Cpt. Blood Donator Posted March 16, 2011 Share Posted March 16, 2011 What sort of squad should Dante join? I'm thinking that Vanguards are out of the question, possibly Death Company as well (they're just too expensive with jump packs). That pretty much leaves RAS as a valid option. So... one of those with two meltaguns to insta-pop a Raider on drop? How have you been using him? Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted March 16, 2011 Share Posted March 16, 2011 Sanguinary Guard and a Priest is best. G ;) Link to comment Share on other sites More sharing options...
*Riken* Posted March 16, 2011 Share Posted March 16, 2011 Sanguinary Guard with a priest or Honor guard if given close combat load outs. I've heard some success of people running him with a small death company and lemartes, but that is even more of a point sink then running him with Sanguinary guard. Using him with Vanguard vets is a waste as they then lose heroic intervention which one of the key reasons to even take them. You could use Dante with a RAS but I don't see that as a very effective use of Dante's rules. How I use Dante in my DOA list is with 5 sang guard with a chapter banner and 2 inferus pistols and a sang priest with a jump pack. Its a costly unit but will slag a tank one the turn they arrive and can easily chew through all back field threats like devs/long fangs/lootas/ obliterators. This is not a front line run in an smash unit, you need to use it carefully and think about your targets and cover as one bad move and you could be looking down the barrel of a battle cannon or fire prism. Hope that helps Riken Link to comment Share on other sites More sharing options...
JamesI Posted March 16, 2011 Share Posted March 16, 2011 Sanguinary Guard, Honor Guard, or even DC with jump packs (if you're already planning to use DC with jump packs) are great uses for Dante (in theory, I've never fielded Dante) Link to comment Share on other sites More sharing options...
Cpt. Blood Donator Posted March 16, 2011 Author Share Posted March 16, 2011 Deah company with hit and run does seem like a rather good idea. It just seems to me that D.C with J.P are the biggest point sink in the entire codex. But you are right about them having acces to infero pistols. Maybe the do make more sense with two of those and fist or two. Still, that would be 400 points. Aaargh. And Dante coming in just shy of a land raider makes for nasty weather. I miss the old D.C who rended and were almost free xD I thought they get even more silly with M.Ward at the helm, but instead he opted for air-dropped land raiders. Link to comment Share on other sites More sharing options...
knife&fork Posted March 16, 2011 Share Posted March 16, 2011 Deah company with hit and run does seem like a rather good idea. It just seems to me that D.C with J.P are the biggest point sink in the entire codex. They are a better deal than Captains, tech marines and heavy weapon servitors.... Dante with DC (with at least one thunder hammer and inferno pistol) and Lemartes would make for a very nasty but expensive hammer. Not having any scatter or a transport to worry about is pretty sweet. Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted March 16, 2011 Share Posted March 16, 2011 I have had the most success with the Sanguinary Guard and Priest. The SG counting as a scoring unit is a huge bonus for a DoA army if played right. G :D Link to comment Share on other sites More sharing options...
Minsc Posted March 16, 2011 Share Posted March 16, 2011 Fielded him with Sanguiniary Guards (Banner) and a Priest last game. They plowed trough an entire flank. (And Dante suddenly becomes a force to be reckoned with due to his 7 I7 S5 attacks on the charge.) Link to comment Share on other sites More sharing options...
Ranwulf Posted March 17, 2011 Share Posted March 17, 2011 Honour Guard 4 Plasmas +4 LC Get there and get some good old damage! Ran Link to comment Share on other sites More sharing options...
VAGABOND Posted March 17, 2011 Share Posted March 17, 2011 Oh look another topic on which squad to put Dante in, isn't there like 3 topics on this already? Link to comment Share on other sites More sharing options...
Cpt. Blood Donator Posted March 17, 2011 Author Share Posted March 17, 2011 Oh look, the topics are old and people now have experience using him. Link to comment Share on other sites More sharing options...
