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		<title><![CDATA[Latest posts for the thread "Death Company equipment"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Death Company equipment"]]></description>
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				<title>Death Company equipment</title>
				<description><![CDATA[ Hi All!<br /> <br /> I recently started to get together a Blood Angels army and bough the large Death Company box.<br /> I finished assembling the chaplain (crozius + inferno pistol) and the <span class="glossaryitem" onmouseover='gp(349);'>DC</span> dread. Now is the time to decide how to equip 15 <span class="glossaryitem" onmouseover='gp(349);'>DC</span> marines for 8th edition.<br /> <br /> Any input on the subject is highly appreciated.<br /> <br /> My first thoughts:<br /> - field them as two squads (8 and 7) in their general role (deep strike with the chaplain or later on with Lemartes if I will have one)<br /> - in each squad - 1 x thunder hammer, 1 x chainsword + inferno pistol, bolt pistol + chainsword for the rest<br /> - I have some mini magnets, so I may be able to prepare some weapon options. What could be good secondary choices?<br /> - I thought that magnetizing jump packs may be a waste of time as they will always arrive from deep strike. Or should I?<br /> - any other dos and dont'ts regarding <span class="glossaryitem" onmouseover='gp(349);'>DC</span>?<br /> <br /> Thanks guys!]]></description>
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				<pubDate><![CDATA[Sat, 8 Jul 2017 07:54:36]]> GMT</pubDate>
				<author><![CDATA[ grnsknz]]></author>
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				<title>Re:Death Company equipment</title>
				<description><![CDATA[ Hi! <br /> <br /> Personally, I'm a big fan of power weapons at the moment. Maybe consider magnetising 2-4 for the 15? Swords, axes and fists are all pretty great, and the first two are really cheap.  If you're limited to a few magnets, definitely glue on the jump packs, at 1 wound getting <span class="glossaryitem" onmouseover='gp(349);'>DC</span> into combat is worth the 3 points. Plasma pistols are also very good for 7 points  (I think there's one in the kit?) so give that some magnetic love <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 8 Jul 2017 09:49:18]]> GMT</pubDate>
				<author><![CDATA[ Puganaut]]></author>
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				<title>Death Company equipment</title>
				<description><![CDATA[ I kitted most of my <span class="glossaryitem" onmouseover='gp(349);'>DC</span> with bolters and chainswords since bolt pistols don't seem to have any edge over bolters as written, with both costing 0 points. Your <span class="glossaryitem" onmouseover='gp(349);'>DC</span> will be within rapid fire range in the shooting phase at least once during a typical game given that you want to setting them up for charges. Firing in melee isn't common enough to make bolt pistols produce the same volume of fire as bolters. Even if the volume of fire was equivalent the bolters get to fire more earlier on in the game which is more valuable. Not to mention the range.]]></description>
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				<pubDate><![CDATA[Sat, 8 Jul 2017 20:47:43]]> GMT</pubDate>
				<author><![CDATA[ sossen]]></author>
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				<title>Death Company equipment</title>
				<description><![CDATA[ I feel about the same- with <span class="glossaryitem" onmouseover='gp(20);'>CCWs</span> giving the attack, I believe pistols are only (almost) as valuable as rapid fire if you begin as many turns stuck in melee as you do out, and only better if more than half your turns have you beginning in melee.]]></description>
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				<pubDate><![CDATA[Sat, 8 Jul 2017 22:19:55]]> GMT</pubDate>
				<author><![CDATA[ spiralingcadaver]]></author>
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