L30n1d4s Posted October 1, 2013 Share Posted October 1, 2013 I've been going back and looking at units in the GK lineup which used to be considered top notch, but have since had their "stock value" fall with the advent of 6th edition. One of those units is the Death Cult Assassin option for Henchman Warbands. Specifically, the introduction of Overwatch shooting, the re-structuring of power weapons to have AP values and special traits, and the general trend toward shooting focus in 6th edition (i.e. no charging out of a vehicle the same turn you disembark, even if the vehicle had not moved) have caused people to employ them a lot less than previously. All that considered, I still think DCAs are one of the very best value units out there in the game right now for their points cost, right up their with new SM Honor Guard, BA Death Company Marines, and new Eldar Wave Serpents. So, for the price of a Power Weapon, you can take a DCA with the following: -WS5, S4, and I6 base --- Very Impressive stats here, actually some of the best close combat skills around; Banshees would kill to have this statline. -2A base and your choice of two power weapons (can mix and match and they get +1A, so 3 attacks base really, 4 attacks on the charge) --- The 4A on the charge is very solid, especially for the price, and the ability to mix PW types is a largely unique trait that really adds flexibility/potency. -A 5++ Invul save --- Not the most impressive, especially given T3 and 1W (very much like Chaos Daemon stats, TBH), but still makes them just about as good in close combat as Terminators against AP2 weapons (lower Toughness, but higher WS means they should fare about the same). Now, about mixing and matching PWs. Given the nerf to Power Swords (AP3 and all now), this ability to take two different PW types generally helps make up for it: -A DCA can take a Power Lance for +1S on the charge (basically Furious Charge built in) and also take a Power Sword to continue fighting at full AP3 in subsequent rounds. -A DCA can take a Power Maul for vehicle hunting (4 S6 attacks on the charge a piece)/fighting anything besides MEQs and a Power Sword for fighting against Power Armor Units. -A DCA can take a Power Sword for fighting against all "normal" units and a Power Axe for fighting against Terminators and MCs with a 2+ save. These are just a few of the combinations available, Fortunately, each DCA can be equipped uniquely, so you could actually have a DCA unit of 12 Assassins with 4 Power Sword/Power Maul, 4 Power Maul/Power Axe, and 4 Power Axe/Power Sword, giving you a total of 8 of any specific kind of weapon on a given assualt phase, based on who you are fighting. Now, I know several threads have gone down throughout B&C debating the merits of the different PW types. One thing I would like to point out here regarding DCAs is their unique (for a non-character unit) status in having WS5 and I6. This means that all but the most elite enemy units are hitting them on 4+s and they are hitting 80-90% of the units in the game on 3+s. Also it means that they are striking before almost all units without some sort of buff (i.e. GKs with Quicksilver) or a hero status that aren't DE Wyches/Bloodbrides or GKs with Halberds. For these reasons, I think Power Mauls in particular are a VERY effective weapon to have as one of the DCA choices.... you really can't go wrong in having a Power Maul. Even against Marines and Terminators, who get their saves, the high volume and quality of attacks from a DCA squad is likely to overwhelm them. Take for example a squad of 10 DCA charging a typical MEQ unit and using its Power Mauls. Thats 40 attacks on the charge, of which about 26 willl hit and 21 will wound. With that many wounds, a MEQ squad will on average fail 7 saves, meaning that it is all but wiped out, even without using the Power Sword or Power Lance option. Even better, all this happens at I6, so those 7 Marines don't get a chance to swing back, meaning that only a small number of attacks will be coming toward the DCA (for example, on average, three remaining Vanguard Veterans with Power Swords would strike back and kill about 2 dead DCA... 7 VVs for 2 DCA is an extremely good exchange ratio in my book). Even against TEQs, 10 DCAs charging with Power Mauls would cause about 3-4 unsaved wounds... unless the Terminators are in a super squad of 8-10 models, the DCA are very likely to come out on top after a round or two of combat. Now, this is where it gets interesting. GKs have numerous methods to "force-multiply" DCA squads. First and most obviously is the Brotherhood Champion. For a cheap price, he gives them re-rolls to hit on the charge, Hammerhand (to buff their attacks strength if required), and a very good challenge character to tie up expensive enemy champions and/or take them down with him ;) . A Brotherhood Champ leading a squad of DCA out of Land Raider or Storm Raven can be a tremendous counter-assault force or close combat "scapel" to eliminate a key enemy unit/HQ. A second option is an Inquisitor with Prescience, such as Coteaz or any one of the Ordos Inquisitors. Prescience gives you re-rolls to hit every turn (not just the first) and generally are a cheap HQ option (you have to take them to unlock DCAs anyway). Ordos Xenos Inquisitors can also take Rad/Psyko-stroke