Joasht Posted July 2, 2012 Share Posted July 2, 2012 Not that they weren't awesome to begin with...I think most of us BA players love our DC and want some reason to field them :lol: I was doing some thinking as I was reading the rules, coupled with some stuff I've gathered from a quick read; 1) With allies, we can now take other Space Marines (I'm looking at you Grey Hunters) to hold objectives, giving us an extra "combat unit slot" in the Troop slot, so to speak. I typically like assaulting with my Assault Squads, forcing me to rely on Tacticals or the random unengaged Assault Squad to hold ground. Not anymore. 2) Rage gives even more attacks. Sure, they aren't I5 anymore, but we can't have everything... 3) FnP is slightly better now, so certain combat units that used to be able to hold the DC at bay with power weapons now have a 1/3 lower chance of killing them. 4) Veteran Sergeants as the only "special melee weapon dude" in a squad have become susceptible in this edition, in part due to challenges. DC can take non-character Fists, and in multiples, if you so desire. 5) Although Jump Packs are still (IMO) overcosted for the DC, it adds a lot to them; particularly, it gives them even more attacks, and torrent attacks (i.e. forcing many saves) is a very powerful thing. 6) Regardless of whether you go footslogging, Jump Packs or in a transport, Bolters now shoot better, for what its worth. What are your thoughts? I know I'm jumping the gun a little bit on saying they are pretty awesome, but I see little to no reason to not include them in most, if not all, of my 6th ed lists. Thanks! Link to comment https://bolterandchainsword.com/topic/255202-death-company/ Share on other sites More sharing options...
Sixestohit Posted July 2, 2012 Share Posted July 2, 2012 I ran mine with jump packs and bolters yesterday. The theory being that you lose no attacks for having bolters than you do for the extra hand weapon. With bolter 2 shots Hammer of wrath hit 4 attacks. vs With cc+pistol 1 shot Hammer of wrath 5 attacks So it's the same amount of wound potential, but with ranged capabilities if needed. People generally run away from death co so some longer range can be nice. The only problem I have is whether to take jump packs or not. It makes the squad very costly! I was thinking of just running them on foot, but then they will come across the problem I had with them yesterday. They are always going to be everyones favourite target. Now while it can be useful to have the enemy concentrate their fire on a unit, thus getting your other units there, it becomes slightly less desirable when each model costs 35+ points.. So maybe a flying crusader or redeemer, spill them out on foot as normal and then shoot and attack all the things? I dunno yet, my heads still spinning! James. Link to comment https://bolterandchainsword.com/topic/255202-death-company/#findComment-3105160 Share on other sites More sharing options...
SnorriSnorrison Posted July 2, 2012 Share Posted July 2, 2012 I was doing some thinking as I was reading the rules, coupled with some stuff I've gathered from a quick read;1) With allies, we can now take other Space Marines (I'm looking at you Grey Hunters) to hold objectives, giving us an extra "combat unit slot" in the Troop slot, so to speak. I typically like assaulting with my Assault Squads, forcing me to rely on Tacticals or the random unengaged Assault Squad to hold ground. Not anymore. Why would you hold objectives with Grey Hunters/Tacticals? Add one Tactical Rhino squad from C:BA and you're set. The rest consists of Assault Marines, Death Company and other specialist cc units. Overrun the enemy, get some units in his deployment zone (which is a VP) and slaughter him. When you're done, capture the objectives the fool placed in his DZ, done. :) Snorri Link to comment https://bolterandchainsword.com/topic/255202-death-company/#findComment-3105175 Share on other sites More sharing options...
Joasht Posted July 2, 2012 Author Share Posted July 2, 2012 I was doing some thinking as I was reading the rules, coupled with some stuff I've gathered from a quick read;1) With allies, we can now take other Space Marines (I'm looking at you Grey Hunters) to hold objectives, giving us an extra "combat unit slot" in the Troop slot, so to speak. I typically like assaulting with my Assault Squads, forcing me to rely on Tacticals or the random unengaged Assault Squad to hold ground. Not anymore. Why would you hold objectives with Grey Hunters/Tacticals? Add one Tactical Rhino squad from C:BA and you're set. The rest consists of Assault Marines, Death Company and other specialist cc units. Overrun the enemy, get some units in his deployment zone (which is a VP) and slaughter him. When you're done, capture the objectives the fool placed in his DZ, done. :D Snorri Haha thats true. I just happen to like Grey Hunters though, one of the best troops in the game in my humble opinion. Link to comment https://bolterandchainsword.com/topic/255202-death-company/#findComment-3105266 Share on other sites More sharing options...
Dr Zaius Posted July 2, 2012 Share Posted July 2, 2012 Death Company are great now, but greater for non Blood Angels. With only a Reclusiarch and a Death Company squad you will fulfil all the prerequisites for being allies, and you will have an elite unit at no cost, as they don't need any power or other unit near. And they never can control objectives so any type of allies can use them, with no penalties. I think many armies will add a death company unit, and they will not use any FOC. Link to comment https://bolterandchainsword.com/topic/255202-death-company/#findComment-3105514 Share on other sites More sharing options...
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