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What is the most effective size for DC?


Redfinger

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If the rhino is popped early it's a marching up the board for ya!
Not really. A rhino or razor moves up 18 inches in turn one and pops smoke, even if it gets popped the DC can be in charge range for turn 2. 12" deployment + 18" move +6" move + 6" assault means that you are 6 inches into your opponents deployment zone in turn 2. Meanwhile your DC dread drops in next to some Baal preds to force your opponent to make some tough choices.

 

Of course if you go 2nd and your DC Rhino gets slagged before moving, then you have a bit of a hike, but why was it deployed in los in the first place?!

 

As for the best size squad...I run either 6 in a razor or 5 plus an elite chappy. Since the chappy doesn't get FC he attacks at I4 which means all his crozious attacks don't get stacked. I give the chaplain MBs and the DC two PWs, or a PF to the 6th DC for when I can't fit in the chaplain. If I take DC, I always take a dread too.

 

-Fury

Red Fury and syypher thank you for commenting on my post. As well we all have different experiences in life so to with the game in general.

You both are right and I won't argue with you on these. I'm sure you both have far more experience on the table top than me. But let me try

and paint the flip-side of the coin so everyone can see it to.

 

 

Not really. A rhino or razor moves up 18 inches in turn one and pops smoke, even if it gets popped the DC can be in charge range for turn 2. 12" deployment + 18" move +6" move + 6" assault means that you are 6 inches into your opponents deployment zone in turn 2.

 

As great as this sounds it's not a guaranty ether but whats a little risk for the sake of fun, right. I not a 100% sold on the rhino deliverly but I'm getting

there. I try to refrain from mech in my army lists. I do own a baal pred, a razorback, and a land Raider but never use them.

 

Why not to take 10 man JP DCs or Pods.

 

I run a mostly JP army. It works for me. The jump packs are expensive for the DC but I don't regret it. The drop pod units make great distractions and I

use them as such.

 

The enemy will move my empty Rhino or whatever they want as "bait" towards you to lure you even further away from me. Or place a trash unit to tie you up for a round. Since you have so many running in a direction that the enemy can easily designate your 9-10 DC are now no longer a threat.

 

Agreed, this can be a real issue. But may I suggest buying some fire-support for that army. I have never given anyone an opportunity to successfully( so far anyways. ^_^ ) bait my DC. I've had opponents try though. My list will always include 2 squadrons of attack bikes or 2 las/missile dreads for mobile anti-tank. But this is where you have the rest of your army to support every unit. Sure you can't always watch them as they just do what they want but you can try.

 

-To make Drop Poding DC "decent" you need to pump them full of more bodies, just to absorb the shooting blow. Why set yourself up to be shot at. You shouldn't make a unit with the thought process of I'll add more bodies so they can be shot at more. It's going to happen but don't suicide them in like that with a Drop Pod. There are much more viable solutions like a LR or StormRaven.

 

True, true. I should be ashamed but it's working for now. They are very resilient by the way.

 

Using a LR or storm raven is too expensive for a gun-forward delivery system IMHO. I'd rather just us a 35pt rhino. However...the raven could be used as

anti-tank for a turn or two before rushing forward to deliver the goods. But that leaves little time for them to do any real damage themselves. In the end,

the rage prevents them from scoring. I don't want them to die but they are of no use to me if they don't see a lot of action. I'm paying a premium for

their durability.

 

-Having this huge angry and expensive unit becoming useless in a situation like I stated above as an example is a huge waste of points. This is a 200+ or 300+ if you have the chaplain unit thats not doing anything for 1-2 turns. More if the opponent knows how to play games with your raged DC's.

 

Shall we agree to disagree? :) Everything has it's place. You wouldn't use a heavy bolter for anti-tank would you? I feel they are not a huge waste of points if they do what you plan. Considering your plan worked. :lol:

 

Anyway...I hope this can help others to see more of the overall picture.

 

J

A Drop Pod DC DOES absorb a lot of firepower but there are a couple of upsides to this..

 

1. They are T4 3+ FNP models.. They won't buckle and die under intense fire..

2. ..unless the enemy starts directing S7+ AP3- weaponry at them, which is good news because that means the enemy is leaving your scoring units alone and or allowing you to shoot at his big 'uns freely or move your other assault units in position.

 

A Drop Pod DC also has the following opportunities..

 

1. Do not underestimate the power of the trusted Bolter. Arm your Drop Pod DC with all Bolters, give them a Power first for every 5 bodies. You will be able to lay down a barrage of 20 S4 AP5 shots on your enemy on the turn you land. That is not a bad volume of firepower, and it will cause major damage to anything that's not a full MEQ squad..

 

2. You can always give the Drop Pod a Locator beacon and make it the spearhead of your other Deep Strike counterassaults.. Drop this unit into the midst of an enemy army and keep bringing in your Assault Squads, Terminators, etc into his backyard without paying for things like Storm Ravens and Land Raiders..

 

It's all a matter of preference really. I play an earth style army, and keeping the enemy at a distance, making him focus on threats on his side from the get go while laying down missile launcher, plasma cannon, assault cannon etc. fire from afar is my playstyle.. It might not be yours, but that doesn't mean it's badwrong.

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