Greandes, which add even more to the DCA potency in close combat. A third option is a Grandmaster with Psyk-out/Rad/Blind/Psyko-stroke Grenades. Not only does the GM bring benefits to your whole army (i.e. Grand Strategy, Psychic Communion, good close combat stats), but he can Hammerhand the DCA to up their strength and his grenades can take them from a very good close combat unit to a veritable "blender unit" which can rip down even the most rock hard units with ease, even MCs or TH/SS Terminators Finally, the GK Librarian. Like Inquisitors, he can take from the Divination discipline, giving DCA Prescience for re-rolls every turn and, (if you are lucky) upping their save to a 4++ or causing an enemy unit to re-roll all successful saves with the right power from the Divination table. Alternately, the GK Librarian can take powers from the GK book (only the cost of a MB per power, you can take as many as you want, and you are guaranteed to have them, vice rolling for them). Now, a Librarian using GK book powers is a very interesting force multiplier for DCAs. Looking at the powers, we have: -Sanctuary -- Pretty good, especially if you don't want someone to charge you, but probably not the ideal power for DCA support. -Dark Excommunication -- Good against Damon MCs, but very situational and not the greatest for an "all-comers" list. -Warp Rift/Smite/Vortex of Doom -- Good shooting powers to give the unit some ranged punch, so decent addition to DCA, but not the primary reason to take a GK Librarian. -Summoning -- Good power for bringing in support from accross the table, but still somewhat situational and more for getting other units where you want them, not the DCAs. -Shrouding -- Great for making DCA (or the transport they are riding in) a bit for survivable against shooting attacks, especially if they are in any kind of cover. -Hammerhand and Might of Titan -- Now, THIS is where it get interesting! ;) Not only do these powers stack, but a GK Librarian can cast both of them in a single turn, being PML (2) base. Combine this with 10 DCA using Power Mauls and guess what... you suddenly have a unit that, on the charge, puts out 40 S8 AP4, I6 attacks with Armorbane! Even multi-charging (so down to 30 attacks), you could easily kill 2-3 vehicles in a single turn with this kind of close combat ferocity.... imagine multi-charging and destroying 3 Wave Serpents or 3 Leman Russes in a single turn?? Or destroying 3 Dreadnoughts in a single combat with DCA?? Or imagine charging two Land Raiders and destroying both of them in a single round with your squad of DCA backed by a GK Librarian... now that is something most assualt units only dream about, much less for such a cheap cost per model! Alternately, if the squad has Power Swords as its secondary weapon, you could use them in conjunction with the Librarian to get 40 S6 AP3 I6 attacks on the charge, all with WS5.... I cannot think a MEQ unit out there that would survive a round of attacks from this unit (maybe 20 Death Company Marines with an allied Azrael attached for a 4++ save ;) ). Now the unit doesn't get to Sweeping Advance (due to GK Libby's TDA), but they are likely to wipe the unit out in the following assault phase, meaning they are freed up to charge again when you turn comes back around. Finally, going back to the Power Maul + Hammerhand + Might of Titan combo (i.e S8 I6 attacks), even against enemy HQs with high toughness (like MCs or Wraithguard/Wraithblades), the DCA will usually strike first and will be wounding on 2+s in most cases (S8 vs T6), with so many attacks, hits, and wounds getting through that even MCs with a 3+ save will likely be torn down (10 DCA with Librarian support cause an average of about 5-6 wounds on T6 MC with 3+ save). Even against T8 MCs (Wraithlords and Wraith Knights), 10 Power Maul DCA + Librarian on the charge get 40 attacks, 26 hits, 13 wounds, and about 4 unsaved wounds... enough to kill a Wraithlord and to severely wound a Wraithknight. Alternately, against enemy HQ characters/Warlords with a 2+ save, S8 is double the toughness for most ICs, meaning that only one unsaved wound has to get through for the enemy Character to be IDed, unless he as EW (which is relatively rare these days). Link to comment https://bolterandchainsword.com/topic/281254-s8-death-cult-assassins/ Share on other sites More sharing options...
shortysl Posted October 4, 2013 Share Posted October 4, 2013 You might well have just introduced a unit of Death Cult Assassins to my Grey Knights army! I don't have my Codex or FAQ to hand so are we certain that Hammerhand and Might Of Titan can be used on non 'Grey Knight' units? (The Space Marines, not the Codex). Link to comment https://bolterandchainsword.com/topic/281254-s8-death-cult-assassins/#findComment-3485160 Share on other sites More sharing options...
Gentlemanloser Posted October 4, 2013 Share Posted October 4, 2013 Yup, DCA benefit from Hammerhand. Can get it from an attached Librarian or Techmarine (Or GKGM/BC I suppose). Can't remember if Brotherhood Champions get Hammerhand, I'd guess they do. Edit: Make sure the TDA Libby is at the front of the Squad to soak up Overwatch. ;) Link to comment https://bolterandchainsword.com/topic/281254-s8-death-cult-assassins/#findComment-3485197 Share on other sites More sharing options...
