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DC optimal numbers


Jakobus

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I've just come home from a 1K mini-tournament which I decided to run a Reclusiarch and a DC squad. While not optimal they devastating. So I'm thinking to try a smaller unit, possibly in a Drop Pod since the Rhino they where in usually got blown up by turn 2 anyway.

 

So what I'm trying to figure is how many DC would "work" in as a small unit with a Chaplain.

Initial thought is 2x power weapons, 1 powerfist or Thunderhammer and 1 or 2 Boltgunners. The Chaplain would only get a meltabomb to be there for Landraiders.

This comes to about 280 points in total so not a huge points sink with the option to increase if desired in bigger games.

 

Basically I figure large squads of DC will take a lot of fire but also a lot of points, but take only three and they'll get killed before doing anything. Is there a number that is effective?

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Smart players will always know how to deal with the DC - ie; units with FNP.

 

It all depends on a delivery system really.

 

Secondly, the special weapons are a concern.

 

I dont like PWs in DC because of the amount of attacks they put out on average. What inevitably happens is that you allow your opponent to stack power weapon hits on specials.

 

My advice would be to go between 7 and 8 DC with a chaplain if you're going the rhino route.

 

8 DC, 2 fists and a rhino puts you at 260. (210 if you dont want the rhino).

 

I wouldnt bother with 6 guys its just too few models in the unit. You're better off with Sang guard in that case.

I did 5 in a razorback with a chappy and only bolters(TLLC on the RB) they can really tie up almost any opponent in small games (290 PTS). And the lascannon can deal with there heavy hitters. But what ever you put them in make it red and they'll forget it's DC and you can get them where they need to be. Unless you need the shield then forget it.
I did 5 in a razorback with a chappy and only bolters(TLLC on the RB) they can really tie up almost any opponent in small games (290 PTS). And the lascannon can deal with there heavy hitters. But what ever you put them in make it red and they'll forget it's DC and you can get them where they need to be. Unless you need the shield then forget it.

 

This is some sound advice. There is no rule in the Codex that states 'when deploying your DC in a transport you must have a black painted transport.' My DC have just a normal plain old red rhino like the rest of the marines.

 

Of course if the oponent has seen my army roster and then asks which Rhino as the DC, I oblige him always and point it out. That does not mean that my DC rhino does not have cover or is not behind another tank. Generally the will target the exposed vehicle or forget about them.

I did 5 in a razorback with a chappy and only bolters(TLLC on the RB) they can really tie up almost any opponent in small games (290 PTS). And the lascannon can deal with there heavy hitters. But what ever you put them in make it red and they'll forget it's DC and you can get them where they need to be. Unless you need the shield then forget it.

 

This is some sound advice. There is no rule in the Codex that states 'when deploying your DC in a transport you must have a black painted transport.' My DC have just a normal plain old red rhino like the rest of the marines.

 

Of course if the oponent has seen my army roster and then asks which Rhino as the DC, I oblige him always and point it out. That does not mean that my DC rhino does not have cover or is not behind another tank. Generally the will target the exposed vehicle or forget about them.

I'm not saying not to tell them or hold anything back but when the blacks not on the board they seem to forget until it's too late and your about to make contact. big games it seems not to work as well I guess because you have to watch the whole field while smaller games everyone tends to concentrate.

I just played 1000 points in a doubles tourney. We didn't win because I showed up and my partner didn't and then some off the street kid came in with IG and we got paired. 20 minutes to colaborate and then we realize as we're deploying neither of us took an HQ... I digress

 

I ended up running a 8 man DC with 2THs and 2PWs with a Reclusiarch in a LRR. In all 3 games, we faced orks. In all 3 games, I made 30 man boy squads disappear in our turn one in close combat. In game 2 I actually ran rampant through a boys squad, 2 loota squads and got into a squad of cans before they got me.

 

Walking away from the tournament, I will most likely field them consistantly, 7 strong, same loadout, with a Chaplain in a Rhino.

 

Actually, in the last game (our second dual orks players) I met a fellow BA player who is teaming with me in the next doubles. Astorath and all DC. Sure, we can't hold objectives... But tabeling your opponent is ALWAYS a mission objective!!

