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Had a go at tweaking this following the leaks from Angel's Blade:

 

Lost Brotherhood Detachment

 

Death Company Command

~ DC Chaplain

  • Melta bombs (if allowed?)
  • Nb: looking at using the DC Relic Fyrestorm here once the points are leaked

Death Company Strike Force

~ DC Chaplain

  • Veritas Vitae, melta bombs
  • Warlord

~ Death Company (7)

  • Jump packs
  • Bolt pistol and chainsword (6)
  • Bolter and power fist (1)

~ Death Company (5)

  • Jump packs
  • Bolt Pistol and power axe (1)
  • Bolt pistol and chainsword (3)
  • Bolter and chainsword (1)

~ Death Company (5)

  • Jump packs
  • Bolt Pistol and power axe (1)
  • Bolt pistol and chainsword (3)
  • Bolter and chainsword (1)
     

~ Death Company Dreadnought

  • Meltagun, storm bolter
  • Drop Pod

10th Company Ambush Force

~ Scout Squad (5)

  • Shotgun
  • Combat blade (3)
  • Camo cloaks (5)
  • Combi-grav, melta bombs

~ Scout Squad (5)

  • Shotgun
  • Combat blade (3)
  • Camo cloaks (5)
  • Combi-grav, melta bombs

~ Scout Squad (5)

  • Shotgun
  • Combat blade (3)
  • Camo cloaks (5)
  • Combi-grav, melta bombs

Officio Assassinorum Detachment

~ Eversor Assassin

 

Similar plan as before.

  • The DC chaplain in the DCSF is the Warlord and tries for VV Infiltrate (Warlord plus three units get Infiltrate) shenanigans. Combined with the bonus 6" move on deployment this allows for some perfect hiding/Objective grabbing, positioning, etc. Plan B (i.e. no Infiltrate) will still see some good bonuses and you'll start 18" away with jump packs...
  • The Scouts get to Infiltrate, have their 6", then can Scout another 6" before the game starts. None of this counts as Movement meaning you'll be in range for nine (3x3) Precision Shots grav shots. You'll also have pretty good saves if you stay put in the Movement phase due to the cloaks and Formation rules.
  • The Eversor is to support the Scouts and simply because I want to give him a run out. Also unsure of suitable alternatives (in my collection) that fit the theme...
  • The other Chaplain is simply going to arrive from Deepstrike with a 12" melta weapon (ideally the relic which is a 12" MC inferno pistol), so simply a distraction in the way the classic Deepstriking Techmarine with combi-melta was. He's also the cheapest option available.
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Perhaps, but it really depends where you move them. By opting for a refused flank (or a pincer movement using the Scouts) it works better against a battleline rather than a castle Deployment. There's also line of sight blocking terrain to take into account but with the DC, you're ideally maneuvering for a turn two charge. The result is two encroaching forces that are going to rip the enemy to shreds if allowed to get near.

 

What I need to remember to do is avoid going all out for Objectives - placing three DC squads on their own hasn't worked so well in the past. There's also the usual problem of being too aggressive on turn zero and/or turn one.

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Just a comment that the DC warlord doesnt get to reroll on the strategic chart due to the formation.

 

You still get 2 rolls on it though.

 

I'm just a little confused as to what you want to infiltrate - if you do, you cannot charge. I would have thought the 6" DC move was good enough for near T1 charges?

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If/where I said re-roll I meant two tolls on the Strategic table.

 

There's a number of problems with trying to be that aggressive. In an ideal world if my opponent is deploying on the edge of his Deployment Zone, that would leave me with a 6" charge. However, if I'm going second or get seized, then not only will he/she move but I'll be a sitting duck for the guns. That said, my opponent is more likely to not deploy on the edge which results in an increase change of a failed charge, a "free" round of Overwatch and I'm left as a sitting duck.

 

Infiltrate should get me in a position for a second turn charge and combined with everything else, will put pressure on my opponent as I'm already breathing down his neck. The whole point is pressure, I need to be in combat but not at my own expense; it needs to be on my terms. I hope that makes some sense on what I'm trying to achieve?


Oh, and to be clear, my Warlord (the DC Chaplain in the DCSF) and the three squads of DC will be infiltrating.

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Cheers :happy.:

  • My list lacks anti-air
  • Didn't realise that I use the DC Tactical Objective table for 11-16. Not a problem but interesting
  • Precision Shots means that if you roll a six To Hit, you get a precision shot and can allocate it - so not as uber as it sounds.
  • Camo cloak is +1 cover. So Stealth and camo cloaks is 3+ so pretty good. However, I'm unsure if the 6" movement from deploying is acually movement (for example, Scout redeployment is not movement). If it is, then the Stealth bonus is lost.