The Yncarne Posted March 17, 2011 Share Posted March 17, 2011 In my limited experience, Dante is best used to bring in a HG squad with meltas on turn one. One turn two he joins another unit, preferably sanguard or an RAS squad with priest. With both squads having jump packs it shouldn't be impossible to be able to join another unit on the following turn. Unlike most people, I have no qualms about running DC with jump packs, but for me and my game, Dante is best used as a force multiplier. The Death Company with a chaplain or reclusiarch should be sufficient to take down all but the most determined opponent. Link to comment Share on other sites More sharing options...
VAGABOND Posted March 17, 2011 Share Posted March 17, 2011 Oh look, the topics are old and people now have experience using him. Few weeks isn't old the forum has a search option. Link to comment Share on other sites More sharing options...
AngelOfDeathXIII Posted March 17, 2011 Share Posted March 17, 2011 I always use him in combination with a Sanguinary Guard squad (and I keep a priest with jump pack close by). Then I drop them where they're most needed :D Link to comment Share on other sites More sharing options...
AngelOfDeathXIII Posted March 17, 2011 Share Posted March 17, 2011 Fielded him with Sanguiniary Guards (Banner) and a Priest last game.They plowed trough an entire flank. (And Dante suddenly becomes a force to be reckoned with due to his 7 I7 S5 attacks on the charge.) Yeah that's what I mean :D When I used them like this they massacred 15 Kroot, 2 Battlesuits and 20 Fire Warriors with only 2 wounds on Dante in return :) Link to comment Share on other sites More sharing options...
knife&fork Posted March 17, 2011 Share Posted March 17, 2011 Oh look, the topics are old and people now have experience using him. Few weeks isn't old the forum has a search option. The forum moves quickly. If the search doesn't directly answer your questions, what to do? Post in an "old" thread or start a new one? Link to comment Share on other sites More sharing options...
Cpt. Blood Donator Posted March 17, 2011 Author Share Posted March 17, 2011 I guess I could say I am sorry, but obviously people have been using him now, and old threads are and remain old threads. Different boards view ressing old threads in different ways. It's not like it's gamefaqs pc hardware and the thread is: "recommend me a graphics card". I'm thinking honour guard now actually, but probably with meltaguns rather than plasma guns. Them being assault weapons has some obious benefits for the turn after dropping. Link to comment Share on other sites More sharing options...
Cpt. Blood Donator Posted March 19, 2011 Author Share Posted March 19, 2011 I think I've got it now, he'll go with an honour guard with: Meltagun x 4 Flamer x 4 2 x melta bombs In this way, they'll drop in, pop a raider or something, and then have the choice of either going for a thick patch of infantry or some other veichle on next turn. Hell, flamers are probably better en masse against marines than plasma guns. And let's not forget all those non-powerarmored blokes. Link to comment Share on other sites More sharing options...
knife&fork Posted March 20, 2011 Share Posted March 20, 2011 I think I've got it now, he'll go with an honour guard with: Meltagun x 4 Flamer x 4 2 x melta bombs In this way, they'll drop in, pop a raider or something, and then have the choice of either going for a thick patch of infantry or some other veichle on next turn. Hell, flamers are probably better en masse against marines than plasma guns. And let's not forget all those non-powerarmored blokes. Did a double take here because I was not convinced this was a legal set up. It is, but it's certainly a very different approach. I do think it would look very silly if you just gave them one big gun in each hand and proxy one of them with a infernus or hand flamer is not right. Perhaps scratchbuilding a melta-flamer combi weapon is the way to go? Link to comment Share on other sites More sharing options...
Brother-Captain Lucius Posted March 20, 2011 Share Posted March 20, 2011 I would run Dante with the following squad on the Drop: 10 RAS w/ 2 Meltaguns, Hammer, Infernus Pistol Sanguinary Priest w/ Lightning Claw, Combi-Melta Dante On the drop you have 5 Melta shots which should all be at half-range. For assault you have something silly like 10 ish PW attacks and 3 Hammer Attacks. Link to comment Share on other sites More sharing options...
