David Ravel Posted February 6, 2015 Share Posted February 6, 2015 Greetings. Just to start a thread on the 7th Ed. choice we should make for our CC DC with (or without if you are fancy) Jumppack. Personnally I tried to either run barebone with a character and/or a Thunder Hammer. But I find the lack of Ap quite sad. Yet at the same time, Power Weapons are so highly costed on guys with T4 3+ that I'm not sure I want to invest more. Would you run a gang with 2 TH ? 1 TH and 2 PW (I was thinking especially of Power Maul to hit at S7 on the charge) ? Or lots of smaller gang of 5 with either 1 PW or 1 TH ? I don't like running lots of smaller gang because it's more difficult to move them all in efficient formation in order to get everyone to charge. Also it's easier to kill the PW/TH. Because with the new reanimation protocol (and I have 2 necron player in my gaming group of 10 players), the Power Maul is very nice against warrior since we will not win as much CC as we used to since it gives them an extra invulnerable save we can't do anything about. Also I have alot of difficulty winning CC against orks when they mass them with armors 4+. It doesn't help against marines, but anyway people don't run blobs of marine so a team of 10 DC with a character and/or a TH/PW can shred through them on the charge anyway. Also the Power Maul, charge or not, is great against MC (I have a demon player in my Gaming Group) since they all have 6+T. General discussion on the subject ! Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/ Share on other sites More sharing options...
Joasht Posted February 6, 2015 Share Posted February 6, 2015 I go with an average of 1 Fist per 5 DC, and that's about it. If I wanted power weapons I'd take Sanguinary Guard. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3942024 Share on other sites More sharing options...
DominicJ Posted February 6, 2015 Share Posted February 6, 2015 One in three ish gets a power fist for me I may try two fists and a power weapon with 9 Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3942072 Share on other sites More sharing options...
Arufel87 Posted February 6, 2015 Share Posted February 6, 2015 Agree with the above. 2-3 power fists and call it at that. They are primarily infantry blenders and harassment units. Its not wise to go overboard with them as even with FNP they're not super durable. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3942141 Share on other sites More sharing options...
Karhedron Posted February 6, 2015 Share Posted February 6, 2015 My current 10-man DC have 2 power fists and 2 infernus pistols for dealing with very tough targets. The Infernus pistols also help to crack transports so the DC can much on the troops inside. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3942224 Share on other sites More sharing options...
Xenith Posted February 6, 2015 Share Posted February 6, 2015 Drop pod. 10 infernus pistols. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3942231 Share on other sites More sharing options...
JamesI Posted February 6, 2015 Share Posted February 6, 2015 I've been running 8 DC, 2 fists, 1 power sword. Or if I have points left over add a few more power swords. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3942611 Share on other sites More sharing options...
CastellanDeMolay Posted February 7, 2015 Share Posted February 7, 2015 10 DC, 2 Infernus Pistols, 1 Power Fist, 1 Thunder Hammer. I think the extra 5 points is worth it for Concussive. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3942823 Share on other sites More sharing options...
Shaezus Posted February 7, 2015 Share Posted February 7, 2015 I run 5 with a TH and jump packs. Their role in my army is more supportive, they tend to find themselves acting as speed-bumps for wraithknights so the TH ensures they take a few wounds off. In a more central role, 8 or more with a power sword, TH and fist. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3943245 Share on other sites More sharing options...
DominicJ Posted February 7, 2015 Share Posted February 7, 2015 Theres not much out there that can take a S9 hit and not die, but I suppose the meta has a lot more MC so thats not as true as it once was. Chaplain, Wing, Veritas 10 DC, Jump Packs, 3fists Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3943344 Share on other sites More sharing options...
Charlo Posted February 8, 2015 Share Posted February 8, 2015 Theres not much out there that can take a S9 hit and not die, but I suppose the meta has a lot more MC so thats not as true as it once was. Chaplain, Wing, Veritas 10 DC, Jump Packs, 3fists Do you deep strike these guys then? That sounds pretty nifty! Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3943678 Share on other sites More sharing options...
DominicJ Posted February 8, 2015 Share Posted February 8, 2015 Too risky I'll pod ten DC with a few fists, but my reserves never show up if they are expensive. Can probably T2 charge if they deploy anyway Not tried them yet, next thursday Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3943874 Share on other sites More sharing options...