The last two comments are quite obvious but you know how it is... 

Anyway, I'll get a report up at some point.

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  • 2 months later...

 

Had a go at tweaking this following the leaks from Angel's Blade:

 

Lost Brotherhood Detachment

 

Death Company Command

~ DC Chaplain

  • Melta bombs (if allowed?)
  • Nb: looking at using the DC Relic Fyrestorm here once the points are leaked

Death Company Strike Force

~ DC Chaplain

  • Veritas Vitae, melta bombs
  • Warlord

~ Death Company (7)

  • Jump packs
  • Bolt pistol and chainsword (6)
  • Bolter and power fist (1)

~ Death Company (5)

  • Jump packs
  • Bolt Pistol and power axe (1)
  • Bolt pistol and chainsword (3)
  • Bolter and chainsword (1)

~ Death Company (5)

  • Jump packs
  • Bolt Pistol and power axe (1)
  • Bolt pistol and chainsword (3)
  • Bolter and chainsword (1)

     

~ Death Company Dreadnought

  • Meltagun, storm bolter
  • Drop Pod

10th Company Ambush Force

~ Scout Squad (5)

  • Shotgun
  • Combat blade (3)
  • Camo cloaks (5)
  • Combi-grav, melta bombs

~ Scout Squad (5)

  • Shotgun
  • Combat blade (3)
  • Camo cloaks (5)
  • Combi-grav, melta bombs

~ Scout Squad (5)

  • Shotgun
  • Combat blade (3)
  • Camo cloaks (5)
  • Combi-grav, melta bombs

Officio Assassinorum Detachment

~ Eversor Assassin

 

Similar plan as before.

  • The DC chaplain in the DCSF is the Warlord and tries for VV Infiltrate (Warlord plus three units get Infiltrate) shenanigans. Combined with the bonus 6" move on deployment this allows for some perfect hiding/Objective grabbing, positioning, etc. Plan B (i.e. no Infiltrate) will still see some good bonuses and you'll start 18" away with jump packs...
  • The Scouts get to Infiltrate, have their 6", then can Scout another 6" before the game starts. None of this counts as Movement meaning you'll be in range for nine (3x3) Precision Shots grav shots. You'll also have pretty good saves if you stay put in the Movement phase due to the cloaks and Formation rules.
  • The Eversor is to support the Scouts and simply because I want to give him a run out. Also unsure of suitable alternatives (in my collection) that fit the theme...
  • The other Chaplain is simply going to arrive from Deepstrike with a 12" melta weapon (ideally the relic which is a 12" MC inferno pistol), so simply a distraction in the way the classic Deepstriking Techmarine with combi-melta was. He's also the cheapest option available.

 

 

Forgot to mention, but you can read here how to list got on.

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  • 1 year later...

Following the release of the new Codex, I was able to re-create the above list I ran during Angel's Blade for a game I did on the 29th (last minute, hence the lack of C&C). Despite it being in the past, I'm posting it here for posterity and for future improvements:
 

1250 Blood Angels

 

Battalion Detachment

 

HQ

 

Captain

~ Angel's Wing, Master-crafted boltgun, relic blade

Warlord : Artisan of War (relic blade)

 

Sanguinary Priest

~ Combi-melta, chainsword, jump pack

 

Troops

 

Scout Squad (5)

~ Sniper rifle, chainsword, camo cloak (1)

~ Sniper rifles, camo cloaks (3)

~ Heavy bolter, camo cloak (1)

 

Scout Squad (5)

~ Combat knife (4)

~ Shotgun (1)

 

Scout Squad (5)

~ Combat knife (4)

~ Boltgun (1)

 

Fast Attack

 

Tarantula

~ Twin-lascannon

 

Vanguard Detachment

 

HQ

 

Chaplain

~ Combi-melta, jump pack

 

Elites

 

Death Company (8)

~ Hand flamer, power lance (maul) (1)

~ Bolt pistol, chainsword (5)

~ Thunderhammer (1)

~ Boltgun, chainsword (1)

 

Death Company (5)

~ Bolt pistol, chainsword (2)

~ Bolt pistol, power sword (1)

~ Bolter, power axe (1)

~ Boltgun, chainsword (1)

 

Death Company (5)

~ Bolt pistol, chainsword (2)

~ Bolt pistol, power sword (1)

~ Bolt pistol, power axe (1)

