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Death Company rules?


Wildfire

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So, I'm not seeing any DC rules about being uncontrolled, or not allowing non-chappy ICs to join them.  Am I just missing them?  Are DC really that easy to use now?  What's to stop a White Scars HQ to join them and keep the FC and Rage goodness going constantly?

 

Also, is it my imagination or does that mean that the Command Squad just sucky compared to DC?

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It's not a trick; DC really are that easy to use these days and yes, you can place any IC you want there and that includes those allies who are Battle Brothers. FC is a Blood Angels rule, Rage is a DC rule and these will remain. In short, the BRB will tell you which rules remain passive, get shared, and so on.

 

The Command Squad has an entirely different use altogether and is far from "sucky". It will, however, pale in comparison to the DC if used in the same manner.

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Command squad as a power weapon unit, use something else.

 

Command squads as a shooting unit, with stormshield access and FNP works well.  I haven't tried it yet, but as a storm shield bodyguard for someone like Mephiston would probably work well.

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Command squad as a power weapon unit, use something else.

 

Command squads as a shooting unit, with stormshield access and FNP works well. I haven't tried it yet, but as a storm shield bodyguard for someone like Mephiston would probably work well.

I have been playing around ways to best support Mephiston (hasn't everyone?) and am leaning towards Vanguard Vets on foot for the Storm Shields. Why would you put him in command squad rather than a VV squad? Command Sq gives you FNP but you lose out on 2 more shields

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I use 3xss and 3xmelta with my command squad escorting Meph. I have never yet failed to make back my points with interest. have yet to try vv with him. Will get to it eventually, I'm sure, but the command squad is just so nasty.
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I use 3xss and 3xmelta with my command squad escorting Meph. I have never yet failed to make back my points with interest. have yet to try vv with him. Will get to it eventually, I'm sure, but the command squad is just so nasty.

-Mephiston

-Brother Corbulo (wha????!? Don't see that often!)

-Vanguard Veteran x5

--Sgt. w/ Relic blade and Storm Shield

--1x VV w/ 2x LC

--1x VV w/ Plasma pistol and Chainsword

--1x VV w/ Plasma pistol and Storm Shield

--1x VV w/ Storm Shield and Chainsword

--5x Melta Bombs

-Rhino (Drop Pod for 10pts less)

 

Total cost = 555pts

 

 

Why this?

 

A) VV equipped thus cost the same as 5x TH/SS Terminators in a Drop Pod

B) this:

 

3x Plasma pistols for ranged AP2 dakka

3x 3++ SS for tanking Wounds

3x AP3 melee weapons (Meph, Relic Blade, 2x LC)

-5x Melta bombs + Meph w/ Sanguine Sword for anti-vehicle

WS + 1 to ALL (Corbulo)

I + 1 to ALL (Corbulo)

I + 2 on the Charge (Corbulo + Baal Strike Force)

FNP 5+ to ALL (Corbulo)

 

This is expensive but against MEQs this is absolutely deadly...all 7 models attacking well before enemies can even process it. Make Corbulo the Warlord for extra lulz

 

Command squad in comparison just seems weak to me: sure you get FNP for free (without another HQ) but you are locked at 5 models only 3 of which can be configured the way you want

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Command squad as a power weapon unit, use something else.

 

Command squads as a shooting unit, with stormshield access and FNP works well. I haven't tried it yet, but as a storm shield bodyguard for someone like Mephiston would probably work well.

I have been playing around ways to best support Mephiston (hasn't everyone?) and am leaning towards Vanguard Vets on foot for the Storm Shields. Why would you put him in command squad rather than a VV squad? Command Sq gives you FNP but you lose out on 2 more shields

 

 

VV do offer the capability to carry *more* shields, but the command squad is better value *IF* you:

 

you'll be taking lots of shots on characters (Meph included) with a 2+ save. FnP equates to giving Meph an extra wound. If you have, say, a TDA Libby in the unit as well, combined, the have about an extra 2 wounds.

 

Statistically, this lets them tank an extra 12 AP4+ wounds that would have killed 4 storm shield bearers.

 

The maths is more complicated than this, but the general idea is that if you're tanking AP 2 shots and stormshields and AP- shots on 2+ saves, FnP means you need less 2+ save tanks in the unit in order to maintain a high level of resilience.

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