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Death Company Questions


chrisult

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Hi Guys,

 

This is my first time posting in here. Lately I have decided to start Warhammer 40k again after 5 years and I have some few questions to ask you about the death company.

 

I'm starting to collect a blood angels army and my first squad is the Death Company (5 models). How is the best way to equip them? I'm planning to give them a power weapon, power fist and a thunder hammer. Is it a good idea or too much points? and is it cool to give them boltguns instead of bolt pistols?

 

Thanks

 

Chris

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It really all depends on what you want with your Death Company. Are you planning to make them Jumpy or put them in a Rhino or other transport?

 

When playing DC, a few things you need to remember:

 

1. Although chaplains can't control them anymore, always add one to a DC squad! The rerolls to hit and to wound really hurt your enemy a LOT!

 

2. When playing Jumpy, Lemartes is well worth his points to add! See 1 for why you want a chaplain, and he is a beast in CC himself as well.

 

3. When playing Jumpy, do NOT go for a big squad. 5-6 really is the maximum size for a Jump Pack DC as otherwise they become too meaty a target for your enemy.

 

4. Always create bodies between your power weapons and your first wound. I usually follow the rule to make half your intended DC size use special weapons maximum. The others are just cannon fodder to bring in the big juicy hits in CC.

 

5. When playing them without JP (something I always advice) either make it 9 DC + Chaplain + Rhino, or x DC + Chaplain + Land Raider variant. Where x is maximum capacity in Land Raider minus 1 (keep room for the Chappy!)

 

6. When playing Jumpy, give all DC a CC weapon + bolt pistol. When playing them without JP in a transport, give the ones without special CC weapons Boltguns. The Boltgun will usually still punish any fast unit that tries to lure the DC away. Relentless really is a great rule for them when you footslog them.

 

7. Play max 1 PF or Thunder Hammer, the other specials should be normal PWs. Whatever you might charge that need a Fist or Hammer will need only 1 DC model equipped with a Double Strength weapon. Because of the Chaplain being added, your power weapons will also have a good chance vs Monstrous Creatures.. rerolls to hit and to wound at WS 5, S 5, I 5, A 4 when attacking a T6 creature? Yes please!

 

That is my basic advice when it comes to DC.

 

And don't listen to anyone that tells you DC are useless because of Rage. Those people just don't know how to handle the Rage or understand that just because the have to move towards the closest enemy doesn't mean they also need to shoot and assault that unit. ;-)

That's some good information :lol:. Thanks a lot!

 

I like the DC a lot, but I'm not planning to use a big squad of them since they cost alot of points. My plan is to make an army all or nearly all with jump packs, jump packs looks cool in my opinion hehe. Currently I have;

 

1x chainsword and infernus pistol,

1x chainsword and bolt pistol,

1x power weapon and bolt pistol,

1x power fist and bolt pistol,

1x I don't know, hes weaponless for now lol

 

I was reading a forum few days ago where it said that a model with a power first cant shoot his bolt pistol is that true?

Thanks for the kind words!

 

 

Hmmm.. if you still can, I'd give the Infernus Pistol to the one with the Power Fist. With 1 wound models in a squad it is best in the current edition to combine special weapons on 1 model that gets removed last. Also, this gives this 1 model also 1 role: anti tank and MC.

 

Now, following my advice you would give the one "I don't know" also a Chainsword and bolt pistol. He is just another body to add between your enemy fire and your special models. But to give him a Power Weapon is also a good option. It's the pain of having an uneven number. If you have points, give him a PW, if you don't have points give him a Chainsword.

 

Now, what this squad really needs is Lemartes. It adds a Chaplain with jump pack, and brings the Beast into play as well. With Lemartes in the group this unit becomes a Deathstar unit with Rage ;-)

 

 

And about your question about a Power Fist.. that is not true! Usually though a pistol adds an extra attack in the assault phase because it counts as a close combat weapon. But this is not the case for Power Fists, Thunder Hammers and Lightning Claws. I think that is what was probably meant on that forum you read ;-)

Hmm I see. The thing that I'm worried about is the power fist that strikes last If I remember well. It's useless with such a good squad to not strike first.

 

Is there a model for Lemartes? or just a normal chaplain? and the DC model with the thunder hammer looks very very cool :lol:, but I guess I will give him a power weapon and bolt pistol if I manage to find another pw on the spru hehe.