~ Boltgun, chainsword (1)

 

Death Company Dreadnought

~ Blood Fists (2), storm bolter, meltagun, magna grapple

~ Lucius Drop Pod

 

Thoughts

  • 7 CPs total. Give Chaplain Angel's wing, use Forlorn Fury on the large squad, Death visions of Sanguinius on the Cpatain
  • Drop Captain in, use Descent of Angels for a choice target or tandem with the Dreadnought/large squad
  • Drop one of the smaller squads late on where needed/objective grabbing
  • Not as overloading as previous, but a large squad of DC and two choppy Scout squads pushing up should give a lot of pressure
Edited by Jolemai
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  • 10 months later...

Actually had a game with this last night (battle report soonTM), so I made the following list WYSIWYG to my collection...

 

 

Following the release of the new Codex, I was able to re-create the above list I ran during Angel's Blade for a game I did on the 29th (last minute, hence the lack of C&C). Despite it being in the past, I'm posting it here for posterity and for future improvements:
 

1250 Blood Angels

 

Battalion Detachment

 

HQ

 

Captain

~ Angel's Wing, inferno pistol, relic blade

Warlord : Artisan of War

 

Sanguinary Priest

~ Bolter, chainsword, jump pack

 

Troops

 

Scout Squad (5)

~ Combi-flamer, chainsword, camo cloak (1)

~ Sniper rifle, camo cloaks (3)

~ Heavy bolter, camo cloak (1)

 

Scout Squad (5)

~ Combat knife (4)

~ Shotgun (1)

 

Scout Squad (5)

~ Combat knife (4)

~ Shotgun (1)

 

Fast Attack

 

Tarantula

~ Twin-lascannon

 

Vanguard Detachment

 

HQ

 

Lemartes

 

Elites

 

Death Company (7)

~ Bolt pistol, chainsword (6)

~ Thunderhammer (1)

 

Death Company (5)

~ Bolt pistol, chainsword (2)

~ Bolt pistol, power sword (1)

~ Bolter, power fist (1)

~ Boltgun, chainsword (1)

 

Death Company (5)

~ Bolt pistol, chainsword (1)

~ Bolt pistol, power sword (1)

~ Bolt pistol, power axe (1)

~ Boltgun, chainsword (2)

 

Death Company Dreadnought

~ Blood Fists (2), storm bolter, meltagun, magna grapple

~ Lucius Drop Pod

 


 

 

Musings

  • 9 CPs total. 8 after placing DVoS on Captain
  • If I go first, use Forlorn Fury on the large squad, UWoF on Captain (following by DoA if necessary)
  • Scouts take advantageous positions depending on mission, with everything else moving up the board. DCD to reinforce later.
  • (Possibly) drop one of the smaller squads late on where needed/objective grabbing
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  • 2 months later...

Post CA18 list. Changes in red.
 

 

1250 Blood Angels

 

Battalion Detachment

 

HQ

 

Captain

~ Angel's Wing, Master-crafted boltgun, relic blade

Warlord : Artisan of War (relic blade)

 

Sanguinary Priest

~ Storm bolter, power sword, jump pack

~ Veritas Vitae

 

Troops

 

Scout Squad (5)

~ Sniper rifle, chainsword, camo cloak (1)

~ Sniper rifles, camo cloaks (4)

 

Scout Squad (5)

~ Combi-flamer, chainsword

~ Bolter (3)

~ Heavy bolter (1)

 

Scout Squad (6)

~ Bolter, chainsword

~ Combat knife (2)

~ Shotgun (3)

 

Fast Attack

 

Tarantula

~ Twin-lascannon

 

Vanguard Detachment

 

HQ

 

Lemartes


Elites

 

Death Company (7)

~ Bolt pistol, chainsword (6)

~ Thunderhammer (1)

 

Death Company (5)

~ Bolt pistol, chainsword (1)

~ Bolt pistol, power sword (1)

~ Bolter, power fist (1)

~ Boltgun, chainsword (2)

 

Death Company (5)

~ Bolt pistol, chainsword (1)

~ Bolt pistol, power sword (1)

~ Bolter, power axe (1)

~ Boltgun, chainsword (2)

 

Death Company Dreadnought

~ Blood Fists (2), heavy flamer, meltagun, smoke launchers

 

Death Company Dreadnought

~ Blood Fists (2), heavy flamer, meltagun, smoke launchers

 

 

 


Fully WYSIWYG (bar the Captain who's being constructed), the tweaking has permitted a second DCD to advance on foot (hence the flamer/melta combo). Smash and the large blob are for distractions, Forlorn Fury fun, the rest move up in a blob to catach up with the Scouts (if not objective grabbing). Attempting a refused flank type approach given the small footprint of my units.

