PastelAvenger Posted December 8, 2014 Share Posted December 8, 2014 I do like Bolter Death Compnay but I would personally have a Land Raider for them, tends to minimise the losses if they have a metal box to drive them round. Still need to them some power weapons to ensure that they can run through whatever unit you point them at. Fast scoring, hidden PWs, capable in close combat, decent anti.infantry shooting, great mobility. The only thing against them are cost and the fact that special weapons are better in almost every way compared to the pistol versions. They aren't scoring unless that's been changed in the new codex. There's some evidence that it has been. The new profiles - at least the ones in Deathstorm - have no reference to The Black Rage as a rule, and instead have all the components (Rage, Furious Charge) as separate entries, with no reference to a rule that renders them not-scoring. Totally missed that, great news but I want my Death Co to mince units not hold ground Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3883470 Share on other sites More sharing options...
ElectricPaladin Posted December 8, 2014 Share Posted December 8, 2014 I do like Bolter Death Compnay but I would personally have a Land Raider for them, tends to minimise the losses if they have a metal box to drive them round. Still need to them some power weapons to ensure that they can run through whatever unit you point them at. Fast scoring, hidden PWs, capable in close combat, decent anti.infantry shooting, great mobility. The only thing against them are cost and the fact that special weapons are better in almost every way compared to the pistol versions.They aren't scoring unless that's been changed in the new codex. There's some evidence that it has been. The new profiles - at least the ones in Deathstorm - have no reference to The Black Rage as a rule, and instead have all the components (Rage, Furious Charge) as separate entries, with no reference to a rule that renders them not-scoring. Totally missed that, great news but I want my Death Co to mince units not hold ground The latest spoilers say that you'll get your wish. Death company are now Elites. Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3883480 Share on other sites More sharing options...
girot Posted December 9, 2014 Share Posted December 9, 2014 I've been running jumpy DC with basic weapons for yesrs. Most games they are the only thing left standing. I loved 5th edition but missed my meat grinder squad. Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3883742 Share on other sites More sharing options...
Remtek Posted December 9, 2014 Share Posted December 9, 2014 If the HQ rumors are true and DC are scoring now, Death Company actually got buffed. Corb's is probably non jump pack, but him with DC punch them up to Init 5 WS 5. Probably need a Land Raven for this setup, but considering they are striking before most units it will be huge in terms of survivability. Though i'm leaning towards jump pack HQ's as it seems very strong and jump units look way cooler :) Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3884034 Share on other sites More sharing options...
Frater Cornelius Posted December 9, 2014 Share Posted December 9, 2014 Exuse my ineptitude, but you are talking of rapid fire and charging. Are they relentless? Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3884067 Share on other sites More sharing options...
Remtek Posted December 9, 2014 Share Posted December 9, 2014 Yes Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3884084 Share on other sites More sharing options...
simison Posted December 10, 2014 Share Posted December 10, 2014 And more! Now we can take as many separate squads as we want. Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3885303 Share on other sites More sharing options...
appiah4 Posted December 10, 2014 Share Posted December 10, 2014 And more! Now we can take as many separate squads as we want. Up to 3 if using CAD, or 4, if using Baal Assault Detachment (BAD? You know I'm Baaaad, I'm Baaad.. Who's Bad!) Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3885309 Share on other sites More sharing options...
Frater Cornelius Posted December 10, 2014 Share Posted December 10, 2014 Lets hope it is not as BAD as it sounds :D Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3885491 Share on other sites More sharing options...
Karhedron Posted December 10, 2014 Share Posted December 10, 2014 I don't know about bolters all round but it would probably be worth sticking them on the PF models as they would not benefit from the extra attack anyway. Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3885558 Share on other sites More sharing options...
JamesI Posted December 10, 2014 Share Posted December 10, 2014 I don't know about bolters all round but it would probably be worth sticking them on the PF models as they would not benefit from the extra attack anyway. This is what I do. I usually run 2 fists with bolters, then maybe 1 more bolter guy. Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3885563 Share on other sites More sharing options...
shandwen Posted December 11, 2014 Share Posted December 11, 2014 What you really need to do is run a bolter and each different power weapons/fist/hammer on each guy... so that way it takes five minutes to roll your side of cc. Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3886273 Share on other sites More sharing options...
knife&fork Posted December 11, 2014 Share Posted December 11, 2014 My biggest gripe with mixed units of DC :p combat take forever to resolve, specially when they have re-rolls. Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3886274 Share on other sites More sharing options...
shandwen Posted December 11, 2014 Share Posted December 11, 2014 My biggest gripe with mixed units of DC :p combat take forever to resolve, specially when they have re-rolls.I learned my lesson in my first match with ravenguard vanvets. Keep the loadouts the same. Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3886280 Share on other sites More sharing options...
bushman101 Posted December 11, 2014 Share Posted December 11, 2014 I have been running half Bolter and half ccw DC for a while. Personally, I like to have the option of staying back to shoot or close in and assault. It's easy to want to have your DC dedicated to one or the other, but sometimes it doesn't pan out. Terrian gets in the way and charges are random. Equiping for both is a nice plan B. With the rumors, it looks like that won't change. Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3886326 Share on other sites More sharing options...
bushman101 Posted December 11, 2014 Share Posted December 11, 2014 My biggest gripe with mixed units of DC combat take forever to resolve, specially when they have re-rolls. No where near as bad as a IG players shooting phase. Link to comment https://bolterandchainsword.com/topic/300127-death-company-bolters-and-jump-packs/page/2/#findComment-3886329 Share on other sites More sharing options...
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