Wicks Posted June 27, 2010 Share Posted June 27, 2010 Hey guys im building a blood angel army right now so i have yet to play. My main question is should i use jump packs in my death company? Or use a rino or a drop pod? I know the death company have a realy high cost for jump packs,heck with three packs you could buy a rino! Any way, please give me some advice,Thanks!! Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/ Share on other sites More sharing options...
Brother-Captain Lucius Posted June 27, 2010 Share Posted June 27, 2010 I run both but my Favourite is the Packs. It may be expensive but it scares the ;) out of people. I also run Lemartes with them because I love the model and i think that I did a rather good job on him too. Also if I run them with packs I almost always have them with a Stormraven. Its really the only way for them to get around without being kited. When i run a squad without packs I run a squad of 9-11 with a chaplain in a raider or raven again. Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2447444 Share on other sites More sharing options...
fearlessgod Posted June 27, 2010 Share Posted June 27, 2010 I have used the Death Company with and without jump packs. Without jump packs, a transport should be mandatory as it gets you where you want to be quicker without having to worry about getting distracted (Rage). My basic setup is 8 Death Company, power fist, power weapon and Rhino. At 250 pts, it's expensive, but can dish out a world of hurt if used correctly. With jump packs, you have to hug cover until you can get the charge you want. Rage is a factor, but if your smart in your deployment and movement, you can lessen the chance of Rage. I usually go with 6 Death Company, no special weapons and add Lemartes. At 360 points, it's even more expensive, but is a rock hard unit your opponents will learn to fear. I haven't used them with a Drop Pod, Land Raider or Stormraven, but in larger games the Stormraven option looks tempting... ~fearlessgod~ Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2447481 Share on other sites More sharing options...
Jakobus Posted June 27, 2010 Share Posted June 27, 2010 I am currently debating betweem the Rhino and the Drop Pod at the moment. But from what I figure the Drop Pod would be more effective with at least three Drop Pods in the army to not draw every single gun in the army on that one squad. And the rhino can still be used past its first round of deployment Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2447485 Share on other sites More sharing options...
Isryion Posted June 27, 2010 Share Posted June 27, 2010 I really like the Drop Pod, guarantees (or nearly) they end up where I want them. Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2447495 Share on other sites More sharing options...
Sun Drinker Posted June 28, 2010 Share Posted June 28, 2010 I'm a very big advocate for jump packs in general, so my opinion is biased. However, Death Company are fear inspiring, and therefore draw tons of fire with or without a transport. The issue is that with a transport vehicle instead of jump packs, the first thing to perish under the fire is their mobility, whereas with jump packs the mobility stays to the last man. Also, the loss of the ability to assault when getting out of a rhino can really slow you down. For me the ability to ensure I get the charge and to keep the mobility regardless of how much fire the unit receives is worth the added points of the jump packs. I've never played a game with the new codex and wished I hadn't gotten jump packs (regardless of the cost). As a final note, you can't take Lemartes in a Death Company without jump packs. Jump packs are simply the way Death Company are supposed to reach their foes. It's just more dramatic that way. Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2447764 Share on other sites More sharing options...
Brother-Captain Devlonir Posted June 28, 2010 Share Posted June 28, 2010 Ehm.. as I understand it.. you can still move out and assault from a Rhino if you disembark before the Rhino moved right? At least, that's how I'm doing it always: Charge the rhino in, smoke launchers, survive first turn (or not) and then disembark and charge! Also, gotta love how people always disregard the rhino if it survives and the DC are out of it. I tank shocked quite a few models off objectives already with my fast rhino charging around the field after delivering his cargo ;-) Gotta love using the tactic of shooty armies to put objectives in the open against them in the endgame. So.. for me: 9 man DC, with 1 power fist, 3 power weapons and 5 boltguns (to use relentless and be able to still hit when being kited) together with a Chaplain is my favorite DC loadout. Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2447766 Share on other sites More sharing options...
Brother-Captain Lucius Posted June 28, 2010 Share Posted June 28, 2010 As a final note, you can't take Lemartes in a Death Company without jump packs. Actually Sun Drinker you can take Lemartes without Jump Packing DC as his rules say that you can take lemartes with the DC, NOT you can take lemartes with jump pack equipped DC Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2447904 Share on other sites More sharing options...
Sun Drinker Posted June 28, 2010 Share Posted June 28, 2010 As a final note, you can't take Lemartes in a Death Company without jump packs. Actually Sun Drinker you can take Lemartes without Jump Packing DC as his rules say that you can take lemartes with the DC, NOT you can take lemartes with jump pack equipped DC Ah, you are correct Brother-Captain Lucius. However, adding Lemartes to a Death Company unit without JPs while he has a JP would prohibit the unit from embarking into a transport. So unless paying points for a named character with a JP who cannot leave his unit to utilize his JP and also prevents the squad he is with from embarking into a transport seems like a good idea to anyone... I'd not take him without DC w/ JP. Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2448189 Share on other sites More sharing options...
