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DC loadout


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So I'm at a bit of an impass as to how to spend points on the DC. Looking at an 8 man squad, 1 TH/bolter, 60 points to spend on upgrades. Do I go for 4 power weapons, 3 more bodies, or a mix of the 2? Unit will be in a LRC with a Reclusiarch, if that helps. Math hammer wise a powerweapon kills more MEQ than an extra model on the charge, and costs 5 points less. On the otherhand, the model adds a wound, is better aginst light armor, and may be better after the charge (havent run the numbers). Any thoughts? Basically I'm trying to find the appropriate ratio of power weapons to naked marines. I feel like PW's have a place in this unit, but not sure how many to run.
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How about one more guy and 2 power weapons? That gives you four armor save-ignoring weapons in the unit (including the Reclusiarch), and that will slaughter anything, especially if the LRC is accounted for. However, if you want to defeat your enemy during his turn, only one power weapon and two more bodies would probably be preferable.
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I sometimes run a 10 man DC squad with 1xPF& 1xPW led by a Rechlusiarch with IP riding in a LR Redeemer. This squad can comfortably deal with most assaults so I'd probably spend the points as you said on some upgrades for other units. You could almost squeeze in a MM Attack bike with the points saved :confused:
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My personal favorite DC size and loadout is 9 man, 1 PF en 3 PW. But I do sometimes drop 1 body to save points and that is usually one of the PW guys.

So a safe bet would be to go for 2 PW and 1 extra guy for a more all-rounder against both MEQ, squishies and an extra body for 2nd round.

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I would definitely advise for at least 2 power weapons. Swords are nice, Fists are cool too. But I only run a 6 man DC with two power swords. Coupled with a Chaplain or Reclusiarch re-rolls that means that you will almost assuredly have 8 power weapons wound in close combat. The chainswords wounds will help to devour anything that survives the round of CC. Just 2 power weapons would definitely let you win any CC against an enemy squad of 12 guys or less for only 30 points.
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Warp.. why 1 PF for every 5 members?

 

I seriously believe that 3 S9 attacks with rerolls to hit and wound are enough to kill anything you put a PF in the squad for, all other targets are better to just have a lot of S5 attacks, either PW or not, with all the same rerolls.

 

I honestly believe more than 1 PF in the squad is a waste.

 

About the chaplain with a PF btw.. don't forget the Chaplain does not get FC for joining the DC.

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Have you thought about giving the Chaplain a Power Fist? It's 10pts cheaper than a regular Fist for a regular DC, and we all know how all those extra points can make a difference elsewhere. It also gives him the option of straight forward PW attacks at regular/FC Initiative, or S9 Fist attacks at I1 - depending on the unit you're fighting...
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Brother captain you misunderstand me who said anything about charging with power fist? The power fist is mainly a deterrent against counter assaults. In an ideal world you would assault them and finish that squad off in the other player's turn. Then turn around and assault another squad, so on and so forth. But smart enemy will counter assault you at some point. That is what the power fists are for.

 

I don't mean to insult your intelligence but I figured you would've known this by now.

 

The 1 power fist for every 5 members is just a good rule of thumb. It's been discussed in previous threads and has been tested to work. When the dc are charged they only get two swings with a power fist in retaliation. More the better but as you say they are expensive.

 

The power fist on the chaplain by the way is a shoddy idea. It's not just my opinion.

 

Warp.

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when i do DC, they are ALWAYS in a land raider, 15 of them, 5 with power weapons, 10 with bolters. Then, a powerfist chaplain is the iceing on the cake! why? well, i want to controll where they go, and guaruntee a charge. ;) litanies of blood FTW! almost nothing this squad cant handle.

on a side note, crusaders are awesome! ;)

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when i do DC, they are ALWAYS in a land raider, 15 of them, 5 with power weapons, 10 with bolters. Then, a powerfist chaplain is the iceing on the cake! why? well, i want to controll where they go, and guaruntee a charge. ;) litanies of blood FTW! almost nothing this squad cant handle.

on a side note, crusaders are awesome! ;)

 

I hope you mean control them with the raider, not the chaplain. In case it's the ladder I feel I should point out chaplains can't steer DC anymore...

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when i do DC, they are ALWAYS in a land raider, 15 of them, 5 with power weapons, 10 with bolters. Then, a powerfist chaplain is the iceing on the cake! why? well, i want to controll where they go, and guaruntee a charge. :( litanies of blood FTW! almost nothing this squad cant handle.

on a side note, crusaders are awesome! -_-

 

I hope you mean control them with the raider, not the chaplain. In case it's the ladder I feel I should point out chaplains can't steer DC anymore...

 

Maybe he plays with the old 2007 Codex which is not illegal.

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dont worry, i am perfectly aware of the chaplain in the new codex thing :HS: i meant with the land raider. DC FTW! 20 power weapon attacks on the charge at str5, whats not to love? :P and then the boltermarines get to pop off two shots each, followed by three attacks! >:P with a chaplain in the mix, almost nothing can go wrong! bwahahaha!

 

i like to think of my land raider as a good quality gun, that shoots DC at the enemy, but with good accuracy! lol. what a rubbish metaphor.

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That was meant for Biglou666, when he said just about nothing could go wrong with his 750 point unit of fail. Dreadnaught charges in, directs attacks at Chaplain, who then promptly dies, and the unit is stuck in a combat that they can't win. Which is one reason (of many) that you never put a Power Fist on a Chaplain.
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Dreadnoughts last one turn, 2 at most if they charge and the Thunder Hammer is only Strength 8 with no re-rolls to hit.

Last I checked, just about every Space Marine comes with Krak Grenades, so unless you are charged by an Ironclad, you'll still have a chance to take out a regular Dreadnought or any other vehicle except a Land Raider.

 

Giving the Chaplain or Reclusiarch a Power Fist or Thunder Hammer gives you options, and it's those options that will swing a combat for you.

 

I favor a Death Company with access to at least two power weapons and two power fists or thunder hummers. Be they all on the DC or spread out between the DC and any Independent Character that joins them. This way they can pretty much deal with anything on the charge, and be able to absorb just about any counter charges from the enemy on subsequent turns. This includes tank shocks, walkers, Greater Daemons, etc.

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