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Death Company + Chaplain + Drop Pod = ok?


Cpt. Blood Donator

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It's been a while since I played (quit around 4.5th, or whatever you call it in English), but I decided to pick up BA again.

 

Thing is, is it possible for a chaplain to join the Death Company before deployment and in their drop pod as the crash down on turn 1?

 

I remeber that the dedicated transport rules were a bit fuzzy before, and I'd like to know this before I make my list and decide on purchases.

 

(Leaning towards podding d.c with bolter. Because rapid fire + charge is fun for laughs)

 

And this got me sidetracked into another question;

 

do you still have to charge the same unit which you shot at, even if they are falling back due to the shooting?

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Thing is, is it possible for a chaplain to join the Death Company before deployment and in their drop pod as the crash down on turn 1?

 

Yes

 

do you still have to charge the same unit which you shot at, even if they are falling back due to the shooting?

 

Yes

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(Leaning towards podding d.c with bolter. Because rapid fire + charge is fun for laughs)

 

Hm...you can charge after landing in a drop pod with Relentless? I thought Relentless simply allowed you to shoot heavy/rapid fire as if you didn't move, and you "can charge" even though you fired those weapons (usually you can't); I don't think it allows you to charge under any situation you usually can't charge.

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I meant it more as a general statement, not as in "dropping in - then shooting - then charging makes for laughs".

 

I honestly don't know how to use death company in the new dex. So many ideas, so little evidence to support how to play them.

 

One thing I do know, is that they're not as bad as people seem to make them out to be. I can take some random raging for 20 points, just not for 35, as their jump packs seem to be overly expensive.

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DC in a Locator Beacon pod are a great way to really mess with people's defensive plans. They have to react to the Death Company, particularly when there is a Chaplain involved. I put my Chaplain in TDA and have Bolters, a Fist and a Power Sword for the squad. Now they have two targets that have to be dealt with in the first turn after they arrive. If they don't destroy both the Squad and the Pod they are going to regret it for the rest of the game.
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I figure, if you go with the Rec over the Chaplain give him a Infernus pistol, BS 5 is a marvelous thing.

 

I don't know about the Terminator armour on the Rec, I would have to reread the rule but having that would prevent the DC unit from performing a sweeping advance to wipe out a squad.

I'd say at least 2 or 3 powerweapons in the DC squad, maybe your local game is different but more than half the time I play against 3+ armour. And there are two guys that field MegaNobz units... So unless you are hitting 3+ invuns that should carve, and if its on the charge it will be before they hit most of the time.

 

Also Pistols on Powerweapons, Bolters on Powerfist/Thunderhammer.. the rest is up to you

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I really don't like how expensive the Infernus Pistol's are. And DC is expensive to begin with, so having a a 145 point character who's gun is effective at only 6" just seems wasteful. Plus once you start adding a Reclusiarch, 3-4 power weapons and a fist or two and some Infernus Pistols you've got a ton of points sunk in what should be, at best, a scary speed bump. I think that if you push the PV much higher than I do in my example unit and in games under 2000 points you could easily lose the game on a bad scatter or some other bit of crappy luck.

 

My squad is 160 points (6 DC w/Bolters, Power Sword & Power Fist) with a TDA Chaplain at 130 points in a Drop Pod. For a grand total of 325 points (still quite expensive) I get something that will unquestionably screw up the enemy. Consider that I've got 6x T4 3+/FNP and 2x T4 2+/4++ wounds and an AV12 Storm Bolter right on top of the enemy from the get go. Combined with fast transports and Descent of Angels I can easily be certain that the opponent will have to re-act to me from the start of the game.

 

And the reasons I went with a terminator Chaplain are extremely simple. Bigger base means slightly longer reach when I place the squad outside their transport (matters with Land Raiders and Stormravens) and the 2+/4++ means there are very few single shot hits that will automatically reduce the number of DC in the squad. With Corbulo in the mix I've rerolled the only time I failed the 2+ and would have been splattered by a Krak missile. And finally... The Terminator Chaplain is one of the coolest models in the Space Marine line. After I exchanged the stock Storm Bolter and Crozius for much better looking ones anyway. ;)

http://i207.photobucket.com/albums/bb219/Brother_Daniel/terminatorchaplainWiP.jpg

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*ahem* cue David Attenburough voice..

Behold the dreaded BA mod as they stalk their prey, while prone to hunting alone, you might find this rare predator hunting with a packmate..

