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DC army options


atticusako

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So i really want to start a death company list. I think there really cool and honestly im not bothered by the limitations of the list, i never found sitting on objectives fun. So i want a to know whats the best way to play them? I know Astoraths a must and that a reclusiarch is very handy. But my main issue is transport. Drop pods offer accurate and fast deployment were as rhinos and razorbacks are still fast and allow for more flexability and more fire power in the razorbacks case. The ravenwing is a kwl shiney new model but it seems like i would be putting all my eggs in 1 basket with it transporting both my DC and DC dread. Armour 12 doesnt seem amazing either. landraiders do seem over expensive in an expensive list. I was hoping people could give me some Dc advice from there experiences. Thanks :(
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For me, because DC cannot hold objectives, you should focus your attention on wiping them out/contesting everything. For me, I would run:

 

Astorath the Grim (220)

Mephiston (250)

DC Dread + Grapple + Drop pod (175)

DC Dread + Grapple + Drop pod (175)

DC Dread + Grapple + Drop pod (175)

DC (8-man) + PW + PF + IC + Drop pod (210)

DC (8-man) + PW + PF + IC + Drop pod (210)

DC (5-man) + IC + Drop pod (115)

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I can see your new here, welcome to this site. :) Just for your personal info and to further aid you in the future. Be sure to do a search on the site before starting a tread. Though we are all happy to ask any questions you may have. ;) This question has been asked before lots of time. It would be a good idea to check those out too for any additional info you can gleam.

 

As far as death company list goes there are expensive(points wise) to field. I recommend rhinos, razorbacks, and jump packs. Death dreads are great when drop podding them. As a word of caution they die real quick when deployed next to the enemy in the first turn. I like to wait for later turns when my DC is engaged in combat to charge the enemy. I've never tried it but I hear from others the land raider approach isn't as successful as it first sounds. Astoroth and lemartes are key figures here. Though I have used a Libby once as well.

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Here is what I ran and won an RTT:

 

Astorath

5x DC (jump packs)/2x power sword, infernus pistol, power fist

Death Company dread/Blood Talons & heavy flamer

Stormraven/tl lascannon, tl multi-melta, extra armor

 

Lemartes

5x DC (jump packs)/2x power sword, infernus pistol, power fist

Death Company dread/Blood Talons & heavy flamer

Stormraven/tl lascannon, tl multi-melta, extra armor

 

Chaplain (jump pack)/infernus pistol

5x DC (jump packs)/2x power sword, thunderhammer

 

0b :D

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this is how i run my world eaters that i play under death co rules

 

astoroth

 

3x chaplains with melta bombs

 

3 squads of 9 death co with powerfist & extra armour rhinp

1 squad of 10 death co with jump packs and 1 powerfist

 

it works out to around 1500 point

 

The rhinos are important for dc as you can keep a small amount of control over them by putting them back into it and pointing them in the direction you want them to go . Also the rhinos are good as you can contest objectives with them. Take the extra armour to keep them moving.

 

Give them bolters rather them bolt pistols so you dont end up chasing land speeders/bikers ect around in circles and rapid firing a unit and then charging them is better imo then the extra attack, your going to kill anything you charge anyway with those re rolls from the chaplain anyway.

 

the powerfist is there to open vehicles and take out walkers mc ect as you dont want to spend all the game doing nothing as your 4 squads have all charged a landraider and cant hurt it.

 

The tactics are simple, rhino rush the enamy followed by astroth and the jump pack dcs and try and kill everything and then turn 5 use the fast moving rhinos to contest objectives.

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I'm taking DC to a tournament next year for funsies

 

Astorath

 

5 DC w/ Jump Packs

Thunder Hammer

Power Weapon

 

Chaplain

 

8 DC

Power Fist

Power Weapon

Infernus Pistol

Drop pod

Locator Beacon

 

Chaplain

 

8 DC

Power Fist

Power Weapon

Infernus Pistol

Drop Pod

Locator Beacon

 

DC Dread w/ Talons

Heavy Flamer

Drop Pod

 

DC Dread w/ Talons

Heavy Flamer

Drop Pod

 

1500pts

 

Everything deep strikes

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I've got a WIP list at present (it gets is first outing in anger tomorrow)

 

Astorath + 9 x DC with JP

6 x DC in TL Lascannon Razorback

10 x DC in Rhino

10 x DC in Rhino

1 DC Dreadnought with Drop Pod

 

Comes in with enough points for a few upgrades for a 1500 point game. As i get some more Drop pods, dreads and lemartes I'll tweak the list to allow more pods to arrive turn one.

 

All my non JP DC carry bolter and chainsword so I can maximise bolter shots.

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Here is what I ran and won an RTT:

 

Astorath

5x DC (jump packs)/2x power sword, infernus pistol, power fist

Death Company dread/Blood Talons & heavy flamer

Stormraven/tl lascannon, tl multi-melta, extra armor

 

Lemartes

5x DC (jump packs)/2x power sword, infernus pistol, power fist

Death Company dread/Blood Talons & heavy flamer

Stormraven/tl lascannon, tl multi-melta, extra armor

 

Chaplain (jump pack)/infernus pistol

5x DC (jump packs)/2x power sword, thunderhammer

 

0b :HQ:

 

Aren't you about 65pts shy of 2000 BO? Seems a funny number to play with if it's 2K or an arbitary amount. I could of course have added it up wrong :D - just curious...

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Here is what I ran and won an RTT:

 

 

Hey black orange do you think that the stormravens in your list ......... basically my question is , how did they play , and would you reccomend using them for like ;) ...... meh im just blabbering now! whats your thoughts on the stormraven? B)

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There are plenty of tactical articles on my blog how to use Stormravens plus batreps from the RTT. The search function is up at the top of the blog just under the banner. Basically the Stormraven adds long range AT to any jump army and can transport dreads and jump infantry. The dread is given a new dimension assaulting out of the skimmer untouched. Transporting jump infantry extends your threat range significantly.

 

G :sick:

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I prefer the jump troops. Once they have left the SR they can keep moving at a fast pace. I have a Libby with choppy HG in my SR, so typically they can destroy an enemy unit on the charge then it's easy to move into another attack position. Termies I think are a great infantry unit to use in a SR but other units lacking that level of killyness it just seems like a waste of the SR. Of course terms take up two spots each so you're not really gaining any extra transport space.

 

I tried using DC - sure they are going to obliterate whatever they charge but lack of an invulnerable save means they'll quickly die to low AP firepower. I figure there must have been a reason why we can transport jump infantry so I use this ability. So far it's worked well for me. :)

 

G ;)

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