Fahlnor Posted February 8, 2015 Share Posted February 8, 2015 As I'm sure many others do, I feel a need for things to be "symmetrical" and for numbers to be neat and tidy. It's a frustrating problem at times, but it does tend to create sensible armies. For Death Company, I feel that the weight of attacks will only carry them so far without being able to go through armour. The risk of running into something really big and nasty also means you need to be carrying a power fist or thunder hammer. My ideal unit "pyramids" the different weapon options: 1 thunder hammer 2 power weapons 4 regular weapons You're looking at 221 points for that unit with jump packs, but it will go through pretty much anything it bumps into. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3944269 Share on other sites More sharing options...
DominicJ Posted February 8, 2015 Share Posted February 8, 2015 I came up with the 1 in 3 ratio based on pre combat losses, Worst case scenario, 3 die to shooting, 3 attack basic, three die in CC, three fists attack. I think swords kill as many MEQs as fists and do it first for less points, but if you want to kill that tank, you need fists and hammers. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3944531 Share on other sites More sharing options...
Sans Mercy Posted February 8, 2015 Share Posted February 8, 2015 Is no one into power axes? Really? 5 meaty ap2 blast to the face on the charge, per 15 pt investment. God help them if you have a chap or Astaroth added to them. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3944580 Share on other sites More sharing options...
DominicJ Posted February 8, 2015 Share Posted February 8, 2015 Its a little bit pregnant All the downside, unwieldy, none of the advantages, ie kapow you're dead / penetrated Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3944586 Share on other sites More sharing options...
Xenith Posted February 8, 2015 Share Posted February 8, 2015 Advantages are an axe is cheaper and gets more attacks! In smaller squads, an axe may take the place of a fist, but when running 10, the danger an opponent will throw a dread or wraith thing into them is too high, so they need the fists. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3944792 Share on other sites More sharing options...
JamesI Posted February 8, 2015 Share Posted February 8, 2015 Is no one into power axes? Really? 5 meaty ap2 blast to the face on the charge, per 15 pt investment. God help them if you have a chap or Astaroth added to them. For me the problem with power axes is someone with far more talent than I have painted my DC at the time when axe and sword were identical. So they all have swords. And I don't want to remodel what are probably my best painted models, so no axes. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3944841 Share on other sites More sharing options...
Sans Mercy Posted February 9, 2015 Share Posted February 9, 2015 Advantages are an axe is cheaper and gets more attacks! In smaller squads, an axe may take the place of a fist, but when running 10, the danger an opponent will throw a dread or wraith thing into them is too high, so they need the fists. That's why I run a pair of them in 8-10 man squads with a TH too. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3944951 Share on other sites More sharing options...
Sans Mercy Posted February 9, 2015 Share Posted February 9, 2015 Its a little bit pregnant All the downside, unwieldy, none of the advantages, ie kapow you're dead / penetrated Why don't you try putting the axes in the back of the formation, so you don't end up penetrated or pregnant. You know, "Hidden Fist"? Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3944955 Share on other sites More sharing options...
DominicJ Posted February 9, 2015 Share Posted February 9, 2015 The disadvantage with the axe is it can't do those things. Run in to a fury dread and the axe can't touch it. Run in to a multi wound T4 and the axe can't ID it. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3945115 Share on other sites More sharing options...
Sans Mercy Posted February 9, 2015 Share Posted February 9, 2015 I can find plenty of ideal targets for them when I play, including t4 hero types. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3945435 Share on other sites More sharing options...
gogmagog Posted February 9, 2015 Share Posted February 9, 2015 Just a question, bolt pistols with what? And bolters with what? Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3945769 Share on other sites More sharing options...
Xenith Posted February 9, 2015 Share Posted February 9, 2015 Just a question, bolt pistols with what? And bolters with what? Bolt pistols with 1 handed power wepaons bolters with specialist weapons. Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3945790 Share on other sites More sharing options...
gogmagog Posted February 9, 2015 Share Posted February 9, 2015 So bolt pistols with chainswords and power swords, bolters with fists and thunder hammers , is that ok? Link to comment https://bolterandchainsword.com/topic/303111-cc-death-company-wargear-choice/#findComment-3945802 Share on other sites More sharing options...
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