I run 5 DC w/ 1 Infernus Pistol and 1 Powerfist led by a Reclusiarch in a Razorback with a Twin-Linked Heavy Flamer. They have been more than sufficient for me. If anything, I'd maybe add a Power Weapon so my opponents couldn't stack all of the power weapon hits on one another.
I've been using 7 with a PW, TH and fist, rolling with a Reclusiarch in a Rhino. Results have been carnage in the small games I play. Thinking of adding another two with standard CCW, but maybe bolters so I would have four in the unit (Fist and TH have one).

So its sounding like most people are running around 5 to 7 Death Company which is about where I figured it would be (unless you are looking at overwhelming force).

I figure at that number they are still devestating but you haven't put over a 1/3 of your point in one place.

 

I'm thinking I might have to equip a power weapon guy with an Infernus pistol for armor popping happy good times, since tanks can be a pain.

Personally, if I were to use DC, I would generally run 7 or 8. 7 or 8 are large enough to hit hard, small enough to not be overlarge and can fit 1 or 2 ICs into the squad if riding in a Rhino or Land Raider.

 

If I wanted to put them in a Razorback, then I would probably run 5 so I could squeeze in the chaplain.

Currently running 5 in a Razorback (alternating between HB and HF depending on the opponent), with 1 Fist, 1 Pwr Wpn and a standard Chaplain. The rest of my current army takes care of the main AT, and whenever they've hit they've done very well. Barring a couple of poor dice here and there they make their points back pretty quickly, although I've found the HF on the RB a little disappointing given the number of times I've been immobilised and out of range of anything for the rest of the game.

 

Thinking of expanding them to probably 7-8 with the Chaplain in a Pod and adding an Infernus, just for a bit of variation.

 

(My JP Lemartes is looking a little sad however, given his points bump :) Just find it too limiting to squeeze in those damned JP DC!!)

I've tended to got a bit OTT with them in my games. I've fielded anything up to 11 basic DC plus a Reclusiarch or Chaplain in a Land Raider Redeemer. Must confess that whilst they have been incredibly effective and absolutely destroyed most things that I've assaulted them with, they do tend to be a bit overkill and after the initial assault they can be dragged around by a clever opponent using the rage rules against them. I also had a problem when they were forced to engage a Soul Grinder that they couldn't damage (I forgot about the Krak) so I have now gone for a smaller squad with a TH and PF. Not yet used them in combat but probably give them a go next week.

I am currently running a 9 man DC in Rhino with a standard Chaplain.

Wargear is:

meltabombs on the Chappy

1 Power Fist

3 Power Weapons

5 Bolter DC

 

They get the job done pretty good and the Bolters have proven themselves when the transport gets popped early for some reason. Both in killing power from afar as well as having 5 bodies to soak before the special weapons come in.

It is a bit of a point sink (405 including transport and Chaplain) but man do they hurt once they get into CC. And they are big enough for a good chance of a double assault.

 

I am nearly completing another hard hitter squad to use soon (dante + sang guard with banner + SP with power weapon at 555 points) and I wonder which will get most of my enemies shooting in 1500 points games (filling the rest of the army with a 10 man tactical and RAS for objective scoring). Either way, choosing one or the other will mean at least one of these two nasty CC units will get into contact with you and hurt a lot.

 

Still.. i like the size of 9 DC + Chaplain because of the simple bodycount it has. Footslogging needs it to survive shooting if they are forced to just run 1 turn I believe.

I don't use a chaplain..

 

I use 10 DC with Bolters and 2 Power Fists in a Drop Pod.

 

My army is mostly Earth and is built around outlasting rather than decimating.. so the DC is not my main strategy. They are in there as a Turn 1 counter-assault unit that will a) mess up my enemy's strategy/deployment, ;) Delay his assault, c) shooting and punching things to death and proving very difficult to kill d) while the rest of my army shoots them dead with tons of Missile Launchers, Plasma Cannons and Plasmaguns.

I run 5-6 men with JP along with Lemartes. This unit is expensive, this unit is a fire magnet, but those madmen will completely annihilate everything they can lay their blood-splattered hands on.

Especially Lemartes. That guy is a total badass. We all know what happens when he gets a slap in the face, and your opponent probably knows, too. Let them rush over the flanks and kill until they die or there are no enemies left.

 

 

Snorri

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