Sun Drinker Posted June 28, 2010 Share Posted June 28, 2010 Also, gotta love how people always disregard the rhino if it survives and the DC are out of it. I tank shocked quite a few models off objectives already with my fast rhino charging around the field after delivering his cargo ;-) Gotta love using the tactic of shooty armies to put objectives in the open against them in the endgame. Nice point! I hadn't thought of that. Something I should definitely try sometime. Also, you're right about the Rhino disembarking thing, but it just takes an extra turn more to move and assault than w/ JP. My point was that it only takes one shot for the rhino not to survive, while it takes at least X (however many DC you have) shots to take away the mobility of DC w/ JP, and even then only by killing them. Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2448200 Share on other sites More sharing options...
Brother-Captain Lucius Posted June 28, 2010 Share Posted June 28, 2010 you could always have the non JP equipped DC in a Stormraven with Lemmy. Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2448324 Share on other sites More sharing options...
LordofDeath11 Posted June 28, 2010 Share Posted June 28, 2010 you could always have the non JP equipped DC in a Stormraven with Lemmy. Good point, but as soon as they touch the ground, they're walking from then on. Could be a regretable choice considering unless you are using your DC as a "charge the opponents hardest unit, destroy it, then sacrifice them to a blaze of enemy fire in the next shooting phase" unit. Although this would fully support the fluff surrounding them. I'm thinking though for such an expensive unit, and considering Lemartes costing much more than a regular chappy, that you want your DC to survive/be mobile enough to kill enough enemy units to make back their points value. Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2448339 Share on other sites More sharing options...
Einholt Posted June 28, 2010 Share Posted June 28, 2010 Why not get some magnets and try jump packs and transports? I'v just magnetised my honour guard backpacks and jumppacks with these magnets here: http://www.bitsandkits.co.uk/10-x-2mm-x1mm...ets-p-3981.html, they also sell the 2mm drill bit and then all you need is some superglue :devil: Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2448379 Share on other sites More sharing options...
Coverfire Posted June 29, 2010 Share Posted June 29, 2010 If you decided to Pod your Death Company unit, what build would you have? and who would you have to lead the unit? Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2448732 Share on other sites More sharing options...
Isryion Posted June 29, 2010 Share Posted June 29, 2010 If you decided to Pod your Death Company unit, what build would you have? and who would you have to lead the unit? Between 6-8, one PF, 1-2 PW and led by a basic chappy (if anyone), maybe with an infernus or plasma pistol. you could always have the non JP equipped DC in a Stormraven with Lemmy. Good point, but as soon as they touch the ground, they're walking from then on. Could be a regretable choice considering unless you are using your DC as a "charge the opponents hardest unit, destroy it, then sacrifice them to a blaze of enemy fire in the next shooting phase" unit. Although this would fully support the fluff surrounding them. I'm thinking though for such an expensive unit, and considering Lemartes costing much more than a regular chappy, that you want your DC to survive/be mobile enough to kill enough enemy units to make back their points value. This is pretty much true of any transport. Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2448821 Share on other sites More sharing options...
LordofDeath11 Posted June 29, 2010 Share Posted June 29, 2010 If you decided to Pod your Death Company unit, what build would you have? and who would you have to lead the unit? Between 6-8, one PF, 1-2 PW and led by a basic chappy (if anyone), maybe with an infernus or plasma pistol. you could always have the non JP equipped DC in a Stormraven with Lemmy. Good point, but as soon as they touch the ground, they're walking from then on. Could be a regretable choice considering unless you are using your DC as a "charge the opponents hardest unit, destroy it, then sacrifice them to a blaze of enemy fire in the next shooting phase" unit. Although this would fully support the fluff surrounding them. I'm thinking though for such an expensive unit, and considering Lemartes costing much more than a regular chappy, that you want your DC to survive/be mobile enough to kill enough enemy units to make back their points value. This is pretty much true of any transport. My point is, if you're hopping in a SRGS take a reg. Chappy w/out a JP. :P Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2448841 Share on other sites More sharing options...
saddist Posted June 29, 2010 Share Posted June 29, 2010 Why not give DC a Land Raider from assault squad? You can take 5 man assault squad without jump packs, take LR at -35 point cost and in the first turn put DC in, and keep assault squad as scoring. Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2448960 Share on other sites More sharing options...
Isryion Posted June 29, 2010 Share Posted June 29, 2010 Not that I'd go this route, but you could even give the assault squad a plasma gun to give them some long range annoying firepower. Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2449016 Share on other sites More sharing options...
SamaNagol Posted June 30, 2010 Share Posted June 30, 2010 Put some of them in a Rhino/Razorback. It still scares the crap out of the opponent. Make sure you paint it black though. They focus on it like magpies to shiny things. Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2449424 Share on other sites More sharing options...
Priest33 Posted June 30, 2010 Share Posted June 30, 2010 Step 1: Pay for an assault squad with a LR of your choice with the -35 point bonus Step 2: Get your dc on and get them either a Rhino or a Razorback Step 3: Deploy by placing the dc nect to the LR and the assault squad next to the rhino/razor Step 4: ?? Step 5: Due to your tactical genius PROFIT Link to comment https://bolterandchainsword.com/topic/205204-death-companyjump-packs-or-not/#findComment-2449509 Share on other sites More sharing options...
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