a captain, so I can make one more if I strip him apart.<br /> <br /> So what would you recommend I do next? I'll pick up another box so I can have 14/15 in total. Is it worth putting one more power sword in there? And special weapons wise, I currently only have one inferno pistol.]]></description>
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				<pubDate><![CDATA[Thu, 7 Apr 2016 09:06:11]]> GMT</pubDate>
				<author><![CDATA[ paintatdawn]]></author>
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				<title>Re:Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ I've used <span class="glossaryitem" onmouseover='gp(349);'>DC</span> as a distraction before, and it's worked well. But sometimes it can work a little too well. Just be sure that you jump them into cover so they benefit from a cover save. They'll obviously need to take a dangerous terrain test,  but have their normal save and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> to fall back on.<br /> <br /> I sometimes include a Predator Annihilator as well, sporting Lascannons. Depending on what your opponent is using, it might force him/her to carefully choose their targets. Taking out the Land Raider obviously slows your <span class="glossaryitem" onmouseover='gp(349);'>DC</span> but leaving the Predator for a turn risks a lot of Lascannon fire that could disable or destroy a vehicle or walker that he/she is using. I always try to give them too much nasty stuff to shoot at, resulting in them shooting at something that I can live without. A good player won't fall for this, though, and will prioritise their targets properly.<br /> <br /> Distractions all depend upon how your oppenent plays and how good they are. You can add to the distraction by including some smacktalk, making out that your squad is feared, deadly and not to be trifled with.<br /> <br /> Sanguinary Guard definitely need a priest with them, otherwise they'll just die when shot at. Dont use them as a distraction. Ever. They should be one of your main means of assaulting.<br /> <br /> Furiosos in pods can be useful. Dropping one in the middle of his army can be terrifying for him. If they survive you can use them to assault, especially if they have blood talons. If they die, hopefully they've used up quite a few of his shots. Try using a Lucius drop pod so it'll have shroud on the turn it drops, and he can stay inside and fire out as it's open topped.]]></description>
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				<pubDate><![CDATA[Thu, 7 Apr 2016 09:30:36]]> GMT</pubDate>
				<author><![CDATA[ Flugel Meister]]></author>
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				<title>Re:Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8367037d86a4c3ee464e7c36e7e1bb74.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/686426/8571299.page"><b>Flugel Meister wrote:</b></a><br/>I've used <span class="glossaryitem" onmouseover='gp(349);'>DC</span> as a distraction before, and it's worked well. But sometimes it can work a little too well. Just be sure that you jump them into cover so they benefit from a cover save. They'll obviously need to take a dangerous terrain test,  but have their normal save and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> to fall back on.<br /> <br /> I sometimes include a Predator Annihilator as well, sporting Lascannons. Depending on what your opponent is using, it might force him/her to carefully choose their targets. Taking out the Land Raider obviously slows your <span class="glossaryitem" onmouseover='gp(349);'>DC</span> but leaving the Predator for a turn risks a lot of Lascannon fire that could disable or destroy a vehicle or walker that he/she is using. I always try to give them too much nasty stuff to shoot at, resulting in them shooting at something that I can live without. A good player won't fall for this, though, and will prioritise their targets properly.<br /> <br /> Distractions all depend upon how your oppenent plays and how good they are. You can add to the distraction by including some smacktalk, making out that your squad is feared, deadly and not to be trifled with.<br /> <br /> Sanguinary Guard definitely need a priest with them, otherwise they'll just die when shot at. Dont use them as a distraction. Ever. They should be one of your main means of assaulting.<br /> <br /> Furiosos in pods can be useful. Dropping one in the middle of his army can be terrifying for him. If they survive you can use them to assault, especially if they have blood talons. If they die, hopefully they've used up quite a few of his shots. Try using a Lucius drop pod so it'll have shroud on the turn it drops, and he can stay inside and fire out as it's open topped.</div></blockquote><br /> Thanks for the advise, it's much appreciated!  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> What would you say is best to run sanguinary guard? Try and sneak them up the table while everything else gets all the attention? I currently have a squad of 5. Planning on getting a priest soon. Not sure whether its worth adding anymore guard to the squad because it's expensive as it is. I also have a furioso from the Deathstorm box, so could get a drop pod at some stage. The Stormraven gunship has caught my attention recently. Can sanguinary guard go in one? (I know it can hold normal jump infantry)<br /> <br /> Oh, and I think I'll mostly be playing against Tau. Until my mate decides to start collecting Eldar.]]></description>
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				<pubDate><![CDATA[Thu, 7 Apr 2016 10:01:22]]> GMT</pubDate>
				<author><![CDATA[ paintatdawn]]></author>
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				<title>Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ Want to try something nasty? Ally in greyknights and take castelan crow - he can challenge anything in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> being one of the best duelist in the game. He comes stock with hammerhand which is +2 <span class="glossaryitem" onmouseover='gp(123);'>str</span> for the whole unit. For good measure give everyone a powermaul or power axe. So on the charge this will give you mauls <span class="glossaryitem" onmouseover='gp(123);'>str</span> 9 and axes <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 - which double out T4 modles with multi wounds and basically wound everything on a 2+. So sang preist, crowe, a chaplain, and like 10 <span class="glossaryitem" onmouseover='gp(349);'>DC</span> with power mauls and like 3 with power fist. That amount of attacks is scary my friend.Very little you wont outright crush.]]></description>
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				<pubDate><![CDATA[Thu, 7 Apr 2016 17:07:51]]> GMT</pubDate>
				<author><![CDATA[ Xenomancers]]></author>
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				<title>Re:Death Company Loadout (inside a land raider)</title>
				<description><![CDATA[ I picked up another box over the weekend, this is how they stand...<br /> <br /> Raphen's Squad (from the Deathstorm box) <br /> - Bolt pistol & thunder hammer (character) <br /> - Bolt pistol & power fist<br /> - Bolt pistol & power sword <br /> - Inferno pistol & chainsword <br /> - Bolt pistol & chainsword <br /> <br /> - Boltgun & power fist <br /> - Bolt pistol & chainsword <br /> - Bolt pistol & chainsword <br /> - Bolt pistol & chainsword<br /> - Bolt pistol & chainsword <br /> <br /> - Bolt pistol & power sword<br /> - Inferno pistol & chainsword <br /> - Bolt pistol & chainsword<br /> - Bolt pistol & chainsword<br /> - Bolt pistol & chainsword<br /> <br /> So out of 15 guys, there's 1 thunder hammer, 2 power fists, 2 power swords, and 2 inferno pistols. I've also got two bolters in there on the power fist marines. Does it seem like good numbers for everything? I don't want to go too mental on the points. I can always mix and match the unit too so it doesn't have to be 15 strong.]]></description>
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				<pubDate><![CDATA[Mon, 11 Apr 2016 09:22:08]]> GMT</pubDate>
				<author><![CDATA[ paintatdawn]]></author>
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