gundog8324 Posted March 20, 2011 Share Posted March 20, 2011 Deah company with hit and run does seem like a rather good idea. It just seems to me that D.C with J.P are the biggest point sink in the entire codex. But you are right about them having acces to infero pistols. Maybe the do make more sense with two of those and fist or two. Still, that would be 400 points. Aaargh. And Dante coming in just shy of a land raider makes for nasty weather. It does work wonders Especially Combined with Lemartes., the points is a bit of an issue but when you consider the fact that when geared reasonablly well they can roll over ANY unit in the game when they charge. In my limited experience, Dante is best used to bring in a HG squad with meltas on turn one. One turn two he joins another unit, preferably sanguard or an RAS squad with priest. With both squads having jump packs it shouldn't be impossible to be able to join another unit on the following turn. Unlike most people, I have no qualms about running DC with jump packs, but for me and my game, Dante is best used as a force multiplier. The Death Company with a chaplain or reclusiarch should be sufficient to take down all but the most determined opponent. I would reccomend Lemartes being a hidden chaplain, I6 and his other rules make him well worth the extra 25 pts over a normal jump pack Chaplain. Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted March 20, 2011 Share Posted March 20, 2011 I would run Dante with the following squad on the Drop: 10 RAS w/ 2 Meltaguns, Hammer, Infernus Pistol Sanguinary Priest w/ Lightning Claw, Combi-Melta Dante On the drop you have 5 Melta shots which should all be at half-range. For assault you have something silly like 10 ish PW attacks and 3 Hammer Attacks. That is one heck of a unit. I love it. :D G Link to comment Share on other sites More sharing options...
Cpt. Blood Donator Posted March 20, 2011 Author Share Posted March 20, 2011 I think I've got it now, he'll go with an honour guard with: Meltagun x 4 Flamer x 4 2 x melta bombs In this way, they'll drop in, pop a raider or something, and then have the choice of either going for a thick patch of infantry or some other veichle on next turn. Hell, flamers are probably better en masse against marines than plasma guns. And let's not forget all those non-powerarmored blokes. Did a double take here because I was not convinced this was a legal set up. It is, but it's certainly a very different approach. I do think it would look very silly if you just gave them one big gun in each hand and proxy one of them with a infernus or hand flamer is not right. Perhaps scratchbuilding a melta-flamer combi weapon is the way to go? I was thinking I could clip the barrels of some bolters and infernus pistols and swap those, then I'd but the hand flamer mouth under the melta barrel, and swap bolter magazines for flamer tanks. I just don't know what sets come with hand flamers. Anyone? Link to comment Share on other sites More sharing options...
AngelOfDeathXIII Posted March 20, 2011 Share Posted March 20, 2011 I think I've got it now, he'll go with an honour guard with: Meltagun x 4 Flamer x 4 2 x melta bombs In this way, they'll drop in, pop a raider or something, and then have the choice of either going for a thick patch of infantry or some other veichle on next turn. Hell, flamers are probably better en masse against marines than plasma guns. And let's not forget all those non-powerarmored blokes. Did a double take here because I was not convinced this was a legal set up. It is, but it's certainly a very different approach. I do think it would look very silly if you just gave them one big gun in each hand and proxy one of them with a infernus or hand flamer is not right. Perhaps scratchbuilding a melta-flamer combi weapon is the way to go? I was thinking I could clip the barrels of some bolters and infernus pistols and swap those, then I'd but the hand flamer mouth under the melta barrel, and swap bolter magazines for flamer tanks. I just don't know what sets come with hand flamers. Anyone? Death Company -_- Link to comment Share on other sites More sharing options...
knife&fork Posted March 20, 2011 Share Posted March 20, 2011 I was thinking I could clip the barrels of some bolters and infernus pistols and swap those, then I'd but the hand flamer mouth under the melta barrel, and swap bolter magazines for flamer tanks. I just don't know what sets come with hand flamers. Anyone? The DC box has them, I still have some from the old weapon sprues. Since meltas are pretty much bolters without magazines clipping the barrel off of infernus pistols sounds a bit unnecessary. I'd look for flamers and meltas (not only space marine variants) from GW bitz packs or bitz sites. Use the melta as a base and then find a way to merge them with the flamers. Perhaps they could share one tank and just have two different barrels/nozzles? EDIT: The catachan command squad heavy flamer looks like a prime candidate for a nice conversion. Link to comment Share on other sites More sharing options...
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