Dr Zaius Posted October 9, 2013 Share Posted October 9, 2013 Yes, they are impressive, or they were impressive if they would be able of reaching combat. With a ++5 save and T3 they are dead in the open, and if they use a transport they have to dissembark before charging, unless you use a Leman Russ (expensive) or a Stormraven (expensive and you will be assaulting on turn 3 or 4). And remember that with a GK Independent Character they win TSKNF BA Death Company are far better, because they can use DropPods and disturb the enemy, they have bolters for firing when not in combat and mainly they are Fearless, T4, have a +3 save, FNP, Fleet and TSKNF. Link to comment https://bolterandchainsword.com/topic/281254-s8-death-cult-assassins/#findComment-3490323 Share on other sites More sharing options...
shortysl Posted October 9, 2013 Share Posted October 9, 2013 Yes, they are impressive, or they were impressive if they would be able of reaching combat. With a ++5 save and T3 they are dead in the open, and if they use a transport they have to dissembark before charging, unless you use a Leman Russ (expensive) or a Stormraven (expensive and you will be assaulting on turn 3 or 4). And remember that with a GK Independent Character they win TSKNF BA Death Company are far better, because they can use DropPods and disturb the enemy, they have bolters for firing when not in combat and mainly they are Fearless, T4, have a +3 save, FNP, Fleet and TSKNF. I believe you mean Land Raider rather than Leman Russ. The aforementioned Death Cult Assassins would actually have a good chance against Death Company; striking at Strength 8 and Initiative 6 would ensure that any Death Company who fail their Saves are denied their Feel No Pain rolls. Even striking with Power Swords at Strength 6 AP3 would ensure that Death Company were relying solely upon a 5+ Feel No Pain Save in order to survive (factoring in Furious Charge and Hammerhand for Strength values). Making cross-codex comparisons is rarely useful; Death Company are one of the premier assault units in the game, but Grey Knights don't have access to them. Ergo, whether or not they're better than Death Cult Assassins is largely irrelevant. Stormravens are common in many Grey Knight armies and are more than capable of allowing a Turn 2 assault. Link to comment https://bolterandchainsword.com/topic/281254-s8-death-cult-assassins/#findComment-3490532 Share on other sites More sharing options...
alea acta est Posted October 9, 2013 Share Posted October 9, 2013 I prefer a techmarine. Rad, psych, blind, brain mine grenades, psych grenades. Gives ATSKNF and allows sweeping. Adds hammer hand when needed and helps with servo arms against high av and t targets. Supplements with his good shooting as well. Plus he is way cheaper!! Coteaz does better in a fire base I feel thanks to his interceptor. I attach him to: 4 crusaders. 3++ for overwatch with power axes due to low I and A value base. Helps the squad survive to shooting and protracted combat. 4 DCA. Sword + axe. In a land raider. Used in the firing line at start of game. Counter assaults and attacks spear heads. It demolishes everything it touches. Thou imay swap 2 axes for mauls on the DCA. Less 2+ saves I'm seeing. I uses to run this squad with a kitted grand master. He was to expensive and when you fail to sweep you get hung out to dry in the next shooting phase. Ouch. Link to comment https://bolterandchainsword.com/topic/281254-s8-death-cult-assassins/#findComment-3490562 Share on other sites More sharing options...
Reclusiarch Darius Posted October 10, 2013 Share Posted October 10, 2013 I can't help feel this is putting too many points into the unit. I think a ten-strong DCA+Crusader unit works fine, and will easily make its points back, even taking the Raven delivery into account. Once you start loading up on Librarians/Tech-Marines etc, you're overloading the unit. DCA+Crusader is an infantry blender unit, pure and simple. I'd avoid trying to pump them up to hit tank lines (which don't exist anymore anyway, 6th edition killed mech lists unless you're Eldar), keep em cheap and simple. They don't even really need re-rolls, 5 x DCA alone will murder most ten-man squads reliably nevermind the Crusaders backing them up. They're spot removal for backfield shooty annoyances. One of the best candidates for DCA-to-the-face are the new Centurions, who A: can't down a Raven reliably and B: are so woeful in melee you may not even lose one dude before your axes go at I1 (S5 hurts but it will bounce off the Crusaders most of the time). Centurions are immune to S8 anyway (you need S10 to pop them in one go), S5 massed attacks will down them just as reliably and without needing an expensive Librarian in the unit. Link to comment https://bolterandchainsword.com/topic/281254-s8-death-cult-assassins/#findComment-3491264 Share on other sites More sharing options...
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