 

;) soz couldn't resist

 

anyways back on topic I'm intrigued with your idea of a Termie Chaplain for the DC in a StormRaven or Raider. Busy building a pair of Ravens atm and was thinking 1 of the 3 would be the DC's ride on occasion. Love the idea of a Termie Chaplain leading them but I don't wana give up even the possibility of having a powerful sweeping advance for 1 model who already has an invul. :D

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The sweeping advance is an awefully big thing to give up for the DC. I had 5 DC and a Chaplain assault a huge thumping IG unit after armours saves and FNP the DC won the combat by 4 or 5, he failed the leadership so those 6 guys killed 30 odd IG in the sweeping advance.

 

NB The DC where charged and proceeded to roll a lot of 1s and 2s

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Sweeping Advance is fine but I've found that making the enemy move a fleeing unit back into his own lines to be much more useful.

 

Odds are strongly in your favor that even after he falls back your Consolidation Move will keep you within 6" and so force him to keep falling back. Wipe them out and not only doesn't he have to think about them anymore, they're no longer between you and any heavy guns he's probably got sitting in his backfield.

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The big question here is does it work?

 

I usually give my Chappy an IP, and the PF guy, should I give him a bolter or the IP? Also, should I leave the power swords with Bolt Pistol / Power Weapons for the Extra attacks, and place the IP there?

 

That'd give me 7 Bolters, 1 Bolt Pistol and 2 Infernus Pistols, leaving my Power Weapons swinging as much as they can.

 

I like the thought, it's also nice to field some proper Bolters for a Change in a drop pod.

 

2 PF vs 1 pf 2 pws, which is the better idea?

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2 Powerfists = 4 attacks (6 on the charge) usually hitting on 3+ and killing on 2+

1 Powerfist 2 Powerweapons = 8 attacks (11 on charge) usually hitting on 3+ with 2 killing on 2+ and 6 wounding on 3+

 

The thing you really have to think about is the I, on the charge the Powerweapon DC will strike before most enemies reducing the amount of attacks that will be thrown back at you. where the Powerfists will always strike last.

 

I made myself a deathstar unit for a 1750 army with 11 DC and a Rec in a LRR. I have 6 powerweapons and 2 powerfists. the idea is that on the charge that I get enough wounds that a 10man Nob squad or a 5 man TH/SS Termie squad should have issues. The Fists where originially going to T-Hammers but I was 10 points over and I liked how the P-Fists looked

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I made myself a deathstar unit for a 1750 army with 11 DC and a Rec in a LRR. I have 6 powerweapons and 2 powerfists. the idea is that on the charge that I get enough wounds that a 10man Nob squad or a 5 man TH/SS Termie squad should have issues. The Fists where originially going to T-Hammers but I was 10 points over and I liked how the P-Fists looked

 

If you get the charge, the sheer amount of attacks will probably destroy even heavily armoured units without having to spend the points on power weapons/fists. Rerolls on hits and wounds is unbelievably good! I run a similarly sized unit but have only 1 fist in case of walkers/tanks. I've yet to charge anything other than a Soulgrinder that has survived long enough for the fist to be used.

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2 Powerfists = 4 attacks (6 on the charge) usually hitting on 3+ and killing on 2+

1 Powerfist 2 Powerweapons = 8 attacks (11 on charge) usually hitting on 3+ with 2 killing on 2+ and 6 wounding on 3+

 

The thing you really have to think about is the I, on the charge the Powerweapon DC will strike before most enemies reducing the amount of attacks that will be thrown back at you. where the Powerfists will always strike last.

 

I made myself a deathstar unit for a 1750 army with 11 DC and a Rec in a LRR. I have 6 powerweapons and 2 powerfists. the idea is that on the charge that I get enough wounds that a 10man Nob squad or a 5 man TH/SS Termie squad should have issues. The Fists where originially going to T-Hammers but I was 10 points over and I liked how the P-Fists looked

 

 

I ended up settling on 2 PF's, 1 PW combo, with 1 Infernus Pistol on the Chaplain and in the Death Company with the PW.

 

Everybody else has bolters, which looks amazing when you have 2 of those oldschool metal power fist guys one handing Bolters like they are pistols. I swear, that sold me on 2 pf's more then anything.

 

That, and having 2 guys with reroll to hit and wound with power weapons is enough, while having 2 PFs means I can threaten big bads.

 

I really am starting to warm up to Death Company, they are very......Deadly for lack of a better term XD.

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