Dbourg Posted March 20, 2015 Share Posted March 20, 2015 What is the ideal squad size between 10 with 2 pf. Or 5 with 1 pf. Or a mix of the two. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/ Share on other sites More sharing options...
Golden Aegis Posted March 20, 2015 Share Posted March 20, 2015 I personally run 10 with 1 fist, and 2 spears. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3982867 Share on other sites More sharing options...
Midnightmare Posted March 20, 2015 Share Posted March 20, 2015 10 with 2 fists here, they do ok like that without any IC support. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3982887 Share on other sites More sharing options...
Karhedron Posted March 20, 2015 Share Posted March 20, 2015 8-10 with 2 fists and 2 inferno pistols to crack transports. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3982902 Share on other sites More sharing options...
Deschenus Maximus Posted March 20, 2015 Share Posted March 20, 2015 5 is probably too few to run a fist; not enough ablative wounds to protect the wielder. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3982932 Share on other sites More sharing options...
knife&fork Posted March 20, 2015 Share Posted March 20, 2015 Distraction unit = 10 DC with a single fist (and optional infernus pistol) deployed in pod. Actually kill things tougher than guardsmen unit = At least a single fist and a few power swords on 10 bodies with jump packs. New DC are seriously underwhelming without a fair amount of PWs. Make the most of that I5 S5 or don't bother IMHO. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3982951 Share on other sites More sharing options...
Urauloth Posted March 21, 2015 Share Posted March 21, 2015 What's the current state of the boltgun/CCW debate? I'm very out of touch with DC meta. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983242 Share on other sites More sharing options...
knife&fork Posted March 21, 2015 Share Posted March 21, 2015 Hard to tell. On one hand it could be argued that the change from WS 5 to 4 gave boltguns a relative boost. On the other hand you'll need more attacks than before to do damage in close combat and we can strike at I 5 on the charge again. I'd say bolters for podded units and pistol + ccw for jumpers or DC riding an assault vehicle. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983294 Share on other sites More sharing options...
Deschenus Maximus Posted March 21, 2015 Share Posted March 21, 2015 Bolters on guys with fist/hammer, bp/ccw on the others. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983328 Share on other sites More sharing options...
Karhedron Posted March 21, 2015 Share Posted March 21, 2015 5 is probably too few to run a fist; not enough ablative wounds to protect the wielder. It depends on how many squads you are running. Several people seem to be experimenting with 3 or more 5-man squads, each with one fist. They are hard enough to kill a lot of targets and can gang up on tougher units. They are more maneuverable and can make better use of cover and your opponent will really struggle to stop them all reaching his lines. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983459 Share on other sites More sharing options...
Deschenus Maximus Posted March 21, 2015 Share Posted March 21, 2015 I am a big fan of MSU squads, but the fact remains that if your opponent focuses on one squad at a time, those fists will start falling pretty fast. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983660 Share on other sites More sharing options...
knife&fork Posted March 21, 2015 Share Posted March 21, 2015 Not to mention you're spamming a relatively harmless unit in the most crowded force org slot. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983665 Share on other sites More sharing options...
Quixus Posted March 21, 2015 Share Posted March 21, 2015 Nothing wrong with 8 guys with a fist and a hand flamer. MAIM! KILL! BURN! Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983699 Share on other sites More sharing options...
Dbourg Posted March 21, 2015 Author Share Posted March 21, 2015 What is this power spear mentioned. I've heard of sword and axe. What about maul or flail. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983724 Share on other sites More sharing options...
Quixus Posted March 21, 2015 Share Posted March 21, 2015 Spear=Lance one of the options for power weapons according to the main rulebook. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983774 Share on other sites More sharing options...
Dbourg Posted March 22, 2015 Author Share Posted March 22, 2015 Which power weapon is preferred? Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983837 Share on other sites More sharing options...
Fallen153 Posted March 22, 2015 Share Posted March 22, 2015 I use 8*DC on jp with Astorat - 1*Thunder hammer - 1*Power Axe - 2*Power Maul Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983846 Share on other sites More sharing options...
knife&fork Posted March 22, 2015 Share Posted March 22, 2015 Which power weapon is preferred? Depends a bit on your meta. Power mauls are somewhat useless to me as AP4 just doesn't cut it, for the same reason I stay away from lances/spears. Axes are more of a budget power fist replacement, not bad but power fists tend to be worth the extra pts. When you need that fist the axe won't do. Swords are now my favorite power weapon on DC thanks to the +1 initiative charge bonus. With 5 S 5 I 5 attacks on the charge per model they can actually do some damage to MEQ and the hateful eldar. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983862 Share on other sites More sharing options...
JamesI Posted March 22, 2015 Share Posted March 22, 2015 I agree with K+F. A Maul doesn't work most of the time unless your meta is Xenos heavy. Mauls are great against most Orks as an example, not so good against most Marines. A spear/lance I would generally only take in a squad I intend to put Dante in for the extra charges from Hit and Run. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983878 Share on other sites More sharing options...
Deschenus Maximus Posted March 22, 2015 Share Posted March 22, 2015 I tend to think of Mauls as anti-tank weapons rather than anti-infantry. 5 S7 attacks hitting on 3s will put a dent in a lot of vehicles. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983901 Share on other sites More sharing options...
Fallen153 Posted March 22, 2015 Share Posted March 22, 2015 Maul weapons - 7S on charge - perfect kill motonobs, chaos spawn - vs TWC, necrons Wraiths it's better then spear, sword or axe, because they have 3++ - better kills MC, and concussive them - kills T3 models - ID - antitank weapons Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3983921 Share on other sites More sharing options...
knife&fork Posted March 22, 2015 Share Posted March 22, 2015 I tend to think of Mauls as anti-tank weapons rather than anti-infantry. 5 S7 attacks hitting on 3s will put a dent in a lot of vehicles. I don't like glancing vehicles to death with CC troops since it's usually a surefire way to maximize return damage from the enemy passengers. For TWC, wraiths and most of the other T5+ targets mentioned I find anything S 10 (with lib dread as my go to guy) to be far more effective than throwing a unit of DC at them. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3984003 Share on other sites More sharing options...
Fallen153 Posted March 22, 2015 Share Posted March 22, 2015 I tend to think of Mauls as anti-tank weapons rather than anti-infantry. 5 S7 attacks hitting on 3s will put a dent in a lot of vehicles. to be far more effective than throwing a unit of DC at them. this is a joke ? Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3984006 Share on other sites More sharing options...
DominicJ Posted March 22, 2015 Share Posted March 22, 2015 If you can spare the force org, 4x5 with a fist and JPs sounds nasty. The problem with that is it leaves Vindicators and HPlasma Devs as your only 2+ killers Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3984007 Share on other sites More sharing options...
knife&fork Posted March 22, 2015 Share Posted March 22, 2015 I tend to think of Mauls as anti-tank weapons rather than anti-infantry. 5 S7 attacks hitting on 3s will put a dent in a lot of vehicles. to be far more effective than throwing a unit of DC at them. this is a joke ? I don't find that glancing anything with low-ish AV to death is a problem even without a maul since the really tough vehicles such as serpents rely on cover saves which are already negated by all CC attacks. For tough, high AV targets I want high S, AP1-2 weapons. Not being able to score an 'exploded' result or even score a penetrating hit is pretty bad. Units with a toughness stat is really thankful to take down with S 10 AP 2 instant death attacks, generally hitting at I 6 minimum. Link to comment https://bolterandchainsword.com/topic/304908-death-company-squad/#findComment-3984011 Share on other sites More sharing options...
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