 

Actually had two games with this list. The flamers on the DCD aren't really being utilised and they aren't reaching their potential (i.e I might get one into combat and it does the job, but then it goes boom...) Seems like I need to learn how to use Smash and DC properly (i.e when to deep strike, targets of opportunity, etc). Oh, and the Tarantula needs benching, but for what that's fluffy (Scouts, 5th-7th ed fluff) and can bring the heavy weapons that this list needs? Perhaps I need a dedicated DC tank/small flyer...

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  • 2 years later...

9th edition revamp. Tried to keep the core of the list in place whilst keeping it viable in a game...

 

 

 

1250 "Jump" Death Company TAC list

 

Blood Angels Patrol Detachment

 

HQ

 

Sanguinary Priest

~ Boltgun, power sword, jump pack

Rites of War, Visage of Death

 

Troops

 

Tactical Squad (5)

~ Storm bolter, chainsword

~ Missile Launcher

 

Elites

 

Scout Squad (5)

~ Bolter, Chainsword

~ Bolter (4)

 

Blood Angels Vanguard Detachment

 

HQ

 

Lemartes

Exhortation of Rage, Mantra of Strength, Litany of Hate

 

Chaplain

~ Bolt pistol, jump pack

Exhortation of Rage, Litany of Hate

 

Elites

 

Death Company (7)

~ Bolt pistol, chainsword (6)

~ Thunderhammer (1)

 

Death Company (5)

~ Bolter (1)

~ Bolt pistol, power sword (1)

~ Bolt pistol, power fist (1)

~ Bolt pistol, chainsword (2)

 

Death Company (5)

~ Bolter (1)

~ Bolt pistol, power sword (1)

~ Bolt pistol, power axe (1)

~ Bolt pistol, chainsword (2)

 

Death Company Dreadnought

~ Blood Fists (2), storm bolter, meltagun, smoke launchers

 

Death Company Dreadnought

~ Blood Fists (2), storm bolter, meltagun, smoke launchers

 

Musings

  • 9 CP. Sanguinary Priest as Warlord or objective flipping and to keep (somewhat) safe...
  • Tacticals on home objective, Scouts to outflank (or to use as a speed bump)....
  • 7 man DC is the first wave, followed by the two five man squads and the Dreadnoughts.
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  • 7 months later...

Latest version, changes in red

 

1250 "Jump" Death Company TAC list

 

Blood Angels Battalion Detachment

 

HQ

 

Lemartes

Exhortation of Rage, Mantra of Strength, Litany of Hate

 

Sanguinary Priest

~ Boltgun, power sword, jump pack

Rites of War, Visage of Death, Artisan of War: Artificer Armour

 

Troops

 

Tactical Squad (5)

~ Bolter, chainsword, Quake Bolts

~ Missile Launcher

 

Tactical Squad (5)

~ Bolt pistol, chainsword

~ Flamer

 

Tactical Squad (5)

~ Bolt pistol, chainsword

~ Flamer

 

Elites

 

Scout Squad (5)

~ Bolter, Chainsword

~ Bolter (4)

 

Death Company (5)

~ Jump pack

~ Bolt pistol, chainsword (4)

~ Thunderhammer (1)

 

Death Company (5)

~ Jump Pack

~ Bolt pistol, power sword (1)

~ Bolt pistol, power fist (1)

~ Bolt pistol, chainsword (3)

 

Death Company (5)

~ Jump pack

~ Bolt pistol, power sword (1)

~ Bolt pistol, power axe (1)

~ Bolt pistol, chainsword (3)

 

Death Company Dreadnought

~ Blood Fists (2), storm bolter, meltagun, smoke launchers

 

Death Company Dreadnought

~ Blood Fists (2), storm bolter, meltagun, smoke launchers

 

Musings

  • Chaplain and some DC dropped for two more Tactical Squads for Objectives/Actions
  • 10 CP. Sanguinary Priest as Warlord. Keeping for objective flipping and added in some durability
  • Scouts still for Outflanking shenanigans. Thunderhammer for the Forlorn shenanigans (at 5 models, I save CP too)
  • If I take Oath as a secondary, it will likely be a Dreadnought parked in the centre. Likely attempt RND and one other (possibly Relentless)
  • If I decide against Oath, it will be Engage, Fury of the Lost, and maybe RND
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