Always to have at least 1 powerfist/thunderhammer, 2 if its a big unit. And always give a model armed with either of those a bolter as it works better than the pistol on them. (relentless and it dosent gain an additional attack for the pistol so no point) And id say be careful of putting too many things on a single model as a single failed amour and fnp save and good buy the lot. not that id bother with a ranged weapon upgrade on dc... And jump packs are not cost effective on dc, id save them for really big games though they can work transports just workk better and give yu some form of control...

Well.. brother Nathan had a good point when he said the PF model has a lot of use for a Boltgun because a pistol doesn't give him an extra attack.

 

My reasoning behind combining special weapons is simple: Say you have 9 DC

1 with Fist + Infernus

3 with Power Weapons

5 with other weapons

 

It takes 6 wounds before your first special dies and it takes 9 wounds before your anti-armor dies.

Now if 1 of the 5 had an infernus.. it takes 5 wounds before you have to choose between power weapon or pistol. And then it takes 8 wounds before one of your anti-armor options dies.

but if you suffer say 9 wounds from a shooting attack(after all they are just marines when being hit and wounded) everyone has to be asigned a wound... and if your powerfistwith melta fails both his saves hes dead and both weapons are gone... spreading them sure your more likely to loose one but less likely to loose both. Still wouldnt bother with a ranged weapon upgrade...if it wasnt for the fact that the vanguardvets im using as dc came with plasma pistols and look awsome....

Hmm yes that makes sens.. so I'm guessing you choose who to take out form the squad.. and with PF and IP I still get the 2 attacks?

and is it legal to have a boltgun with a PF? because in the codex it says "Any Death Company can replace their bolt pistol and/or chainsword..." So I guess a PF and CS or PF and BP or maybe I'm understanding it wrong.

Hmm yes that makes sens.. so I'm guessing you choose who to take out form the squad.. and with PF and IP I still get the 2 attacks?

and is it legal to have a boltgun with a PF? because in the codex it says "Any Death Company can replace their bolt pistol and/or chainsword..." So I guess a PF and CS or PF and BP or maybe I'm understanding it wrong.

 

You replace the chainsword with a power fist, and the bolt pistol with a boltgun leaving you with a powerfist and boltgun. You dont even have to replace the pistol as such, you are given the option when they are set up with gear you can choose between "Boltgun or bolt pistol".

 

Mudpuppet

you can have it either way, infact you can therefore swap both and just havea model with a powerfist...dont know why you would but you can. so yes bolter and fist is legal, pistol and fist is legal, chainsword and fist is legal. And no you dont choose who to take out of the squad, wound allocation does that...
but if you suffer say 9 wounds from a shooting attack(after all they are just marines when being hit and wounded) everyone has to be asigned a wound... and if your powerfistwith melta fails both his saves hes dead and both weapons are gone... spreading them sure your more likely to loose one but less likely to loose both. Still wouldnt bother with a ranged weapon upgrade...if it wasnt for the fact that the vanguardvets im using as dc came with plasma pistols and look awsome....

 

This is very good reasoning Brother Nathan and I indeed never considered it that way. It is indeed a choice about a smaller risk to loose both, or a large risk to loose one. And it really becomes important once you expect heavy amount of fire on your squads.

 

Hmmm.. might have to rethink some of my squad building..

 

This is my first squad of DC I don't even have another power sword to give to my last model

Well.. the Assault Squad box has 1, or maybe even 2 Power weapons I believe? And you can only give one to your Sergeant.

So consider buying that, using the power weapon from there and maybe equipping that sergeant with the awesome Thunderhammer from the DC box?

Yes I can do that, but I'm not going to buy another squad for now..It came a bit expensive to start again, all my paints were nearly all dried so I had to buy everything new I will leave one without weapon for now hehe.

 

I don't know if I'm wrong, but when you play do you have to play with what your army is equipped with? example if I have a model with a chainsword, in the game can I say that it is a power sword?

I don't know if I'm wrong, but when you play do you have to play with what your army is equipped with? example if I have a model with a chainsword, in the game can I say that it is a power sword?

 

Strictly speaking you have to play with what your models are equiped with. However, most casual gamers will let you away with it as long as you tell them first. You could fall foul of the WYSIWYG hammer at tournaments and the like though.

 

Mudpuppet

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